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the devil's in the dice

Hiring graphic artists

15/3/2022

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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
beautiful dinosaur tokens

When playtesting Cretacea, we've used dinosaur models (painted by Arthur, a professional miniature painter)
When playtesting Cretacea, we've used dinosaur models (painted by Arthur, a professional miniature painter) however, we recognise that not everyone will have dinosaur miniatures at home, and some people will just want to pick up the book and play. For those people we include dinosaur tokens at the back of the book.

This will be a few pages you can print, and they'll have top-down pictures of dinosaurs that you can cut out and play with them as substitutes for models. So to give you the best possible play experience, we decided to outsource creating these tokens to an artist, Naizu.

Here's a picture from the brief we handed Naizu:
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And here's a draft of what she produced:
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Personal favourite: the Triceratops. Look at those wrinkles!
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And here's a preview of her colouring.
Interesting note: observe the Compsognathus at the far left. For visual consistency, ​Naizu used the same brush for all the dinosaurs, but the difference in the dinosaurs' relative sizes meant that the Compsognathus would end up just a blob, so she'll increase its size a tiny bit to maintain design consistency and showcase the art and colours.

Although it sacrifices historicity, the game gains visual beauty. We often discuss balancing the game this way for things like realism, fun, speed, ease, beauty, etc.

If you like her work, click here for her instagram, Naizu's art is mixed and whimsical but she is working to a specific brief so that we cna bring you some serious and wonderful tokens!

More news soon. 


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Cretacea. What's happening?

15/3/2022

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Hey everyone, Charles here to update you on Cretacea and tell you more about our dinosaurs.

Hey Charles, what's going on with Cretacea?

Well, as mentioned in the post on our Facebook Group, we've decided to relax the focus on Cretacea to allow more time to focus on our two other games, The Momentous Issue of War and Kingdom and Command. To put it simply: those two games are much smaller and easier to create, so even though we've been working on Cretacea for longer, we think we should focus on releasing something sooner to the patient public.

Okay, so is any progress being made on it?

Yes, we've run a few playtests for new dinosaurs, and we've outsourced some work to a hired artist. More on this to come in an upcoming blog post. As mentioned, our main focus has however been on our other games.

Cool! Stuff is happening. What can you tell me for now?

To start, let's talk about what everyone wants to know: the dinosaurs. Which ones are we adding? Well, to speed up the release, we're adding four new dinosaurs to begin with, and the rest will be stretch goals. This will ultimately increase quality by allowing us to work harder on each dinosaur individually.

Let's start with a new dinosaur:

The Spinosaurus

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​As mentioned in our last post on the blog and on Facebook, we've revamped the combat system to include more dice, and this will be one of the biggies.

Most of the time, it rolls three attack dice. This is one of the highest rolling dinosaurs in the game. It means that in most instances it could roll in the 3-18 range, whereas some small dinosaurs might only roll 1-6.

Specials are where a dinosaur gets to shine, and we went for a narrative approach with this one, focusing on its supposed amphibian lifestyle, and the strong bite and powerful tail... but you're going to have to wait for release to find out what they do!
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Artwork to come.
(Never thought I'd be reading so much about licensing!)
Next up, we have fan-favourite:

The Stegosaurus

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​We've worked a lot on game balancing, and personally I'm a big fan of tactical and strategic games, which is why the stegosaurus is one of the most interesting dinosaurs to me.

Its attacks are varied, with a deadly tail on one side and an iddy-biddy head on the other (albeit with a powerfully sharp beak). Its attacks reflect this, meaning that you have to play well to use its best attacks, or else be caught out-manoeuvred!

And, of course, it's just an iconic dinosaur. Writing the specials for this one was fun, especially the Flush Plates rule, which was a Wicked Wargames hypothesis regarding intimidating tactics. The special lets it intimidate hostile dinosaurs.
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Lastly, I want to tell you about a personal favourite, and one that comes a little bit out of the left field:

The Dimetrodon

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Yes, it's not technically a dinosaur, but it's too cool to omit, and we are mixing dinosaurs from different paleontological eras, after all. Also, if your imagination is running wild right now regarding ways the game could expand, imagine what ours has been doing! (We've been thinking an Ice Age expansion!)

