Following on from our last post, wherein Arthur told you about the graphic designer we've engaged for the cover of The Momentous Issue of War, I want to tell you about the graphic designer engaged for Cretacea. Cretacea, and the need for |
STAT CARDS V2When the first game was shown to people at conventions and shows, they would often ask what we programme we used to format the ruleset. When Arthur told them Word (it still largely is -- don't break what ain't broken) they people would often ask why we didn't use Publisher. Keeping this in mind we gave it a go, and found it to be great! Publisher is basically a really basic Adobe-like programme that allows us to arrange things in a neat order. We quickly came up with a cleaner layout: adding attack values and condensing the main info for basic stats in one place. It was a great move. |
We really wanted to use Scott Harmon's dinosaur skeleton images but upon contacting him we found it to be out of our budget (being a young company). Instead we decided to keep them on the cards for now as we aren't selling this and it's just for home use, and then change it later.
STAT CARDS V3A few weeks later we re-assessed the cards taking into account some new ideas and some new game changes. Not a lot seems different here but we added "sneak/move/ run" distances in the move section and shifted the attacks section. We're a two-man team and neither of us are designers, but we try our best. We knew it still looked a bit boring but it was still a vast improvement over version 1. We also considered making a "back" for each card with the specials explained but since we encourage players to use "pips" on the hide areas we thought that would be too inconvenient. |
STAT CARDS V4We were so please about this update! Our current company joke/ motivational message that we hum like a mantra while working is "incremental change": a healthy and digestible attitude of letting small improvements accumulate. The grids remain but we broke them up a little more and moved them about. We also had a brilliant moment when we decided to add a coloured dinosaur drawing of our own design behind a coloured box grid. This lets players indicate a hide area is "broken" by putting a pip on that area. It also adds some colour to the card for aesthetic appeal. Lastly, we changed some stats to rebalance the dinosaurs. |
Teaching ourselves how to make our own "backgroundless PNG's" was a fascinating learning experience. These updates has bought us so many new skills and we are loving it. Growth for us and the company!
STAT CARDS V5Lots of change! Firstly, more balancing Secondly, we had a big shock when we did a research day and found ankylosaurus to be considerably smaller than we thought. This affects its points value (yet to be ammended on this working version), health points and perhaps soon other areas. One interesting change is the addition of the large "alertness" area, as altertness is a large part of the game. The colouring is very different here (ignore the pips not matching the hide section), the new background is much better and we've simplified the process for choosing environmental adaptation, which can now be written at the top of the card. |
We also sourced some great images (this one is from Pixabay) and now each card has a fancy picture showing off the dinosaur in question.
THE FUTURE OF OUR STAT CARDS AND THEIR USES?
As we work on the game we develop more and more uses for the cards, more ideas, and polishing. We're sure they'll change once or twice more, we'd be shocked if they didn't, but are glad that they're becoming more user friendly.
Every change adds value of the game and make play for fluid. Keeps your eyes on the blog for more details and feel free to ask any questions you have below. Until then, it's bed time, because we've been working on stat cards for a long time today.
Every change adds value of the game and make play for fluid. Keeps your eyes on the blog for more details and feel free to ask any questions you have below. Until then, it's bed time, because we've been working on stat cards for a long time today.
Cretacea
Work powers on with things in the Wicked Wargames studios. We're closing in on some big developments with Cretacea. Photography for the book begins in earnest (pictured above, Arthur in his "more happiness" jumper moves models about for clarification images in the book). We will have the majority of the books formatting done very soon and hopefuly we can share some big updates including book previews and maybe even a demo version!
We want a line up of the models in the book early in the rules so we're endevouring to ensure that we have a few examples of the models. Obviously we have many of them but due to mixed scales and some research we're conducting regarding actual dinosaur sizes (and how it affects the size classes in the book) we have had to change some models. Subsequently we're converting our own Kosmoceratops from some tiny ceratopsians.

Due to the (for some) drastic change of scale and size class in the game we've had to pick new T-rex's, new ankylosaurus models and a few others. The new T-Rex models are quite characterful and we've gone with a red leaning skin tone.
Though it might seem last minute to be addressing scaling now, it doesn't feel so for us. It will mean some big changes in the abilities and strengths of dinosaurs in the game but it won't be a shocking "system breaking" revelation as the game is fairly watertight, so it's simply some stat changes really.
The scale change for ankylosaurus is perhaps one of the biggest yet!
