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Monsters of Rockby Mike Selinker
And now, after all these months, I'll show you. Here are the descriptions of the five games in the box, each with the art that accompanies it in the rulebook. These illustrations, by the supremely talented Howard Lyon, are shown for the first time here. I'll present the games in the order of the puzzles on this website. Oh, did I mention that? Each of the puzzles you might have solved related thematically to one of the five Stonehenge games. We started out with a puzzle about the rocks of Stonehenge, then one about druids, then one about King Arthur and his knights, then one about aliens, and finally one about spellcasters raising the trilithons of Stonehenge—those are the five themes of the games in the box. ![]() Auction Blocks, by James Ernest: James is a droll cat, and so it's not surprising that his game is about selling off the rocks of Stonehenge one by one. Those monoliths have been blocking the locals' view for a long time, and it's time to sell them off cheap. James starts the game by placing colored rocks around the exterior ring, on spaces 1–30. An auctioneer pawn moves around the board, offering the rocks for sale one at a time. There's a delightful bidding mechanic based on color, and as you accumulate more stones of the same color, the higher your score will be for each rock you get. There are some lovely tricks in this game. One nice twist is that when you win an auction, you get no new cards. So you can peak early, and then spend several turns wondering how all your friends are zipping ahead of you. I also like the use of the inner horseshoe of bluestones as a scoring track. Everything fits together nicely for a very German-style bidding game experience. ![]() The High Druid, by Bruno Faidutti: Bruno's game focuses on a druidic election. Using bars, the outer ring is divided into seven colleges. You take turns placing your druids into colleges or moving the bars that define the colleges to change their constituencies. At the end of the game, you get points for the druids in each college—if you have the highest non-tied number of druids in that college. That "non-tied" business makes for some very bizarre decision-making. Sometimes you want to invest your druids in a college, and sometimes you want other people to fight over it so you can win. It's a real brain-bender of a game, and might be my favorite of the lot. Or it might snap your head in half. Try it and see. ![]() Arthurian Ghost Knights, by Richard Borg: Richard wanted to design a war game, but there weren't any obvious historic battles near Stonehenge. However, there is the great legend of Loe Bar, a nearby hub of ley lines where a ghostly army of knights supposedly appeared in 1936. Richard adapted that legend into a conflict between long-dead Knights of the Round Table who come forth in the darkness to struggle over Stonehenge. His game involves placing knightly guards at the trilithons, working to gain majority control over the stones. The more control you get, the further your knight advances on the glory track. My favorite trick in this game is the struggle round, where you can go from controlling your destiny to controlling nothing at all. In the course of the game, you place swords on the altar stone. When a struggle round occurs, you can use your swords to supplement your guards, or to kill your enemies' guards. But if you go crazy using your swords, you'll have no defenders when the next struggle round occurs. Richard Borg's game is probably the most complex of the five in the box—although all of the games are simple enough that the rules for each take up only a single two-page spread in the rule book. ![]() Chariots of Stonehenge, by Mike Selinker (Hey, that's me!): Traders, druids, knights—there's a lot of history in those first three games. Me, I wanted to do something a little more ridiculous. So I went back to historian JG Gurdon's cockamamie theory that Stonehenge was built as a racetrack for chariots. (Too bad Stonehenge was built a thousand years before chariots showed up in Britain.) That didn't make sense, but merging it with wacko Erich von Daniken's Chariots of the Gods gave me a theme I couldn't resist: alien chariot racing. You get a chariot with a telekinetic beam on the front, which you use to knock stones into the paths of your opponents. That, I figure, is why the rocks of Stonehenge are in such disarray today. When playing my game, I'm often surprised how frequently a player finds himself skidding around—or even into—a rock wall, and I'm especially surprised that that player is usually me. Being overly aggressive with speed in this game will smash you into a conveniently placed trilithon, but being too careful will leave you in your opponents' alien chariot dust. ![]() Magic of Stonehenge, by Richard Garfield: Richard Garfield wrote a game about magic. (Okay, so that probably doesn't surprise a lot of you.) You play a wizardly druid trying to cast a spell to raise up one of the trilithons from the earth. This requires getting your apprentices onto the board. You can play them into certain spaces using numbered cards in a bid, but quite often your best plays are countered by someone playing a trilithon card, nullifying the bid. So it becomes a bluffing game—is a player playing a high enough card to get on the board, or using her trilithon card to thwart you? If you lose a bid, however, things can get ugly fast. One of your apprentices needs to move down the board by the number of spaces you bid, and if they have to move below the first space, that apprentice gets sacrificed. So playing a high bid can get you on the board, or it can knock you off the board. Nice subtle trick, that. Those are the five games in the Stonehenge box. But there are lots more to come. New designers are already working on games for expansions and for magazines (you'll certainly want to check out Paul Peterson's "Stonehenge Rocks!" game in an upcoming issue of Knucklebones magazine) plus there will soon be a number of additional games available here on this website. In fact, we'll be opening up the game to anyone who wants to write for it—if you'd like to write a Stonehenge game, there will be a place for you to post it for everyone to play. Maybe even the five guys above will give your game a try. As long as it's not about alien chariot racing, of course. That's all mine. Mike Selinker is the Titanic Games brand manager. He has worked on Axis & Allies, Pirates of the Spanish Main, the Marvel Super Heroes Adventure Game, Risk: Godstorm, and Dungeons & Dragons. He also directs the design studio Lone Shark Games, Inc. Sticks and Stonesby Mike Selinker
Heaven for a game designer, anyway. I could only gaze at the wonder that was the BEDI Holzspiele booth, which stocked dozens of colors of spare game bits. I immediately ran to get some cash. My haul from the BEDI booth was 1,000 Settlers of Catan roads, 1,000 Vinci pawns, several dozen Sorry! pawns, and 200 fewer euros.
