Bene Factum

2012/02/29

Sultans of Karaya

Filed under: Traditional Games — AlexWeldon @ 7:47 pm

My third game, Sultans of Karaya is a game of intrigue, deception and memory for large groups. It works best, I’ve found, with between 8 and 11, though it can be played with as few as 5 and as many as 15.

Although the game bears superficial resemblance to games such as Werewolves of Miller’s Hollow or The Resistance, it differs in three important ways.

Firstly, it breaks away from the “informed minority vs. uninformed majority” paradigm by making both teams approximately equal in power, and equally uninformed at the start of a round.

Secondly, and more importantly, a given player is not stuck with a single character (and alignment) for an entire round. Rather, cards are exchanged, and thus the objective of the game is not so much to identify one’s teammates and cooperate with them as it is to collect information for one’s own benefit and then connive, maneuver, and share information selectively in order to end up on the winning team at the end of the round.

Finally, the game is played in a series of rounds, with players accumulating points for siding with the winning team of each round, so there is one final winner – the one with the most points!

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2012/02/28

Tepiiku

Filed under: Digital Games — AlexWeldon @ 10:12 pm

Click here to play!

Tepiiku is a simple but unusual dice game for exactly three players. At one time, I was intending to release a series of games, physical and digital, supposedly invented by an imaginary race of cavern-dwelling game-lovers called the Daumakku. My card game Insidious Sevens ended up being the only other one in the series.

As such, Tepiiku has the same visual theme as Insidious Sevens, and similarly cutthroat play. It combines the escalating stakes of a gambling game like no-limit poker with the push-your-luck element of dice games like Nada and Sid Sackson’s Can’t Stop to create maximum tension.

Rules

Tepiiku is a traditional Daumakku gambling game, using a special set of dice inscribed with the runes of the Deepfathers. Tepiiku means “triangle” in the Daumakku tongue, and as that name suggests, the game is always played with exactly three players.

The object of the game is to have the highest score showing at the end of the round, or at least not to have the lowest, as the player with the lowest score, known as the “Fish,” must pay a certain amount of money to the player with the highest score (the “Hook”).

The Fish always has the option of rerolling dice, however, in order to improve his or her score. The catch is that failing to improve one’s score means losing twice as much money as surrendering, so sometimes it is best just to give up.

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2012/02/26

Blog introduction

Filed under: Gaming Blog — AlexWeldon @ 3:52 pm

It’s always hard to decide where to begin with a new blog, and although I have ideas for topics I’d like to discuss in the first few posts, I think it makes sense to begin by introducing the blog itself. The blog on the old site was more or less “about” whatever I felt like from one moment to the next, ending up a hodge-podge of game reviews, musings, reports on my own projects, strategy guides, art tutorials, and more.

The intention here is to be a lot more focused on theoretical and practical aspects of game design and, by extension, game playing, since the two are inextricably linked. Although I will certainly discuss specific games, both my own and others’, the focus will be on breaking down and analyzing mechanics, rather than reviewing from a “should you buy this game?” perspective.

The topics I intend to cover, in general terms, are:

  • The state of the industry and trends in game design
  • Practical advice about designing games
  • Deconstruction and analysis of specific games
  • Post-mortems of my own games
  • Discussions about specific mechanics or genres

The first real posts of the blog are upcoming shortly, and will cover the unique characteristics of games for two-players, for three or four players, and for larger groups, and how different group sizes present different challenges for game designers.

2012/02/24

Cryptic Crosswords for Beginners

Filed under: Pencil Puzzles — AlexWeldon @ 11:01 pm

Cryptic crosswords are undoubtedly my favorite sort of pencil-and-paper puzzle, but they’re unfortunately very hard to get into at first. The vast majority of clues rely on the same set of basic tricks, and often use the same sort of words to indicate what trick is at work, so learning to solve a cryptic crossword is a lot like learning a new language. It becomes natural eventually, but only after lots of failed solving attempts.

