Friday, March 2, 2012

Tortuga's Treasure - Overview and Character Roles

Tortuga's Treasure

The object of the game is to
collect the eight doubloons.
 


Overview
Tortuga's Treasure is a pirate themed, role-playing board game for two to four players.  Each player takes on the role of a specific pirate on the ship as the group battles the Spanish, the English, and other pirates in hopes of finding eight magical doubloons known as Tortuga's Treasure.  Finding the treasure isn't as simple as it seems as the different factions will react differently when they see your Jolly Roger flying towards them across the waves.

Game Parts
Tortuga's Treasure comes with the following parts:
  • 1 double-sided game mat, the front side with a hexagonal grid for the Sea Action Phase and the back side with a grid for the Boarding Action Phase.
  • 5 double-sided character mats, each with a unique character on both sides.   Use the single role characters for a four player game.  With two or three players, use the multiple role character sides to cover all game actions.  The character mats track the current hit points (HP) and hold dice available for the various dice pools.
  • 4 red wooden chips with ship stickers.
  • 1 black wooden chip with a pirate ship sticker. 
  • 16 orange combat dice.
  • 1 red combat die.
  • 4 black flag dice.
  • 4 blue wind dice.
  • 4 green cannon dice.
  • 1 yellow cannon die.
  • 4 purple repair dice.
  • A deck of 8 ship cards.
  • 70 red winks.
  • 1 yellow wink.
  • 8 golden doubloons.
Orange melee combat dice.

Character Roles
Tortuga's Treasure has four distinct pirate roles available, each with their own unique contributions to the activities on the ship and in combat.  I will go into more detail about the actual game play later, but for now, understand that there are two phases in the game: Sea Action Phase and Boarding Action Phase.

The Captain  Starting Stats: 8 HP, 1 Wind Die, 1 Combat Die
Compass rose
During the Sea Action Phase, the player taking on this role has two important actions.  At the beginning of the phase, this player will roll the blue Wind Dice to determine the direction the wind is coming from for the entire phase.  These are 6-sided dice with the following faces on them: N, NE, SE, S, SW, and NW.  These faces correspond to the direction the wind is blowing based on the compass rose shown on the seafaring map with the hexagonal grid.

The Captain is also responsible for moving the actual ship.  He can take suggestions from the rest of the crew, but in the end, the ship movement is left in his hands.  Movement starts with a base of five spaces, but is penalized or given bonuses based on the direction of the wind.

For example, suppose the Wind Dice were rolled and the wind is blowing towards the NE.  If the ship moves in the same direction as the wind, it gets a +2 bonus for movement (base of 5 + bonus of 2 = 7 spaces for movement).  If the ship moves in any direction with only one matching letter on the Wind Dice, the ship gets a +1 bonus for movement, so the ship could move 6 spaces if moving NW, N, or SE.  If the ship were moving S, it would only move its base speed of 5 spaces because S does not match either letter on the die face.  If this ship was moving the exact opposite of the wind towards the SW, the ship takes a -1 penalty for movement and can only move 4 spaces.  I'll discuss the actual ship movement at a later time.

To initiate the Boarding Action Phase, The Captain must move the ship into a space directly next to the opposing ship and commands the pirates to attack.  Once this happens, the players clear the game mat and flip it over to the other side for the Boarding Action Phase.

During the Boarding Action Phase, The Captain has the ability to give up one of his Combat Dice to another player for the duration of the phase.  He can only do this once per Boarding Action Phase and can leave himself defenseless if done at the earlier stages of the game.  Once the Boarding Action Phase is completed, the die is returned to The Captain's Combat Dice pool.

The Midshipman  Starting Stats: 6 HP, 1 Flag Dice, 2 Combat Dice
During the Sea Action Phase, the player taking on this role acts as a spotter when approaching another ship. Once the players' ship is within 10 spaces of another vessel, The Midshipman will roll the black Flag Dice to determine which flag the other ship is flying.  These dice are 6-sided with 3 different flags: Spain, England, and a Jolly Roger.  These faces correspond to the vessel's allegiance and how they will react if the players choose to attack.

