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9/6/16

***Name Change***
(12/21/16)
A Pirate's Life For Me is now
Pirates of Praedonia

Check out http://south.paxsite.com/psis to see the game showcased.
Pirate's of Praedonia is a 2017 PAX South Tabletop Indie Showcase winner!!!

Hey, folks!

We wanted to document and share the design/development process of one of our newest titles, A Pirate's Life For Me! (APLFM).

APLFM is, at its heart, a pick-up and deliver game using commodity speculation. Throw in some tricky resource management (Tetris style!) and dice driven asymmetrical combat from characters (Captains and Crewmen) with variable player powers, and you've got most of the game (there are a few fun surprises we threw in, also, but we'll get to those later!).

*All images that are shown in this thread are using prototype artwork, graphics, and game pieces.

Before we begin, we want to invite YOU to share your thoughts about the game. Got some ideas that will improve it? Share them! Know of a fun way to adjust the current mechanics? We want to know!
We welcome all feedback and we want this process to be a FUN and FAMILY-FRIENDLY place of positive interaction. Groovy? Cool...LET'S GO!

We will be adding (and possibly editing) posts as we progress with the development of APLFM. We'll continue to add images and share about the fun journey we're having and hopefully we all will see both this thread AND this game grow organically throughout our time together.

THE GAME BOARD



...in play



The game board is 19"x 25" and features a hex grid for ship movement. You'll notice a total of 6 ports (dotted outlined hexes). The 5 mainland ports (not the one on the island) are where players will be buying *Maybe? Hmmm and selling trade goods in hopes of making money throughout gameplay. The four leftmost ports will also be players' home ports (randomly assigned at the beginning of the game), represented by the player's color disc piece next to the port.

*UPDATE* The board will no longer be a single quad or six-fold board as shown, but a number of tiles that will be available to make up the board. Each tile board will include an island and its port along with some other possible...stuff.

THE PLAYER DECK BOARD



...layout with player cards

 

*UPDATE-player board and crew card sizes have changed. New images coming soon.

The colored polyomino-like pieces that are in the cargo hold represent the goods (same colored cards shown on game board) that are being bought and sold throughout the game. These wooden blocks must be managed in the players' cargo holds when commercing. Efficiency and smart planning is key to maximizing your actions!

GOODS COMPONENTS



Next time we'll break into some of the mechanics of the game and explain some things like what a turn could look like, how the commodity system works, etc.

We hope you enjoy following this project. Stick with us for some fun updates and more reveals of gameplay and game components! See ya soon!

---------------------

9/7/16

We're back! Today we'll take a look at the goods in the game and how the commodity system works.

THE GOODS



---------------------

***Updated Content*** (A "good" change - Oh the puns!)
This is the new direction for the theme. APLFM is set in a fantasy work filled with magic. So...why buy and sell boring ole sugar and spice?

We now present the game's new artifacts for trade:

Dragon Eggs
Phoenix Feathers
Unicorn Tears
Mystic Tomes
Magic Orbs
Ogre Bones
Moon Rocks
Star Dust




---------------------

There are 8 goods that will be purchased (or not...?) and sold in the game, generating gold for players throughout play. Gold will equate to victory points at the game's end (more on that later).

The color represented on each goods card matches a polyomino component of a specific size. When a good is purchased (or not...? Why do we keep saying this, good grief?!), the card will remain at the port and the appropriate wooden component from the goods stock (see goods components image above) will be placed in the player's cargo hold. Hopefully it fits!

Each Goods Deck will have one of each of the eight goods cards in it. So eight cards total per deck and two Goods Deck at each of the 5 commodity ports. One on the buying side (black block icon), the other on the selling side (gold doubloon icon). Resulting in 10 total Goods Decks (8 cards each for 80 goods cards).



In this port we see cocoa being sold (red die) and linens being purchased (gold die). The goods at each port will change, including the prices associated with them (dice), at the beginning (or end) of each phase. This will be done by simply revealing the next goods card in each of the decks and then re-rolling the dice to set prices. Randomly generated goods and prices that will constantly be changing throughout the game...that's fun!
*note - Goods cannot be purchased then sold at the same port. Players get one commodity action per turn (which can include buying or selling multiple quantities of a single good).




In this instance, cocoa is being sold. Note the bonus on the cocoa card. It shows that when cocoa is sold, it grants a +1 doubloon bonus. This is due to the amount of room that cocoa takes in the cargo hold...essentially, the crates. Cinnamon (tan) and sugar (light blue) also grant a +1 doubloon bonus while ceramics (purple) grant a +2 bonus (note their sizes in the goods components image above).

