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	<title>Zockergilde.net - the gamers guild</title>
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	<link>http://zockergilde.net/blog</link>
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		<title>Complexity &amp; Equipment</title>
		<link>http://zockergilde.net/blog/concepts/complexity-equipment/</link>
		<comments>http://zockergilde.net/blog/concepts/complexity-equipment/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 14:58:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Gladiator]]></category>
		<category><![CDATA[Our Concepts]]></category>

		<guid isPermaLink="false">http://zockergilde.net/blog/?p=273</guid>
		<description><![CDATA[now the main question is now: how detailled do we want the combat to be? should the game be mostly management, where combat is very quick, or a 50/50 solution or should combat be the most important part of the game? we could also go for a super-big approach where both, the management of your [...]]]></description>
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<p>now the main question is now: how detailled do we want the combat to be? should the game be mostly management, where combat is very quick, or a 50/50 solution or should combat be the most important part of the game? we could also go for a super-big approach where both, the management of your gladiator school and the actual combat are fleshed out to the maximum. this would lead to a more complicated and slower game with longer setup and playtime &#8211; suited primary for campaign play.</p>
<p>further brainstorming:</p>
<p><strong>1.) Advertising Combat</strong><br />
the prize money players can get by winning a show could depend on the type of the show and the number of visitors. visitors could be represented using tokens. before the battle, players would actively try to attract more visitors if their gladiator stable is about to win. this can be done by mouth-to-mouth-propaganda, flyers, billboards, public events (like a last meal for the gladiators before combat) and so on.</p>
<p><strong>2.) combat types</strong><br />
like stated above by someone else, there could be special circumstances under wich the battle takes place. like training combats, combat to death &#8220;sine missione&#8221;, showcase battles where special guests are present, battles where all gladiators face additional threats like chariots, lions, panthers, archers, pit-traps and so on. there where also handicap matches (like fighting blindfolded) that offer additional variety.</p>
<p><strong>3.) armor</strong><br />
checking out a few historic websites and still thinking about the management/combat ratio, i thought it would be a good idea to recherche what kind of armor gladiators in ancient rome used. is there enough variety to justify more complicated combat? this is what came together:</p>
<p>* Balteus: (sword belt)<br />
* Cetratus &#8211; Light Shield<br />
* Clipeus &#8211; Large, oval body shield<br />
* Fascia: Protective leg padding<br />
* Galea: Visored helmet<br />
* Galerus: Shoulder guard<br />
* Greave: Leg armor<br />
* Kalkriese: Face armor<br />
* Spangenhelm &#8211; Highly Protective German helmet<br />
* Cuirass &#8211; Breastplate<br />
* Lorica hamata: Ring-mail armor<br />
* Lorica squamata: Scale, or plate, armour<br />
* Manica (pl.manicae): Protective arm wraps<br />
* Ocrea: Leg guard<br />
* Parmula: Small, light shield<br />
* Parma equestris: Medium-sized, round, cavalry shield<br />
* Scutum: Large Shield<br />
* Thorax Hamata &#8211; Chain mail<br />
* Cingulum &#8211; a wide leather belt<br />
* Spongia &#8211; Small breast plate</p>
<p>thats already 20 pieces of armor, not including boots or standard clothes (a few days ago i thought about limiting armor to 3 types light/medium/heavy, but the more i read about gladiator combat the less i believe i can hold this up).</p>
<p><strong>4.) weapons</strong><br />
again, i try to find out how deep the tactical possibilities for a game are. is there enough freedom to justify a complex combat system or should be limit it drastically and focus on management and the &#8220;big picture&#8221; instead? well, this is what i got:</p>
<p>* Arcus: Bow and Sagitta an arrow<br />
* Contus: (Pike or lance)<br />
* Acinaces: Single edged cavalry sword<br />
* Fascina: Tridents, harpoons<br />
* Gladius: Sword<br />
* Gladius Graecus: Leaf shaped sword<br />
* Hasta: Spear for thrusting<br />
* Iaculum: Casting net<br />
* Lancea: short javelin, or spear<br />
* Parmula: Small, light shield<br />
* Pilum: Long, heavy throwing spear<br />
* Plumbatae or martiobarbuli (lead-weighted darts)<br />
* Pompeianus: Sword<br />
* Pugnum: Small shield used for thrusting<br />
* Pugio: Dagger<br />
* Sagitta: Arrows<br />
* Semispathae: Half-swords<br />
* Sica: Short, curved sword or scimitar<br />
* Spatha: Long broadsword<br />
* Verutum: Short, light throwing spear</p>
<p>another 20, not including provisoric weapons or war-machines (like chariots) &#8211; i also found a variety of other weapons used in gladiator combat not stated in the list above (like scythes and lassos). well thats enough to base a complete combat-game around it.</p>
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		<title>Paperwork &amp; Relative Distance</title>
		<link>http://zockergilde.net/blog/concepts/paperwork-relative-distance/</link>
		<comments>http://zockergilde.net/blog/concepts/paperwork-relative-distance/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 14:57:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Gladiator]]></category>
		<category><![CDATA[Our Concepts]]></category>

		<guid isPermaLink="false">http://zockergilde.net/blog/?p=271</guid>
		<description><![CDATA[good ideas, thanks! the turn limit sounds good. like: &#8220;150 days of games!&#8221; then the richest gladiator stable wins. i post further thoughts after work, here a a few to begin with: 1. RELATIVE DISTANCE if we keep the idea of relative distance between gladiators in the arena, we don&#8217;t even need a board. this [...]]]></description>
			<content:encoded><![CDATA[<p>good ideas, thanks!</p>
<p>the turn limit sounds good. like: &#8220;150 days of games!&#8221; then the richest gladiator stable wins.</p>
<p>i post further thoughts after work, here a a few to begin with:</p>