This dinosaur will be a stretch goal, so I won't show the stat card, as it's still open for editing, even though it's been through some playtesting.

I just want to say that I love where this creature fits into the game design: a slow, sneaky boi that bites hard when he gets you, giving a sense of approaching danger. It was hard to decide on a special for the sail-fin, but ultimately we decided to go for a camouflage effect.

Other updates

Okay that's cool, but -

Yes, it is cool.

No, listen, I have a ques-

Did you see the dinosaurs?

Yes, but about Cretacea and upd-

DINOSAURS!

​
Okay, seriously though... We know we've been quiet, but we have been working. More updates are coming. We remain focused on The Momentous Issue of War and Kingdom & Command as our higher priorities, but Cretacea is still happening.

​For example, we're outsourcing creating some dinosaur artwork for tokens to a professional artist, playtesting continuing when it can, Arthur continues to compile miniatures, and lots, lots more. Stay tuned for more on that.

Warmly,
​Charles
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How close is Cretacea to being done?

22/10/2021

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The irony of producing a really nice and polished product is that it's hard to call it done. I (Arthur) figure we could work on this for the next ten years and still mull over certain questions and equations; where possible we take a mathematical approach to rules writing and balancing, to maintain a fair and fun probability of success in the game.

This being said, we recently announced the game "finished" and then set a release date, one that we are sure to now postpone. Of course we're a little miffed because we want to release it as soon as possible, and we're grateful for the patience of those who are waiting for the game, but we think it's the right decision.

The game is finished insofar that it's a working system in a streamline and pretty rulebook, but we recently decided that it needs work to add new content to distinguish it as a second edition, rather than as a detailed reskin and update of the first.

Therefore, our project aims going ahead are the following upgrades to Cretacea:


1. New fighting rules
The game was always about survival, but we've found in civilian playtests (playtests with people who are not part of Wicked Wargames or pre-existing wargamers) that the most interesting elements come in combat and the brawling side of the game. We're therefore expanding this part of the game with rules like manoeuvring in combat, expanding our revamped combat and defence system, and more dinosaur-specific specials. ​
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2. Beautiful art and photography
Some parts of the second edition were initially just proofreading and reformatting, but we decided to upgrade the book aesthetically, which is why we've bought dinosaur art, put much effort into our own painted models and photography, and will continue to do this as we expand the book.

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3. A scenario tree.
We want to expand, playtest, and add the scenario tree that was promised so long ago. This lets players select varying kinds of scenarios in a campaign-style narrative of several games.
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​4. More dinosaurs!
We want to add up to ten new dinosaurs (we have eleven so far) to grow the game and add more meat to the bone. Because of our effort to create a streamlined system, adding new dinosaurs should be quicker than before in design and playtesting.

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Going ahead
Keep your eyes peeled for more info coming soon, and we can update you on the above as we add to the game. We want to release it as soon as possible, but we also know the time and effort we invest will be worth it to create a product we'll be proud to show you.

~ Arthur
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Cretacea (2nd ed) 1st draft is finished!

20/9/2021

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 As of today Cretacea second edition (firrst draft) is finaly finished! we placed the final pages into the book and although there are still test prints and some editing to do the book is officially finished and the first complete final format is done. It's been a long and exciting road, as we approached the end we couldn't wait to get to this stage for the gratifying sense of it, the work that's been done and the final product. We're so close to having test prints in our hands now. 

Below is a four page print screen of the book spread out so that you can get a slightly closer glance at the layout and colors, images and artwork that is going into this beautiful tome. It's truly going to be a beautiful book to have on your gaming shelf. 
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Cretacea and shooty game updates: cave men, weapon grid and game overviews

16/9/2021

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Lots is going on at Wicked Wargames. The gradual growth of the company and the games (now several in development!), and the approach to release for more than one game is very exciting.

Because of this and the increasing workload, it's becoming harder to put up regular updates, so we thought we'd throw one up this week and confess also that we didn't send out the newsletter last week! This isn't because of a general lack of information, it just slipped our minds amongst our work. We'll get back on track and send it out next week.

