Demo

Our guest bathroom has always been kind of annoying. The shower is like something you’d find on a cruise ship, where you can’t even lift your arms while you’re washing. The sink is a dumb-looking pedestal. And there’s no storage whatsoever except a couple of tiny shelves in an ugly medicine cabinet. We’ve talked about making some changes, but it wasn’t until today that it became real.

After choosing a contractor (there’s no way I can do the sort of remodel we envision!), we arranged for someone to come and do the demolition this morning. The bathroom looks a bit bleak now…

Because house projects tend to go sideways for me, it came as no surprise when I was unscrewing a little shelf from the wall and suddenly heard the sound of water gushing… behind the wall. I reversed my screwdriver and the sound stopped. Hmm. Looking more closely, I wondered if the builders had taken a three-inch wood screw and just driven it right into the wall, missing the stud and hitting a water pipe instead.

Yep.

After shutting off the water, we tore out a section of drywall (visible in the top right of the photo above) and confirmed that the screw was indeed right through a plastic water pipe. It’s been in place for twenty-five years with nary a drip. Fortunately it wasn’t a major problem, but it just made me laugh because that’s how it always seems to be for me.

Hopefully that’ll be the only thing that goes sideways. More bathroom news soon…

Galactics

After an initial playtest of my second attempt at Itzan, I decided to shelve the game for a while. It just didn’t feel compelling; it didn’t have a spark. But I’ve still been thinking about a new game. I decided to create something with a far-future science-fiction theme, and considered a massive gameboard with a map of the galaxy, pieces you’d place, cards you’d draw, and so on. I drafted a set of rules and sat down to design the board itself.

Then I hit a wall because the spaces on the board would need tokens with special abilities, but the tokens themselves would be too small to explain the ability. Many games deal with that by adding icons to the tokens, forcing everyone who’s playing to learn the “language” of those icons and (in some games) look up the particular token in the rulebook or some sort of reference. That really disrupts the game, and can be time-consuming and frustrating.

Instead, I decided it would still work to scrap the board, tokens, and other pieces to create a game that’s almost purely based on cards. Of course one of my go-to mechanics for games I design is resource management, so there will be a few piles of cubes representing the various currencies in the game. I rewrote the rules and shifted the entire mechanic to one of drawing, buying, and placing cards.

Normally for a game prototype, I’d whip up some cards and print them on cardstock for my early playtesting. In this case, though, there would be almost four hundred cards in the game! Printing, cutting, and then shuffling and using that many cardstock cards is a pain. Instead, I put together some rough (but decent) designs and sent them off to a card-printing company. Forty dollars and two weeks later, I received my huge stack of cards.

And now it’s time to test Galactics.

The cards look pretty sharp, and it’ll be fun to playtest using something that looks semi-professional. I’ve already found a handful of things that will need to be changed– abilities that are confusing or overpowered– but I can “house rule” those during testing.

I’m excited to get these on a table with friends and see how the game goes…