<p><strong>1. RELATIVE DISTANCE</strong><br />
if we keep the idea of relative distance between gladiators in the arena, we don&#8217;t even need a board. this would allow us to reduce components to cards, dice and tokens. i think about using a die to represent the distance of the gladiators. just put a die next to each gladiator card, the die face shows his arena position. all gladiators on the same position are able to melee attack. this would tone done position/movement to:</p>
<p>Distance 0 (die shows the same face) = Melee Combat (also martial arts and grappling)<br />
Distance 1 (die difference 1) = Close Combat (Close-Combat-Weapons)<br />
Distance 2 (die difference 2) = Polearm Combat (lances and weapons with reach)<br />
Distance 3 (die difference 3) = Throwing (stones, darts, missile weapons)<br />
Distance 4+ = only Missile weapons can reach thus far</p>
<p>Gladiators can only move in one of two directions: increasing the number on their &#8220;distance-die&#8221; or decreasing it. a d6 to show distances should be enough.</p>
<p>Example 1:<br />
Titus die shows 1, Cracalla&#8217;s die shows 3 &#8211; the distance is 2 points wich means they are in Polarm Combat Range (only weapons with reach can be used, or throwing weapons or missile weapons)</p>
<p>Example 2:<br />
Both, Geta and Didius dice show 4, the distance is 0 &#8211; so they are at Melee Combat range (use martial arts or close-combat-weapons, but no throwing/missile weapons).</p>
<p>Example 3:<br />
Hadrian&#8217;s die show 6 while Caligula&#8217;s die shows 2 &#8211; the distance is 4. This distance can only be covered by Missile weapons.</p>
<p><strong>2. PAPERWORK</strong><br />
i like to keep paperwork to a minimum, so it would be better to use cards and tokens as often as possible to keep track of gladiator stats. the idea is to have a &#8220;gladiator character card&#8221; in the middle and put equipment, skills and power-up cards around the character card. we could also use these cards to keep track of body-parts or equipment at the body-parts.</p>
<p>Middle: Character card<br />
Card above: Helmet / Head<br />
Card below: Boots / Legs<br />
Card left: Left Arm / Shield/Net etc.<br />
Card right: Right Arm / Weapon</p>
<p>something like that, more later!</p>
<p>&nbsp;</p>
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		<title>The Gladiator Boardgame</title>
		<link>http://zockergilde.net/blog/concepts/the-gladiator-boardgame/</link>
		<comments>http://zockergilde.net/blog/concepts/the-gladiator-boardgame/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 14:56:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Gladiator]]></category>
		<category><![CDATA[Our Concepts]]></category>

		<guid isPermaLink="false">http://zockergilde.net/blog/?p=268</guid>
		<description><![CDATA[hey, i would really like to create another mini game and thought about a typical roman gladiator combat game. after checking out BGG, kickstarter and thegamecrafter &#8211; i found a few &#8211; but none of them suits my taste. maybe we can turn this into a little brainstorm thread how the perfect gladiator game could [...]]]></description>
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<p>hey,<br />
i would really like to create another mini game and thought about a typical roman gladiator combat game. after checking out BGG, kickstarter and thegamecrafter &#8211; i found a few &#8211; but none of them suits my taste. maybe we can turn this into a little brainstorm thread how the perfect gladiator game could look like. its currently just an idea after watching &#8220;gladiator&#8221; again, but i already thought about some basic. maybe somone wants to join &#8211; im open for anything:</p>
<p><a href="http://zockergilde.net/blog/wp-content/uploads/2012/04/gladiator.jpg"><img class="aligncenter size-full wp-image-269" title="gladiator" src="http://zockergilde.net/blog/wp-content/uploads/2012/04/gladiator.jpg" alt="" width="256" height="192" /></a></p>
<p><strong>1. setting</strong><br />
a typical medieval roman setting. i dont want any fantasy components. in addition: this is not a greek game, its roman gladiator combat. but, there could be gladiators of many nations. in addition, there are no magic weapons or stuff like that, its all realistic, bloody and deadly.</p>
<p><strong>2. the game</strong><br />
i would ilke this to be a 2 to 4 (or even more) player game, still perfectly playable with 2 players. i imagine a game with 80/20 ratio (80% battles, 20% management) where each player controls at least one gladiator or later a group of gladiators. it would be primary based around fighting arena battles, but also increasing the stat-line of your gladiators, curing and equipping them, as well as moving from little village arenas to bigger and bigger ones until you reach the legendary arena of rome. i haven&#8217;t decided yet if a single game would be just one battle, or a series of battles &#8211; but there should be a campaign mode that allows you to develop your gladiators.</p>
<p><strong>3. game type/ components</strong><br />
definitely a card game, with the addition of a board, player aids, dice and a few tokens. card games are ideal to represent graphics and information &#8211; they are easy to produce as well. i could imagine players draw from a shared deck, or two &#8211; then each player has a player aid with gladiator information. a gameboard could also be used to represent distance of the warriors in the arena.</p>
<p><strong>4. gameboard</strong><br />
well, i am against a real square/hex grid board as this is a card game and not a board game. but locations/distance should still play a role. so, the idea is to just track the relative distance of each gladiator instead of a full X/Y position tracking.</p>
<p>now, imagine each one of the &#8220;cake-slices&#8221; is the distance tracker of a gladiator. so the image would represent enough space for 12 gladiators. as only distances count, the X/Y position of a gladiator does not matter &#8211; he can only move closer to the center or away from the center. all gladiators present on the same circle are considered in close combat range, while a difference circle can only be reached by using polearms, charge attacks, jump attacks, throwing weaons or ranged weapons.</p>
<p><strong>5. weapons &amp; equipment</strong><br />
