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5 hours 10 min ago

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On July 16, 2010, the FDA warned against using certain Advair Diskus inhalers. Advair Diskus inhalers (fluticasone propionate and salmeterol inhalation powder) are widely-used to treat asthma and chronic obstructive pulmonary disease (COPD). Recently, several of these inhalers which were stolen coming from a GlaxoSmithKline (GSK) warehouse last year (August 2009) have resulted in in pharmacies.

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Blog entry
01/22/2018 - 2:24am

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Blog entry
04/08/2016 - 4:19pm

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Comments: 2
Blog entry
Brian and Brain
04/04/2016 - 6:38pm

I made the next version of my game board over the weekend. The new version reflects 2 changes that have come up in past playtest. The first being changing the light source. The second is distributing 4 of the artifact spaces to be within equal reach to all 4 players from the start. The latter should help speed up the beginning of the game as well as provide artifacts quickly to the players. The remaining 4 artifact tokens will still be distributed randomly at the beginning of the game.

The light source was the hardest change for me to make to the game. I don't think I've mentioned this before but the idea for this game stemmed from me watching an example of a light source moving around a 3D object. I thought... It would be really cool to make a game that incorporates a light source. What about a vampire game, then the vampires could get fried if they're caught in the light. Since the whole idea behind the game came from the light source it was very difficult for me to let go of, but once I did I started to see the advantages of a different system.

I feel the solution of using a sundial on a hex space to represent where the light is coming from still embodies the original idea and has it's benefits. One is that for InGaDeMo prototype purposes I knew I was never going to get color change pieces and an actual light source into play. Using the sundial is easy to understand and easy to prototype. The other major advantage is that I no longer have to use dominoes to create walls for shade. I'm still using the concept of building walls but now I can use pieces that sit pretty flat on the board (currently using match sticks) which makes it much easier to move your piece around. This eliminated the problem of having walls getting knocked over and falling down like, well, dominoes! The sundial also simplifies the light mechanics in general. Now there is no question of whether or not you're in shadow. If the sundial is pointing to a certain side of the hex space, that's the side the light is coming from. If you are on a hex space and that doesn't have a wall built on that side you get fried.

The game is still evolving and I plan on continued testing and revisions.

Overall this has been a great experience! I feel that I met the challenge and developed a fully functional prototype in 6 weeks. Is there still more to be done? Of course. I have a pretty long list of things I'd like to test and try but the core is there.

Thank you IndieCade for presenting me with this challenge! I hope I get to see some of my fellow designers at IndieCade East!

Comments: 3
Blog entry
04/03/2016 - 8:54pm

On Thursday, I playtested the fourth version of my InGaDeMo game, StarQuest. I've been through a number of revisions on the game, and this is the first one that's starting to feel right.

StarQuest is a dice game where players work collaboratively to survive a series of challenges in space. Players start with 5 each of Life, Fuel, and Money tokens, and they must collect enough tokens as a group to make it through a series of four Checkpoints.

I tested this version twice: The first time, it was of middle difficulty with a lot of Challenges sticking around for multiple rounds, and the second time, the players had a number of very lucky rolls and were able to breeze through the game too easily.

The first image shows some of the cards involved, while the second one shows the game in the middle of a round.

Checkpoint Cards:
At the bottom of the image are the four Checkpoint cards. We decided in the playthrough to ignore both the draw text and the bottom text of each challenge and instead just use the middle line (e.g., 5 Life, 5 Fuel, & 5 Money). Each Checkpoint requires players to spend a certain number each resource to get through, and if the players cannot, then they lose the game. Before each Checkpoint, players encounter six sectors (see the second image). When the ship enters a sector, the sector card is revealed, and this causes the players to draw a number of Challenge and Opportunity cards (in the second image, the newly-revealed Frontier Sector has caused the players to draw 2 Challenges and 1 Opportunity in addition to the 1 Challenge they had remaining from the last round).

Challenge and Opportunity (ChOp) Cards:
Both Challenge and Opportunity cards require a specific die roll to succeed (Roll Required), and both have a reward that players gain upon success (On Success). However Challenge cards also have an On Failure penalty that is applied at the end of the round for any Challenge that has not been defeated.