If attacking another Pirate ship, they will not run away and will fight back.  If attacking a Spanish ship, they will try to move away with a speed of 4 (adding in the penalties and/or bonuses from the direction the wind is blowing).  If attacking an English ship, they will fight back and call in reinforcements.  The next closest ship will also head towards the battle, targeting you to aid the English ship.

During the Boarding Phase, The Midshipman fights alongside everyone else, but starts with an additional Combat Die.

The Gunner  Starting Stats: 7 HP, 1 Cannon Die, 1 Combat Die
"Do it, you dogs, or it's you we'll load into the cannons!"
Mr. Gibbs, Pirates of the Caribbean
During the Sea Action Phase, the player taking on this role can fire at the other vessels to slow them down, or destroy them.  Once the players' ship is within 10 spaces of another vessel, The Gunner can roll the green Cannon Dice to attack the opposing ship.  These dice are 6-sided with three different targets: the sails, the hull, and the water.  If the water is rolled on the dice, then the shot missed.  If the sails are hit, the enemy ship takes a -1 penalty to their movement speed.  If the hull is hit 3 times, this ship sinks and no Boarding Action Phase takes place.

During the Boarding Action Phase, The Gunner can substitute a Combat Dice roll of "slash" for a "shot", but only once per Boarding Action Phase.  (The phases and Combat Dice will be discussed in greater detail later.)

The Surgeon  Starting Stats: 9 HP, 1 Repair Die, 1 Combat Die
During the Sea Action Phase, the player taking on this role can repair the ship as it is taking damage from other vessels.  Once the ship has taken damage and the player decides to repair it, The Surgeon rolls the purple Repair Dice to fix the ship.  These dice are 6-sided with three different tools: a hand, a hammer, and a saw.  If the hand is rolled on the dice, the ship is not repaired but the dice goes back into the pool.  If the hammer is rolled, the ship regains 1 HP.  If the saw is rolled, the ship regains 2 HP.  The Surgeon can only use each die once per Sea Action Phase but any damage dealt to the ship carries over to the subsequent Sea Action Phases.  If the players' ship is destroyed, the game is over and everyone loses.
This'll feel a million times
better in the morning, trust me!


During the Boarding Action Phase, The Surgeon can take a Combat Die from another player, add it to The Surgeon's Combat Dice pool, and the other player gains an additional 5 HP.  This can only happen once per Boarding Action Phase and the exchanged die is returned to the healed player once the phase is completed.  The players cannot gain more HP than their current maximum and The Surgeon cannot heal himself.  


Character Advancement and Leveling
There are no official "levels" in Tortuga's Treasure, but each time a doubloon is collected, each player has 3 different options for improving their character:

  • Add 1 HP to the character, increasing the maximum HP value.  This is capped at 12 HP.
  • Add 1 Combat Die to the player's Combat Dice pool.  This is capped at 4 dice.
  • Add 1 [Character Specific] Die to the player's [Character Specific] Dice pool.  This is capped at 4 dice.

Melee Combat
Melee Combat in Tortuga's Treasure is very easily resolved.  I'll go into details of the Boarding Action Phase and it's game mat in the next post, but once a target is declared the player has a few different options available with the Combat Dice.  The enemy will always roll the 1 red Combat Die.  The player can choose to roll 1 or more orange Combat Dice at the same time.  If more than 1 die is rolled, the player may choose which of the rolled actions to accept as their combat move.  If a single die is rolled and other dice still exist in the pool, the player may continue to make additional attacks until the pool is drained.


The Combat Dice themselves have three different faces: a single sword representing a "slash", a black-powder pistol representing a "shot", and two swords crossed representing a "block".  The combat is resolved very simply with a Rock/Paper/Scissors variant.  A "slash" happens quick and deals 1 point of damage against an opponent or player slowly drawing their pistol to perform a "shot".  The "shot" is powerful enough to blast through an opponent attempting to "block", dealing 2 points of damage.  The "block" easily deflects a "slash".  A "slash" versus a "slash" deals 1 point of damage to both combatants, while a "shot" versus a "shot" deals 2 points of damage to both combatants.




