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News: Having emerged from hibernation, the intrepid game designer's brain begins slowly ticking over....

+  Spare Brains Games
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 on: March 21, 2011, 01:38:50 PM 
Started by Wayne Zombie - Last post by Wayne Zombie
Due to spammers, I've changed the way forum registration works.  Go to the Contact page of the web site and send me an email with your real name, the name that you want on the boards, and your desired password.  I'll set it up usually within 24 hours.

 on: September 26, 2010, 12:35:40 AM 
Started by Wayne Zombie - Last post by Wayne Zombie
I'm currently working on a revision to Zombie Cafe that will have two changes.

First, the card count is going to change.  The number of cards in the Brains deck will increase from 45 to 54.  The Cafe deck will be slimmed slightly from 63 to 54 through the elimination of duplicate cards.

No rules changes are anticipated, but I will be conducting play tests to make sure that nothing breaks.

The second change is... [drum roll, please] ... ART!  That's right, we're working on illustrating Zombie Cafe!  All of the Brains cards and Modifiers cards will have art, and we'll squeeze some in on the rest of the cards as we have space available.

No immediate information on when it will be released or if there will be a price increase, I'm hoping that I'll be able to start selling the illustrated version early 2011.

 on: September 26, 2010, 12:26:40 AM 
Started by Wayne Zombie - Last post by Wayne Zombie
It's that time of the year, and RinCon is just around the corner!  Once again it will be held over Columbus Day weekend, which works well for me.  I'll be running demos of Zombie Cafe.  I'll also be running demos of the game currently in the testing pipeline, Copts & Robbers, a little game about Egyptian tomb robbing and greed.  I'll also hopefully be running a test of Zombie Cafe 2.0!  The changes are minor (and talked about elsewhere), I just need to make sure the changes don't break the game.

I'll be there all three days, though I'll have to head back home to New Mexico Sunday afternoon probably before the convention is over.


 on: January 30, 2010, 03:14:00 PM 
Started by Wayne Zombie - Last post by Wayne Zombie
after installing an anti-spam package on my system, hopefully this will keep out bogus registration.

*fingers crossed*

 on: January 28, 2010, 07:16:12 PM 
Started by Wayne Zombie - Last post by Wayne Zombie
Through the end of the month, DriveThruRPG is offering an amazing deal.  If you donate $5 or $10 to them, they will double your donation and give it to Doctors Without Borders.  If you donate $20, it goes to DWB, but you also get almost $1,500 worth of PDF gaming product!  There's a lot of good stuff in here, including the Serenity RPG and core system, the Spycraft first edition (of which I was a beta tester and mentioned in the credits), a treatise on how to game with children, just all sorts of wonderful stuff.

So many people wanted to donate product to this collection that finally DriveThru had to say 'no more' and cut them off.  On top of that, they had to hire additional server capacity to handle the demand.

And you'll help Haiti: by the time you read this, they may have topped $150,000 for earthquake relief.


One FYI: don't expect an instant download: they'll send you a key in a day or two.  I did my purchase about six hours ago or so and haven't received the download info yet.


 on: November 22, 2009, 02:03:42 AM 
Started by Wayne Zombie - Last post by Wayne Zombie
No tests run: I screwed up my timing and didn't get to the game store until 8:45, by which time everyone was already tied up in other things.

But I did get my Spook School set updated to Beta 2.  Also got the outline for the rules for the new game written down, I knew what I wanted, just needed to set them down.

 on: November 21, 2009, 02:37:07 PM 
Started by Wayne Zombie - Last post by Wayne Zombie
Location: Curious Games, Alamogordo, NM

I'll be running a revised Spook School, and also hope to get a new game printed out and ready to run.

 on: November 15, 2009, 07:44:39 PM 
Started by Wayne Zombie - Last post by Wayne Zombie
And a note to people registering for membership: if your email address looks like bouncing your fingers on the keyboard to generate a random account, the likelihood of your registration being canceled goes up considerably, as does having an IP address originating in Russia or other countries known as spam havens.

I really hate having to lock membership, but that's the way it goes.  You can also expedite membership approval by sending me a message to my private email account, which I am not going to post here.  But if you have one of my business cards, you have my email address, so use it.

 on: November 15, 2009, 04:58:23 PM 
Started by Wayne Zombie - Last post by Wayne Zombie
Spammers have discovered my board and started posting spam messages.  I've locked registration so that you will now have to be approved before you can post.

I apologize, and I'm hoping that eventually they'll leave me alone and I can open it up again to email confirmation.

 on: November 15, 2009, 02:19:04 PM 
Started by Wayne Zombie - Last post by Wayne Zombie
We had a very good time last night at Curious Games.  Up first was a demo of Zombie Cafe which was received very well, lots of fun was had and the game was won by Samantha who was later rewarded with a Crown Royal dice bag for her efforts.

This was followed by THE FIRST playtest of Spook School, likely to be renamed before release.  The basic design proved to be fundamentally sound and I got lots of good feedback for the next playtest.  It was really put through the ringer by six people!  I made a couple of adjustments to the rules during play, and it was quickly determined that there was a problem with draw deck exhaustion.  I think two major changes will appear in the next generation: four player limit and six powers to win.  I prefer my games to allow six people, but I think that, considering the card mix and the strong desire to limit this game to a single deck of cards, that a four player limit will have to be.

Regardless, it seemed that a good time was had by all and that the game holds some promise.

After our test of Spook School, we brought out a copy of Bananagram.  I just posted a review of it in our Game Review section.  It was a huge amount of fun and you can get through a game in 5-10 minutes.

Following Bananagram we played a four-player card game called Arcana, where factions vie for resources in a city.  Think of four players sitting in a square formation.  Now overlay a diamond with each point between the players.  The points on your immediate left and right are your primary zones of control.  You control a guild struggling to control resources through political, spiritual, and military means, and failing that, out-right bribery.  Resources that you're trying to take in your zone of control let you play your cards face-down, resources outside of your ZOC you play your cards face-up.  The fifth pile in the middle of the diamond are face-up for everyone.  The guild houses give you special abilities that can greatly affect the game.

On the last round, my wife played a card that swapped a strongly-contested resource, that, combined with my play of a guild house that removed the highest resource from the game, gave her the win.

Arcana is an interesting game, but not entirely to my taste.  Still, I'd be willing to give it another shot some day.

And that wraps up our 11/14 game night!

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