Alright, folks. We'll be back for some more pirate fun soon! Thanks for hanging out!

---------------------

9/7/16

Hello! Let us introduce the Piracy Track!

PIRACY TRACK

(updated from original track shown on the board images above)


So what is piracy (in this sense)? Well, in a nutshell, it's doing bad things. Specifically, it's attacking, robbing, stealing, etc. Usually attacking and robbing other ships, but in some cases goods from the mainland, too.

In APLFM, players are, as we've covered briefly, commercing goods. Buying and selling to make profits/doubloons/gold/victory points. Remember all those "or not...?"s we mentioned when buying goods came up? Yeah, pirates don't really have to pay for stuff, do they? arrrh Arrrh!
So, instead of paying the "sticker price" (or die price, is it?), players can choose to unleash their inner pirate and not pay full asking price...or...they can just outright STEAL the good! Who's gonna stop me, huh?! (maybe someone...or someones...we'll get to that later.)

In the example above, cocoa is currently being sold at one port for 3 doubloons. A player can, of course, pay the 3 doubloons for it, and have no trouble. Or...the player can pay 2 or 1 doubloons for it. This would increase that player's "Pirate Rating" on the piracy track totaling the difference of its cost and amount underpaid (see track above). Or...the player can choose to not pay anything and steal the good, waving swords in the air and yelling "YarHAARRR!" all the while, no doubt. And, you guessed it, that player's Piracy Rating will increase by 3 (the total amount of doubloons not paid). So where's the trouble?

Players' Piracy Ratings will decrease by 1 every round (3 player turns).

THE FLEET OF (?)



Remember this guy sailing around the open seas in the "in play" board image above? That's the Fleet of (?). They don't like pirates. They sail around trying to find pirates and then they try to teach them lessons. Lessons that...ok, you get the picture.

The Fleet seeks out the player with the highest Piracy Rating (and other players, too, depending on circumstances that we'll address later). The ship is a NPC (non-player character) that the game controls. The Captain at the ship's helm (selected randomly at the beginning of the game along with players' Captains - more on this later!) will have stats via their corresponding card. The Fleet Captain's Card will show stats for ship movement, ship & crew combat, etc. This ship (and maybe more? Hmm) will be sailing around the board, seeking out the "naughtiest" player(s).

Is giving in to your pirate roots worth the wrath of the Fleet of (?)? Decide for yourself and find out!

---------------------

10/18/16

We've been hard at work with development of APLFM and we're excited about some of the updates. We wanted to share some of the latest changes and additions with you.

*ADDITION* - BOARD / PORTS

We've added a sixth merchant/commodity port to the board. Basically, this can be considered to replace the "Upgrades Port" on the island. In accordance with this, all upgrades (crew, weapons, masts, cannons, etc.) will be available for purchase at every port, not just one specific port as the board currently shows. (Again, upgrade cards are placed off-board in decks with a number of cards (3-5?) being shown face-up and available for purchase.)

*CHANGE*
- GOODS / COMMERCE

This change is a big one and, we believe, "opens up" the game a bit by freeing restrictions of 'specific port bartering.' Now, all goods can be sold at ANY port. You no longer have to go to a port that is buying a specific good to sell it that good. You can now sell it at any port FOR A -2 GOLD PENALTY. When doing this, the bonus that half of the goods grant in a typical instance (ceramics, sugar, cocoa, and cinnamon) will not be granted.

For instance, in the game image above, ceramics is being sought out and bought for 4 gold in the port on the bottom right. Players can sell any other good there also, but at a price of 2 less, so 2 gold. There is one restriction, however. A good that is being sold at that same port cannot be bought at that port. So in this case, cocoa. This port will not purchase cocoa from players, but all other goods can be sold here for 2 gold less. And, of course, ceramics is being sought and is being purchased for 4 gold. As stated above, bonuses will not be granted by a port when selling there when that good is not sought out. It is sold for "face value" minus 2, with no bonus (even though the card shows it.)

This is a nice change as it allows players to free up precious cargo space by taking a "hit" (though it is still possible to profit) on a good to take advantage of other deals or save on traveling time.

*updated images on the changes mentioned above coming soon.

---------------------

10/18/16

Hey, folks. We'll take a look at ship movement and cargo penalties...