So, let's supposed a player has 3 Combat Dice in their pool and enters combat.  The player decides to roll a single die, getting a "shot" against the opponent's "block", killing the opponent.  With 2 remaining dice in the pool, the player can move on to another target.  For the second target, the player decides to roll both dice, getting a "block" and a "shot" against the opponent's "slash".  The player then chooses a single action out of the two to take place, and would choose the "block" to deflect the incoming "slash".


Closing Thoughts
I am having a lot of fun designing Tortuga's Treasure and can't wait to see it come to life! :-)


What are you thoughts so far on the 4 character classes and their unique roles in the game?  Some seem a bit more active than others, but I think that will balance once the game gets moving.  Each character participates equally in the combat during the Boarding Action Phase, which is where I think the real meat of the game will be.  This will need some play testing and is a one area I'm really interested in getting some constructive feedback on.


I only touched on it briefly, but for less than 4 players, the roles get doubled up and you may have hybrid characters like a Captain/Surgeon, controlling the ship and repairing it on the same turn.  There are a total of 10 possible character types if you include all combinations, allowing for many different styles of play and character responsibilities.


In the next post I'll cover...

  • Layout and design of the game mat (both sides, for both phases)
  • Enemy movement and combat in both phases
  • A closer look at combat in the Boarding Action Phase
  • Purpose of the 8 ship cards and collecting the doubloons

Saturday, February 25, 2012

10,000 Tweets & Openly Designed Games

As of now, I've passed the 10,000 tweet mark.  I'm not sure what that means exactly, maybe I spend too much time tweeting, but I thought I'd pass off the occasion with a big announcement.  As I stated back in January, I've been refocusing my time and attention.  As part of this, and as influenced by some fantastic people, I'm taking on a more transparent approach to my game designing.  So, to get this going, I want to first give a quick overview of the games currently available and in development.  I'll follow up with a post about each individual game, their various complexities, and development status.

Arena of Heroes is a game for 2 to 4 players, battling it out in the arena until there is only one combatant standing.  This game includes artwork by Alex Melchor and Wesley K. Hall.

Arena of Heroes is available through The Game Crafter.
 
Reversal of Fortune is a game for 2 to 4 players who are greedy pirates, trying to steal a little more than their fair share of the booty.  The fantastic artwork in this game was done by Wesley K. Hall.

Reversal of Fortune is available through The Game Crafter.
 
Road Kill Truckers is a game for 2 to 4 players that are interested in speeding down the winding country highways, looking for various critters to turn into road kill and rack up the points!  The gory art for this game is by Wesley K. Hall.
 
AirBuck$ is a game for 2 to 6 players that control and manage their own airline company. Players take turns building airports, buying airplanes, flying passengers to their various destinations, all the while bargaining for tickets, building on construction projects, and hoping to avoid natural disasters.
 
Empires of Andwynn is a civilization building game that has been play tested with up to 3 players. The game board is modular, so every game is different. Players can upgrade resource gathering buildings, the military units, and the civilization as a whole.
 
Compulsive Composers is an early prototype for a quirky card game about music. Players play cards to write music in various time signatures and can create notated combinations of similar note lengths to gain bonus points. Not only is this game fun for musicians that can already read and write music, but it can be used to learn these same skills.
 
Tortuga's Treasure is a pirate themed RPG board game for up to 4 players. It includes 4 different and specific roles for each player, giving them individual duties on the ship and in combat. The final game will be my entry into The Game Crafter's RPG Challenge.

So this is what's in the works. As I said, I'll follow up with more detailed posts on each game with play testing data and reactions. There are other games on the list as well, but they're not far enough along the development track to be mentioned in this short overview post. Here's to another 10,000 tweets! :)

Monday, January 9, 2012

A New Year & A New Focus

Hey everyone!