Sector Cards:
Sector cards randomize the number of Challenge and Opportunity cards that are revealed, and they also sometimes apply conditions to all Challenges and Opportunities attempted that round (e.g., Re-roll All 1s, Extra Re-roll, No Re-roll, etc.). The Core Sector cards are generally easier (with a total of 2-3 Challenge and Opportunity cards per round), whereas Frontier Sector cards have 3-4 ChOp cards drawn per round. For the final round of the second playtest, we drew both a Core and Frontier Sector card each round, but the players already had such a huge lead that it didn't challenge them much.

Order of Play for 1 Round:

  1. All players roll all of their dice (they usually have 5 or 6 dice). The values 1-5 are treated normally, while a 6 on a die is considered wild (i.e., it can be used in place of any other number).
  2. One player reveals the Sector Card for that round and draws the required number of ChOp cards.
  3. Each player chooses which ChOp card she wants to attempt this round and places her marker on that ChOp card. Multiple players can attempt the same single ChOp card. For Opportunities, if multiple players succeed, they each earn the On Success reward. For Challenges, only one reward is ever given, regardless of how many players succeeded.
  4. Each player chooses which of her dice she would like to re-roll (similar to Yahtzee) and does so. Players in a standard round can only re-roll dice once.
  5. If the player succeeds a Challenge, the ship gains the resources listed, and the Challenge is discarded.
  6. For each player who succeeds an Opportunity, the ship gains the resources listed, and the Opportunity is discarded.
  7. Any other Opportunities are discarded (Opportunities never last more than one round).
  8. If there are any Challenges remaining, the On Failure action on each one is taken (this is almost always the loss of a specific resource). If players do not have enough of the required resource, they can spend 3 of any other resource to take the place of the required one. Challenges stick around until they are completed, so a very difficult Challenge (like the First Contact: roll of 5 of a kind with a value of 4 or higher shown in the second image) can stick around for several rounds.
  9. If the next Sector card is a Checkpoint, the ship must spend the required Life, Fuel, and Money resources to continue, or the players collectively lose the game.

What I learned:

  • This version with the Yahtzee-style required rolls and re-rolls was more lively and seemed more enjoyable. However, most players thought that the current balance was too easy (which makes sense because I made the cards for this version VERY quickly).
  • I definitely need to come up with some iconography for each type of roll (e.g., 5 Same [4+] or [X][X][X][X][X] 4+ or something). The tiny text I have right now, is very hard to read.
  • Most players wanted to have roles (e.g., Captain, Doctor, etc.) and to have the roles matter. This is something that I had done in the previous versions, but it ended up being too complicated. However, I think there are a few ways that I could make it work here by both giving each role something specific that they can do (e.g., if there were an extra die, the Captain could assign it to a certain person each round, the Doctor could allow one person a second re-roll each round, etc.).
  • In both games, I started the players with 5 dice and then upgraded them to 6 after the first Checkpoint. In future games, I think that I'll either give the players six dice the whole time and make the challenges more difficult.
  • In both games, players wanted something more climactic at each Checkpoint or perhaps a boss battle of some sort at the end of the game. Having less specific needs for each Checkpoint might lead to more tension when approaching them.
  • I'd also like to add some more interesting Opportunity rewards. Examples include: One-use die sides (e.g., a card that could act as a [ 4 ] for one turn and then be discarded), the ability to discard any Challenge, a card that could be discarded for an additional re-roll. With opportunity rewards like these, I might be able to only give players 5 dice each and then expect them to use accrued opportunities to help them succeed.

Mostly, I think that I need to do some more playtesting. I'm going to try to have another version ready for this Thursday's game night. By that time, I'd like to have the iconography for Required Rolls worked out as well as some more interesting ChOp rewards and simple player roles.

I'd love to hear any comments you have. And, if you're interested in how I made my cards, check out nanDECK ( ).

