Showing posts with label Board game. Show all posts
Showing posts with label Board game. Show all posts

Monday, May 14, 2018

Board Game Preview: CARD TYPES and COMPONENTS!

It's time for another awesome preview of what's in the New York edition of the adventure game, Galaxy Zento. For those who need a little catch up, it's a 2-6 player game that utilizes an event deck and interactive board to simulate an adventure where you are trying to complete a random goal for good or evil before anyone else. So much has gone into the creation of this game that gives nods to classics like Talisman and other event deck games. If you liked Talisman you will love GZ. The game is packed with action and options. Even as today's post gives you a solid view of that, it only scratches the surface. So lets dig in! (click on image for better view)

Player Characters: The first thing you get when you set up for play is a random player character type. There are 18 of them with GZNY and they all have cool abilities to help you on your journey. Some of them are even predetermined to be good or evil (otherwise you would have a choice). Some of them have special cards that go with them to boost them even more. The symbols are for attack (star), defense (shield), recruit (speech bubble) and evade (arrow). While red and green are part of their color scheme, the symbols are colorblind friendly. Next you have stats for Spells, Traps, and Obtain. Not all PC's can start by playing spells, but all have a stat for them should they become able during game play. Traps are for escaping trap cards and obtain is for artifacts. Each of the numbers, except defense are your modifiers to add to d20 rolls where they apply for each type of
encounter (traps, artifacts, combat, etc). Ways to build on your stats are all over the place and most players wind up pretty huge in just a few rounds.










PC Specials: These are identified on the back of the card by the word "special" and you only get them with certain player characters. There is another type of special card, but we will get to that in a few. The best specials are for the Elemental in this case with four cards. Each one is powerful but can only be used once per game. There are 11 specials spread out to 4 PCs. So there is a good chance of seeing them in play in a six player game.





Goals: These are the win conditions that are dealt randomly to players. Some team play options will be included. Goal cards also back you up with built in rewards as you play and earn your goal tokens. You can read much more on goals in my last post, linked HERE. In the next newsletter I will be spoiling more of the goal cards so be sure to sign up for that! If you can't get the link in the upper left to work, hit the links in the upper right and visit the Facebook page. You can't miss the pinned sign up link there! The newsletter comes with character spotlights, game spoilers and more! Resends of the first 3 editions will start next week and will only go to people who either are new or didn't open them in the first place.


Powers: These also have their own deck and there are lots of ways to get yourself a cool power. With 36 powers available and a limit of 3 in play per person, the combos are nearly unlimited. There are even a few you might call "broken". But fear not, nearly everything has a balancer in place. No matter how powerful you are, something out there thinks you're a snack. You'll be getting a solid example of that soon. The first two expansions had powers in the main deck and those are still good depending on how you want to run your game. Remember that the game is totally customizable so you can play it any way you want. Play or don't play any card you want.



Spells: The spell deck contains 90 powerful cards that make spell castors special in their own right. But there are several ways to wind up able to play spells. If you can play spells, at the beginning of your turn, you draw a spell card that you don't have to reveal. Spell cards are the only secretive cards in the game. You only have to reveal a spell when you actually play it. Everything else is full reveal. Spells serve nearly every purpose you can think of to the point of duplicating some effects. Spells can really be easy come easy go however as the game changes pace over and over again. Be careful when hoarding spells that something doesn't make you lose your hand. Spells can be used both in and out of combat with specific rules for each way of play.

MAIN DECK CARDS:

As if all that weren't enough, you still have the card types within the event deck itself to contend with. GZNY comes with a main deck of 126 cards that you can adjust to your whim. Want to play all death effects and see how far you make it? Go ahead. Want to make it super easy with only the simplest things? Same deal. These are the types of cards that you will have jump out you as you wander New York City.

Items: A simple freebie card. Who leaves a laser rifle laying around? Whatever, it's yours now. Found a power potion? Cool! Only at focal points do you have to worry about them not being a free pick up for your turn (if you reveal a threat with it because you reveal 3 cards at focal points- see the board explanation HERE).  Items can be weapons, armor, or just some cool gimmick. Either way, they add to your play abilities and help you on your journey.