To explain that, I need to go back about 18 months to when we were first planning the components for Stonehenge. We'd pretty much figured out what kind of board we needed (see my last diary), and now we needed to know what went with it. We still hadn't designed any games, so we had to figure out in abstract what we would use. The one thing everyone agreed on was that the game needed rocks. Of course, we didn't know what we could make rocks out of (actual stone seemed right out). So we cast about for the nearest thing. Well, James did, and when he casts about, he finds LEGOs. So we made LEGOhenge, which had five brightly colored trilithons, each about a half-inch high. (Not exactly epic, I know.) We also added in an altar stone, representing the flat rock that the trilithons surround. We imagined the outer stones fitting together in a neat circle of interlocked LEGOs, but this soon seemed impractical. The outer ring stones had to be separable for them to be of use in making games. So we settled on "bars" (Settlers roads, which are basically wooden sticks), and "disks" (Vinci pawns, which are squat cylinders). These were things we could move around freely, assigning them various roles like "apprentices" and "energy crystals." Whatever we needed a lot of, we could get with these. We started with twelve of each of these in five colors, one for each player.
At this point you may wonder, "why not a chariot?" or "why not knights?" The answer was that we didn't want to lock down preconceptions in people's minds. If you had a piece that looked like a chariot, you'd make a racing game. If you had knights, they'd hit each other with pointy sticks. We needed generalities, not specifics. (Incidentally, my favorite section of the rules is the spread that defines the pieces, as it doesn't tell you what anything is for. Try finding another game like that.) Our final component was a deck of cards, because we needed some method of randomization or number assignment. Again, we didn't want to get too specific. We had numbers on the board, so we replicated those, coming up with sixty cards, with a "left circle" version and a "right circle" version of each number from 1 to 30. At Richard Garfield's suggestion, left and right eventually became "day" and "night." We added in five wild cards representing the trilithons, because as Richard always says, "every game's better with specials." As we developed through the year, we pruned away things we didn't need. Every game worked with only ten of each bar and disk, so we dropped two of each. And amazingly, none of us used the altar stone as anything more than a flat surface for storing pawns, so we ditched that too. A year after we started, I dumped the remaining items in art director Sean Glenn's lap. Sean made a set of cards, and had artist Jeff Carlisle draw up some rocky disks, bars, and trilithons, plus a vaguely humanoid pawn. Again, we tried not to make too obvious what this guy's purpose might be. He could be a druid, a ghost, an alien—pretty much anybody mysterious. Sean's versions are a long way down a very good road from where we started. After a year of playing with LEGOs and little bits of wood, it's going to be great to start playing with these nicely realistic pieces. Soon I'll be able to build a fully realized Stonehenge on my tabletop. Maybe you'll want to as well. Next time, I'll actually talk about the games in the box. I promise. Mike Selinker is the Titanic Games brand manager. He has worked on Axis & Allies, Pirates of the Spanish Main, the Marvel Super Heroes Adventure Game, Risk: Godstorm, and Dungeons & Dragons. He also directs the design studio Lone Shark Games. A Stonehenge Only a Game Designer Could Loveby Mike Selinker
But which flat surface was dramatically unclear. So, being the enterprising game designers that we are, a number of us started making boards. And we quickly reached what would be the first of several intellectual conflicts on the way to making Stonehenge. There were two camps, which I would call the "minimalist camp" and the "maximalist camp." Except I don't really know what the word "maximalist" means (I think it has something to do with Russian politics), so I'm just going to call it the "hungry camp," for reasons which will soon become clear.
The problem was, none of us had finished our game designs. None of us had even started, in fact. We were in the interesting position of having to design a game board for each other to use, with no idea what any of us would need. So we started to think out the theoretical possibility that, if we were building Stonehenge from a game designer's perspective, what features would it have? Number one, of course, was positions for the rocks. James Ernest and I started to research what rocks Stonehenge actually contained. Everybody knew about the trilithons—those monstrous three-stone megaliths—but what else was there, and how could we use it?
One of the more interesting areas was the outer ring, which (assuming you believe that it was a regular shape) had 30 horizontal stones balanced on 30 vertical ones. To James, that screamed "numerical scoring track," like on the outer edge of hundreds of German board games. Certainly we wouldn't all use it that way, but a track numbered 1–30 seemed like a great idea.