Cretacea

As Charles puts the finishing touches on the final page for Cretacea (the quick-play sheet) we turn our attention to expanding the system. The obvious direction is to cover as many dinosaurs as we can, which we will, rest assured.

The system is strong, reliable and very well-designed now. As such, we think it's time to throw a spanner in the works and see how it handles it... what spanner is that you may ask? How about some pesky little humans!

We purchased an order of Copplestone Castings cavemen and will soon be fielding units of three as little compiled units on the table, as opposed to single "edible" miniatures for those big dino's.

The Kickstarter will likely feature them as a stretch goal. Yes, we are aware that cavemen never crossed paths with dinosaurs, but we challenge anyone willing in the first place to play a dinosaur game to not also think "What if I could play dinosaurs against cavemen?" I mean -- we definitely did. 
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We've thrown an hour or two into the initial stat composition and card design of the models, and are excited to announce that they will herald the introduction of ranged combat in Cretacea, something the game lacks due to it essentially being a close combat brawler.

The idea of cavemen desperately attempting to scare, manoeuvre and berate a giant Tyrannosaurus rex, or dart and dodge the horns of a Triceratops brings us great joy, and we're sure it will you as well.
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(The images in the above stat card are purely place-holders for now from Google, there to give both us and you an idea of the card. We'll get better art in time.)
As a lead-up to the Cretacea update, below is an almost complete zoomed out preview of the book.

This kind of zoomed-out preview is an Arthur favourite, as we can fully see the scope of the book, the colour, the contents, and the aspiring nature of it compared to the first edition. The file is so thick and large, largely with high-quality images, that even zooming in and out slows down the computer. 
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The "shooty game" 

While we polish and finish Cretacea, we are powering on, working and experimenting with new rule systems, new engines, gameplay styles, difficulties, and types of gaming, and applying this knowledge to our shooty game and our new game in a production (announced tomorrow!)

The shooting game is a super fun game, and when we say super fun, we mean it. During our last playtest, our non-gamer friend was running around the table, throwing dice and shouting hurrahs! as his sniper model snuck around the table picking off Germans. He even came up with some rules himself. It's that intuitive that a non-gamer understood the vision well enough to craft elements for it, the same as you yourself can, that one day might decide to play.

We've done a few playtests, and progress on the rules speeds along. The game is mathematically balanced, intuitive, but also tactical and random. It brings a Hollywood-style element to an otherwise overindulgently realism-aiming genre of gaming (we're lookin' at you squad warfare games).
The game's random event cards have undergone a lot of change already, and we simplified the system to focus on a Hollywood style of lookin' good over realism. For example, we won't get bogged down in the differences between a WW2 German Spandau versus the Bren Gun. We have heavy and light machine guns for everyone and let the players do the story telling.

The unit stats have been similarly universalised, which allows you to come up with stats for any type of model. We've also given an allowance for various weapon strengths by classing them in a three-tiered system, which again gives more agency to the player in their story telling and imagination. It's a universal system, so our aim here is balance and application to any model a player might have.

We also made the decision to use measuring dowels instead of tape measures, the first decision of its kind for the company. They smooth gameplay right out and speed it up too. It's an exciting concept for us, and although it is not new to the industry, it's done less so these days, so in it's own way it's a quaint addition to the game. 

The graphic design of the rule set looks basic presently, so we have a fun idea to theme every page differently: swashbucklers on one, Napoleonics on another, sci-fi on another, etc. Until then, instead of sharing a zoomed-out shot of the plain black and white pages, we share the character creation examples that we currently have:

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More to come...

This post was beginning to get a little long, so check back tomorrow afternoon (UK time) for more info on a new game in development, and also updates on our correspondence roleplay game Kingdom & Command, for which we have some new artwork being worked on by a very talented artist, a brand new layout, and a big addition to the character creation guide.
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Cretacea nears completion, and cards for backers...

7/9/2021

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As the process of formatting Cretacea closes in on its end, we now come to the meticulous part of the work, such as compiling attributions and final formatting so the book looks lovely and neat, but that's not what we're here to tell you about...

Today we want to talk about the starter set stat cards. Every backer of the Kickstarter campaign will get a set of starter cards, and we'll be selling them separately, in herbivore and predator packs, and hopefully individually, as per people's needs and printing practicality.

