-
Anthony BoydellUnited Kingdom
Newent. Glos
UnspecifiedWelcome...to my Shed! -
This weekend was supposed to have seen an intensive session of playtesting but due to various limited availabilities, the sessions had to be postponed until later in September. However, Ben popped over on Saturday lunchtime - his only free spot - to give a couple of items a run through.
Firstly, Ben's recent viewing of some of the Patrick Mahoney prototypes - particularly the cricket one (see above) - had sparked some inspiration for his "18 Card Cricket" idea:
Occasional museum loiterer - Will - was gracious enough to join in for an innings as 'batsman' to my 'bowler': a simple, quick-fire announcement of my bowler's delivery type followed by a 3-2-1 countdown for Will to select his batting stance and then we resolve direction, catch/interception chances and boundaries. It worked pacily-enough, though will was on 20-something for 6 after 5 overs which is a little harsh...Ben went away with a page of notes.
Secondly, the bones of our joint design Bones of Offa have been picked over by Ben in moments of inspiration and has boiled away a number of superfluous elements to become a leaner - and still as mean, er - domino-driven puzzler: domino pips (blank thru 6) have meaning as a type of action with the 'other' number on the tile being the strength of that action.
Now focused on a central board comprising the occupations one's workers can take and the market, the aim is still to score 'delivering' second-level goods to that market BUT the process of training and using workers to produce basic goods, convert and dispatch them and apply specialist effects is quicker and easier.
The actions (X=the pip value played on the action domino):
0 = gain X+5 gold
1 = move your delivery wagon (a 'train-eeple' in this mock-up) up to X spaces
2 = one of your position labourers (see the far edge of the grid where multiple dominos are stacked) produces X of the good associated with their location
3 = Pay to put a worker in one of the occupation (grid) spaces
4 = an existing labourer (on the edge) produces X of their good
5 = Use one of your workers on the grid - to deliver and/or use the effect
6 = Use any worker in play on the grid - paying 3 to the owner/bank - to deliver and/or use the effect
Double = Bridge from one occupation (grid space) to another; the worker can now perform all their connected occupations, as needed
'Production' is recorded by chits/the labourer dominos themselves - which reduces the need for extra components; 'delivering' is by dint of lining up the occupation with the wagon and the produced good and then converting the initiating domino into points on the Market board eg. if you have '4' Stone, then you could play a '5:X' to deliver X of that Stone to the market as long as one of your workers on the stone 'row' is lined up with the wagon in its 'column'; the column determines the type of secondary resource and where it ends up in the market.
Dominos 'scored' in the market are worth a variable amount at the end depending on the total number of goods that were delivered there; they have different ranges: some score big with low quantity (better when scarce) while others need to be generously-delivered before the points per domino get generous.
Again, a sheaf of notes accompanied Boffo for offline refinement but it was clear that the paring back had worked and
a) it was still providing a crunchy use-a-domino-for-THIS-or-for-THAT ? challenge and
b) it was smoother and less-painstaking.
We both rather liked the trains shunting around the outside of the occupation grid but, perhaps, there is still much merit in the original, Dark Ages, Welsh border subsistence theme.
Everyone Needs A Shed
Life and Games (but mostly games) from Tony Boydell: Father, Grandfather, Husband and Independent UK Game Designer.
Archive for Mahoney Collection
- [+] Dice rolls
-
Anthony BoydellUnited Kingdom
Newent. Glos
UnspecifiedWelcome...to my Shed! -
Previously: https://boardgamegeek.com/blogpost/133292/tube-or-not-tube and https://boardgamegeek.com/blogpost/134480/silent-witness
My time-travelling journey with Patrick Mahony continued last weekend as I unfurled more long-stored rolls of paper and deciphered the gaming prototypes - and the rules - lurking within!
Football Chart Game:Quote:Fleet Street:
The Game
(1) A game for any number of players – preferably two (one each side)
(2) If so desired - and there are a sufficient number of players - a “Knock Out” competition can be arranged on lines of Football Association Cup Rounds
(3) Again, if so desired, entrance fees can be charge to competitors and a prize can be awarded to winner of cup final
(4) The game comprises every rule in Football
(5) Time Limit – Five minutes each way gives ample scope for an exciting and decisive match
(6) Required – one dice to decide players’ movements – one disc to indicate the position of ball throughout the game
Rules of Play
The position of every individual player is indicated on the game by small circles – red or blue (a code explaining these circles is shown in table form at the end of these rules)
• The Kick Off: the side of player winning the Toss shall kick-off
• The ball is now placed inside the centre circle on the Centre Forward position of the Team winning the Toss
• The player kicking off now throws the dice and moves the disc (or token) along the line towards the opponents goal according to number indicated on dice (the small circles are used count number indicated on dice).
• Should token alight on player’s own coloured circle, he (!) continues to throw dice + move forwards until he is intercepted by token falling on opponents colour circle OR on one of the coloured circles marked (B) – Bounced Up.
• Should token alight on one of opponent’s circles, then opponent takes turn to throw dice + in counting moves in opposite direction towards the other goal
• If token should alight on circle marked (B – Bounced Up – the players each throw dice and player throwing greater number shall continue the play.
Half Time
This simply means change of ends – and game proceeds as before.
Throws-In
When a player alights on a circle marked (T) – Throw-in – his opponent takes over the throw of dice. Should the player taking a Throw-in throw an odd number, he moves the token one count along line towards opponent’s goal. Should he throw an even number, he moves two counts along line.
