Abbottsville – My (planned) TGC Contest Entry

Abbottsville, Center Starting Tiles The current game design contest over at has a bit bigger requirements than their previous contests. It’s being hosted by publisher The Flux Capacity, who are looking for a new game to add to their catalog. The requirements are for a game that can handle 2 to 6 players, runs 60-90 minutes (for sure under 2 hours), and has a well-integrated theme.

And I have a new design that I plan to enter into the contest, that I’m calling Abbottsville. I’m a little sheepish about doing this ahead of time again. Last time I did this — with Thunder Run to Gratis-3 — I didn’t understand all of the contest rules and had to scramble at the end to get things ready … and I simply missed the deadline. I don’t think that’ll happen this time.

So, here are the high-level details on this one … Continue reading

“For Goods and Honor” Becomes “Aether Magic”

"For Goods and Honor" ... Setup for a GameA few months ago, I mentioned that I had signed a contract to have a game published by Happy Mitten Games.

That game was called “For Goods and Honor” at the time. Since then, a good deal of testing-and-tweaking has gone on, and the game has been completely re-themed … although the mechanics are nearly the same (with a handful of changes that simplified and tightened things up).

"For Goods and Honor" ... Folks in a BagThe game is now called “Aether Magic” and is on schedule for publication later this year. Jeff Large, at Happy Mitten, gives the first official preview of the game on their site. CLICK HERE TO READ THE DETAILS.

I love where they’ve taken the game, and look forward to these next few months as things continue to progress! 🙂

Dicey Curves, Deluxe Edition, Available at TGC

Dicey Curves, Deluxe Edition, 3D Box Render, March 2014Earlier this week, I completed the changes needed to release the new Deluxe Edition of Dicey Curves in the shop at

As I’ve detailed on earlier posts, I was able to update the track cards to look like actual curving race track sections, and also include the cards and pieces needed for the DANGER! Expansion in the same box.

I really like how the updates make the game look …

Dicey Curves, Deluxe Edition, Cars on the Track Dicey Curves, Deluxe Edition, Danger Expansion Obstacles on the Track Dicey Curves, Deluxe Edition, Green Car at a 4-Dice Gate Dicey Curves, Deluxe Edition, Cars at the Finish

King of Danger Now Available at

King of Danger, Main Deck Back, Feb 2014My light trick-taking game, King of Danger, is now available for $9.99 at This TGC version has updated graphics and comes in a tuckbox with the rules sheet included.

Of course, you can still get the print-and-play version for free here: {temporarily removed}

The updated TGC cards look like this (click for bigger version):

King of Danger, TGC Version, Card Examples - March 2014 King of Danger, TGC Version, Castle Trackers - March 2014

Enjoy! 🙂


Introducing “Danger at the Walls”

Danger at the Walls Prototype, Red Deck Back, Feb 2014I’ve started working on another card game set in the Land of Danger, currently called “Danger at the Walls.”

This one is a head-to-head, tactical game, with each player having an identical 18-card deck. The premise is similar to Castle Danger — 2 castles directly across from each other — but the delivery is quite different.

This will feature deck-to-hand, hand-to-table type play, with the goal of removing cards from the other player’s castle until you’ve accumulated a certain number of points from those cards. Some of the cards are simple attacking troops, and some are leaders with special powers. The flow and mechanics have started coming together pretty well in the past couple of days.

There will be some familiar-looking unit types (King, Wizard, Builder, Cannons) along with a couple of new types (Archers and a Spy). I’m being a little coy in the pic below (click for a bigger version) by not showing much of the faces for the prototype so far … pretty sure the info on those faces is likely to change near-daily until I have the design nailed down. 😉

Danger at the Walls, early prototype card examples, Feb 2014

King of Danger is Back! (new print-and-play available)

King of Danger, Main Deck Back, Feb 2014

Print-and-Play File: {temporarily removed} … click the link to get the current print-and-play version of the game.


As part of my developing the “Land of Danger” into a new core theme, I started working again on my trick taking game, King of Danger.