SHIP MOVEMENT AND THE SPEED TRACK

As mentioned in passing above, players will draft Captains at the beginning of the game. Each Captain will have a specific and unique special ability that will help players in their actions throughout gameplay. Captains will also determine ship movement and ship "health." This information will be on each Captain card. Ship movement and health can differ slightly from Captain to Captain.

One thing that does not change (unless by a special ability) is the cargo weight penalty.



The Speed Track is the same for every player and is kept on each player's deck board with their cargo hold. Although, each player's max speed may not start the same or even ever be the same.

As player's buy goods and fill their ships' cargo holds, their speed will decrease. The heavier a ship, the slower it moves, right?! This decrease in speed is determined by the chart on the Speed Track. When a player reaches a total a 5 full squares in their hold, they suffer a hindrance in movement of 1. When 9 is reached, a deduction of 2, and so on.



In the image above, the yellow player's current maximum speed is 7 (determined by their Captain and any purchased upgrade cards like masts...more on this later). This is represented by the black cube. They currently have a total of 10 squares filled in their hold, so, per the chart, they lose 2 speed. Their ship's movement is currently 5, which is represented by the yellow cube.

As you can see, ship movement will wax and wain throughout a game as cargo is bought and sold and as upgrades are purchased and lost (again, more on this later).

Next, we'll look more closely at the treasure chests and how they work in a game!

--------------------

11/2/16

TREASURE CHESTS AND DOUBLOONS

In the image above, you can see the brown square in the lower left block of the cargo hold. This is the player's starting treasure chest for gold storage. Every player starts with 1 chest in their hold and it can never be lost, dumped, or removed.

Treasure chests can hold 10 gold (and of course it's there even if it's empty...always taking a block of your hold). When a player acquires gold that puts them over 10, they MUST put another chest in their hold (unless they choose to dump the gold...say wha?! Later!). Additional chests are free and are an automatic addition to your hold the moment you need the storage for gold. For instance, 2 gold = 1 chest; 10 gold = 1 chest; 11 gold = 2 chests; 39 gold = 4 chests, and so on. You must have the proper amount of chests in your hold to store your gold...until you bury it!

As mentioned briefly at the start of this journal, gold are victory points. At the end of the game, the player with the most gold, buried and on the ship, is the winner.

Each player has a treasure chest (not just the one on the ship), an actual treasure chest to store gold...secretly. *Identical to that of Merchants and Marauders and Francis Drake. Whenever a player docks at their home port (chosen at the beginning of the game...no longer random), that player can choose to bury gold by placing it in their physical chest. *Note - gold on ships is not safe...gold that is buried, is.

Whenever you bury gold, you no longer need the chests on your ship to store the gold that was buried...they are removed. You are only ever required to have chests in your hold that is needed to adequately store the gold you have aboard. So if you have 37 gold aboard (taking 4 chests) and you dock at your home port and choose to bury 25 gold, you remove 2 chests as you will only need 2 to store the 12 gold remaining in your hold.

Can I go back and get gold I buried? Sure! It may not be recommended, but when you are in a bind, you gotta do what you gotta do. You may, when at your home port, take gold from your chest and place it back on your ship (adding the number of chests you need to do so). This is essentially unsecuring your endgame points...but pirates will be pirates!

That's essentially how treasure chests (both storage chests and the buried chest) and gold works in regards to storage and points.

Up next? Captain and Crew!

---------------------

11/3/16

CAPTAINS, CREW, AND COMBAT


The leader of your ship and crew, the Captain... Captains are drafted before the start of the game. They represent your ship and your ship's base crew. Captains give base health, base ship navigation, core combat abilities, and a special unique captain ability.



Of course, health is the amount of hits you can withstand and ship navigation is the number of spaces a ship can move. These are self-explanatory.

Each captain gives a certain number and combination of attack dice. Ah yes, combat dice. Let's take a look!


*Ignore the bursts on the icons themselves, those are just icons to represent the dice and are not meant to be accurate. (Colors will likely change)

Melee dice have a 100% hit rate, but yield lower results. The range dice have a lower chance of hitting, but when they do, deal greater numbers.

Combat is simple in APLFM! You either win the combat roll or you lose it. If you lose it, you lose 1 heart (unless it's a critical hit! Later!). Simple as that! No subtracting or differences or any of that. The best result rolled wins that round of combat. When is combat over? Until one player has no more hearts...or until one player is able to retreat (more on that later).