Starred Positions
When a player alights on one of the starred circles this indicates he is about to take a direct shot at goal. In this case, the count for this throw is started from No.1 position in Goal Area. NB. The number 6 is omitted in counting for the circles inside the goal area.
The Penalty
To score a Penalty players must throw any number except 3. If 3 be thrown, the token is placed on the (T.O.B) position + next throw is counted in opposite direction to show ball has come back into play. (This last procedure is also adopted should token alight on (H.O) or (H.P) positions.
Free Kicks, Offsides, Goal Kicks
Dice is thrown + number indicated is counted from inside the centre circle on position marked (C.7) of defending team.
A roll-and-move where you add up the boosts to your circulation - based on the nature of the story spaces you land on - to have the largest circulation when you have reached the end:
Football Transactions/The Merry Company Football Pools:Quote:Name: Football Pools Transactions OR The Merry Company Football PoolsA lot of dice rolling and no player agency whatsoever; it only serves to show how prevalent the d6 was in the minds of players - happy to let things play out, like a movie, in front of them.
Game:
A game for 2 to 7 players. Ideal number of players is 7.
Object:
To be first to win six pools OR to win most pools ?when? 7 Pools Transactions.
Required:
(a) 36 Forecast cards number 1 to 6 (six times)
(b) 126 half tokens (cards or discs) for money. 7 Company cards (including Transactor’s). 6 Transactor cards numbered 1 – 6.
Rules:
(1) Players draw from Company cards to decide names of their company + who shall be Transactor.
(2) Players pay ½ token Membership fee to Transactor.
(3) No. 1 Pool company Member starts game. He throws dice + counts number thrown down the left hand numbers of his Company coupons.
He then reads along the line indicated by the number to find the stakes named in the right hand column.
He now places his stake token in the Common Pool marked with his company name and number.
The player now throws dice to make a forecast as to which Member of the Merry Company will win the total stakes in the Common Pool. The number he throws he now places in his forecast circle.
(4) The other members – no.s 2, 3, 4, 5 and repeat this procedure.
(5) When all members have entered their stake tokens + made their forecasts, the Transactor then joins in the play.
He throws dice and the number he throws he covers with his number disc. This shows the number of the company whose member has won the Total Pool (minus 6 half tokens which goes to the Transactor as Commission). The Transactor now takes total pool stakes left and hands them to winning member. This concludes one transaction.
(6) The play is then continued until seven transactions have taken place OR (if the members wish to prolong the game) until one or more of the members can no longer cover his stake token OR until six pools have been won by one member.
- [+] Dice rolls
Silent Witness
23
Jul
2022
-
Anthony BoydellUnited Kingdom
Newent. Glos
UnspecifiedWelcome...to my Shed! -
Last weekend, I decided to break the bonds of the early 20th century game prototypes sent to me by the Designer's granddaughter. Feeling like a proper Curator, I gathered my tools around me and cleared a table!
Patrick Mahony was a teacher, a boxer and had a wonderfully-vivid imagination - as I discovered looking through the rolls of maps and rule-sheets - I blogged, briefly, about receiving them here: https://boardgamegeek.com/blogpost/133292/tube-or-not-tube
Having made space for myself to take a proper look - to fix any tears, flatten any crumples etc - it became apparent that Patrick had developed himself a fictional County - replete with a full colour map and paintings of villages - and, it seems, was setting his various designs WITHIN that world eg. a golf game set in the 'Links', an Athletics/Sports Day set in one of the village's schools (see the table of competitors?/winners? in the various 'schools athletics' events below) and so on!
First for review was Racehorse Transactions; hardly the most inspiring of titles, I know:
There are several versions of this board, including reshuffles of the runners and riders in the six 'groups':
And two versions of the rules:
As I mentioned, graphic pieces representing the County also survive:
In this Mahoney-invented world, I've yet to fully review the Cricket and Golf games and an alternative (simpler) Racing design set in the Ashmead Racecourse.
And there's even more:
Patrick composed a Parish magazine that recorded play results and full narratives surrounding the games. There is a lot more to unpack - both literally and figuratively - and I may have to travel and see some of the family-retained treasures that were too valuable to be part of the donated materials.
Watch this space because this story is going to get more intriguing!
- [+] Dice rolls
-
Anthony BoydellUnited Kingdom
Newent. Glos
UnspecifiedWelcome...to my Shed! -
Opening a Museum has been like opening a treasure chest: it's becoming less about emptying a house that's too full of games and more of opening the door to other people's lives. Marked-up/personalised copies of family favourites (score pads, house rules and strategy pages included), donations from generous locals, bequests from recently-departed pals and - now - the donation of a Grandfather's game designing legacy. His granddaughter, Eileen, messaged me via the Museum's Facebook page:Quote:I have been clearing my attic and I have a suitcase with 13 tubes with board game plans (on paper/card with instructions) all invented by my grandad in the 1920s until 1950s. My understanding is that he sent these to Waddingtons over the years but never got commissioned. There are titles such as Prime Minister, Shopkeepers, Cricket, Racing, Athletics, Pools and several others. I wonder if yourselves at the museum would be interested in seeing these and giving them a home?This is the result - freshly-couriered from one end of the country to the other:
And here is the gentlemen in question:
Once I've sorted out how best to store and display these gems, I'll blog about them in more detail: in the meantime, I've got some wonderful hours ahead of unrolling and admiring this rare catalogue!Quote:Aside: please consider becoming a Patron via https://www.patreon.com/themuseumofboardgames
- [+] Dice rolls