all weapons should be balanced, only very few weapons should be more powerful than others. its the use of the weapon that matters, a trident is used different than a mace, or a sword &#8211; and so on. the same is true for armor, of course heavy armor protects you better -but it also makes you slower. there will be no extensive item library, only the most important weapon types and a few pieces of armor. in the beginning, its possible to start with any weapon (depending on card draw), its just the amount and variety of weapons the players are lacking. gold is used to outfit all of your gladiators with the equipment of your choice, instead of relying on the initial card draw. there could also be items, gimmicks and other extras that can be bought.</p>
<p><strong>6. more</strong><br />
i have not even scratched the surface of complexity. but i would like to keep the game at its bare minimum. its not a expandable game, so everything has to fit into the package. but, there are some interesting additions that are worth to be looked at: emperors will, power of the crowd, gambling between battles, wild animals, traps, maybe a betting system on who wins the upcoming fight.</p>
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		<title>Disciples CCG: Costs &amp; Resources</title>
		<link>http://zockergilde.net/blog/wip/disciples-ccg-costs-resources/</link>
		<comments>http://zockergilde.net/blog/wip/disciples-ccg-costs-resources/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 14:48:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Disciples 3: Renaissance]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://zockergilde.net/blog/?p=261</guid>
		<description><![CDATA[COSTS &#38; RESOURCES At first, the costs to bring cards into play looks very similar to Magic: The Gathering. Actually it works quite different, influenced by the Warhammer: Invasion LCG &#8211; but thats not all. So, here is how the cost of a typical card might look in the game (Please note: this is not [...]]]></description>
			<content:encoded><![CDATA[<p><strong>COSTS &amp; RESOURCES</strong><br />
At first, the costs to bring cards into play looks very similar to Magic: The Gathering. Actually it works quite different, influenced by the Warhammer: Invasion LCG &#8211; but thats not all. So, here is how the cost of a typical card might look in the game (Please note: this is not final art):</p>
<p><a href="http://zockergilde.net/blog/wp-content/uploads/2012/04/cost.jpg"><img class="aligncenter size-full wp-image-262" title="cost" src="http://zockergilde.net/blog/wp-content/uploads/2012/04/cost.jpg" alt="" width="239" height="66" /></a><strong>THE CURRENCY</strong><br />
Its important to know that there is only one resource in the game, called gold (i had to remove the other resources from the computer game due to complexity). Whenever a card requires resources to be activated or brought into play, its gold. Whenever a card produces resources, its always gold &#8211; nothing else.</p>
<p><strong>READING THE COST</strong><br />
Card costs consists of two different parts as shown above: The first number is the &#8220;core cost&#8221; and shows how much gold you have to pay to bring the card into play. The second is the &#8220;additional cost&#8221; you must pay if you dont own enough buildings of the corresponding color (again, this cost is paid in gold). The second part of the cost is the critical part that defines the system:</p>
<p>Every card is aligned to one of the five factions in the game and each faction is color-coded (elves for example are green). The &#8220;additional cost&#8221; can be reduced by controlling buildings of the same color, otherwise the card gets more and more expensive.</p>
<p>Please note that you require buildings to reduce the cost. Other cards like creatures or items do not count. It is then reduced by 1 point per building of the same color you have in play.</p>
<p>Of course you can mix several factions in your deck (like dwarves+elves or humans+dwarves), but then the chances to have enough buildings of the matching color in play reduce drastically.</p>
<p>Usually, when paying the full cost for a card, its a bit too expensive. When paying only the core cost of a card its a bit too cheap. When paying -1 of the full cost (= you control one building of the same color), the cost is just perfectly balanced. As you start with a capital of one of the colors in play, you will always be able to bring cards of the same color for the best possible price into play.</p>
<p>Examples:</p>
<p>* Without any elf (green) buildings in play, the card above would cost us 6 gold.<br />
* With 1 elf (green) building (for example the elf capitol) in play it would cost us 5 gold.<br />
* With 3 or more elf (green) buildings in play, it would cost us 3 gold.</p>
<p><a href="http://zockergilde.net/blog/wp-content/uploads/2012/04/logo.jpg"><img class="aligncenter size-full wp-image-258" title="logo" src="http://zockergilde.net/blog/wp-content/uploads/2012/04/logo.jpg" alt="" width="500" height="219" /></a></p>
<p><strong>GENERATING RESOURCES</strong><br />
The main difference in this game is, that the available resources do not automatically increase every turn. You begin the game with your capital in play, and every capital is able to provide you with 3 gold (+/-X depending on the race) per turn. So instead of gaining additional resources, the trick is to reduce the cost of your cards by controlling enough buildings of the same color.</p>
<p>But, of course there are resource providing cards (otherwise you would get &#8220;mana screwed&#8221; sooner or later on). These cards are called &#8220;City Districts&#8221; and provide you with 1 additonal gold per turn. City districts are aligned next to your capitol card and can have buildings attached. You have to build them in order to get more resources and increase your city.</p>
<p>Furthermore, all basic units cost 3 gold and all capitols provide their players with at least 3 gold. as the capitol matches the basic unit colors (blue capitol for humans, matches blue human squire card), the gold cost for all basic units is reduced by -1. this allows the player to bring 1 basic unit per turn into play, and still save one gold for later. Gold is stored on your capitol card.</p>
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		<title>Disciples 3: Renaissance CCG</title>