Along with the dice and the above stated info, the captain gives a special ability, unique to that captain. Let's check those out...


When engaging in Piracy, subtract 1 from the total of the offense when increasing your Piracy Rating.



You may reroll either the Buy Goods (red in the board image above) die or the Sell Goods die when docked at a port.



When you buy 2 goods (not pirate), you get 1 more of that good for free.



Your chests hold 15 gold instead of the normal 10.


 

Your ship is equipped with a cannon (Critical hit cannon card).



Pay 1 less gold when hiring crew and buying cannons and masts.

The Captain card represents the captain, the ship, and the base crew. Throughout the game, players can hire "additional" crew to give extra health and combat abilities. These are considered to be specialized crew. Here are some of the Crew that can be hired...



There 12 unique Crew cards and there will a variation of duplicates in the game. Obviously the more powerful, the less the availability.

As you can see Crew can give you bonuses such as additional combat dice, additional health, a combination of those two, along with a few other abilities. Let's peak at the 3 unique Crew abilities...


On every won combat roll, you steal 1 gold from your opponent.



This crewman may clone any one bonus/ability that is of your opponent's crew. (Cannot change during the same combat)



You may reroll any one of your combat dice after each combat roll.
*We haven't introduced the black (third) combat die yet, but will soon!

That should cover most of how Captains and Crew with combat. There is a little more to combat and ship movement...we'll post that next time!

---------------------

11/7/16

CANNONS, MASTS, AND COMBAT CONTINUED


Hello again!

As we look further into combat, we'll explain how cannons come into play and we'll check out how mast cards work, also.

In the last entry, we introduced combat and the combat dice. There is one other type of combat die, as well...the cannon die.



The cannon die is essentially a "critical hit" die and isn't used the same as the other dice. With this die, if you have one or more, you have a chance of furthering the effectiveness of a successful combat roll.

During combat, as we've learned, the player whose roll has the higher value is the winner of that round of combat. Thusly, the player with the losing roll will lose 1 heart of health.

If the player who won that combat round had the cannon card that grants the cannon die on his ship, and it rolled with a success, the losing player would lose 2 hearts of health. So, the cannon die deals an additional damage on a successful roll, causing 2 hearts to be lost instead of the typical 1. This die gives the roller a 33% chance of the combat roll dealing an extra (double) damage.

There are 3 other types of cannons that can accompany the critical cannon.



We've introduced the cannon card on the left (round shot). We'll explain the other 3.

* The second in line is a cannon that disables your opponent's crew's abilities for the next round of combat (grape shot).
* The third is a cannon that destroys mast card of your opponent (ball and chain).
* And the last one in line is a unique cannon card. There is only 1 in the game and it is a cannon that provides a range die. This is to be added to your dice pool for combat (explosive shot).

A player must have a cannon card that grants the cannon die before being able to take advantage of the other cannon abilities. For instance, I cannot only have a 'disable crew abilities cannon' and make use of it without also having a cannon die. Think of it this way...the only way to fire a cannon is with cannon dice. With cannon dice, I can hit critically, as well as destroy masts and disable crew. More on this later!

Mast cards (shown above the cannons) simply increase a ship's maximum speed. It's a good idea to acquire masts to offset the reduction in speed when carrying cargo. When transporting a lot of cargo, the ship's speed will be reduced significantly. Masts will help with this, allowing you to cover greater distances with heavier loads.

How do I get crew, cannons, and masts??? Stay tuned!

---------------------

11/9/16

UPGRADE MARKET TRACK
(for lack of a better term)

One of the many fun aspects of APLFM is the hiring of crew, loading your ship with cannons, and upgrading your masts. Players will be able to hire crew and purchase upgrades when docked at any port. This will be done via the Market Track.



The price on the Market Track starts at 9 gold and goes down to 3 gold. At the beginning of the game, the top 3 upgrade cards are revealed and placed on the track in the first 3 positions (9, 8, and 7).

At the beginning of every round, a new card will be revealed and placed in the first position, the 9 gold space. The other cards will then, in turn, slide down to the next space on the track, becoming 1 gold less in cost.

Whenever a card is purchased (the 3 gold slot above), the cards to the left of that one on the track will slide to the right, emptying the 9 gold space, and a new card is revealed and put in the now open 9 gold space.

This is a fun way of handling costs for the different items and crew because regardless of the rarity and attractiveness of the card, players can decide what to pay for it. They can hold out for one that they want to become less expensive...in doing so risking the possibility of another player snatching it up first.