It's been a few months since I posted on the old WordPress site.  Things have been changing a bit in the various subjects I normally focus on and I've finally decided it was time for a change on the site.  For now, the WastexGames.com domain will redirect here to the new Blogger site.  I'm working on a little redirect script for the old permalinks, but until then I'll leave the old WordPress site up at WastexGames.com/blog.  I've also imported all the old posts from the WordPress site, so they're all available here going forward.

A brand new site is in the works, but I will continue to host the blogging portion of the site here on Blogger.

Feel free to let me know if you have any comments or suggestions as things continue to change!

Thanks,
Jeremy Southard
Wastex Games


Friday, September 2, 2011

Neverwinter Review: The Gem of the North Still Shines

I was really more of a Dragonlance fan back in my high school years, when I was first discovering Advanced Dungeons & Dragons. All of my friends were the ones fawning over Drizzt and Elminster and the rest. I never saw the appeal. I played games they ran set in Faerun, but I’ve still never read any of the novels, despite an earnest attempt. Really, it wasn’t until the third edition of D&D and the Neverwinter Nights PC game arrived that I discovered an interest in the Forgotten Realms. I collected many of the books, and played through all three Nights campaigns, multiple times. So when the Neverwinter Campaign Setting was announced, despite my skepticism about an entire campaign contained within a single city, my curiosity was nevertheless piqued.

It’s made clear from the first page that there is a focused premise to this setting. The city is in chaos. Or doing some teetering very close to it, at least. It’s being torn apart from the inside out, and there are hands on the outside helping it along as well. With the conflict necessary to move any story forward established, the stage is set for the PCs to move in and make their mark. Oh, and that’s been well thought of, too. But I’m getting ahead of myself and the book.

Because this is a somewhat unique beast, the book starts out by giving you a framework to build on. The authors are straightforward in telling you how this campaign setting is different from others, what they believe its strengths are, and how all of that applies to being a Dungeon Master or a player. This is a smart move. While the ideas are not necessarily new, putting them up front to help guide a new player (or someone like me who’s not immediately sure about how to approach a campaign in a city) is a great idea.

Even if you don’t want to spend every game session within the confines of the walls of Neverwinter, there is plenty of room to stretch your PCs legs. Much of what is covered in the Neverwinter Nights video games is covered and updated, here: from Port Llast south to the Mere of Dead Men, from Helm’s Hold east to Old Owl Well. Each of 20 locations apart from Neverwinter proper are given just enough attention to whet the appetite for adventure. The history of the region (especially important to a couple of the factions presented), and specific advice for Dungeon Masters on ways to approach the campaign is included as well.

Some of the juiciest bits in the book, though, are the new options presented for players. Thirteen new themes begin the PC chapter, and I think there’s something to appeal to almost every player here. Each theme is tailored to the setting, giving the characters immediate buy-in to the intrigue and strife going on in and around Neverwinter. The Harpers are finally given some love with their own theme (and a Harper pin!), the Red Wizards make an appearance, and we are given more options for players who wish to play spellscarred PCs. For those who wish some more direct ties to the city, there is a Neverwinter Noble theme, and one for the drow of Bregan D’aerthe. Many of these can fairly easily be re-skinned for use in non-Realms campaigns.

For extra added Realms flavor, the dwarves and elves of Faerun get six variant racial rules to distinguish them from their core rules cousins. Shield dwarves, moon elves, and wood elves are all here. I have to admit here that I’m not really familiar with the Essentials classes, and as such I’m not terribly familiar with warpriest domains but there are four new options in the book: Corellon, Oghma (seems an odd choice, but the god figures prominently in the campaign), Sune, and Torm.

Finally, there is the infamous Bladesinger, making its debut in 4e. It bears a striking similarity to the Swordmage, but some interesting twists distinguish this class. The Bladesinger is a Controller, and has access to typical wizard implements (and can use melee weapons as implements, too). Perhaps my favorite part of the class is its homage to previous editions. There are... tables! Spells learned and prepared! The details from here get a bit tricky, but the short version is that Bladesingers get three At-Will powers, and prepare a selection of Encounter powers as Daily powers. There are also additional class abilities gained as you level up, and both Paragon Path and Epic Destiny features but I’ll let you discover those. Overall, I like it and would love a chance to play one.