When I put the project on hold this past summer, I didn’t really like the game any more. I knew it had potential, but it seemed to be bloated and floundering.  So, it went on the shelf until I started thinking about it again in December.

This time around, I cut the game way back. Took the card count on the main deck down to 26 cards, and reduced the max player count to 5 players. Here’s the current full set of cards now (click for bigger pic): Continue reading

Working the DANGER! Expansion into the Dicey Curves Update

Dicey Curves DANGER! Expansion Card BackAs mentioned in my previous post, I’ve been working through a graphical & packaging update to Dicey Curves. My plan is to call it the “deluxe edition” and have it include both the base game and the DANGER! Expansion.

There were 2 different hurdles to get over with this: (1) the changes to the track cards in the updated base game meant that the original DANGER! cards weren’t going to work, and (2) I wasn’t sure if I could pack all of the stuff into the size box that I wanted to use. But I think I’ve gotten past both of those issues by making a few changes to how the expansion will work.

Bits for Updated DANGER! Expansion, January 2014The main step was to take a “bits as toys” approach to how things would be marked on the racetrack when the DANGER! elements were added-in. Originally, the deck of cards in the expansion were actually placed down onto the track to indicate things. With this update, the cards still trigger the stuff going onto the track, but actual nice little wooden bits will be placed on the track instead.

I’ll be using red cubes to show where damage can be picked up (and to represent the actual damage a player currently has), orange cylinders (“barrels”) to show closed lanes, and a blue building to represent the location of a repair shop. I’m really excited to see how this will actually look while playing!

Finally, I updated the cards in the deck that needed it (check out the bottom row) … they now look something like this (click for big picture):

Updated DANGER! Expansion Cards, January 2014

I’ll also be tweaking the rules a little bit to make things a little less clunky, and to work more easily or quickly during the game. I’ve just started working through complete rewrites of the rule books for both the base game and the expansion. So, I’ll have more once those are ready.

Moving Forward with the Dicey Curves Update

Dicey CurvesI’ve been toying around for the past few months with an update of some sort for Dicey Curves.

In a post back in October, I was starting to look at ways to more graphically represent the actual dirt track that the cars were racing on. At that point, I was toying around with using “domino mats” which are 4×8-inch rectangles. I liked how the track formed, but didn’t really like the feel of how the game played with them.

So, I switched back to using poker cards as the track cards … I do really like how that works in the game right now. But I wanted to make them look like an actual race track. So, I’ve come up with this over the past week-or-so (click pic for bigger version):

Updated Dicey Curves Track Cards, January 2014

These 7 track sections represent the ones in the original game (left-to-right, top/bottom): Straight-Away/Wide-Open, Dicey Curve, Gentle Curve Left/Right, Hard Curve Left/Right. I’ve also updated the “Start” and “Finish” cards to match the new style:

Updated Dicey Curves Start Card, January 2014 Updated Dicey Curves Finish Card, January 2014

My hope is to get everything to fit into one of TGC’s Small Pro Boxes (the same box size/shape used for Jump Gate, 3rd Edition. I’m still working through whether there will be other tweaks to the game components or rules yet … but I don’t expect anything drastic. I’d also like to work in the “DANGER!” Expansion as well, but it won’t work in its current form … so, I’ll spend a little time seeing how to update it to be included in the same box. I’ll update you as I make progress.

Winner Selected for “Late Christmas Present” Game Give-Away

Matt Worden's Games at TheGameCrafter.comMy first post of the new year announced a game give-away called “Late Christmas Present.” To enter, you had to make a comment (or tweet or FB me) with someone you would like me to send one of my games to.

I had 10 entries that met the criteria (I’ll give the list of entrants at the end of this post), and randomly selected a single winner.

The winner of the Late Christmas Present Game Give-Away is Scott Metzger, who would like me to send a copy of Jump Gate to his friend Dave. I will be contacting Scott directly on how to arrange delivery of the game to Dave.

Thanks to everyone who played along, and to everyone who shared info about the give-away via the various social media! 🙂

Now, here’s the list of all entrants … Continue reading