		<link>http://zockergilde.net/blog/index/disciples-3-renaissance-ccg/</link>
		<comments>http://zockergilde.net/blog/index/disciples-3-renaissance-ccg/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 14:46:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Disciples 3: Renaissance]]></category>
		<category><![CDATA[Index]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://zockergilde.net/blog/?p=257</guid>
		<description><![CDATA[Hello Dear Readers, Its been a while since my last post. well, my love for ccg design is one thing but the demanding real-life another. this being said &#8211; i wasn&#8217;t inactive over the last few month. to make a long story short: i took what i learned from the very rewarding community project thread [...]]]></description>
			<content:encoded><![CDATA[<p>Hello Dear Readers,<br />
Its been a while since my last post. well, my love for ccg design is one thing but the demanding real-life another. this being said &#8211; i wasn&#8217;t inactive over the last few month. to make a long story short: i took what i learned from the very rewarding community project thread and started working on a little project on my own. and here it is, the first glimpse of Disciples: Renaissance &#8211; the customizable card game.</p>
<p><strong>ORIGIN</strong><br />
This CCG is based on the not-so-popular computer game series Disciples from the late 90s (Discples 1: Sacred Lands and Disciples 2: Dark Prophecy). The game recently received a third version called Disciples 3: Renaissance. Despite its mediocre success, I am a big fan of the series and decided to turn it into a customizable card game. Please note that this is just a fan-game, i dont claim any of the gameworld, artwork or the logo my own! You can get more information about the computer game here:</p>
<p><a href="http://www.disciples3.com/" target="_blank">http://www.disciples3.com</a><br />
<a href="http://www.strategyplanet.com/disciples2/" target="_blank">http://www.strategyplanet.com/disciples2/</a></p>
<p><a href="http://zockergilde.net/blog/wp-content/uploads/2012/04/logo.jpg"><img class="aligncenter size-full wp-image-258" title="logo" src="http://zockergilde.net/blog/wp-content/uploads/2012/04/logo.jpg" alt="" width="500" height="219" /></a></p>
<p><strong>OVERVIEW</strong><br />
This is a typical CCG with a few very uncommon twists to both the theme and the game mechanics. First of all, it takes place in a moody dark fantasy-gothic setting that is very detailled and features lots of nice artwork. Second i tried to alter the typical CCG gameplay to turn away from the typical land/mana/attack/spell/block concepts as much as i could. But i also had to change several aspects of the computer game in order to fit into a CCG (like removing the overworld and hex-battle-maps).</p>
<p>So, each player takes control of one of the five races in the game (Humans, Dwarves, Elves, Undead and Demons).  The goal is to crush your enemies and become supreme ruler of the land, this is basically done by depleting your opponents deck, but there are various ways to victory. You can deplete the deck by attacking your enemy but also by fulfilling quests that force all of your enemies to discard card from the top of their decks.</p>
<p>players have various actions and possibilities available during their turns. most important is building a city and maintaing a small raiding party led by a hero. these are the two main aspects of the game: city building and party grinding. in addition to that, you can bring quests, terrain, artefacts and magic spells into play to aid you.</p>
<p>the core of the game is combat, as you will try to attack and raid your opponents city almost every turn. parts of your troops can be assigned to attack, while the rest stays in the city to defend. a good mix of offensive and defensive tactics is required to maintain a prospering city while being strong enough to crush your foe.</p>
<p><strong>ART</strong><br />
Im using art from all the disciples games. Most is extracted using a simple hex-editor and others are from the web. Maybe some of you already know my templating style, i have attached a sample template (without any text or numbers so far). please note that all of the art is from a computer game, so there won&#8217;t be any high quality 300dpi printable cards in this game. as i plan to release it only via lackey (thus: only playable on a computer), i dont care too much about the limited art resources.</p>
<p><a href="http://zockergilde.net/blog/wp-content/uploads/2012/04/template.jpg"><img class="aligncenter size-full wp-image-259" title="template" src="http://zockergilde.net/blog/wp-content/uploads/2012/04/template.jpg" alt="" width="271" height="370" /></a><strong>INFLUENCES</strong><br />
Besides the obvious computer game, this project draws inspiration from various TCGs. Of course there are aspects found in Magic: The Gathering, but this game leans more towards Legend of the five rings, Legend of the Burning sands and Warhammer: Invasion.</p>
<p><strong>DISCLAIMER</strong><br />
This is a fangame, it follows no commercial purpose. I do not claim the creations of Strategy First or Hex as my own. This project is done due to the undying faith and respect i have for the Disciples game series, its created in my sparetime without any investments and without any commercial targets or bad aims.</p>
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		<title>Odd Wars Preview 1: Reaction Mechanic</title>
		<link>http://zockergilde.net/blog/wip/250/</link>
		<comments>http://zockergilde.net/blog/wip/250/#comments</comments>
		<pubDate>Wed, 21 Mar 2012 19:20:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Odd Wars]]></category>
		<category><![CDATA[WIP]]></category>
		<category><![CDATA[on-guard]]></category>
		<category><![CDATA[reaction]]></category>

		<guid isPermaLink="false">http://zockergilde.net/blog/?p=250</guid>
		<description><![CDATA[Hello, A few days ago I introduced you to my new, free project called &#8220;Odd Wars&#8221; (check out the journal entry over at BGDF if you missed it: http://www.bgdf.com/node/6235), and as I get a grip on this blog thing I like to spend some more words about the game and how its played. Before we [...]]]></description>
			<content:encoded><![CDATA[<p>Hello,<br />
