There are a lot of cards that didn’t make the cut for the final version of Crazier Eights: One Thousand & One Nights. Playtesting and brainstorming both can motivate the need for new cards to replace the old, and other updates. Some of these cards are really perfectly good and interesting, but they might not have been needed for one reason or another. Let’s take a look at some of these cards: Continue reading
When trying to tune a card game through updates and playtesting there’s a good chance a lot of the cards won’t make the final cut and will be replaced. There are a lot of cards that didn’t make the cut for the final version of Crazier Eights: Camelot. Some of these cards are really perfectly good and interesting, but they might not have been needed for one reason or another. Let’s take a look at some of these cards: Continue reading
Tuning a game requires that you try to improve it through an update. It is important to tune a game several times. I also recommend game designers make multiple significantly different versions of a game to check what works best. How much should a card game be playtested and updated? There is no easy answer, but I can talk a bit about how much Crazier Eights has been updated over the years. Continue reading
When developing every version of Crazier Eights I want to make sure the set of cards is balanced. When you think of a card game’s balance, you might think of the balance of particular cards. Are any of them too strong? That is a concern, but a more important and interesting concern is the balance of the game overall as a whole, which is a bit more difficult to discuss and examine. Still, it is an incredibly important issue, and it is the issue I will focus on here. In particular, I will discuss a bit about how I tried to make sure Crazier Eights: One Thousand & One Nights is balanced through counter-balance. Continue reading
I have been working on a checklist of important information for anyone who wants a Kickstarter campaign for a Tabletop game, but really the advice goes even further than that and covers much of what is involved with development and publishing a tabletop game at least a little bit. Go here to take a look.
What does publishing a game require? A lot of work. Game development, promotion, and crowd funding are easier said than done. I have a lot to learn, but here is my understanding of the process. A similar, less detailed, checklist can be found here and James Mathe’s checklist with Excel/OpenOffice downloads can be found here. Continue reading
I discussed how I worked on games similar to Crazier Eights for about ten years before I published it as my first official game here. The version of the game I had at that time did not end up being the final version either. Additionally, there also was a lot of playtesting and changes to the game that were not discussed just over that year, and it has continued over the last couple of years. The newest version of the game Crazier Eights: Camelot is based on a version of the game I developed in 2013, and I have been working on it for a few years. There were five main versions of what ended up as Crazier Eights: Camelot, which I will discuss here. Continue reading