This allowed us to use two different color schemes—again, without really knowing why we would need them. We could color the trilithons and outer-ring stones with different colors, in a regular sequence, because sometimes game designers need colored sequences. And we could alternate the 60 small stones in black and white, or what Richard Garfield would eventually call "night and day."
The minimalists argued that the board was cluttered with things that didn't exist in the real world. The maximalists argued that the board was now useful, because we could now refer to objects on the board as being in particular spaces or having particular properties. And the maximalists won out, for the simple reason that we were shopping hungry. You've done that, I'm sure. You go to the supermarket to buy a gallon of milk, but you're famished, and so you walk out with the maxi-size carton of Ho-Hos. We did the same thing. We were hungry for functionality to give our as-yet-undesigned games features to hang upon, and so we went with a build that would allow any one of us to use the blue spaces for negative points or the night spaces for card-drawing prompts. Or whatever. They were there in case we needed them, and it turns out we all did.
Later on, it came time for our graphic designer, Sean Glenn, to take James's brightly colored prototype board and make it into something you wanted to see on your coffee table. Sean thought that the grass of Salisbury Plain from James's layout was a nice touch, so he borrowed it—and an image of real grass, which he spent hours turning into a usable backdrop. The background squares became shaded light and dark, as if a great lawnmower in the sky had come down to smooth it out for us. The outer ring became a continuous band rather than individual blocks. That's closer to what it actually looked like, though of course the real lintels were all grey rather than an assortment of rainbow hues. Then it came time for the inner ring. Where James had circles, Sean put actual stones. Each rock is individually shaped, as if they were pulled from the plain itself. The altar stone and the trilithons are shown in their real-world placement.
Next time, I'll talk about what it is we put on top of that board. Come back for that. Mike Selinker is the Titanic Games brand manager. He has worked on Axis & Allies, Pirates of the Spanish Main, the Marvel Super Heroes Adventure Game, Risk: Godstorm, and Dungeons & Dragons. He also directs the design studio Lone Shark Games, Inc. All That and a Box of Rocksby Mike Selinker
At Essen, I showed the Stonehenge prototype to a lot of my European game designer counterparts. Most of them thought it was quite cool, and were quite intrigued by the design team I introduced to you in my last Stonehenge diary. I picked those particular people because they're good game designers, they're my friends, and they play well with others. And also because they all were smart enough to help me figure out which anthology board game to do. It might surprise you that we didn't start with the idea to do Stonehenge. We actually had a different idea, which Bruno tells me I can't spoil in case we pick it up for some other anthology board game in the future. It was a great idea, but we all suspected that the subject wasn't well known enough for the launch of this line. Here's what the Mystery Idea did have going for it, though:
So if we weren't going to do the Mystery Idea, what subject could we do? We kicked around a lot of ideas, but it took a friendly little gathering at Alan Moon's to nail it down. I gathered up Richard Borg, Alan, and Überplay Entertainment publisher Jeremy Young and floated them a number of ideas for the project formerly known as "Shared Designer Box." Alan, however, made an eloquent defense of Stonehenge as an ideal first anthology board game. Here's how it stood up against the criteria I just mentioned:
And in the next column, I'll tell you about what's in that piece pack. Have a happy Samhain. Mike Selinker is the Titanic Games brand manager. He has worked on Axis & Allies, Pirates of the Spanish Main, the Marvel Super Heroes Adventure Game, Risk: Godstorm, and Dungeons & Dragons. He also directs the design studio Lone Shark Games. The Anthology Beginsby Mike Selinker
Stonehenge is Titanic's second big boxed game, following the stunning new color edition of Kill Doctor Lucky, which releases in just a couple weeks. (And by the way, if you haven't preordered KDL yet, now's a great time, because you can still get the exclusive Doctor Lucky miniature for free. Go ahead, I'll wait right here.) OK, now that you're a bit poorer but richer with anticipation, I'll start talking about Stonehenge. At some point I'll twist James Ernest's arm to tell you the full story on this. For now, suffice it to say that shortly after James and I formed our game design studio, Lone Shark Games, James mentioned an idea of his in which multiple game designers would agree on a set of pieces and make different board games that worked with those pieces. For me, the idea was like a story anthology from the 1950s, where renowned sci-fi authors would all gather under a banner like 9 Tales of Space and Time and write somewhat related pieces. So I came up with the term "Anthology Board Game™," and convinced James that it was a practical idea, assuming one knew the right people. Here's the cast of characters I rounded up for our first Anthology Board Game:
(I also dragged in his buddy, Alan Moon. Alan is the creator of New England, Ticket to Ride, and other classics. Unfortunately, as the project got going, Alan had to drop out, but I hope to sign him up for another anthology some time down the road. You never know what these nutty game designers might do.) OK, so now we had a crew. All we needed was a subject. Next time I'll let you in on how we decided on a bunch of rocks. See you then! Mike Selinker is the Titanic Games brand manager. He has worked on Axis & Allies, Pirates of the Spanish Main, the Marvel Super Heroes Adventure Game, Risk: Godstorm, and Dungeons & Dragons. He also directs the design studio Lone Shark Games. |
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