A big part of the problem is that most cryptics are made with the experienced solver in mind, so setters often try to make the clues as hard as possible while still meeting some basic level of “fairness.” These are two puzzles I made with the opposite goal in mind; the clues are just about as easy as I could make them, while still being “cryptic.”

If you know the basics of how cryptics work, but have never had much luck with them, download these and try them out! It may be just the easy entry you’ve been looking for. If you don’t know how cryptics work, you’ll want to click the tutorial link below first.

Beginner Cryptic #1: (PDF) (JPG)
Beginner Cryptic #2: (PDF) (JPG)
Solutions: (PDF) (RTF)

Cryptic Crossword Tutorial

Picnic Blitz

Filed under: Traditional Games — AlexWeldon @ 8:55 pm

Picnic Blitz box

Picnic Blitz is a dice game that I released shortly after Insidious Sevens. Like Insidious Sevens, it was loosely inspired by several classic dice games, such as Yahtzee and Nada, both of which my friends played a lot of in our university days, and Sid Sackson’s Can’t Stop, which proved that a game can be mostly about rolling dice, yet still have a significant skill component.

Players control teams of six ants, one for each of the six tracks on the board, which in turn correspond to the six numbers on a standard die. At the end of each track is a food item, worth from 2 to 4 points depending on the length of the track. When an ant reaches a food item, the points are awarded to that player, and no other ants can progress on that track; however, the ant may be dethroned by the other players, in which case the player loses the points and the food is back up for grabs. The number of points needed to win depends on the number of players, but it can be very tricky to hang on to enough different food items simultaneously to reach that goal.

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Insidious Sevens

Filed under: Traditional Games — AlexWeldon @ 3:31 am

Insidious Sevens box

Insidious Sevens was my first commercially published game. It’s a trick-taking game loosely based on the classic card game Oh Hell, which has been a family favorite for at least a couple of generations on my mother’s side. It made the GAMES Magazine Top 100 for 2012.

Insidious Sevens was born out of a desire to improve on Oh Hell, as despite my love for the game, it has many flaws that were apparent to me long before I started thinking of game design as a career. Although I started thinking about ways to refine the rules while still using a standard deck of cards, certain ideas led me to think it would be easier to work with a different distribution of cards, which in turn led to the decision to try to get it published commercially. The deck I settled on contains the numbers 0-7 in each of 5 colors, for a total of 40 cards.

Like Oh Hell and many other games in the genre, the basic goal of Insidious Sevens is to predict how many tricks you’ll win in each hand. You earn points for being exactly right, and lose points for being wrong, regardless of whether you take too many or too few.

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2012/02/20

New website launched!

Filed under: Site News — AlexWeldon @ 7:21 pm

Bene Factum has had a complete makeover; the old site is no more, and this new one is better in almost every possible way! If this is your first time here, please click the “About this Site” link in the navigation bar for a bit of an introduction to me, my work and what you’re going to find on this site.

Aside from the obvious visual improvements made, there are a few important things to know about the new site. Firstly, it is now completely WordPress driven. What this means is that every subsection of the site works like its own little blog; if you click the Board Games link, for instance, you’ll see the full details about my most recently-released game, shorter blurbs for those that came out earlier, and a link to take you to the archives if you’re looking for something older still. You can also leave comments or questions on almost any piece of content you find on the site. Better still, you can subscribe to an RSS feed for the entire site, so you’ll be informed whenever new content is added, regardless of the category.

The other important thing to note is that I’ve decided to separate my game-related and artistic careers; you’ll no longer find my art and design portfolio on this site. A second website will go live soon to serve as a professional website for my freelance services. The two sites will, of course, link to one another, but I feel it makes sense to keep them separate, as not everyone who is interested in one of my fields is necessarily interested in the other.

How do you feel about the redesign? Feel free to leave comments or criticisms, or make suggestions for further improvement!

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