Finished prototypes

Prototype: Wanted: the rewards

Wanted! my amateur logo
Wanted! my amateur logo

Wanted: the rewards was one of the 5 finalists (Prix du Jury) in the contest Plateau d'Or (Canada) in June 2012. However, due to the last minut impossibility of my representant to be in Quebec City, Wanted had to be replaced. Would he win if he had pursue? I will never know...

 

(December 2012) The game is among the 12 finalists on the canadian contest NTPSLM (ne tirez pas sur le messager). 124 games entered this contest! (April 2013) The game wins the «Coup de Coeur» prize in the NTPSLM Contest! 

 

(April 2013) The game is among the 6 finalists in Granollers Contest (Spain) among 138 games.

 

 

Theme:

«In 1808 at Oak City, a mutiny in the prison ends with the escape of all prisoners. The authorities then distribute posters depicting the fugitives, promising appetizing values for each catch. Each player represents a group of armed cowboys who wants to get the opportunity to enrich easily, while working with the sheriff and his co-workers. But the prices set for each capture are not invariable and it will take as much force as diplomacy to pocket.»

 

Wanted is one of my last games, and it seems to be one of the best. It's a very tactic and tense game of majority. Lately he has been fully tested by many playtesters, and... they really enjoy it! The game lenghts 30 to 45 minuts only and the purpose is to capture as many fugitives as you can, but for the best price! To do so, you must control the "market", controling the prices and taking the best advantage.

 

2-4 players; 30-45 min.

Wanted prototype
Wanted prototype

 

I started to design Wanted in October 2011, and, for my own surprise, he have incorporated a few little changes. The game worked very well with 2 or 3 players, so I've worked on a 4 players version (and it works as good as with few players!). I think it has a natural balance because of its internal maths: every card had to be carrefully calculated to achieve its flavour. Otherwise, it's a game that may be played by gamers or newbies, revealing different flavours for each. The game has a fast learning evolution line (after the first game everyone become highly competitive). I haven't played many games of 30 minuts with such an intense and permanent tactic tension. Actually I'm testing an advanced version (for gamers) that adds a Prison and a "Horse" (more power for the sheriff's player who controls it). It seems to fit their taste.

 

May 2012: the game is completely polished and is searching for a publisher to, at least, play-it!

 

Prototype: Rainbow

Rainbow amateur logo
Rainbow amateur logo

 

Rainbow is my oldest game which seems to have what the mass market searches. It's a card game where action takes place in a scenario made with some of the cards. After 7 years of maturation I think he's actually my best family game.  He was tested by more than 70 different persons and it's my personal record!

 

The purpose is to found as soon as possible the 7 colors of the rainbow. To achieve this goal, you will use some light tactic, a few memory and some luck. This game has a high potential for adolescents (13-18). Many of my pupils of those ages tested Rainbow and their reactions during play were enough to understand, test after test, that the game is somewhat the kind of thing that stimulates them. However, many family sessions during french event FLIP (Festival Ludique Internacional de Parthenay) shown me that the family target should not be dismissed. Some people wanted to buy it, even in prototype! =)

 

2-5 players; 30 min.

Rainbow picture during the first rounds
Rainbow picture during the first rounds

 

Rainbow has a weather theme: rainbows, clouds, rain and storms. However, it can be easily moved to other thematics, since there are 7 items to collect. Easy to play and generator of interaction, Rainbow is a family game that become more competitive with 2 players. If you want to be sure, just Play-it!

 

Prototype: Medallions

Medallions amateur logo
Medallions amateur logo

 

This is my unique game where a traitor may be present among a team of natives of a far away archipelago. It is not a cooperative game, even if you may be playing or in the good, or the bad side. At the end, the team with the most points win. However, if you have the best performance compared to your team partners, you will be the solo winner. The secret of Medallions is that you may never know if you are playing alone or not. So, it becomes a psychologic game where you suspect of everyone, observing each of their moves. Are you able to read their minds?

 

Theme:

«A long, long time ago, after a loot of a cursed treasure, a pirate ship was devastated by an intense storm and pushed into the lowlands of a distant archipelago. The enigmatic medallions recovered by the natives over the years and the strange events that have taken place ever since, make the population on the islands fear that the curse is upon them. In Medallions, players embrace the characters of the natives charged with exorcising the curse and seeking to recover the medallions to launch them into a giant furnace. The purpose is to transform them into pure metal ingots. But beware: not all members on the mission are well-intentioned...»

This game has some interesting mechanics that generates a permanent tension. And I'm not talking about the traitor factor, but about the two «pots» of powers that grow naturally during the game. These super-power supplies can be bought by anyone, at anytime! But.. will you buy it before your true opponent? And will it fit into your strategy or you just got a way to spend money? Medallions is tactical and easy for new players, remaining interesting for advanced players.

 

3-4 players; 45-60 min.

Prototype (set up)
Prototype (set up)

 

Medallions has also a simple management side that introduces players to this kind of mechanic. Money is an important element that you should use as an advantage.