A few days ago I introduced you to my new, free project called &#8220;Odd Wars&#8221; (check out the journal entry over at BGDF if you missed it: <a title="http://www.bgdf.com/node/6235" href="http://www.bgdf.com/node/6235">http://www.bgdf.com/node/6235</a>), and as I get a grip on this blog thing I like to spend some more words about the game and how its played.</p>
<p>Before we start, it is recommended that you read the rulebook to understand how the game works &#8211; don&#8217;t worry, its just two pages (here you can get the 250 kb PDF file: <a title="http://www.bgdf.com/sites/default/files/oddwars-rulesheet.pdf" href="http://www.bgdf.com/sites/default/files/oddwars-rulesheet.pdf">http://www.bgdf.com/sites/default/files/oddwars-rulesheet.pdf)</a>.</p>
<p>PREVIEW 1: THE REACTION MECHANIC</p>
<p>One of the core mechanics in Odd Wars is the so called &#8220;reaction mechanic&#8221; (also called &#8220;on-guard&#8221;). All creatures in the game can spend two actions during a turn, these actions can be spend for various maneuvers like movement, attacking, activating special abilities or to &#8220;go on-guard&#8221;. going on-guard means that the active creature saves one of its actions for later and is so enabled to react on your enemies actions during your opponents turn.</p>
<p>not only does this open up the turn sequence, its also a key mechanic for various strategies you can build your deck around. to show that a creature is &#8220;on-guard&#8221; you just leave the card untapped, it does get tapped during your opponents turn if one of their on-guard action gets triggered. there are three basic maneuvers a creature can perform during your opponents turn while on-guard. with these three maneuvers alone, the on-guard mechanic is very powerful &#8211; lets take a look at them:</p>
<p>* Reaction: Strikeback<br />
When a card on-guard is target of a melee attack, it may opt to strikeback. The card then performs a melee attack targetted at the attacker. Both attacks are resolved simultanous.</p>
<p>* Reaction: Attack of Opportunity<br />
When an enemy adjacent to a card on-guard attempts to move, it may opt for attack of opportuniy. The on-guard card then performs a melee attack, targetted at the moving card. Resolve this attack before movement.</p>
<p>* Reaction: Dodge<br />
When a card on-guard is target of a ranged strike it may opt to dodge. A dodging card only suffers half of the damage dealt (round up). Dodging does not protect a card against additional effects the attack may have.</p>
<p>very helpful aren&#8217;t they? now take a look on the picture below, you will see that all cards share the &#8220;Reaction&#8221; keyword and a little thunderbolt symbol. this indicates that the ability can only be activated while the creature is &#8220;on-guard&#8221; and represents an additional action this creature can perform while &#8220;on-guard&#8221;.</p>
<p style="text-align: center;"><a href="http://zockergilde.net/blog/wp-content/uploads/2012/03/oddwars_reaction.preview.jpg"><img class="aligncenter size-full wp-image-251" title="oddwars_reaction.preview" src="http://zockergilde.net/blog/wp-content/uploads/2012/03/oddwars_reaction.preview.jpg" alt="" width="512" height="254" /></a></p>
<p>So, the reactions stated on the cards effectively expand the basic on-guard reactions of these cards. This is a very useful tool and every player should think about including some of these cards in the deck. it allows you to break up the turn sequence and carry out actions during your opponents turn &#8211; it even allows on-guard cards to act when the situation induces it. By cleverly combining on-guard reactions with the other creature types, you can build a very powerful deck &#8211; and your opponents will require several turns until they find out how it works. enough time for you to win the game &#8211; leaving your enemy with a big question-mark above his head!</p>
<p>thanks for reading this!<br />
-Fhizban</p>
<p>PS: A final note, i know that the game lacks art at the moment. Im just a designer but not an artist and therefore the images are simple vectors and not high quality paintings. Maybe this can be changed in the future &#8211; for now, enjoy the hilarious doodle style creatures and remember: this is a free game!</p>
<p>ENTER THE ODDVERSE!<br />
For more information about this game or our other games, check out:<br />
* <a title="http://www.zockergilde.net" href="http://www.zockergilde.net">http://www.zockergilde.net</a><br />
* <a title="http://oddwars.zockergilde.net" href="http://oddwars.zockergilde.net">http://oddwars.zockergilde.net</a><br />
* <a title="https://www.thegamecrafter.com/games/odd-wars" href="https://www.thegamecrafter.com/games/odd-wars">https://www.thegamecrafter.com/games/odd-wars</a><br />
* <a title="http://boardgamegeek.com/boardgame/122406" href="http://boardgamegeek.com/boardgame/122406">http://boardgamegeek.com/boardgame/122406</a></p>
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		<title>Odd Wars &#8211; Intro</title>
		<link>http://zockergilde.net/blog/index/odd-wars-intro/</link>
		<comments>http://zockergilde.net/blog/index/odd-wars-intro/#comments</comments>
		<pubDate>Wed, 21 Mar 2012 11:01:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Index]]></category>
		<category><![CDATA[Odd Wars]]></category>
		<category><![CDATA[WIP]]></category>
		<category><![CDATA[Card]]></category>
		<category><![CDATA[customizable]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[Game]]></category>

		<guid isPermaLink="false">http://zockergilde.net/?p=245</guid>
		<description><![CDATA[ABOUT THE SHOWDOWN LINE As our big projects (also called LEGENDARY LINE) take years to develop, playtest and produce &#8211; we decided to release some of our past ideas for Print-n-Play and Print-on-Demand. These smaller and simpler games are part of the SHOWDOWN LINE and represent games our members developed over the course of the [...]]]></description>
			<content:encoded><![CDATA[<p>ABOUT THE SHOWDOWN LINE<br />
As our big projects (also called LEGENDARY LINE) take years to develop, playtest and produce &#8211; we decided to release some of our past ideas for Print-n-Play and Print-on-Demand. These smaller and simpler games are part of the SHOWDOWN LINE and represent games our members developed over the course of the last few years. They all have been re-themed slighty and modified a bit to suit the new format, but most important: they are already well developed and tested to a certain degree. Best of all: SHOWDOWN LINE games can be downloaded for free from our site, printed and played right away. All the games receive a thegamecrafter.com Print-on-Demand version later on &#8211; for those of you who want to get a real copy of the game.</p>
