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Computer versions of board games I have written
Brian Sturk
United States
Hudson
New Hampshire
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This geeklist is for all of the computer versions of board games I have written.

A game is a good candidate for me to make a computer version if:

- I want to play it a lot more than others around me or no one else will play it.
- My program can be used with the physical game itself and not be *too* fiddly.
- I think an AI would play a reasonably challenging game.

Almost all of these programs have pretty spartan graphical interfaces somewhat intentionally as the point of the programs are just to have AI players when playing the real game (I sit at a computer all day so I enjoy "unplugging"), so most of the time I'm looking at the board, minis, or cards themselves on the table. What UI is there is mostly there to ensure I'm keeping things sync'ed up after AI moves, and to choose my moves, etc. The engine has a very small interface coupling to the UI so it's easy for me to have multiple implementations if I wish to (as in Dreamblade which has a wxWidgets, ncurses UI, and a mostly finished SDL one). I'm currently in the process of refactoring such that I can use a mobile toolkit such as cocos2d-x.

Most of my programs have different AI algorithms that are used (minmax, monte carlo, MCTS/UCT). In some cases there are special tweaks or hybrids to help with the performance or to work with a particular ruleset better.

I have a core framework which is re-used for games and it has grown over time to provide a lot of the boilerplate code I need so it is quicker to crank out a game. It has also had a lot of time spent on it tweaking for performance and supports multiple cores. The framework is portable and runs on Windows, OS X, and Linux.
Additional features are replays, network play, and customization of core rules.

The only one below currently available is the Dreamblade application. All the others need a bit of polish and permission where necessary from the copyright holder. If there is enough interest I can pursue this.
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1. Board Game: Dreamblade [Average Rating:7.16 Overall Rank:1210]
Brian Sturk
United States
Hudson
New Hampshire
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This particular game has a very long history as its origin was my failed attempts at making a computer version of MECCG starting in 2000. That project morphed into a more generic framework where I tried to do just too much (lobbies, AI, network play, etc) and eventually scaled it back after many years of floundering. After playing Dreamblade in 2006 or so and getting hooked, I focused on making a computer AI player for the game.

Initially this program was written in python and the performance of the AI was horrible so I ported to C/C++. It has taken a few years to get this application to where it is at as well as a few internal rewrites of the engine.

I'm quite happy with how it is now. Very few "hacks", good performance, and many extra features including 2 full unofficial sets, a warband creator, the ability to create customs and tweak most of the core rules. Both a console and full graphical UI are options and it runs on the 3 major platforms.

The 'horizon' effect was very prominent in my minmax implementation due to the variable number of actions a player may take during their turn/phase. I've somewhat mitigated this, but it is still a bit present.

I've currently done 52 official releases and at this point I feel the application is mostly done barring some esoteric interactions and the odd ability bug or typo here and there. I also am always trying to improve the performance.

There is a forum for the computer game here:
http://www.slightlymagic.net/forum/viewforum.php?f=51
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2. Board Game: Hold the Line [Average Rating:7.38 Overall Rank:1621]
Brian Sturk
United States
Hudson
New Hampshire
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This ended up being a lot more work than I anticipated. The code to do "line of sight" took me quite a while and was a lot more math intensive than I'm used to.

Transcribing all of the scenarios into XML took a a lot of time also. I tried to design it, like with Dreamblade, such that it was easy to make the scenarios without having to hard code them in the app. I think I've succeeded in that area. New custom scenarios would be very straightforward to create.

The AI, however, plays a decent game. I recently added the rendering of hexes, which, while not perfect due to being tip up, is better than what was previously there. I still have a bit more to do here like terrain colors, etc.

All rules and scenarios are supported, including the extras provided on Worthington Games site.
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3. Board Game: Hold the Line: French and Indian War Expansion Set [Average Rating:7.64 Unranked] [Average Rating:7.64 Unranked]
Brian Sturk
United States
Hudson
New Hampshire
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This expansion's rules and all of its scearnios are supported.
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4. Board Game: Neuland [Average Rating:6.52 Overall Rank:1676]
Brian Sturk
United States
Hudson
New Hampshire
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I wrote this because after my first play with a friend I realized I would never be able to get anyone else to play it. I personally enjoy the game so this was a good candidate.


The AI plays a reasonable game, but given the more open ended nature of the game, it needs a lot more than most of the other games I've done to play well enough. The addition of the wheelbarrow in 2nd edition increases the decision space immensely until it is used.

I just recently added graphical hexes etc.

Both 1st and 2nd edition rules are supported (separate binaries for performance).
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5. Board Game: Sumeria [Average Rating:6.58 Overall Rank:2225]
Brian Sturk
United States
Hudson
New Hampshire
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I bought this game on a lark and it is pretty decent. A little too thinky and abstract to get to the table and given it is a perfect information game was a good candidate.

The 2 player expansion is also supported.

This one is the most bare UIs I have at the moment and is due for some improvements.
 
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6. Board Game: Feudal [Average Rating:5.97 Overall Rank:3522]
Brian Sturk
United States
Hudson
New Hampshire
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Supports some fun features that I won't be able to utilize w/ my physical copy (yet!) like random board generation.

The interface for inputting moves is a bit cumbersome due to the huge number of options, trying to come up with something a little better.
 