 

Heroes gain VP's trough gold ingots. Traitors benefit of hidden black medallions that they don't release. It's not easy to devine who is who, thanks to a mix of mechanics that must be used by both sides to advance.

 

I consider that in this game the theme is somewhat important, because of the roles that players may have.

 

Prototype: Pot-o-gold run

Pot-o-gold run logo
Pot-o-gold run logo

 

Rules: http://www.mediafire.com/view/?us87akhd7k1kdmp

 

This is a variant of a game I've made to a contest of Cocktail Games publisher in France (un jeu sur la Tour Eiffel). The mechanic of the game puts it into the "push your luck" category. Fun, familiar, very interactive and easy to learn and play. A bit of memory can help you to traverse the entire Rainbow collecting gold, even if it's not the soul of it. The first player to reach the pot-o-gold wins. If no one reaches it, the player who have collected the more gold wins. 

 

In October 2012 the game is one of the 6 Finalists in Panazol Joue Contest (France). After that I've changed the thematic to a race to Saturn, because I wondered the game work pretty well with a family public and not only with kids (rules: http://www.mediafire.com/view/?5zqrd91l25qbd5u).

 

2-4 players; 10-30 min.

Game in play
Game in play
during the game
during the game

 

 

During game players must guess if the next card in bigger or smaller (number) than their played card. After that, the card you reach is the next number from which you must keep guessing. But... even in rainbowland things are not easy: other players will play storms against you trying to make you fall and return to the beginning! You know, dwarves are crazy about gold, and they won't share it with anybody!

 

 

Pot-o-gold Run is a fast playing game that you will enjoy with your family. If you have kids, beware, because they will try to fool you every single move! ;)

 

Prototype: Gemville

Gemville amateur logo
Gemville amateur logo

 

Gemville was the game of love and hate for me. Initially made for a contest in south of France, the game is constantly changing. Even if only my finished prototypes should figure in Play-it site, Gemville, the game of thousand metamorphosis has a place here. Just because it works and it's original.

 

Initially too long for its gameplay and too filled with hundreds of pieces, the game is now more "convenient". It passed to the 2nd phase in two of the biggest game design contests: Boulogne-Billancourt and Granollers. I think the major changes that occured in Gemville were posterior to that (march 2011). The game is very balanced and has many choices to do. However, I still think there is still a bit more luck than it should have. Of course players have abilities and can generate events that reduces it, but I'm too exigent to feel comfortable about this point. I would also like to put more interactivity in the gameplay. This game is my personal challenge.

 

2-4 players; 30-60min' (+-15 minuts each)

One of the first prototypes (actually half of the components have disappeared)
One of the first prototypes (actually half of the components have disappeared)

 

So, what do Gemville have to make me love-hating him? Since the hating part has been explained above, it's time to admit that the game has "something". It is very very tense (players heart intensely accelerate during each order). It also have a beting mechanism that was unseen by playtesters until now. Also, in Gemville you will make at least 60 moves, and they are generally fast (no AP inductor).

 

The main mechanic used is known as "set collection". During the game, the available actions to fulfill orders must be precisely calculated, reducing the luck (or the lack of it!). Before each order you must bet how many of your 12 gems order you are able to delivery before the 5 days end (each day have 3 turns). The more you bet, the more money you can win. But greed may do you fail and gain nothing more than a pocket full of air.

 

UPDATE (August 2012):

Gemville has changed a lot. He have really evolved and changed in a positive way! I've maintained the same name because of the theme and some mechanics that survived the profound remaking. It's now a worker placement game with some twists. Finally I'm satisfied with the result! The flow of the game is much better than in the past and it has became more strategic and luck independent. The game time is smaller and there are only half of the components of the previous prototype. Game lenght is now of 60-90 minuts.

 

Prototype in January 2013
Prototype in January 2013

Prototype: Dilluvia Project

Logo

Bestes Abendfüllendes Spiel!!! (Hippodice 2014 edition) Best Long game

 

Dilluvia Project is my newest game, fully playtested and, after almost 2 years I can say it is now balanced!

 

Theme: «The population on Earth has grown beyond the productive soil capacity and some of the major coastal towns along the planet are being submerged by the increasing of the sea level. An emergency Project is set to ensure the first city underwater as a pilot project for the coming future: the Dilluvia Project. Will the Dilluvia Project become the seed of a new world underwater, guaranteeing the mankind survival in a more and more scarce planet?»

 

2-4 players | 75-120 min | 12+

 

The players represent different companies operating in the construction of the first underwater city. During 7 months (rounds), besides building the city, their main goal is to attract new inhabitants. It’s all about efficiency and strategy: building modern and competitive buildings will be crucial to increase the company prestige in order to capture the interest of new population.

You can find more at the BGG page: http://www.boardgamegeek.com/boardgame/139245/dilluvia-project 

 

 

 

 

Prototype: Master LOL

Prototype: Zoo logic

Prototype: City Scam

Prototype: Q.I.