Specials: Another freebie that can accent your play. There's one to help reveal more cards and another that allows you an extra ally. There aren't very many specials hence the term, but they are handy.









Artifacts: These are more powerful can common items and require a dice roll to pick them up. If you fail the roll, they vanish. If you make the roll, you have a new powerful trinket. Artifacts do all sorts of a awesome things to enhance game play but watch out for....








Cursed Artifacts: There is no roll required for one of these. In fact, they will attach themselves to you as soon as you reveal them. They will block you from using any other weapon items or artifacts. Some will send away your allies. Some will turn you into a monster. There are ways to get rid of cursed artifacts, but your best bet is to get your PC killed in action. Most of these will make you a danger to the whole table and a target anyway.






Event: An event card triggers as soon as it is revealed and before any other actions can be taken. They can be both good and bad when it comes to the game environment. In some cases, more than one event can trigger at a time. In those cases, the player whose turn it is gets to decide which is first. Many of the events mirror things that happened in the novels the game is based on. Check those out via the links in the upper right.






Gods: A god card is a permanent effect with special rules. Gods have a powerful effect on the game and offer a little more if you succeed at praying to one. You can appease a god with a sacrifice of a power or artifact followed by a dice roll, but be wary. Fail, and you still lose your offering. Just like events, some gods are beneficial to the table. Others raise the stakes considerably. There is an event and spell to help clear them out, but you have to draw it first.





Traps: Trap cards require a dice roll to escape. Failure to escape causes bad things to happen to you. Pretty simple.










Training Cards: A training card is another freebie that gives you a boost or two. They can affect nearly any of your stats and allow you to play spells, attack better, or hunt for monsters.









Beasts and monsters: These two types serve many of the same purposes with a few differences sprinkled in. Some have different rewards for defeating them in combat. The same to be said of the repercussions of failure. As you look at the card you see several stats like your own. They have their own attack and defense before giving a number to roll if you think you can evade them. Failure to evade any threat means going into combat. Sometimes, failure to evade makes the enemy stronger because they noticed you. Some rare beasts can be made into allies either by spells or special ability.
















Good and Evil characters: This is where your alignment really matters. If your alignment matches a character you reveal, you may roll to recruit him or her as an ally. Allies give you bonuses listed on the card. If they don't match, you can either try to evade them or fight them. Combat involves being the first to hit the opposing defense three times. If a player loses, they take 1 damage (per combat, not hit) and sometimes, something else bad happens. When it comes to characters, you want to be careful who you fight. These are the heroes and villains of the GZ stories. There are plenty of them.



Team Memberships:  If you look closer at that character above, you will note a word under her name. That word is the super hero team she belongs to. There are a few teams represented both good and evil in the game. When you reveal a membership, it's a freebie and you belong to that team, making it easier to recruit them as allies when you come across them.

Special Enemies: Special enemies have no alignment requirements and are general enemies to everyone once they are triggered to a point. Some will attack everyone no matter who reveals them. Some will start with the player who revealed and move on to everyone else afterwards. All of them are dangerous and challenging.







Other components: Do you love lots of components? Well, this comes with colored tokens to keep track of your goals, health, achievements, and poison. There are special cardboard chits for the special enemies that you put right on the board when they appear. There are 38 cardboard chits and they represent some spells and some threats. The game comes with 2 d 20s and a d6. It comes with a fleshed out rule book and alternative play methods. The best part, as I write this, is that it's almost available! All I can say is to stay tuned. Hope you enjoyed this very revealing post! Got questions? Hit me up in comments anywhere!

Sunday, August 30, 2015

Cards of the Boardgame: The PC's

I've tried doing a video series called Card Talk, to show how the cards work in Galaxy Zento the board game. Sadly, I just don't have good lighting or a location conducive to making the videos right. So it's time to go the blogspot way.