<p><a href="http://zockergilde.net/blog/wp-content/uploads/2012/03/oddwars.jpg"><img src="http://zockergilde.net/blog/wp-content/uploads/2012/03/oddwars.jpg" alt="" title="oddwars" width="252" height="181" class="aligncenter size-full wp-image-248" /></a></p>
<p>ZOCKERGILDE.NET (THE GAMERS GUILD) PRESENTS: SHOWDOWN LINE GAME #1</p>
<p>&#8220;ODDWARS &#8211; RISE OF THE ODDITIES!&#8221;</p>
<p>* Author: Fhizban<br />
* Playtime: < 30 minutes<br />
* Players: 2<br />
* Age: 8+ years<br />
* Audience: Casual<br />
* Type: Cardgame<br />
* Features: Deckbuilding, Area-Control<br />
* Theme: Combat<br />
* Setting: Humorous</p>
<p>THE STORY<br />
&#8220;Battle in the Oddworld rages on! Tribes of fantastic creatures &#8211; called Oddities &#8211; fight to control valueable sources of Oddium, the most powerful substance in the universe. Take on the role of a clan-chief, gather your fellow Oddities and join the power struggle. Choose the right combination of Oddities and their Oddbilities to control Oddium sources and win the game!&#8221;</p>
<p>OBJECTIVE<br />
Odd Wars is a two player dueling game played using a customized set of cards and a small gameboard. The first player who controls 4 of the 6 Oddium Sources on the board, wins the game.</p>
<p>COMPONENTS<br />
Each player requires a deck of at least 30 Odd Wars playing cards. You will also need the Odd Wars gameboard and a few tokens to keep track of power levels.</p>
<p>SUMMARY OF PLAY<br />
In the Odd Wars game &#8211; players take the roles of clan-chiefs &#8211; competing to ascertain the king among them, using cards to represent the creatures of their tribe and the battle they fight. From turn to turn the players perform actions like spawning powerful creatures (called Oddities), moving their Oddities around the board, let them battle and try to occupy as many special locations on the board as possible. Players gain resources by using some of their creatures as workers and win the game by controlling at least 4 of the 6 special &#8220;Oddium Source&#8221; locations on the gameboard.</p>
<p>DISTRIBUTION SCHEME<br />
Odd Wars can be downloaded for free (print-n-play) and is also available via thegamecrafter.com (print-on-demand). The cards in the premier set, as well as in the expansions are fixed (non-random, non-collectible) and include enough material to play right out of the box. The game is cutomizable allowing the players to design/draft their decks before the game. One copy of the game is enough to provide 2 players with all required cards. Expanding the game by buying additional sets is entirely optional.</p>
<p>PLAYTESTERS REQUIRED!<br />
Odd Wars is almost ready for PnP and well tested, but we require more playtesters until the game hits thegamecrafter.com! In order to help us make the game better, all you have to do is A. download and B. playtest the game. The rules as well as the card templates are already finished &#8211; but we need help balancing the 35 creatures found in the premier set (Which one do you think is too strong? Which one too weak?) Finally we need more funky names for the Oddities found in the game.</p>
<p>You want to help? Watch out for the &#8220;Odd Wars &#8211; Seeking Playtesters!&#8221; forum post on April 1st. Or contact us via Twitter, Facebook, Drop the Author &#8220;Fhizban&#8221; a PM or send us your playtest results to contact[at]zockergilde.net</p>
<p>Please remember: This game is free, all the efforts that went into this project where made out of passion. It would be an honor for us if we could find passionate playtesters too!</p>
<p>ENTER THE ODDVERSE!<br />
For more information about this game or our other games, check out:<br />
* http://www.zockergilde.net<br />
* http://oddwars.zockergilde.net<br />
* https://www.thegamecrafter.com/games/odd-wars<br />
* http://boardgamegeek.com/boardgame/122406</p>
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		<title>Self Promotion Tips (Part 2 of 2)</title>
		<link>http://zockergilde.net/blog/zockergilde/self-promotion-tips-part-2-of-2/</link>
		<comments>http://zockergilde.net/blog/zockergilde/self-promotion-tips-part-2-of-2/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 07:58:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Promotion]]></category>
		<category><![CDATA[Zockergilde]]></category>
		<category><![CDATA[Boardgame]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Publishing]]></category>
		<category><![CDATA[Self Promotion]]></category>

		<guid isPermaLink="false">http://zockergilde.net/?p=225</guid>
		<description><![CDATA[8. Videos Yes i hate them. They are a pain to make and they dont even earn you as many clicks as you hope for. But still I recommend to make tutorial and descriptive videos of your game. Just use a simple camera borrowed from a friend and film a demo session of your game, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>8. Videos</strong><br />
Yes i hate them. They are a pain to make and they dont even earn you as many clicks as you hope for. But still I recommend to make tutorial and descriptive videos of your game. Just use a simple camera borrowed from a friend and film a demo session of your game, load it up to youtube and link it to your website: it helps! and: dont stick to youtube alone, add a mirror to vimeo and maybe one more site &#8211; all linked to your projects site. if you are skilled, add more videos describing all your games details and features. there wont be too many hits coming through, but the few people interested may find your site and get interested in your game. learn: without a budget, you have to take everything you can get!</p>
<p><strong>9. Forum</strong><br />