We'll print them on shiny and hopefully drywipe plastic., and if our third party printer can't do that (though we're sure they can) then we'll also sell card sleeves in the appropriate size. 
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Regarding the tokens for the second edition, we recently made an executive decision. Because there are fewer now than in the first, and because we want to release the book as soon as possible, we've gone with a basic, functional, and a "don't break what ain't broken" approach.
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We'll soon be sending the book off for a test print, and we can't wait! It's so exciting to be this close to having books in our hands after months of work!

Keep your eyes peeled on the blog for more info and make sure to fill in the newsletter form on the home page for fortnightly updates!
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Cretacea Updates

1/9/2021

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We are extremely close to our test prints for Cretacea. The process has been long and exciting and we are now close to finishing.

As a finishing touch, we purchased some amazing illustrated imagery for our cover and to upgrade some images in the book. Note the new cover image: iconic and memorable for sure. (The actual layout of the cover is pending.)

Our main obstacle at this late stage is exporting the Word file to PDF. Although we have it saved in high-res. Word won't let us export it and we are working to find a solution. The file is massive, over a few gigabytes, comically large for a book. We are however on the cusp of achieving this. 
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As mentioned in some blog posts, the new version of the book is more of a re-molding than a re-write, although we've implemented many big changes and revamped some sections completely, we've strived to retain the look and feel of The Game of Gargantuan Survival.

These last few weeks have been a meticulous attention to detail and layout. For example, the new background of pretty salmon pink sand adds a soft touch, and the newly-coloured rules boxes to go along with it now match the gradient direction of the designers' notes; it's all coming along, and we're really excited to show you!
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The new clarification pictures are gorgeous. They add so much flavour, detail and streamlining to the originally questionable rules in many sections of the 1st edition. In the 2nd edition, simple but effective graphics line its pages. 
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We've cut down on vector art. Although we enjoy it thoroughly, we ended up leaning into a more finessed art style, as seen on the cover. Regardless, we kept a few, such as this awesome Theropod roaring over our turn phases page. Just beautiful. 
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Some of the new rules in the book, though simple, add much to the game in way of depth and narrative, such as the entrapment rule, given life with this exciting graphic. 
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The new stat cards, one of the longest and most detailed updates for the book, are now finished in their entirety.

This allows us to get a breather on that very long process and look toward new dinosaurs. It's our aim to provide stretch goals for some of the most iconic dinosaurs that we didn't get room to feature in the book. The original 11 dinosaurs from the first book make a revamped return but on the horizon we have Spinosaurus, Stegosaurus and more!
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We've upgraded and added to the painting section (although the page on the right requires final lighting and colour adjustments.)

The crafting section of the book is extensive, with almost as many pages as the actual rules. It's hefty, crafty, and full of fantastic content. 

When can we expect a trailer, release date and more? 

At the moment we're stuck in a wrestle with technology. We want Cretacea released as soon as possible and we've done the majority of the work. There is no new writing to be completed, just a render/export of the book and a test print.

We're very close and we aim to get more news in the next week or two. We simply can't wait to hold the finished version in our hands. It's a very exciting time. 

Check back for more soon.
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60"x40" wargames convention matt. How we made it and how you can make it.

3/8/2021

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Last week we had many interesting tasks, one of which was making a new terrain matt. This is a simple but extremely fun craft.

In this post, we'll talk about how we did it and, by extension, how you could do it! Arthur has been crafting for well-over a decade, so if you have questions, let us know either on our Facebook page or on the contact form on our Home page.
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We started with a large sheet of faux leather and used a caulking gun with gutter rubber (the rubber material used to fix gaps in guttering and pipes), and spread it liberally over the sheet.
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​Using a putty knife, we spread the rubber over the sheet, working quickly and in sections to prevent it drying.

We then spray painted it with a mix of colours. We forgot to photograph this stage but it's quite simple: spray one colour at a time, working in layers. Cover the matt with your base colours for setting the tone, and then add splotches of your preferred colour for patches/islands of terrain. These patches will help the flocking, to be added later, stand out.
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Arthur demonstrating the size of the new gaming matt.
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With a big brush, we dry-brushed the whole matt with a beige tone to bring out the texture from the first stage of the build.