PC means Player Character. During game setup, each player is dealt a PC at random. Each PC has specific strengths and weaknesses. Fortunately, you can build on the weaknesses if you're even slightly lucky. The game has 6 PC's (but more are on the way) so let's go over them. First a quick explanation of the symbols/stats:

Star: This is the PC's attack modifier. When ever a d20 is rolled for an attack, this number is added to the result in order to reach the target's defense.

Shield: This is a PC's defense. The number that has to be reached on a d20 roll for a hit.

Speech Bubble: This is the recruitment ability. Possible allies have to be recruited with a d20 roll. This modifier is added to the result to reach the recruitment number on an ally's card (shown in the same symbol).

Arrow: This is the modifier for evading enemies. Basically sneaking away from conflicts instead of fighting. This is also done with a d20 roll compared to the requirement on a character or creature card in the same symbol.

Not all abilities have symbols. There are modifiers for Spells (if the PC can use them at any time), Traps (to escape them) and Obtain for grabbing mystical artifacts (which are not the same as items). As a note, I will tell you that there are powerful items coming that will require an obtain roll.

So on to the 6 PC's that you can play in GZ. (Click on images for better view)

WIZARD: Why not start with possibly the coolest of the bunch? As you can see, the Wizard is not a hand to hand combatant. He gets no modifier for combat. His defense is low, so you'll want to get him an ally as soon as you can or items if you can find them. Where he becomes a super power is that he is the only one of the six who starts out able to use spells. Spells come from their own deck and get drawn at the beginning of your turn. You don't have to reveal them until they are put into play. The Wizard's modifier for spell use is a 10, making any combat he uses spells in, much better. If he attacks a PC with a spell, there's a good chance he'll hit. And he can be at a comfortable range to do it. As an added bonus, unlike anyone else who gains magic use, he can draw 2 spell cards for his turn instead of 1. When he wins combats with spells, he gets an extra achievement token (used as wild card modifiers where ever you want).

PSYCHIC: The Psychic has decent numbers because, well, being psychic has it's advantages. She's excellent at recruiting allies or avoiding trouble with enemies. She's average at dealing with traps too because she can "see" her way around them. Where she's really great is her special ability. Once per turn you may look at the top card of any deck. You may put that card on the bottom of the deck. You can use this ability to give yourself a chance at a better draw for for your turn, or to prevent the person after you from getting a cool card that happens to be on the top of the deck. If you gain spell use, you can use this ability on the spell deck for yourself. But, you can also use it to mess up spell draw for someone who can draw them. You can only use this trick on your turn though, so use it wisely.

STRONGMAN: The brute of the game. He's good in combat, and that's really about it. He gets a great modifier against beasts and monsters along with gaining an extra achievement token for winning combats with beasts and monsters. Don't be too quick to dismiss him. With his head start in combat (which is extremely important) he only gets better from there as you find things to build him up with. Thanks to his bonus, he's also one of the best PC's to have against a beast called The Monstrosity. We'll get to those later though.




SOLDIER: Extra good at combat, average at recruit and evade, but makes up for it as soon as you give him a weapon item. Modifiers from weapon items give him an extra +2.  His defensive power of +2 attack and defense if attacked by another PC makes him a thorny target. The bigger he gets, the meaner that becomes.








SPEEDSTER: Arguably, the most awesome stats of the game. Super speed is super cool. She gets awesome attack and defense stats and her evade is monumental. A +3 to movement doesn't hurt either. She can either keep far away from PC's that would attack her OR stay close to those she wants to target.  Check out her "disarm" special ability. Once per turn, during movement, you may make an attack roll on an adjacent opponent. If successful, steal 1 item from that player. Continue your movement. So, basically, you're running along, pause next to someone, snag something from them, and run away. How annoying can you be with that?




INVENTOR: Another PC who really doesn't start out as a combatant. He's good at recruiting help and is a master with traps. Giving him items is also awesome. With him, the +4 from a laser rifle becomes +8. Then his attack shoots up to a +10. His tinker ability is also very handy. During your turn, you may discard an item to take any item (not artifact) from the discard and put it into play for yourself. You also don't roll to obtain items (which will be more useful with upcoming expansions).