I also hate this idea. Because you must moderate a forum. You can get one cheap elsewhere. And a forum enables you and your testers, players and fans to share their experience online. It really is an option as it provides direct feedback and exchange of experiences online. In addition to that, valueable keyword-strong pages are added to your project (wich is SEO relevant). any active, moderated forum is a self-growing source of keyword relevant page-add-ons to your website. just remember that you have to moderate and fuel it &#8211; like all of the other online tips presented here so far. weigh your resources and decide (i would recommend to focus only on a few aspect like a forum OR a facebook account &#8211; at least when you are alone). The major con about forums is that you are both the producer and seller of your project &#8211; and most people dont share positive but negative experiences (misprints, wrong interpreted rules, delayed shipments etc.) on a company-owned forum. think about that!</p>
<p><strong>10. Forget about forms</strong><br />
Just a short sidenote: There are a few pages that offer &#8220;idea/game submission forms&#8221; via the internet. Forget about them! Usually form submissions are read with serious delay (if they are read) and dont offer any effect at all (besides automated answers). If you want to succeed, you always have to go the direct way via telephone, email or snail-mail (there are exceptions of course).</p>
<p><strong>11. Step back from your expectations<br />
</strong>So you want miniatures, custom dice, cards, a playmat and a 35 faction strong fantasy world in addition to full online and offline support? better try on your own! The first lession to learn when approaching a publisher is to step back from your expectations. and you can expect (for sure) that every publisher will cut back (if not reject) your idea unless its not fully: ingenious, marketable and affordable. so better think about limited expectations before dealing with publishers at all: resize and re-design your game to the single rule of Effiency! Nowadays, the board game market is not only hard to conquer, but also attacked from many sides because of increased production costs and tough competition from both computer- and video-games. it not your bright and shining fairy world anymore! think about that to re-design and re-size your game from the very beginning. its not about your dreams &#8211; its being about being simple, ingenious and playable &#8211; at a competitive price.</p>
<p><strong>12. Stop loving your project</strong><br />
Take this one literally if you ever want to approach a publisher. There is nothing worse than a designer who fell in love with his own project. get rid of those feelings! The problem is that most (if not all) publishers see your project as one among many. and they judge it like one among a hundred. If your idea is too emotional you won&#8217;t be able to react on the requirements of a publisher. This is the point where you have to see your poject as a &#8220;patient&#8221; in a &#8220;hospital&#8221; who will be taken &#8220;care of&#8221; without developing too much relationship. im sorry if this sounds cruel &#8211; but publishing your game via a company/agency/publisher is not the place to be all &#8220;im so in love with this project&#8221;. So better get rid of those feelings before-hand! believe me, i have experienced on my own &#8211; and seen others fail &#8211; because of their &#8220;eternal bond&#8221; to the project they suggested to a publisher. people who spent years of their lifetime, developing a unique hermetic fantasy world are just &#8220;not right&#8221; in the eyes of a earnings-orientated company that makes a living of requiring many project on a regular basis. this is especially true when a publisher alters your idea and asks you to cut the material costs.</p>
<p><a title="Self Promotion Tips on BGDF.com" href="http://www.bgdf.com/node/5866">• See the original article on BGDF.com</a></p>
<p><em><a title="Self Promotion Tips Part 1" href="http://zockergilde.net/zockergilde/self-promotion-tips-part-1-of-2/">• Head back to the first part of this article.</a></em></p>
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		<title>Self Promotion Tips (Part 1 of 2)</title>
		<link>http://zockergilde.net/blog/zockergilde/self-promotion-tips-part-1-of-2/</link>
		<comments>http://zockergilde.net/blog/zockergilde/self-promotion-tips-part-1-of-2/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 07:57:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Promotion]]></category>
		<category><![CDATA[Zockergilde]]></category>
		<category><![CDATA[Boardgame]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Publishing]]></category>
		<category><![CDATA[Self Promotion]]></category>

		<guid isPermaLink="false">http://zockergilde.net/?p=223</guid>
		<description><![CDATA[We all know how difficult it is to self publish and self-promote games. Its a hard fact that creating a game is only half the way to victory: you have to invest the same amount of time, energy (and maybe money) into the promotion of your project. dont forget, that while you are all excited [...]]]></description>
			<content:encoded><![CDATA[<p>We all know how difficult it is to self publish and self-promote games. Its a hard fact that creating a game is only half the way to victory: you have to invest the same amount of time, energy (and maybe money) into the promotion of your project. dont forget, that while you are all excited about your game &#8211; no one in the outside world knows you and your product. Marketing a game means getting your name out there &#8211; and believe me &#8211; there is tough competition around to smash you! What you earn from your efforts is most often nothing but silence &#8211; as nobody notices your product among all the others.</p>
<p>This being said, what can you do? It may be a daunting task, but its not entirely impossible. I want to give you a few quick tips for self promoting your project. Simple tips you can realize all by yourself, and wich will generate an effect &#8211; if you transcribe them tidily and repeat them.</p>
<p><strong>1. Website</strong><br />
Build a website for your project that functions as a hub, centerpoint or staging area. Try to get a real domain name (they are not expensive nowadays) instead of the ad-loaded abc.xyz.com subdomains from free services. Also invest some time to give your site a good design. the better the design the more trust it is able to carry to your visitors. also update your site regularly with content to keep people interested.</p>
<p><strong>2. Blog</strong><br />