After that, we applied paint and drizzled on the flock and static grass.
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​The final matt looks awesome and did its job excellently.
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During playtesting we found that the larger the matt  -- the better, though there is a peak size in our opinion. Generally 40" by 60" is a great size for most games and points counts so that's the size we chose for this matt and what we recommend in the book.

This size is hopefully something a lot of wargamers can accommodate, and we'll be taking it to conventions, so you'll be able to test it and Cretacea there for yourselves!
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4 battle reports, and how to balance a game via playtesting

29/7/2021

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During our week together, we photographed our games, playtested a lot and  learned a lot. Now we want to share with you the four most significant games and the lessons they taught us in game design and balancing.

We start with picture slideshows and continue with the battle report and lessons learned section.

PLAYTEST 1

In our research recently we found that the Ankylosaurus was much smaller than we originally thought, so we scaled it down from large to a medium size class. Consequently, we had to playtest two of them together to see if their high points cost was still justified based on their armour, if not their size.

(The history nerds among you might note that the Ankylosaurus armour was roughly equivalent to that of a Sherman tank!)

In this game we learned that the extra strong Ankylosaurus is more balanced than we thought.


We played a T-rex and a pack of Deinonychus vs two Ankylosaurus and had a blast. It was a really fun game and the Ankylosaurus held up, so we decided on a small points cost reduction.

Lessons learned:
  • The Ankylosaurus' armour makes it a tank that can stand up to the strongest attacks.
Changes made:
  • Small reduction in points cost for the Ankylosaurus, based on the size reduction.
PLAYTEST 2

This was an ambush scenario where four herbivores started in the centre of the map, vs a Suchomimus, a T-rex, and a Carcharodontosaurus, spread out across three board edges.
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The T-rex and the Suchomimus made good use of the sneak rule to get as close to the herbivores as possible without triggering the herbivores' spot checks. Meanwhile, the herbivores meandered randomly, and subsequently split their movements between grazing and moving away from the approaching predators.

There were a few close calls when the herbivores randomly meandered toward the predators, but the spot check only triggers if the predator moves, which simulates the predator / prey relationship of the former using terrain to sneak close up on the latter.

The T-rex and Suchomimus got caught up in sneaking for the most of the game, while the heavy Carcharodontosaurus moving around terrain was too slow to catch the herbivores fleeing directly away from it.

As the game neared its fourth and final turn, the herbivores were approaching a grazing victory (winning the game by grazing enough times) and the T-rex and the Suchomimus pounced, attempting to kill as many herbivores as possible before the game closed. Sadly, they left it too late and the herbivores won by grazing.
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Lessons learned:
  • Sneaking can effectively hide predator movement, but it requires tactical play to convert this advantage to a victory.
  • The spot check mechanic works and effectively simulates a predator / prey relationship.
  • The meander mechanic is an effective game tool for simulating random animal grazing behaviour.
Changes made:
  • None; good play from both sides demonstrated a working game system.
PLAYTEST 3

In this game the predators were a pack of Deinonychus and a Carcharodontasaurus. As in the ambush playtest, the Carcho set up a bit too far away and spent the game trudging across the board, which we accepted as a lesson to learn from.

The Deinonychus on the other hand, with their spritely 20" move, whipped across the board and engaged in combat right away. The game immediately became a rapid and sharp combat with the Brachiosaurus coming to aid the overwhelmed Parasaurolophus and smashing up the Parasaurolophus they charged.

We called this game early due to other commitments. The Deinonychus were close to felling the Parasaurolophus, but ultimately failed after a Triceratops charge. After they were wiped out the outcome was clear and Charles resigned as the predators.

Ultimately it was a fun game that showcased the brutality of dinosaur combat.

Lessons learned:
  • The size class system works by allowing area attacks against smaller dinosaurs and creating high damage when there's a massive size difference: the gargantuan Brachiosaurus vs the small Deinonychus
  • The Deinonychus are vicious ambushers: their numbers and speed let them pick the battleground and fight quickly, but their small size makes them weak to counterattacks and much larger dinosaurs.
Changes made:
  • Reaffirmed decision to change board to a rectangular shape, going for 60"x40". Players should start on the long edges (bringing them nearer each other at set-up).
  • Recent rebalancing of all dinosaurs stats was effective, evidenced by a close-run fight.
PLAYTEST 4
The last crucial playtest was our game with the river terrain. The two rivers heavily influenced movements by forcing dinosaurs to either jump where they chose or pass at the fords.