I'm happy to report that the first expansion for GZ will have 18 new PC's to really spice up your gameplay possibilities. I'll do a report on them later on, when closer to release.

To see more of what this board game is about: go HERE.  To catch the books that the game follows, click on my Author's page link in the upper right.

Wednesday, July 22, 2015

Board Game Quandry: Reader's Advice?

Yes, I'm asking you, the gaming reader, for your advice. Consider that what you post here may become the advice sought out by other game creators like me.

Points to consider:

-I'm not just a game creator, but also an author and I'm trying to make GZ it's own standing universe. It has a long way to go with hopes for apps, graphic novels, and maybe even video games. I'm not just looking to take GZ one direction, but many.

-No matter what is available, everything will get future improvements. New editions with improved art and function are always in consideration. For that matter, I'm collaborating with an exceptional artist and the image is his drawing and my coloring. People are already digging it.

-If I do this, it will put games in players' hands. Players will also be able to rate my game on site.

My board game is fully playable. I'm working on a tweak here and there, but essentially it's ready and I'll have those improvements done first.

What I'm thinking of doing is going ahead and making my game available to order on The Game Crafter website for 45 dollars a copy. A few of you wonderful people were willing to back it on Kickstarter at 50.

Not only will this put my game out there for you and other players, but it will provide me with a modest business income that I can grow with.

So what do you gaming folk think of this idea? If you want to look over the information on my game you can do so at this LINK.

I value your input and appreciate it. Rock on gamers! Keep those dice a rolling!

Tuesday, March 3, 2015

More teasing on the board game!

As most of you know, I've been busting butt to put together this board game. Plans are still in high gear and it all looks very promising. Today is a special treat. You get to see the cards and what they do, but only a few of them. Nothing is finalized yet in how they look except for one thing. Recently I took votes on doing the artwork with or without borders on the cards. It wasn't overwhelming for one side over an another but a decision has been made. The cards will not have black borders. They will be 'open' in their artwork. I think that will allow me to make the artwork bolder and have it overflow in unique fashion. One thing you can be sure of and that's lots of color.

As a little recap on how the game is played. You start out by picking good or evil as your side of the balance. You get a character type and goal given to you at random. The first person to complete their goal is the winner! But how does this happen? Well, you make moves on the board and every time you make a move you reveal a card from the top of the main deck. Whatever jumps out at you is what you have to deal with. Today, I show you just a few things that will jump out of that deck at you. Ready?

EVENTS: An event is something that can affect everyone or just you. Either way, they shake up game play often. One of the craziest events is the Reality Warp. Reality Warp makes you roll a dice for every card you have to risk it vanishing into the aether. The only things you don't lose are your personal character type and your goal. Everything else is fair game. It's just one of the many things that can change the whole game in the blink of an eye.






TRAPS: Walking into a trap is never fun. You'll have to roll your d20 often to escape them. But some traps can work in your favor. Some traps will hurt other players if they are close enough to you on the board. Take the Explosive device for example. Sure, you get hurt, but so does everyone else. If you goal is to cause damage to other players (<spoiler!) this could be a win, unless it kills you of course.






POWERS: Hoping to get stronger as you travel the board? You may get a power while you are out wandering that helps out your game. Beware, everything is easy come easy go, so make sure you make good use while you can.








ITEMS: Don't you wish people would quit littering the universe? You never know what you'll find out there. Maybe some body armor or a sword? Who knows. But items are geared to make you stronger against the threats you'll face.








ARTIFACTS: While hard to get your hands on, artifacts can make you powerful and even complete a goal (<spoiler!). They can allow you to cast powerful spells or just bump up your numbers.

Then there's the Characters and Beasts that come out at you. Depending on your alignment of good or evil, you will either fight or recruit them as allies. There will be more on them later. I hope this whets your appetite for game play. Stay tuned because there will be more to come! Remember to click on the pictures for a closer view!

Sunday, January 25, 2015

Arting it up for the board game!