Still developing your game? blog about it! already playing it? blog about it? making new cover art? blog about it! So you see, a blog is a good way to keep your site updated and tell your people about whats going on. in addition it adds another channel and more SEO relevant pages and tags to your site. blogging is not limited to your own website, you can also add external blogs (like wordpress, blogger and even the bgdf blog). with the right technique you can also tie many of those accounts together to update them automatically.</p>
<p><strong>3. Newsletter</strong><br />
Its just the logical next step that when you have a site and blog, you can also have a newsletter or mailing list. just put snippets of your current blog updates there to provide your visitors with a reason to check out your site again and again. many free newsletter services allow you to start without any investment &#8211; and: you dont have to send newsletters hyper-frequent, just maintain your list and write something new every now and then.</p>
<p><strong>4. Social Media</strong><br />
Get at least a twitter and facebook account, there are also various other social media networks you could join. Try to keep your updates frequent (not too frequent) and short. To build a fanbase you have to provide your visitors more than just repeating the content of your blog, site and newsletter. Trigger a contest every now and then, post some artwork or snippets of the background story of your game. Even comical real life events regarding the development team make perfect postings on social networks. and: have an open ear for your visitors and answer questions quickly. Social media is a very good way to provide your &#8220;fans afar&#8221; with valueable informtation. one final note: keep special offers and aggressive advertising at a minimum!</p>
<p><strong>5. Other Sites</strong><br />
You should at least get a profile for your game at the boardgamgeek and boardgameinfo, take some time to build a good profile and provide enough information and some downloads. also never forget to link your main site. there are many other sites you can ask for help, a small review or a backlink &#8211; gamers are a social and funny folk and most of them reply nicely if asked nicely. dont be shy to ask!</p>
<p><strong>6. Be Prepared</strong><br />
This is fundamental to all previous and future tips: be prepared! prepare your game, your site, your logo and arts, your prototype and rules BEFORE your start promotion on a broader basis. if you praise your project, people want to see something because they expect something. too many projects start promoting while there is nothing to keep the visitors interested.</p>
<p><strong>7. Stick to it!</strong><br />
If you dont see immediate results: Dont give up! Stick to your project! Speaking from SEO point of view, it takes weeks if not month until Google visits, rates and ranks your site. and it takes humans even longer to identify and trust you. So dont give up! You should see the promotion work as a longtime goal, maybe 3, 6, 9 or 12 month (or more) &#8211; keep blogging, posting and doing your work. dont waste your energy in the beginning, keep posting on a reasonable rate. not too fast to be annoying, and not too slow or people loose interest. a self-created and promoted project is like a baby: you have to care for it, protect it, raise it and last but not least: love it.</p>
<p><em><a title="Self Promotion Tips Part 2" href="http://zockergilde.net/zockergilde/self-promotion-tips-part-2-of-2/">• Continue reading the second part of this article.</a></em></p>
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		<title>Gods &amp; Minions &#8211; Intro</title>
		<link>http://zockergilde.net/blog/wip/gods-and-minions/gods-minions-intro/</link>
		<comments>http://zockergilde.net/blog/wip/gods-and-minions/gods-minions-intro/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 17:21:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Gods & Minions]]></category>
		<category><![CDATA[Index]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://zockergilde.net/?p=211</guid>
		<description><![CDATA[+++ STOP THE PRESS +++  STOP THE PRESS +++ STOP THE PRESS +++ STOP THE PRESS +++ +++ STOP THE PRESS +++  STOP THE PRESS +++ STOP THE PRESS +++ STOP THE PRESS +++ I am very happy to announce zockergilde.net&#8217;s first professional product: Gods &#38; Minions! This project is the figurehead of twenty years of design experience, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><em>+++ STOP THE PRESS +++  STOP THE PRESS +++ STOP THE PRESS +++ STOP THE PRESS +++<br />
+++ STOP THE PRESS +++  STOP THE PRESS +++ STOP THE PRESS +++ STOP THE PRESS +++ </em></p>
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<p>I am very happy to announce zockergilde.net&#8217;s first professional product: <strong>Gods &amp; Minions</strong>! This project is the figurehead of twenty years of design experience, it will be self-funded, self-produced, self-marketed and self-published. It’s a daunting task, but also a passion that burns like an eternal flame.</p>
<p>Gods &amp; Minions is the conclusion of both: A gamedesign process and a background world design process that spanned many years. Incarnations of this project have been developed, tested, revealed and castaway many times until today (under different names like “Godsend”, “Warchon”, “Trial of the Archon”, “Ascendallion” and “Errandar”). In its final form, Gods &amp; Minions is a  light wargame taking place in a dark fantasy world.</p>
<p style="text-align: center;">Check out the official project website: <strong><a title="Gods &amp; Minions" href="http://www.godsandminions.com">http://www.godsandminions.com</a></strong></p>
<p style="text-align: center;"><strong><a href="http://zockergilde.net/blog/wp-content/uploads/2012/01/godsandminions-1.jpg"><img class="aligncenter size-full wp-image-221" title="godsandminions-1" src="http://zockergilde.net/blog/wp-content/uploads/2012/01/godsandminions-1.jpg" alt="" width="379" height="136" /></a><br />
</strong></p>
<p style="text-align: center;"><em>+++ STOP THE PRESS +++  STOP THE PRESS +++ STOP THE PRESS +++ STOP THE PRESS +++<br />
+++ STOP THE PRESS +++  STOP THE PRESS +++ STOP THE PRESS +++ STOP THE PRESS +++ </em></p>
<p>&nbsp;</p>
</div>
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