Playtest notes



Notes from the play testing session at the West Coast Quake tournament:

1. Need clarification of when half ends: The half ends when both players run out of cards. There was confusion about what happens when the first player runs out of cards. If the offense runs out of cards its considered a turnover and the opponent then becomes the offense and his drive is unopposed.

2. Concern that the coin toss may not be fair. We experimented with using the values on the cards to determine who goes first but deck building could break this system. I found these card shaped dice in a new Japanese game and think something like this could be a nice solution.

3. "seduce" icon may be to similar to the "kill" icon.
The fact that no team currently has both icons makes this simpler but it was suggested that I might want to add a heart to the seduce logo.

4. special power idea: an ability that allows the player to draw an extra card was a popular idea.

5. score keeping: It was suggested that each player should line their scoring cards up along their side of the playmat instead of putting both players score cards along the top.

6. There were still too many ties for my taste. I'm playing with some ideas for advancement so that even if you loose or tie you still feel like you are getting something out of the game. So instead of the usual deck building you would earn points from playing games (scoring, kills, interceptions) that could be used to add more powerful players to your team - but - if they are killed they are removed permanently from the team. This seems to get away from the quick and casual feel I was going for with the game but its worth looking into.

- may also experiment with allowing the offense to draw more cards?

updated rules and cards...



demo pack
demo rules

I've finally finished laying out and illustrating the rulebook. The balance of card strengths and abilities have been adjusted based on play testing to allow for a higher scoring game.

Give it a try and let me know what you think!

Playtesting Weekend



This weekend was the first major playtest of the new rules. The playtest group enjoyed the core concepts and the speed of the game but there was some confusion over a few of the special abilities and the games all ended with no touchdowns!

Discussions after the playtest revealed that two of the abilities that were variants of other abilities were confusing so I have decided to cut them in order to simplify the rules. The lack of touchdowns was the result of me adding too many special abilities to the cards. I will thin out the abilities so each card has more of the numbers needed to make the perfect play as well as test out allowing the players to have 6 cards in their hands instead of the original 4. I want the game to not only be fast but high scoring. I hope to have all these changes finalized and new cards printed in time for another playtest next weekend.



I also plan on making an illustrated tutorial to show the core strategies in more detail. The way the value of the plays change after a push is a really exciting mechanic but it takes a while for the average player to understand this concept. I want to make sure players understand this concept before they start their first game.

Touchstone first edition rules



demo pack

I'm happy with the demo pack PDF but I had some formatting problems with the rulebook PDF that I still need to work out. My goal for next week is to build a photo based tutorial that shows the stages of a turn and a few examples of results and initiative.

Card Print Sample



A thumbnail version of one of the printable card sheets
that will be in the rules packet...

cheat sheet

Finishing up the print and play rulebook.
Here's the quick reference page...

Playtesting




I'm playing with some of the rules to keep initiative of results as simple as possible. I needed to decide whether the defender or the attacker should have initiative and after a few games its obvious the attacker needs the extra boost.

Touchstone Demo overview of play

SETTING UP THE GAME
1. Shuffle 15 card team deck
2. Draw 4 cards
3. Coin toss

TURN SEQUENCE (simultaneous)
1. Play a card
2. Check results - attacker has initiative
3. Draw a card

RESULTS
• Interception - Def# = Att#
• Score goal - Att# = 21
• Turnover - Att# < 21 and 4th down or Att# > 21
• Continue drive - Att# < 21
• End of half - both coach out of cards

Fantasy Football Game - coming soon!

Here's a little teaser for my new card game...



I will be posting the print and play PDF version of
the game later this week. Please check it out and
give me some feedback.

3play - rules

The active player picks an action from the list and tells the other player what they have picked. The other player picks a body part from the list and doesn't tell the other player. The active player has three attempts to guess the body part by performing the action on the parts they guess. If the active player guesses correctly they swap places becoming the passive player.

Example: If the active player picks bite. they might bite their partners neck. The passive player tells them they chose wrong. The active player then bites a nipple. No thats not it either. Then nibbles on an ear... oooh thats it.



actions:

kiss
blow
tickle/touch
massage/tease
lick/suck
bite/nibble
nuzzle/rub face on
dance/rub groin on

parts:

neck
back
nipple
lips
ass
ear
groin

The active player seems to be in the most powerful position because they get to pick not only what action they want to perform but they can choose 3 different body parts to perform the action on but it's
The passive player who has ultimate power because they can lie.
If the active player guessed correctly they can still bluff and
tell them they failed to make them go another round as the
active player or they can lie and say they guessed right if they want to be the active one.

Hununga - goals

short term-
Get feedback on rules in order to simplify them. The goal is to have a strategy game with lots of depth but rules so simple and intuitive you dont need to look at charts or complex rule explanations.

long term-
add more varied objectives and unit upgrades. I would like to move beyond the preset starting pieces and deployment in order to a encourage pregame army building meta game.

upgrades:
assign one if these upgrades to a playing piece for a set price... when a die roll matches the units defence value it may activate this special power instead of its normal action.

Battle standard- when this units defense value is rolled it may be activated to allow that die to be rerolled. The result must be used to activate a different unit.
spy- the units defensive value is hidden until an enemy piece moves next to it.
assassin- swap places with a piece of the same defensive value. When that value is rolled.
healer- may respawn when this units defence value is rolled.
mage- use a ranged magical attack to destroy a piece of the same value anywhere on theboard.
scout- diagonal movement allowed when die roll marches this units defence value. All movement for this unit must bediagonal for this turn.

Hununga - interactive flash boardgame

http://mermuse.jmwebdesigns.com/post//hununga.html

All playing pieces snap to the board squares. You can click on individual dice for single rolls or the arrow between then to roll both die.