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7. Board Game: The Speicherstadt [Average Rating:7.07 Overall Rank:524]
Brian Sturk
United States
Hudson
New Hampshire
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This one was very fun to do and I cranked it out relatively quickly. The AI does a pretty good job too since there are a fixed number of turns. The only time the decision tree gets a bit involved is with multiple ships won during an auction by one player and having the warehouse.
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8. Board Game: Kaispeicher [Average Rating:7.56 Unranked] [Average Rating:7.56 Unranked]
Brian Sturk
United States
Hudson
New Hampshire
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A separate binary (for performance reasons, checking for the expansion in multiple places millions of times while the AI is thinking is costly). This made the game much more complicated, especially so since there is now the notion of "any time" actions and a ton of new abilities on the cards. For some reason I find myself preferring the base game w/ 4 players.
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9. Board Game: A Few Acres of Snow [Average Rating:7.44 Overall Rank:203]
Brian Sturk
United States
Hudson
New Hampshire
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This one is about 75% done or so. I've put this one on the back-burner for now.
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10. Board Game: Starship Merchants [Average Rating:6.72 Overall Rank:2486]
Brian Sturk
United States
Hudson
New Hampshire
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Currently in progress, most of the core rules are implemented. The UI and making the cards into a generic form for moving into XML are next.
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11. Board Game: Bowling Solitaire [Average Rating:6.64 Overall Rank:4269]
Brian Sturk
United States
Hudson
New Hampshire
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This has no AI and is written in Python, but during lunch sometimes I like to play a quick game of this on my Mac.
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12. Board Game: Robber Knights [Average Rating:6.16 Overall Rank:2607]
Brian Sturk
United States
Hudson
New Hampshire
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Hoping to start on this one this weekend now that Starship Merchants is pretty much done.
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13. Board Game: Ground Floor [Average Rating:7.15 Overall Rank:845]
Brian Sturk
United States
Hudson
New Hampshire
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After playing this solo the other night, I realized this game is a bit long and probably won't hit the table often. So this was a good candidate. Started in earnest last night.
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14. Board Game: Black Friday [Average Rating:6.62 Overall Rank:1661]
Brian Sturk
United States
Hudson
New Hampshire
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This one is up next after Ground Floor is done (about 3/4 of the way there) and the graphics for Robber Knights. Played this on Yucata and LOVED IT. Waiting sometimes days for my turn playing async made me want to create an AI so I can play in one sitting (also picked up the physical game).
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15. Board Game: Magnate [Average Rating:7.35 Overall Rank:2968]
Brian Sturk
United States
Hudson
New Hampshire
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Played a couple of games of this with my wife and enjoyed it. This is the first one that really won't be able to be used w/ the physical cards without being *very* fiddly.
 
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16. Board Game: Poseidon [Average Rating:7.06 Overall Rank:1162]
Brian Sturk
United States
Hudson
New Hampshire
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I play 1830 a lot on my computer and this seems like it would be a less complicated 18xx for me. Even with the reduced complexity, I think it will be too much to get to the table with the folks I game with.

So, this is a good candidate. Other things going for it as far as coding are no tiles (so no orienting, etc), a fixed number of rounds, and all the hexes are labeled on the map for easy identification. The downside is the map is pointy hex side up, which looks much worse in a console (compare neuland to hold the line screenshots).
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17. Board Game: American Rails [Average Rating:7.51 Overall Rank:1030]
Brian Sturk
United States
Hudson
New Hampshire
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Got a copy of this a month or so ago and it de-railed my work on Poseidon (no pun intended). I'm about finished with this one except for the UI, which I'm not sure I'll bother too much with. The game is simple enough that I want to play this w/ the physical copy.
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18. Board Game: Age of Industry [Average Rating:7.47 Overall Rank:378]
Brian Sturk
United States
Hudson
New Hampshire
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Started this one last weekend. The base game will be straightforward, but I'm designing it such that I can support all the variant rules that come with each of the expansion boards. Other than some of the big changes (like w/ Japan) this shouldn't be terribly difficult to design in.

Was hoping this one would come out for iOS, but I can't wait anymore.
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19. Board Game: Hold the Line: Frederick's War [Average Rating:7.70 Overall Rank:4348]
Brian Sturk
United States
Hudson
New Hampshire
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Not a terrible amount of coding to do given I have the base game and the first expansion implemented. Just a lot of XML writing/editing for the scenarios.
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20. Board Game: Age of Steam [Average Rating:7.70 Overall Rank:93]
Brian Sturk
United States
Hudson
New Hampshire
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Mostly done with the engine. Left to do is replacing track and a bit more basic UI work as well as performance and AI improvements. Not sure how I'm going to do the displaying of maps for this one. I'm thinking maybe do a web based UI.
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21. Board Game: German Railways [Average Rating:6.92 Overall Rank:1656]
Brian Sturk
United States
Hudson
New Hampshire
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About halfway done. Utilizing a lot of the code from the American Rails implementation.
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22. Board Game: Retro: Tactical WWII Wargame Variant Rules [Average Rating:7.57 Overall Rank:5732]
Brian Sturk
United States
Hudson
New Hampshire
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This is coming in the mail and I'm looking forward to using my old Squad Leader stuff with it.

Thankfully some of the harder bits are already in the framework like LOS, hexmaps, etc.
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23. Board Game: Band of Brothers: Screaming Eagles [Average Rating:7.88 Overall Rank:1438] [Average Rating:7.88 Unranked]
Brian Sturk
United States
Hudson
New Hampshire
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Work started about a month or two ago. I have all of the phases implemented, mapboard loading and scenario loading, and most of the infantry related actions (still a bit to do with routing). I also need to do guns, artillery, etc.

I also need to modify the LOS code I have to support terrain not covering the entire hex. I know *how* I'm going to do this, but creating the masks for the mapboards is going to be very tedious and time consuming.

Looking forward to getting my kickstarter copy of the game!
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