Genoa is a pure negotiations game, in which almost everything is negotiable -- actions, movement, contracts, goods, special powers and more. Each player is a commodities broker, buying and selling wares such as wheat, silk, copper, and pepper for profit, attempting to be the richest player by the end of the game. Other players are both competitors and partners, because when one goes to town, only he is the "deal-maker." All other players negotiate and haggle with the deal-maker to buy wares, contracts, and others things from him; or compete to have the deal-maker make deliveries to their customers. Since the deal-maker has his own agenda of deliveries to or pickups from a specific building, others must perform actions that are en route to deal-maker's possibly hidden destination -- or negotiate payment to cover the deal-maker's opportunity costs. Since the deal-maker can only visit up to five adjacent buildings, the competition is fierce for the deal-makers attention.
Tabletop Tuesdays: How I Learned to Negotiate and Made Big Bux (Sort of)
|Submitted by sebastian sohn on Mon, 06/14/2010 - 23:31.|
Puerto Rico Evolver
Tabletop Tuesdays: Digital Prototyping with Excel
|Submitted by sebastian sohn on Tue, 06/08/2010 - 00:31.|
If there are still some of you who are cardboard challenged and have yet to play Puerto Rico, there is a digital solution.
Ring of Thieves and Risus: The Anything RPG
Tabletop Tuesdays: Minimalist Gamebook for a Minimalist RPG
|Submitted by sebastian sohn on Tue, 06/01/2010 - 00:33.|
Suggested By:sebastian sohn
S. John Ross wrote the Ring of Thieves gamebook to show the power, flexibility, and simplicity of the Risus: The Anything RPG system. Ring of Thieves is 27 pages and can be played in less than half an hour.
Alea, Mimickry, Paidea -- But No Ilinx
|Submitted by costik on Tue, 05/18/2010 - 16:35.|
Agon is an ambitious indie RPG that tackles two major design challenges: First, to create a tabletop RPG that is open-ended, but has a literal winner. Second, to create a system that supports the feel of Homeric legend without getting bogged down in simulation of Bronze Age Greek reality.
The Napoleonic Wars
Tabletop Tuesday: Play while Listening to the Eroica
|Submitted by costik on Tue, 04/13/2010 - 00:52.|
The Napoleonic Wars is very likely the single most enjoyable card-driven board wargame I've played. That sentence probably requires some parsing for this blog's audience, however.
Tabletop Tuesday: Narrative Improvisation
|Submitted by costik on Tue, 02/23/2010 - 13:51.|
Sweet Agatha is an ambitious product in many ways. It's a two-player, limited scope, narrativist RPG; it's a literarily ambitious attempt to marry themes of love and loss to an interactive product; it's a beautifully designed (from a graphic perspective) product that gets destroyed in play.
Tabletop Tuesday: D&D Version Wars
|Submitted by costik on Tue, 02/09/2010 - 21:12.|
The story behind Pathfinder is so convoluted and indeed silly that it's worth noting.
Once upon a time there was Dungeons & Dragons. It was a little game published in a small box in three booklets, and it was, actually, kind of a bad game -- very poorly written and rather clunky. But it was the first RPG, and at the time the idea of a roleplaying game was so novel and exciting that it became a huge best-seller.
Up Against the Wall, Motherfucker!
Tabletop Tuesdays: Oddly Enough, an Important Game
|Submitted by costik on Tue, 01/12/2010 - 00:41.|
"Perhaps I should write about Up Against the Wall, Motherfucker!," I mused. "But of course they can't play this thing, since it's not only out of print but incredibly obscure, and basically no copies are available anywhere."
No problem; I emailed JFD and got his permission to put the game up here.
The Dungeon of D
Tabletop Tuesdays: Print-and-Play Dungeon Crawl
|Submitted by costik on Tue, 01/05/2010 - 00:23.|
The Dungeon of D is a "print-and-play" (PnP) game, meaning it's not available for sale, but instead you can download PDFs of the components and print them out to make your own copy. In other words, it's an amateur rather than a professional production, but it's worth remembering that "amateur" has its roots in the Latin "amare" (to love); that is, an amateur does what he does for love, not for money. While its rare for any amateur product to reach or exceed professionally-produced products, it can and does happen -- as it has with this game.
A Bitter Aftertaste
Tabletop Tuesdays: Love Sucks
|Submitted by costik on Tue, 12/08/2009 - 01:35.|
I am now officially tired of the "why can't we have games that do ______?" conversation. Like, you know "games can't do conversations, games can't do tragedy, games can't do X, Y, and Z", so we're stuck with nothing but Gears of War until the end of time.