– Jeremy "GameProf" Bond

Comments: 0
Blog entry
cow and duck studios
04/02/2016 - 10:11pm
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Our second playtest was slightly more organized than the first: after trying out a different game (also in progress), we had four playtesters to try out Pitch Fight! Here are our notes of questions and comments from the playtesters:

- If you don't think you can win a pitch, can you vote for the other person and get a point for voting?
We thought this was an interesting question. We decided against it for the time. We didn't want to have anyone feel like they have no chance of winning.

- (Observation) After a pitch, even the first pitch of the two, the playtesters added comments about the pitch, unintentionally solidifying the pitch. For instance, one time the topic was "TV show", and the first pitch was "Sitcom. Laugh track. No actors.", and all the playtesters instantly began talking about it and how it would play out, which made the initial pitch much funnier than it would have been if the pitcher had just pitched and no one said anything. It was almost like the voters were making up the defense round for the pitch before the defense round even happened.
This is something that did not bother our playtesters. However, it did seem that the more that a pitch was talked about, the more likely it would get the vote. This may be something that would require further testing, with more careful observations (currently we have only final score counts, we did not write down who got what vote.

- What if you flub your pitch?
We had one playtester who decided, mid-pitch, that he messed up his wording. We gave him a second shot, but he brought up the valid question. We may leave this up to the discretion of the players, instead of a hard and fast rule. Second chances are up to you!

- (Alternative Game Mode) Pitch Elimination! Players all pitch in a round robin style and one player is eliminated every round until one pitch remains!
We haven't tested this, but we want to! Which leads to another idea...

- (Alternative Game Mode) Pitch King! Two players pitch against each other. The winning pitcher moves on to pitching against the next player. The goal of the game mode is to win five pitches in a row and become the Pitch King!

- What if. You had ties. Instead of colored index cards.
We got stuck on this idea, and now we really want to include it. Thanks to our playtesters for pitching this to us!
One of the problems with our index card prototype was that the pitchers often forgot what color they were, and everyone had to check who they were voting for before each vote. We want to include, in the future, clip-on ties of different colors/patterns so that people can instantly see what color/pattern to vote for!

Also for the future, we want to test out the idea of having fake bills instead of points. One of our initial brainstorming ideas for Pitch Fight included investing money and each player having capital. However, it would have created an entirely different economy and we did not include it. But we think adding fake bills would add the feeling of investing in a pitch and getting returns from it, so we are working on including what we call Pitch Bucks!

We also want to test out Pitch Elimination and Pitch King and see how they play out!

Several of our playtesters in the second playtest expressed interest in creating a Pitch Fight app. We thought this would be a nice complement to a physical version of the game! As there are still things we would like to test, we are putting the app idea on the back burner, but it definitely has some merit - this could be potential to reach those who enjoy smartphone party games but not necessarily games with physical components.

We've made a rule book Google Doc for the meantime! Feel free to leave comments here (EDIT: now with actual rules!):

We hope we can participate in InGaDeMo again next year, whenever it takes place! It took place at a tumultuous period for both of us, so we didn't get as much playtesting in as we'd like. However, we're grateful for the opportunity to work on a game this year, and good luck to everyone on working on your games!

If you want to reach out to us, please leave a comment in the rulebook!

Comments: 3
Blog entry
Brian and Brain
04/02/2016 - 12:45pm

This is a big weekend for us all! I'm working to make some final changes to my prototype before the end of the challenge. The 2 big things I'm working on are changing the game board to reflect the new light source mechanics and getting a final version of the rules done.

Good luck to everyone! We can do it!

Comments: 16
Blog entry
04/01/2016 - 5:23pm

In the future, I plan on doing all of the artwork for the gameboard, box art, and every one of the cards. There will be about 200+ cards in total meaning 200+ different artworks for each card.

I'm excited to do that and hope I will be able to in the future.

Comments: 1
Blog entry
04/01/2016 - 5:21pm

Sorry I've been working hard by myself to make the game. So far I was able to playtest twice and get a lot of feedback.
I made the rules a while ago and was able to change certain rules and make it people friendly.

I also changed the rules to make it simpler for people to follow (So, they shouldn't have to worry about memorizing everything)
I also made a prototype board which is still going through development.

I've included the Google doc's link where people should be able to view the game (not comment)

Hopefully after a lot of playtests I will be able to focus on the game's appearance

Comments: 3