Watch out for the reality warp!
I admit, I've been dealing with writer's block for the last two weeks on what to even put here. I've also been super busy. So today, I want to share with you some of the artwork I've been doing for the first GZ board game, based on characters from my novel, Chessmen: Opening Moves. But hold on! There's a little secret you need to know first about this artwork.

It may not be the actual art for the published game. There is someone working in the background and if this works out, you will have your mind blown. So take the images you see with a grain of salt. They are basically what the art will look like, but only basically. Wink wink!

The game is all about completing your goal for you side of the balance (good or evil) and a whole lot of crazy stuff can happen on your way. You'll enlist the help of characters from your side of the balance and set off events that change game play several times over. I think I can show you what's in the game easiest by card types.

CHARACTERS: In a game for up to 6 players you will randomly be assigned a character type. Inventor, Speedster, Soldier, Wizard, Strongman, or Psychic will be who you are for the duration of your game play (or until your character gets killed because yes; that can happen.









GOALS: Also given at random, you will have a goal to complete in order to win the game. They all involve completing a series of tasks like defeating monsters or finding artifacts. I won't get into full detail on all of them, but you get the idea I think.







POWERS: Everyone gets a random power to boost their game play, but don't expect it to be permanent. There are 8 possibilities and they can change.

SPELLS: It's possible to be able to use powerful spells. But their use is also not permanent and they are easy come easy go! Use them while you have the chance!




Then we come to the main deck and I'm going to leave that for now. After all, this is just a sneak peek of what's to come! I will say it's where you find artifacts, items, and trigger amazing events that affect everyone. Now enjoy these artistic bits and click on images for larger view. You can also get the book this is based on by clicking on my Author's page in the links on the right. 99 cents for kindle or kindle app!!

Fire Scroll
Anti-magic grenede

Magic Sword
Laser rifle

Monday, November 10, 2014

Sneak Peek: GZ The Board Game

Chose good or evil. Play as a soldier, sorcerer, psychic, strongman, speedster, or inventor. Travel the universe recruiting powerful allies and fighting dangerous foes. Be the first to complete your goal for your side of the balance and win.

Based on my novel, Chessmen: Opening Moves; anything that happened to the Chessmen in the book could happen to you.

And it's coming along beautifully. Today you get a sneak peek at a few of the cool people you can play as on the board game. Up to 6 players will play one of the character types mentioned completely at random. Each one has their own strengths and weaknesses that you can build on during gameplay (averaging an hour for 4 players). I'm not going to give up all their stats and game mechanics yet, but I think you'll enjoy what they can do.

The Sorcerer: This is the only type that begins the game able to play spells. He's also the major reason that PC types are handed out at random. Also to balance this, it is more than possible for other players to wind up using spells... and losing them. The sorcerer gets a sweet bonus on using his spells towards his goals.

The Strongman: Decent in a fight with a bonus for dealing with monsters. Yes, monsters. The monsters and creatures from Chessmen are just waiting to make a  meal of you. They include, mutant butterflies, stinging swarms, a giant monstrosity, and more. It's a wild universe out there. The strongman is ready for it.

The Soldier: Good in a fight! And there will be several of those for every player. As the soldier you get a special bonus for weapons that you find on your journey. Be ready for anything and seek your fortune.

The Psychic: You gain bonuses to avoiding traps and recruiting allies because you see just a little further ahead than everyone else. Not the best in combat, but recruiting powerful allies is nothing to sneeze at.

The Speedster: With a bonus on movement for the board, you can get places faster than everyone else. You're also harder to hit by enemies Want to stay a few steps ahead and out of range? The speedster does just that.









The Inventor: He's more or less the weakest to start out with, but he's also the easiest to build up on. He gets a bonus to any item (including weapons) to make them more efficient for his needs. Give him an ally and he becomes the underestimated threat on the table.

This is just the tip of the proverbial iceberg when it comes to this game. You'll meet the characters from the novel and go through some of what they went through. You don't have to read the novel to play the game, but it will make the whole experience shine just a little more. But you'll be able to enjoy this game straight out of the box without knowing the story at all. I'll have more peeks coming up as we go, so stay tuned!