Local Designers Offer Demos and Playtests at Carnage XX

This year at Carnage XX, the convention is pleased to present a selection of regional game designers showing off games both in design and ready for prime time. Some will be available for perusal in the vendor room — Northstar Room, on the ground floor of the Killington Grand — and others are on the formal schedule in the Oscar Wilde Ballroom, just down the hall from the Northstar Room.

Epic Endeavor Games (Northstar Room)

Pocket Kung Fu (Demo / For Sale)
The Original Kung Fu Fighting Microgame, 2-6 player
Turn your table top into an arena full of Kung Fu masters with Pocket Kung Fu! (Everyday) objects like books, glasses, or cellphones transform into active game elements as fighters leap, flip, and battle their way to victory. This portable game can be played anywhere, in between other games, while ordering food, or even while waiting in line.

Vigilante (Demo)
1-4 player, semi-cooperative, campaign
In Vigilante, you create a character of your own design by building a deck of abilities, weapons, allies and locations. You and your fellow players work together to defeat the Criminal’s forces and schemes before the “Grand Scheme” timer runs out. Be sure to manage the Public’s opinion so as not to fall out of favor with those you seek to protect — or game over!

The Excavators (Demo)
1-4 player
Dig into the adventure as you and your team uncover lost treasures in search of the ultimate prize. Compete with up to 3 other players as you attempt to match artifact pieces, scoring points and ultimately grab the ancient artifact of lore. This unique spin on Rummy combined with pulp adventure will get your heart racing!

2 Ton Porcupines (Northstar Room)

Kapow! (Demo)
Our first project is Kapow!, a comic hero vs. villain dice-battle showdown. Use a mix of static power dice and customizable “Action Dice” (with removable faces) to perform superhero moves and unique special powers. The Kickstarter launches in late October 2017!

 

First Stall Productions (Oscar Wilde Ballroom)

History 101: The POTUS Punch-Out (Demo)
What if all the former U.S. Presidents walked into a bar? In this unique new board flipping game you will be leading a team of former presidents and competing to see what former President will still be standing when the dust settles.

See the convention schedule for scheduled demo times and sign up for one.

Society of Ultimate Evil and Terror the Card Game – S.U.E.T (Demo)
Play an Evil Genius competing to gain entry into the Society of Ultimate Evil and Terror. To do so you must be the first to complete a doomsday device and blackmail the world.

See the convention schedule for schedule demo times and sign up for one.

Endeavfour Studios (Oscar Wilde Ballroom)

Apoc.EXE (Playtest)
You and up to 3 of your closest thrill seeking friends could try to survive the end of the world. Whether you survive or not, please remember one thing: don’t touch the zombie T-Rex –or was it don’t let it touch you?!

See the convention schedule for scheduled demo times and sign up for one.

 

 

Resonym (Oscar Wilde Ballroom)

Visitor in Blackwood Grove (Demo)
Fresh from its successful Kickstarter campaign, a mysterious Visitor has crash-landed in Blackwood Grove. Race to figure out the secret rule and save the alien in this induction game by local designers! This is a quick game, demos will continue thru out the slot.

See the convention schedule for scheduled demo times and sign up for one.

Design Prototype Event at Carnage Royale

Traditional game pieces: four colored pawns, a six-sided die and a red cup for rolling dice.
Photo by Ajmint. https://en.wikipedia.org/wiki/Ludo_(board_game)#/media/File:Ludo_Pieces.JPG

Last year at Carnage we had some enterprising designers come in and share their games with us. These prototypes were well received. So we decided to do it again this year. Maybe a little bigger, and certainly brighter.

On Saturday morning and afternoon in the Oscar Wilde Ballroom we will be offering up and coming board game designers space to show off their games. If you are interested, please sign up using the GM submission forms here at the website. In the other notes box, please indicate that you are interested in participating in the Design Prototype Event this year. We are looking forward to having the designers back again and hopefully some new faces and games.

Carnagecast 52: Penny Press

Carnagecast logo.In episode 52 of Carnagecast, Robert Dijkman Dulkes and Matt Golec, friends of Carnage, Upper Valley residents, creators of Penny Press and co-winners of Tabletop Deathmatch’s design competition visit to talk about their game, the journey from design to publication, their experiences with the Deathmatch web series and raising funds to make the realization of Penny Press even better.

Penny Press went from an idea over drinks to a prototype to a finalist in a game design competition to co-winner with Discount Salmon to a Kickstarter campaign to enhancing the icing on the cake. Listen to the designers tell the story first hand, then go behind the jump for the show links, including the Penny Press episode of Tabletop Deathmatch. Continue reading

Carnagecast 49: New Haven

Carnagecast logo.In episode 49 of Carnagecast, we welcome Vermont game designers Brian Leet and Kevin Worden to the show. Brian and Kevin are long-time friends who partnered up to design New Haven, a strategy game that uses the theme of the 17th century North American colony of New Haven to follow the two story arcs of players generating resources by laying tiles on a common board, then putting those resources to work developing their villages on their individual boards. With the interactions on the resource board, drafting tiles and constructing one’s village within ever-increasing constraints, an element of New Haven‘s game play is knowing when not to “let perfect become the enemy of good enough.” Does a player fill the village with as much development as possible, or focus on optimizing use of resources and spaces? In wondering what one ought to do, rather than what to do, New Haven stimulates strategic players to return for another game to do better.

Kevin and Brian also talk about the process of creating of what eventually became New Haven over ten years. The roles they each played in the design partnership, how design and testing feed into each other in a process of creation, reflection and iteration, including recognizing when to “knock down walls” to open up the game, relaxing their control over how the game unfolded.

Go behind the jump for the show notes, including a link to Brian’s designer’s diary about New Haven and working with Kevin on this project. Continue reading