The Carcharodontasaurus was the first to attempt this, and failed its jump. Nevertheless, it still reached combat later on, which is a good sign because it means the river functions as an obstacle to the player rather than a total obstruction to a plan.

This game was 200 points each, our biggest game yet, and we set it up like this:

HERBIVORES
  • Kosmoceratops
  • Parasaurolophus
  • Edmontosaurus
  • Ankylosaurus

PREDATORS
  • Suchomimus
  • Deinonychus x3
  • Carcharodontasaurus

The Parasaurolophus was quickly cut down after being snuck upon by the Deinonychus gang, toppling after attempting to jump over the river, and then attempting to disengage only to be torn down with disengagement attacks of opportunity - one for each Deinonychus.

The hero of the match was the Kosmoceratops, who went down fighting in a corner against almost all the predators at once. One of its Special rules is to redirect an enemy to attack its own armoured head. This worked, but came at the cost of getting trapped. This is a good sign because the outcome of combat was based largely on player choices rather than game designer choices (even if we are the same at the moment.)

Lessons learned:
  • The river terrain and jump mechanic works well, as shown in this playtest by varied results when dinosaurs tried it, and not completely hindering player goals.
  • Disengagement attacks are too strong to simulate the quick snap at a fleeing dinosaur.

Changes made:
  • Nerfed disengagement attacks a bit.
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Charles taking notes between games
Summary
We learned a lot this last week. It was a intense and crazy-busy, but we definitely learned some good lessons and have edits to make, and can gladly say the game is really getting there and it feels streamlined and smooth. 

We can't wait to update you further and look forward to sharing the book mechanics with you in detail soon!

~ ​Wicked Wargames
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The making of rivers, and our terrain you can expect at conventions

29/7/2021

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Last week we finished the river sections for the game board. This let us playtest some pre-set scenarios we're planning for you, and is one of the cooler obstacles you can involve in your games when you meet us at wargames conventions, where we'll take Cretacea live.
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We hypothesised that we could use wood varnish for the gloss element, and it worked a treat, as can be seen on the test pieces above.

The final pieces ended up undergoing a different painting process than the test pieces but that's the beauty of test pieces: they allow one to re-align the process.
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The main colour of the water is an aqua blue emulsion paint. It's a common misconception that you have to use acrylic for terrain, but most house paints will work fine as long as you allow them to dry properly. 
The final rivers came out great and added a beautiful element to gameplay. They help us playtest river scenarios and looked fantastic. They brought the board to life, adding colour and almost cinematic feel.

This is the sort of terrain we'll bring to wargames conventions, which is where you'll get to test Cretacea, alongside playing the demo at home.

Charles remarked (and stands by it) that they look so good you can hear the water flowing!
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Photography: what to expect from the Cretacea rule book

29/7/2021

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One of the biggest jobs last week was the photography for the book. Not only will these photos will form the majority of the visuals in the book, but we're aiming to make Cretacea a high-quality product: one where you get your money's worth.

Consequently, we took great care with this job.
We placed terrain carefully and made sure that it and dinosaurs were placed appropriately for each example shot.

This means we can make the book thick with a beautiful gallery and how-to sections at the back, while reading the ruleset itself will be quick, clear, and visually appealing with example pictures.
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We took meticulous care with the last shot of the book (the back cover) as we really wanted to make an impact with that one. We used props, a mix of professional studio lights and make-shift light reflectors, and smoke from two e-cigs to create the perfect effect.

​We can't share the picture itself yet but you can gleam a little preview from the picture below. 
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This entire process took around six hours. The back cover image sets the tone for the game and expectations for the quality of photography in the rule book, so we walked away proud of this work and eager to share it with yourselves.


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Preparing terrain and dinosaurs

23/7/2021

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Our recent work started with building and painting terrain and painting CollectA dinosaur models for the upcoming playtests.

