A chaotic 3-6 player tabletop game where everyone is a pirate, fighting to be Most Infamous on the seas.
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@scoundrelsgame
A chaotic 3-6 player tabletop game where everyone is a pirate, fighting to be Most Infamous on the seas.
A full round of Scoundrels for your viewing pleasure!
Contest Winnah!
A couple months ago I had a contest to give away a pre-release copy of Scoundrels. Well, out on the east coast, Andy Levandoski is now in possession of copy number 3 of Scoundrels! (And has been for a little while now!)
[Disclaimer: I know Andy. I knew half the entrants to the contest. I drew the winning name using https://www.random.org to generate a unique key for each submission.]
Also, here’s the teaser for the game!
Skirmish Mode
I've been showing Scoundrels at various events, including GDC right now, and I'm thrilled to say the new 3-4 player "skirmish" mode I included is playing fantastically.
Basically, the mechanics of the game are getting really rock solid, and by just changing some of the conditions and thresholds (starting with some Infamy tokens, less damage to kill, easier to dig Treasure cards) I've been able to contract the game for fewer players and less time. The game still often takes an hour, but that's better than saying the game often takes 2.5 hours.
I can now get people into and out of the game, with enough back and forth to create some rivalries and competition, and that's what sticks. Just fighting. Yer pirates, and it's all about the fighting.
Having fun with lighting and such, taking photos of the Scoundrels parts, prepping for the Kickstarter.
Notes from a blind playtest last night. 5 players, a little over 2 hours long, final scores/health on the lower left. A surprisingly small amount of issues, which is great. And several ideas to consider!
DunDraCon
Except for thirty minutes playing my friend Teale's relaxing prototype "Birds of a Feather", I spent all Saturday (11am-11pm) shamelessly promoting and playing Scoundrels at DunDraCon.
It was great playing the game, because it seems like every event gets more and more positive reaction, and less and less criticism of the mechanics. It's been a long road with a lot of stressing about the design, but it now feels like it creates the play and enjoyment for which I set out.
One day I will learn how to not hold the iPod vertically.. (At least it frames the game nicely!)
There were five different playthroughs, and only the first did not finish, as a couple players had a prior engagement that cut short the game. Three rounds of four players, two rounds of three players with my new "skirmish" mode. The skirmish mode works quite well at capturing the excitement of the full game for fewer players in under an hour, though it does miss out on the bigger narrative arc created by the full, 2 hour game. It also gives me some ideas for how to make skirmish mode a little more versatile.
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I also sent off a copy of the prototype to a podcast, and preparing two more prototypes, one for the winner of the Early Release Raffle, and one for another potential reviewer.
Getting actually quite excited for this game to go up on Kickstarter! March!
Kent was a very satisfied player, and made me feel pretty good about the game I'm making. :]
A very unintentional Scoundrels iphone wallpaper from various game art!
Newest version of the Scoundrels map! I'm waiting for my fabric copy from Spoonflower.com right now!
Scoundrels Giveaway!
Sign up for my email list and be entered to win a prototype of Scoundrels!
http://goo.gl/forms/7H2E8V23RJ
So excited to get a new printing of the Scoundrels cards! These are looking snazzy!
If you want to know when this goes on kickstarter in a couple months PLEASE SIGN UP FOR MY EMAIL LIST HERE!
Love y'arrr!
Scoundrels at the Double Fine Indie Space
1. Rich - 15 infamy, 3 health left, victory
2. Ronnie - 13 infamy, 3 health,
3. David - 9 infamy, 2 health
4. Randy(me) - 7 infamy, 1 health
5. Mathijs - 3 infamy, 2 health
Had a great game last night with two new players and two veterans!
It was a slow start as I digested some delicious Goat Hill pizza and poorly explained the game to the newbies. Eventually we got through the first round. The early game heated up as Ronnie obtained the Grog and Serum in the first or second round. She spent a good chunk of the game fighting back and forth for it, before successfully burying it.
I trudged slowly up the infamy ladder while Rich skyrocketed, completing quests and grabbing and burying treasure.
David, after vowing to win the game, started aggressive, but he ended up more cautious after being caught in spots not advantageous to foolhardy play.
(photo not from last night. From Tableflip, October 4th, 2014)
The end of the game was awesome and came suddenly, after a protracted battle for first between myself, Ronnie, and Rich. Ronnie seemed guaranteed victory when she stole 4 infamy worth of Treasure from me, and completed a quest to steal and bury Doubloons.
However, at the start of the next round, David chose Mathijs to go first. Mathijs boarded Ronnie's ship and stole her Treasure Chest. Having also just obtained a Treasure Map, he went to Ronnie's stash, and rather than spending his Map, randomly dug for Treasure. He succeeded, getting one of Ronnie's buried cards, ending his turn now with 2 Treasure cards and the Map.
I was up next, and Mathijs had spent all but one of his Action cards. I boarded his ship with Swords, took all of his Treasure and the Treasure Map, and used the map to dig up Ronnie's Grog and Serum! I was now carrying 3 Cargo, which completed the final quest, making this the last round! I was in the lead with 15 Infamy, but Ronnie, David, and Rich had yet to go. I held my position and my remaining 5 cards, too near everyone.
Ronnie had barely any cards after trying to fend off Mathijs's boarding, so she went and dug for treasure. She succeeded and suddenly had a Treasure Chest from Rich, giving her a close score of 13.
David was unsure of what to do so late in the game, and was convinced by Rich that the only action was to help dethrone me. He attacked me with Swords, forcing me to flee with Sails. I sailed a little ways away, now a distance from Rich. David then turned and shot at Rich. Rich conceded the damage and then sailed toward me. He attacked with all the Swords he had, and successfully took all of my Treasure, taking the lead as the very last moment of the game.
Scoundrels @ IndieCade
Hi everybody, I'm going to be at IndieCade!
If you're gonna be there and would like to get on a round of Scoundrels, shoot me a message at randallionstallion at gmail. I'd like to get a round or two if possible. It's a 2 hour game, so be aware, but it's fun, I've been told!
The Beard has become the Blunderbuss
A friend once playing the game assumed their pirate had to be a male. I don't think the pirate captains are male. I picture them the same gender as their players. The game board only has pirate ships, no character pictures. But I realized that I had one ability card, the Beard, that would reinforce the idea that the captains were male.
I want you to picture yourself on that ship, firing those cannons, pillaging those ports, stealing things for yourself.
So the Beard has become the Blunderbuss, because everyone should have a chance to blow their enemy to smithereens!
Dramatic lighting with an action-filled 4-player game as I once again take Scoundrels to the Folsom Street Foundry's fantastic SF Game Night, put on by Showdown eSports. https://www.facebook.com/events/657767187643669/
The wonderful thing about my map being cloth is it's very easy to fold over to resize for different player counts.