Rick's Board and Table Games

Designing board and card games is a favorite hobby of mine. If you are looking for my computer games, you'll find them here. My board games don't use computers, and are not for sale.

Here are my games, in order from newest to oldest. Click the titles to see a separate page of details for each game.

Spatial Delivery

Spatial Delivery was my entry in the Game Design Showdown contest at the Board Game Designers Forum in March 2007. The Showdowns give entrants exactly one week to design and submit a game that meets the conditions set by the BGDF moderator, so these games are not usually finished and polished. Spatial Delivery in its initial form needed a good deal of changing, but it's shaping up into one of the best games I have yet designed.
 

The Invisible Man

Based on the novel by H. G. Wells. In this cooperative game, players attempt to halt the Invisible Man's Reign of Terror either by capturing him or by raising resistance across the English countryside. The Invisible Man is a rule-driven, non-player character whose ever-changing location is usually partially or completely unknown to the players.
 

Cornered!

Cornered! is my first abstract (themeless) game. Two to four players place "corner" pieces on a board that is randomly scattered with targets. Each corner defines a 4x4 area of influence; the goal is to gain the most influence over sets of targets. Playtesting revealed that the basic mechanic is very difficult to see; players have trouble identifying their goals and assessing their own position, let alone anyone else's. This idea sounded great on paper, but just didn't work out on the table.
 

Agent in Place

Agent in Place is a board game for two to four players. Each player runs the military intelligence department of a nation at war with the non-player nation of Enigmia. The players' nations are uneasily allied against their common foe, but all secretly plot to emerge from the war as the dominant victor. Players must establish and operate a spy network on the map of Enigmia in order to obtain enough military secrets to not only help win the war but also overshadow their allies. (Sounds like a war game, but it's not!) This game is on the back burner after several revisions failed to make it not be dull.
 
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Heir and Regent

Heir and Regent is a two-player card game in which the underage King's Heir and the power-hungry Regent contend for the loyalty of the Nobles and control of the Kingdom. This game was never well-developed, and has been shelved at least for the time being. I jot down new ideas from time to time, and may return to it one of these days.
 

Alley Cats

Formerly named "Spokes," Alley Cats is a board game in which bike messengers compete to deliver packages around their neighborhoods and across town. Players must plan efficient routes, budget for bike upgrades, and trade deliveries with other players to avoid being fined for late deliveries. This is another game currently on the back burner, because the play is not interesting enough and I haven't figured out how to spice it up.
 
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Top Dog

Top Dog was my entry in the Game Design Showdown contest at the Board Game Designers Forum in March 2005. Much to my surprise (and pleasure), it won third place out of a field of seven. The Showdowns give entrants exactly one week to design and submit a game that meets the conditions set by the BGDF moderator, so these games are not usually finished and polished. Top Dog certainly isn't a finished game, but someday I might go back to it and see whether it can be buffed up into a real game.
 

Brimstone

A multi-player war game that takes place on a futuristic, terraformed planet whose artificial ecology and weather systems are failing. This game is heavily based on the excellent commercial game A Game of Thrones, and contains less of my own originality than my other games. But (probably no coincidence!) it's also the best-developed and most interesting of my games so far. My kids and their friends really enjoy it, and so do I. However, the judges at the KublaCon design contest found it "monotonous." Oh well!
 

Thrust and Parry

A card game for two players, based on Olympic foil fencing. This was my first ever table game. I think it came out well, in the sense that the game works (no serious problems in the rules, card balance, or game play) and does a good job of evoking the theme. It makes a good short "filler" game, but the strategy is very lightweight.


Last modified March 30, 2007 by rmh