For Goods and Honor: First (very) Rough Draft of Rules

Bits from "For Goods and Honor"

In order to be ready for Protospiel-Milwaukee, I wanted to have written rules for each of the designs I will be bringing along to test.

"For Goods and Honor" ... Folks in a Bag

Folks in a Bag

This morning, I was able to get a first, rough (rough!), text-only draft of the rules for For Goods and Honor ready.  Not sure I’ll do much more with these until after this weekend testing … they could really use some pretty pictures and some game play examples in them.  But they should be good enough to let us play the game and see how things work.

If you’re curious, you can download and read the PDF: For Goods and Honor (99)

Thanks for checking it out, and feel free to send me any feedback or questions you might have.

And, just for candy, here are a couple more pictures:

"For Goods and Honor" ... Setup for a Game  "For Goods and Honor" ... Player Mats in Play


The Plates, They are a-Spinning: What I am Working on – Jan 2013

SharkBait Token Board Setup ExampleWhen it comes to creative projects, I always seem to have a ton of plates spinning at the same time … and just when I have a good grove going on something, a new idea pops into my head.

And that always leads to the struggle of how much attention to pay to the new thing. A lot of times I want to just jot down some of the ideas, maybe sketch out a few things physically, and then put toward the back of the line so that I can keep working on the things in the front.  And, sometimes, those new things cut to the front of the line and take up more of my time than is probably healthy.

With that said, I’ve always found my creative process to be rather feast and famine … so, when the surf’s up, it’s time to ride it and see how much stuff I can get done.  So, here’s my current list of things at the front of the line … Continue reading

Website Update #2: Over the Hump

Matt Worden Games Logo - 2013Almost there. 🙂

I was able to get the image map (mentioned in my previous post) working … it was a little tedious, but not terribly tricky once I figured out how the header information is handled in WordPress.

Now, I need to clean-up the existing game pages, add in a couple new ones, and then add information on my current projects.

Had great help over the weekend from Chevee Dodd, who turns out to be something of a CSS guy (he coded his own website). He helped me to tweak borders and colors and such to make the site all come together.

Website Update: Starting to Come Together

Matt Worden Games Logo - 2013

Well, things are progressing with the website update.  I’ve done most of the big things — installing a new theme, changing major colors, background images, etc.  I’ve also done most of the medium and smaller things … although I’m not locked-in on the font shape/size/colors yet. So, I’ll continue to tweak those.

One thing that seems to be trickier to do with WordPress is to setup an image map for your header image.  (For those that aren’t website techies, an “image map” is setting up different areas of a picture as clickable links … such as separate links for each of the “nice folks saying nice things” area in the upper-right.)  For now, I’m putting up a header full of place-holders and then I’ll work out the tweaks to make it happen.

I also plan to go through the site page-by-page and redo each of them to make them better looking and easier to read. And I’ll reorganize them a bit to have the menus make a bit more sense.

As you might get from the way the header is starting to shape up, I will have areas across the top for both accolades and published games.  My current in-process projects will be shown in the right column.  This should make everything cleaner and tidier.

If you happen to see anything that is missing, is hard to read, or is otherwise broken, please send me an e-mail.

Happy New Year … Expect a New Look

Matt Worden Games Logo

I will be updating this website to a new look-and-feel over the next few days … I haven’t done a full site revamp before with WordPress, so I’m not sure how long this will take.

There will likely be things out-of-place, or looking oddly, or downright broken while things are in-process … please be patient with me.

My focus in 2013 will be to ramp-up the sales for the items I am self-publishing (mainly through and to land a number of my current designs with traditional publishers.  I also expect to improve on my 2012 focus of getting to cons and designer get-togethers.

In the meantime, you can still find me on Facebook and Twitter if you need more real-time updates.

Current Happenings

Matt Worden Games LogoWhile this is normally a pretty slow time of year for me (things really crank from Con of the North time in February through GenCon in August, andthen sort of change into a slow-mo through Fall and early Winter) I have been up to a few things.

I’ve been making a few updates on Facebook and Twitter — so, that’s a good place to get daily info on what’s up.

First, I’d like to direct your attention to a copy of Jump Gate that I have entered into the 2012 Jack Vasel Memorial Fund Auction at BoardGameGeek.  I will sign it and write an inside-the-cover message (if the winning bidder wants that sort of thing) … and I’ll ship it to anywhere in the world.  So, if you’re still looking to get a copy of the game and/or want to back a great gamer-focused charity, then put a bid on the thing.

Second, I’m happy to see that FatherGeek has had a chance to play Dicey Curves with the DANGER! Expansion, and really seems to like it, as do his little geeks.  I’d love to play a game with that crew — it has to be a blast!

As for games I am working on right now … lately, my time has been spent working out a simple dice game that recently popped into my brain.  I’ve put up a generic set of rules here: Simple Dice Game (Code Name: SB) (252)

MagistrateI do have a theme planned for the game, along with a specific target market … so, my next steps will be to get a nice prototype put together and get it tested by some folks.