The rest of the book from here on is dedicated to running the campaign. There is a full chapter detailing over a dozen factions, their goals, relationships with other groups, and new monsters for each as well. Devils, wererats, and shades, oh my! And that’s just scraping the surface. Aboleths, anyone? Cult of the Dragon? Eladrin reclaimers? Yep, and more.

Oh, and then there’s the Gazetteer. Otherwise known as Chapter 4. Almost 100 pages long, the Gazetteer goes into great detail exploring “present day” Neverwinter. For those who have played the video games, there are some familiar locales: The Moonstone Mask is here, as is Castle Never, and the River and Blacklake Districts. But Neverwinter is a changed city. There are floating islands along the shoreline, now. One of which includes the aforementioned Mask. A huge chasm has torn through a quarter of the city. Two of the three bridges crossing the Neverwinter River have collapsed. Several establishments and locations of interest are given attention here, as well as countless sidebars with adventure hooks and suggested ties to PC themes.

Outside of Neverwinter itself, Helm’s Hold, Neverwinter Wood, and the lost dwarven city of Gauntlgrym await the PCs attention. The Hold harbors plaguechanged victims, while werewolves lurk outside its walls, and dangerous things roam the tunnels and crypts beneath the surface. In the Wood, eladrin work at restoring an ancient empire, Thayans work at nefarious purposes, and a remnant of once-mighty Netheril stirs. Those who find their way to the doors of the legendary dwarf city will find its interior populated by dark creatures, remnants of a once-great civilization, and more. Plenty of things to keep brave PCs busy!

Finally, there is Evernight. If the politics, threats, and pervasive, persistent peril of everyday Neverwinter isn’t enough to sate you, a quick trip to the Shadowfell should fix that problem right quick. Almost a caricature of evil, Evernight is Neverwinter’s reflection in the plane of shadow and death. And it has both in spades. The entire city is populated by undead, some intelligent and others mindless, and many willing and able to bring “food” over from Neverwinter.

I know I said “finally”, but that was before you make the connection between the Red Wizards and Neverwinter. Ten pages are given over to expanding the campaign to include Thay and the conflict between Szass Tam and the Netherese shades. A fine way to grow the game beyond the Heroic tier, which is the primary focus of the campaign.

All in all, it’s very impressive. The focus is tight but leaves room to breathe, the details lay a great foundation, and the new crunchy bits presented look like they’ll be fun to see in use. Oh, and I would be remiss if I did not mention the lovely dual-sided poster-map included at the back! Although I acquired my copy as a benefit of running D&D at Gen Con, the $39.95 MSRP is worth it. While I do have my quibbles (which are more qualitative than quantitative), this is a great book. And, yes, this is just one part of a marketing drive from Wizards of the Coast that includes the Neverwinter video game and novels by R.A. Salvatore, but I’ve already seen some popular D&D bloggers saying they want to start a Neverwinter campaign, and I can’t say that same bug hasn’t bitten me!

Note: All images are owned by Wizards of the Coast and are featured in the Neverwinter Campaign Setting book.

Friday, August 12, 2011

Arena of Heroes, my Kickstarter Project!

Dear Internet,

I hold a very special place in my heart for Kickstarter.com. To date, I've helped successfully fund thirteen different projects, ranging from board games and comic books, to card games and RPGs, to gadgets and design software. I love the "grassroots" feel as I watch the projects increase in funding, knowing people are screaming "I WANT THIS, YOUR IDEA IS WORTH MY MONEY!" I also have ideas; lots of ideas. Most are surrounding my 4th Edition Dungeons & Dragons home-brew campaign, but everything can't be swords and magic and princesses.

As many of you that frequent my site know, another section has mysteriously materialized in the menu bar across the top: Board Games. There are two sub-links there for games I have designed to a point that they are ready to be released. Reversal of Fortune is a pirate themed card game that can be purchased through the spectacular print-on-demand service The Game Crafter. The other is a board game modeled in style from pop-culture hits as Gladiator or Sparticus, called Arena of Heroes.