​Arthur has over over a decade of experience building in this field, and it shows, so let's start with the finished product and walk you through the steps.
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A parasaurolophus standing on rough ground terrain.
The base is made of reclaimed scrapwood. After liberally applying spray paint, brushed-on paint, and glue, we had the following base:
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Styrofoam and pebbles forming the base of in-game rocks.
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Bright green flock, some aquarium plants and green bush material from a railway scenics manafacturer for detailing. 
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They looked fantastic on the board and worked really well to demonstrate the purpose of "rough ground" in the book. 
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The collecta models that we bought arrived and they look awesome. This feathered T-Rex is fantastic and our favorite sculpt we'eve seen to date. The base was quite chunky and we wanted to remove it to put it on a "cretacea" friendly base. This was quickly done with a dremel tool (it was messy work, if you're ever dremeling soft plastic be careful to wear the correct protective equipment). 
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Giving every dinosaur a base that fits the model size, and preparing them for painting. Bottom left is our new sauropod and behind him is a carnotaurus and a brontosaurus we aim to get playtesting soon!
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All our work in action. The small trees came from Arthur's terrain box. We didn't make them and they're ordered from china, a giant box of trees for about £10.00. Arthur did however base them on washers and spray them with varying shades of green. 
As you can see, the work pays off so much. Anyone who has been to a wargames convention can tell you that the boards with beautiful terrain stand out.
Terrain on a game board is like a salad: you want all the food groups and all the colours, and our game board is a beautiful salad if there ever was one. 

More to come 
​Charles
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Long days at Wicked Wargames

22/7/2021

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Hey all, posting to let you know that we've been so busy that we haven't had time to write a proper blog post showing our work.

We've been:
- Preparing a terrain/battle map (for playtesting on a larger map)
- Making and painting terrain
- Painting dinosaur models
- Lots of photography
- Playtesting (satisfying to see that the mechanics continue to hold up and that at this point we're just tweaking stats and modifiers)
- Redrafting, modifying and adding to stats
- Modifying rules (even removing some dead weight, streamlining the game)

​We have more blog posts coming up later this week. Thanks for bearing with us.
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CHARLES IN THE STUDIO

19/7/2021

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Though there be many book related updates to post today (and so we shall) we thought it pertinent to announce that Charles is in the house! He's popped up from his city and we're working on the book all week. Pictured above is the desk we've set up for him and below is some of the photos from the work currently going on! 
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We have all the current models we've got painted laid out (including some not in the core book, which we will playtest if we find extra time). An effort to paint the rest (and some more as they arrive) is underway this week also. 
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The existing terrain we have is laid out neatly ready to go, we're also making a second and larger gaming mat this week. Lot's going on and just enough time (hopefuly) to do it all. 
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Check back later for more updates on the big writing week! 
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MAKING TERRAIN FOR FURTHER PLAYTESTING AND PHOTOGRAPHY

17/7/2021

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A wargames company always needs more terrain and the space to make it, so a large undertaking has been in process this week regarding the making of "rock piles" (for rough ground) and river segments. We'll make these as generically as possible so we can use them for more future publications but at the moment we're building them primarily for use in Cretacea.

We forgot to log the rock piles building process but it was similar to the river segments process, discussed later in the blog post.
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The rock piles in question. 
While growing up, Arthur made many sections of terrain without tools (only corrugated card and hardcore willpower!), so he was happy to take the lead on this task (this time with tools). Strong plywood and his experience has added a professional element to this process.

​Cutting the sections at 4" each and then shaping them into waves and bends, he bevelled them out with a sander. 
He used mixed levels of aggregate to texture the pieces, and we bought clay for the river banks. Before building the river banks, it's important to texture the river water with layers; water is neither a flat nor uncomplicated texture in real life, but rather a flowing and changing thing, and layers helps to emulate this.

Arthur used some polyfilla with water and a large brush to flick, dab, and drag the water texture onto the bases. 
On the cross section and the ford, he placed large rocks, followed by smaller rocks, and then sanded with a top layer of PVA glue. Although this will take a while to dry the patience is worth the wait; the final pieces will shine with a realistic quality and will be ready for next week's photoshoot and playtesting!
More to come on this soon.