Kingdom and Command
Kingdom and command powers on, the layout is quite exciting because it's a much smaller project, so anything we add helps to contribute volumes of flavor such as this "how to" section. The book is full of character and it's going to be a really fun one to release to the public. We are currently playtesting (in real life, sending the letters for the game back and forth, it's a riveting experience, just as expected.)
Want to playtest Kingdom and Command?
If you want to help playtest kingdom and command then send us an email using the contact form on the home page or comment on this post. We will be accepting playtesters for a little while and the game is simple, fun and mildly exhillerating which is surprising for a letter writing game.
Last week we did a fun desert playtest of the game. We played six Deinonychus (raptors) against an Argentinosaurus and a Kosmoceratops.
The game started as a predictably speedy game but as we suddenly found it slowed down very quickly. The rough ground rules tend to cause (up until now) some real contention in the playtest games, mainly it's difficult to have rules for rough ground that apply to all dinosaurs and in this game specifically we could say that they affected gameplay detrimentally. Consequently we had to make the decision to stop recording the game (photographically) as a very large chunk of the game was simply just Raptors...walking over rough ground.
Subsequently we put a whole shift into the rough ground rules, two brains just ticking away and working it out. We think we have now some well implemented special rules and general rough ground rulings and we're back on top.
The game started as a predictably speedy game but as we suddenly found it slowed down very quickly. The rough ground rules tend to cause (up until now) some real contention in the playtest games, mainly it's difficult to have rules for rough ground that apply to all dinosaurs and in this game specifically we could say that they affected gameplay detrimentally. Consequently we had to make the decision to stop recording the game (photographically) as a very large chunk of the game was simply just Raptors...walking over rough ground.
Subsequently we put a whole shift into the rough ground rules, two brains just ticking away and working it out. We think we have now some well implemented special rules and general rough ground rulings and we're back on top.
Gargantuan dinosaurs in Cretcacea have board wide line of sight where other dinosaurs have a line of sight of 25". This is a balancing decision more than anything else, but it came into play in this game when the argentinosaurus saw the raptors coming around the corner, it was a cool cinematic moment.
Quite far to into the game the raptors had barely crossed the board which shocked us a little. This was the moment we decided to write down notes but stop photographing, hence the rest of the game was simply played until six turns (an extension of two, to allow for contact and combat testing) and not photographed in earnest.
Although we had a great time this game will need to be repeated for sure with some terrain modified or removed and with the new rulings. It was an educational game.
I have played many wargames with many wargamers, while Charles has more of a background in board gaming. I consequently have left many a game with a rules lawyer wishing i hadn't played in the first place. In fact it is rule lawyers as to why i stopped playing in clubs a while back.
Wargaming allows for this kind of mental and social frippery, whereas board gaming does not to much, in board games movements are often squares or sections and not measurments. Things like line of sight and opposed rolls are less likely. I mention this and "rules lawyers" because this is the mind with which we write Cretacea, we want the game to be as watertight as possible. The game is a simple one, and a fun one and we en devour to keep all rulings as basic as possilbe, using relevant charts where we can. This game we played in the desert was a great example of our two minds coming together to solve a problem, that being rough ground and it' complications, and how our backgrounds lend themselves to different ways of thinking.
Hopefully now, moving forward, it will be more simple to adjuticate the decisions relating to rough ground and it's effecting issues and as we generally aim, it'll be a simpler process to "work out" who can do what on the board.
More to come soon - Arthur
I have played many wargames with many wargamers, while Charles has more of a background in board gaming. I consequently have left many a game with a rules lawyer wishing i hadn't played in the first place. In fact it is rule lawyers as to why i stopped playing in clubs a while back.
Wargaming allows for this kind of mental and social frippery, whereas board gaming does not to much, in board games movements are often squares or sections and not measurments. Things like line of sight and opposed rolls are less likely. I mention this and "rules lawyers" because this is the mind with which we write Cretacea, we want the game to be as watertight as possible. The game is a simple one, and a fun one and we en devour to keep all rulings as basic as possilbe, using relevant charts where we can. This game we played in the desert was a great example of our two minds coming together to solve a problem, that being rough ground and it' complications, and how our backgrounds lend themselves to different ways of thinking.
Hopefully now, moving forward, it will be more simple to adjuticate the decisions relating to rough ground and it's effecting issues and as we generally aim, it'll be a simpler process to "work out" who can do what on the board.
More to come soon - Arthur
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