Finally, I am continue to edge Magistrate forward. All of the post-GenCon changes have been worked in, I’ve figured out what would all go into the updated prototype, and I’m slogging my way through an updated rulebook … and, if you know how I work, you know that the rules-writing thing is a bit of a hang-up for me.  So, wish me luck and send me encouragement. 😉



Game Stores & Distributors: Half Off Wholesale on Final Sets of Jump Gate (2nd ed.)

Box top artwork for 2nd Edition of "Jump Gate"

It’s time to reclaim my basement!

I have the last sets of Jump Gate (Second Edition) taking up space in my basement … and it’s time for me to get rid of them and convert that space over to something more family-friendly and useful.

To do that, I would like to sell as many of them as quickly as possible.  So, that means I’m quite flexible and willing to negotiate if someone has a great (and reasonable) offer to take a bunch of them off my hands.

To kick it all off, I will be offering them all for half-off the original wholesale pricing for stores (both online & FLGS) and distributors.  If you’ve bought from me in the past, you’ll know what that means.  If you haven’t purchased from me before, send me an e-mail and I’ll give you the full details.

Preliminary Artwork for "Jump Gate" 2nd Edition Box BottomAlso, there will be no shipping costs within the U.S. for orders of 5 or more copies.  Outside the U.S., I will split the actual shipping costs with you 50/50.

I will be e-mailing all of my previous store/distributor customers to let them know of this … but I am always happy and excited to work with new customers as well.

For those of you who aren’t game store buyers or distributors, but would like to get a copy of Jump Gate: START HERE, and then e-mail me if you aren’t finding what you’re looking for. 🙂

Magistrate: Post-GenCon Changes

Magistrate "Map Board" with Kingdom Map and Judges' Track

The First Exposures Playtest Hall at GenCon gave me a lot of great feedback from the high-quality players who showed up to try the game out.  The core of the game still seems to be pretty solid, but I found a lot of different items that still needed some tweaking.

The week after GenCon found me in Denver for a business trip and I used my evenings solo-testing tweaks and changes in response to the things that were found during the FEPH playtests.  I group my changes into a couple categories: physical materials changes, order-of-events changes, and phase details changes. (more)

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Magistrate: Final Pre-GenCon Tweaks

Magistrate in a 2-player solo-test in mid-August 2012

I am getting very excited to show Magistrate to people at GenCon … and I leave early tomorrow morning.  So, last night was my final chance to run through a couple of recent tweaks to the game — mainly around how the 2-player game works.

Magistrate really shines as a 3- and 4-player game, because the player interaction is very key in how everything comes together.  It also works as a 2-player game, but has shown that a player that gets a quick jump on developing can run away with the game. To combat this potential run-away feeling in the 2-player game, I’ve been modifying the way a few things works and giving special “in a 2 player game” rule adjustments.

First, during “Influence” there is now some random/system-generated movement of the Judge Pawns, so that they aren’t completely player-action controlled.  This automated movement is stronger in a 2-player game and very light in a 4-player game (since you have 4 opposing forces already playing on those pieces).  This means that instead of having different starting positions for the Judge Pawns based on the number of players, they will always run the full length of the Judge Track.

Second, I’ve increased the length of time needed to trigger the end-game conditions for 2-player games.  Normally, the game ends when a player has either gained more than 20VPs or has gained 3 different colored rings that show they had been the top scorer in that area during one of the scoring rounds … and a player can not have more than 1 of each color ring.  With a 2-player game, now a player may have up to 2 of each color ring, and must collect 5 rings to end the game.

My hope is that this will extend the game enough that someone with a slow start will still be able to recover and catch-up later in the game.  My test of these new rules (as shown in the pic above) showed that this might be working.  Blue jumped out way ahead with top scoring in all 3 areas during the first scoring round for each.  But Red had recovered enough to have won the next People scoring round and force a tie in the Agent scoring round … and was positioning itself very well to have the best score when the Military Judge Pawn hit the end of the track in the next couple of turns.

Of course, this may all fall apart (including the shiny 3- and 4-player games) once I get it on the table in front of motivated game-breaking players! 😉


Colonies of the Jump Gate: Last Big Solo-Test Before GenCon

Colonies of the Jump Gate - Example Player Components

I just took my Colonies of the Jump Gate prototype for another solo-testing ride tonight … this will likely be the last one before I need to pack-up and head off to GenCon.

The main pieces of the game are starting to come together.  I think my latest attempt at the action-selection system (“Tech Array”) is starting to work.  You start with 6 cards out of your 13-card “Tech Library” and 2 Rockets in-play.  Throughout the game, you’ll have a way to add up to 2 more Rockets, and with each Rocket you add, you get 2 more cards in your Tech Array.  Each card has an action or two on it that you can take.

When you take an action, you need to mark the card with one of your chips and tip over the Rocket that took the action.  You can continue taking actions as long as you have a card in the Tech Array without a chip on it and a Rocket standing upright.  Certain actions have requirements around where the Rocket is located — so that can limit you as well.  Once you’re done taking actions, you remove a chip from one of your Tech Array cards.  Your Rockets are always stood back up at the start of your turn, but since you start with 2 Rockets in-play, you generally will take 2 actions and then clear 1 of them … over a few turns, your Tech Array becomes more and more limited.  So, you can choose to “Rest” on your turn instead of taking actions … and then your Tech Array becomes completely cleared and ready to use again. (more)

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