​Wicked Wargames 
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FIELDS OF VISION: DEVELOPMENT AND IDEAS

16/7/2021

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The fields of vision in the book are a really interesting and fun aspect of the game. Each dinosaur has three fields of vision: frontal, peripheral, and rear. Dinosaurs can make target various areas and make various attacks, depending on which field the enemy is in.

This is a large part of the "predator / prey" relationship, that we aim to emulate in the book. We demonstrated the way this works with visual diagrams in the book (seen below in a screen snap) but we have been discussing how to explain this to players in a physical context at the games table.
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Players can for the most part work these areas out by eye, but we feel it important to explain it where possible with photographic examples, perhaps in a few ways. Failing that, we considered providing a paper template but because people will be using variable collections of dinosaurs, some larger than others, it's difficult to give people a "catch all" template.
Much development time was put into this template idea, and eventually it was scrapped, mainly because it just wasn't very "multi-use" and it seemed people would have to download and re-size one for their own force.

One of our key aims with Cretacea is to keep it simple, so we had a serious think about the template and went back a few steps...at which point we realised something very basic: by simply placing a straight edge between the back-corner of a base and the diagonally-across front-corner, one can easily determine the areas of vision, so long as players are being fair with their basing allowances. 
More updates on this will come. As with most rules writing issues, when you're working with a book inspired by documentaries as opposed to older and established games, we do our best to keep things simple, fun and quick to grasp.

​Wicked Wargames 
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PRINCIPLE PHOTOGRAPHY FINISHED FOR CRETACEA

14/7/2021

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This week Arthur finished the principle photography for Cretacea over a few days. The book, now a splendour of colourful photographic examples, is much closer to completion than ever before. This is also the primary reason for our silence this week as we followed up this large photo session with a series of long formatting days (arranging the book).

See below some (uncoloured/unedited) examples. 
The book is now looking marvellous, and although the process is always evolving, the meat of the book, the rules and the formatting, is now in place. 
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We have also arranged a big visit for Charles to come up to Manchester and get a full week of physical playtesting in. We've play-tested the game extensively online using tabletop simulators, and are confident the game is in a great state, but there is much left to discuss, videos to record, and other things to sort.

Doubtless there will be many updates from that week's work and there are many yet to come from this week's work, we just need to catch up on posting them on the blog!

Until then - stay tuned for more. 

Wicked Wargames
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MATURING THE STAT CARDS

2/7/2021

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This blog post is about the stat card for the Ankylosaurus, the interesting aspects of teaching ourselves to use Publisher, the maturing of the game and also the intriguing changes that come our way during development.

​Ultimately it's a story of hard work and the fruits of those labours. 
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Anyone who has ever tried to tidy a busy room knows that it never quite goes as planned: as you walk around the room picking up clothes, you decide you need to take them to the basket, as you do you pick up some wires and some books, and before you know it...you're not just tidying, you're rearranging. This is the nature of the Cretacea re-draft. 

It's not a complaint or even a joke of sorts, it's a pragmatic evaluation of the lengthy and in-depth process we've experienced so far to gett the game up to scratch. 

The original plan was to polish the original for a re-release but as we went into it we found out we could do so much better than that, and so before we knew it the whole bedroom floor was covered in clutter, waiting to be neatly slotted back into a new place. 

STAT CARDS V1

The stat cards in the original book were functional and basic. Arthur did the formatting in word with text boxes and shapes and it served the purpose. Sadly, on consideration we decided they needed to go entirely. 
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Most of the stats stayed as we knew we needed a jumping-off point for the re-write but we scrapped the design. We'll be including fluff information as in original Cretacea but the colouring, style, and format is gone. 
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STAT CARDS V2

When 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 V3

A 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.
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STAT CARDS V4

We 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!
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STAT CARDS V5

Lots 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. 
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Updates on Wicked Wargames

29/6/2021

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Cretacea

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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! 
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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. 
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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. 
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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. 
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The scale change for ankylosaurus is perhaps one of the biggest yet! 

Kingdom and Command

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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. 
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DEINONYCHUS...TRUDGE ACROSS THE DESERT.

21/6/2021

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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. 
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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. 
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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. 
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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 
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