Along with the talented help of Alex Melchor and Wesley K. Hall, I have been able to step up the "wow factor" with gorgeous artwork and game board layout. But...this isn't enough. Even the prettiest pearl is nothing if never seen.

With my affinity for Kickstarter and wanting to take Arena of Heroes to the next level, as of GenCon (don't worry, there's a HUGE post-GenCon article coming soon), I've launched my first Kickstarter project asking for $15,000 to do a large, professional print run of Arena of Heroes. I only set the project to run for 30 days, so with a September 3rd deadline looming in the not too far distance, I turn to you and hope my idea is worth your money. Please take a look at the Arena of Heroes Kickstarter Project Page and let me know what you think.

Edit: I've included a gameplay video on the Kickstarter page and thought I'd add it over here as well.


Thank you,
Jeremy Southard
Wastex Games

P.S. Here's what others are saying...
Sinister Forces: Pleas Support Arena of Heroes on Kickstarter
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Monday, August 1, 2011

Lost Artifacts: Skullshield of Kalenax

This entry was written by Aaron, for the June Contest: Lost Artifacts. He can also be found on RPG Musings and twitter under @wolfsamurai.

Entry
In life, Kalenax was an unholy terror. Even though he was not very old, this red dragon carved a path of destruction and violence across huge areas. His lust for violence and riches drew the attention of Tiamat, who blessed him with even more power. The devestation was incredible, but eventually even such a powerful creature might fall. And so Kalenax did, hunted and killed by a group of adventurers who died to the last in their effort to bring the dragon down.





But even in death, Kalenax was not finished with his rampage. Tiamat-worshipping kobolds of the Poison Scale tribe eventually found the broken and skeletal remains of Kalenax years later and immediately recognised, though signs and portents, that Kalenax had been divinely blessed by their own patron. Not ones to pass up a bounty, the kobolds broke down teh skeleton and fashioned tribal relics from the bones. Kalenax's skull was fashioned into a shield, banded with iron and blessed twice-over by Tiamat, for the chieftan to use.

The kobolds themselves ran afoul of adventurers later and so the Skullshield of Kalenax came to be in the world at large, where many fought over it. Consecrated with unholy power and still containing the whispering remnants of Kalenax's spirt, the shield is an artifact of incredible power. The ablility to blast white hot flames that can melt metal or stone and protect the user from the same is powerful enough, but the shield also grants the wearer the power to sense nearby magical items and perform certain rituals like a master. Dragonkin of all kind are instinctively unsettled before the sight of the shield, though followers of Bahamut may instead be enraged at being near a relic of their hated foe.

Monday, July 25, 2011

July Contest: A Day In The Life

I wanted to start 2011 off with some contests and hopefully we can continue to run various contests each month here on the Wastex Games website. I now present the July Contest...

A Day In The Life


Pick a creature that players are generally unsympathetic toward (drow, gelatinous cube, whatever) and create a "day in the life of..." story exploring the creature's motivation and worldview.




Not the beatles from the monster manual...


There is no minimum or maximum word count required and it is open to anywhere Amazon.com will ship, unless noted on the prize item below.

Submit your entry below and tweet the following on Twitter:
I just entered the July Contest at @WastexGames! http://bit.ly/pJvykx #dnd #rpg

If you wish to include any images, include a link to them in the form below. If you do not have a file sharing service, I highly recommend DropBox. It is free and if you use my referral link (here), both our accounts will receive an extra 250 MBs of storage.

The winner will get their choice of one of the three following items:


Lords of Madness - Miniatures 6-pc Booster Pack


OR

Custom made, hand dyed Dragon Chow dice bag.
(Subject to available colors once winner is announced.)


OR

A free character commission by @thedandmom.
Examples can be seen on her Deviant Art gallery.



Use the form below to submit your entry, submissions will be accepted until Sunday, July 31st at 11:59 PM EST. If you have any questions or comments, ask away here in the comments! Good luck!

Contest closed.