---------------------

1/2/17

Happy New Year!


Well, as of last month (and as some additions above have noted) we decided to immerse the game into a magical world of mystical creatures and artifacts. So with this new fantasy theme, the game needed a new name to go along with it...Pirates of Praedonia!

Here's the blurb:

"In a world of vast seas and magical wonders, pirates and traders alike share the open waters around the isles of Praedonia in an effort to fill their vessels with endless treasure.

Travel from port to port as you buy and sell mystical artifacts, vying to become the most renowned Captain in the sea. Will you exploit piracy to grow your riches, terrorizing land merchants in your wake? Do so at your own risk, for the Fleet of Nimbus pursue vile pirates and offer bounties for their capture.

In Pirates of Praedonia, you decide whether to give in to piracy or to navigate the realm with honor. But whichever path you choose, beware! Spawned from the mysterious Shadow Reef lurks a nearby evil...the dreadful Dark Water!"

Also, Pirates of Praedonia was selected as a 2017 PAX South Tabletop Indie Showcase winner! That's exciting!

We'll share more about the game's changes and gameplay soon. Stay tuned!
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Stephanie Prince
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Re: [WIP] A Pirates Life For Me - Development Journal by Big Kid Games
moughonsolo wrote:
Got some ideas that will improve it?


It needs an apostrophe: A Pirate's Life For Me
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Re: [WIP] A Pirates Life For Me - Development Journal by Big Kid Games
slprince wrote:
moughonsolo wrote:
Got some ideas that will improve it?


It needs an apostrophe: A Pirate's Life For Me


You are correct! Thank you!
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Re: [WIP] A Pirate's Life For Me - Development Journal by Big Kid Games
Feel free to chime in with your thoughts and what you think some good pirate crew abilities would be.

We are tinkering with the combat system (dice) and would love to read input from you and what your favorite dice combat systems are.

Dive in! arrrh
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
Next we'll highlight Captain and Crew cards and write up combat mechanics...
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
Cannons, cannon dice, masts, and how to buy those and hire crew...up next!
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
Here's a 4-player set up of the physical game (prototype).

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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
moughonsolo wrote:
Here's a 4-player set up of the physical game (prototype).


Playtest the game with us at BGG.CON!
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
We currently have a contest running here...
https://www.facebook.com/groups/theboardgamegroup/permalink/...

Enter to win Celestia and for a chance to win THIS game after its production, A Pirate's Life For Me!

Name the realm the game takes place in!
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
As a pirate at renaissance faires for the last 20 years this game makes me excited!!! arrrh
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
dreadpirate420 wrote:
As a pirate at renaissance faires for the last 20 years this game makes me excited!!! arrrh


Nice! Thanks for checking the game out. We are excited about this one! arrrh
 
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
moughonsolo wrote:
We currently have a contest running here...
https://www.facebook.com/groups/theboardgamegroup/permalink/...

Enter to win Celestia and for a chance to win THIS game after its production, A Pirate's Life For Me!

Name the realm the game takes place in!


Thanks for all of the participation and great name submissions during the contest! Results will be posted to the post linked above. Good luck!
 
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
Here's a fun little shot of a player deck board set up in-game.



We resized the crew and upgrade cards from their original version so the deck boards needed to be resized, as well. This is what the boards look like now.



Let us know what you think!
 
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
Me too!
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
clearlysuper wrote:
Me too!


Great!
 
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
Since the world in A Pirate's Life For Me was changed to a fantasy world full of magic not too long ago, we felt the theme needed a new approach. So, the goods in the game have been replaced with these artifacts! Now in a world of magic, the gold (currency and endgame points) have also been replaced with crystals. These crystals will also have special uses... stay tuned!

Now we have:
Dragon Eggs
Phoenix Feathers
Unicorn Tears
Mystic Tomes
Magic Orbs
Ogre Bones
Moon Rocks
Star Dust




Fantastical Pirates with magic are much cooler, right?
 
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Re: [WIP] A Pirate's Life For Me! - Development Journal by Big Kid Games
Now named Pirates of Praedonia...and...
a 2017 PAX South Tabletop Indie Showcase winner!

http://south.paxsite.com/psis

If you're at PAX South in San Antonio, stop by Big Kid Games' booth and demo the game!
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Pirates of Praedonia's page is live. More content and images coming very soon.

https://boardgamegeek.com/boardgame/216902/pirates-praedonia
 
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