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    <updated>2012-05-04T20:51:55Z</updated>
    
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<entry>
    <title>Project:Orbits test notes 2012-05-02</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/05/projectorbits-test-notes-2012-05-02.php" />
    <id>tag:www.lunarbistro.com,2012://10.1282</id>

    <published>2012-05-04T20:15:44Z</published>
    <updated>2012-05-04T20:51:55Z</updated>

    <summary>Following our test game of Yiora, I led my stalwart testers Matthew, Nick and Jenn in the first-ever four-player game of Project:Orbits! LOTS of things were learned, and while the rules were generally clear, there were some errors in their...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Orbits" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>Following our <a href="http://www.lunarbistro.com/2012/05/yiora-test-notes-2012-05-02.php">test game of Yiora</a>, I led my stalwart testers Matthew, Nick and Jenn in the first-ever four-player game of <strong>Project:Orbits</strong>! LOTS of things were learned, and while the rules were generally clear, there were some errors in their phrasing that needs to be addressed.</p>

<p>First off, I'll post a link to the pdf of the rules we were all playing by:</p>

<p><a href="http://www.lunarbistro.com/downloads/P-Orbits_v0.2_Rules-sheets.pdf"><img src="http://www.lunarbistro.com/img/pdf-icon_128.png"></a><br />
Click on the icon to download the <strong>Project:Orbits v0.2 rules</strong>.</p>

<p>We played on a short track with three planets and 13 tracks arranged in a rough trapezoid (Forgot to take photos, sorry!) The three planets increased in Speed cost (renamed <strong>Escape Velocity</strong> at Matthew's suggestion - thanks, Matthew!) from 2 to 6 to 11. Luckily Matthew and Nick both recognized the bulk of the card-play as being derived from Mille Bornes, so that aspect of the game needed little to no explanation for them.</p>

<p>The real trick was in moving our rockets around the board, and there were a few modifications or questions that had to be answered as we played, things which just didn't come up in my earlier 2-player game with Jenn:</p>

<p>Since players only move into the next available space on the track when they break orbit, what do you do when you've got four players all trying to break orbit into the same 3 spaces? We ran into a little traffic jam early on as all four racers made it to the first planet on the same turn, and three were able to break orbit immediately, leaving one player stuck waiting for traffic to clear up. It didn't happen again at any other point in the game, and it may not be a real problem, but I can imagine someone getting frustrated waiting for the bottleneck to clear up.</p>

<p>Some of the rules governing Drifting were clarified - The rules state that you can drift only if you are in the 'slow lane', but I need to also explicitly state that you can't drift through a track hub or the starting base - though these only count as one space, they conceptually aren't in any of the three different tracks. Also, you can't drift past another player - if a racer drifts out of the slow lane on one card and into the fast lane, their drift ends. If you're drifting up behind them, you have to stop in the space behind them and either wait for them to move, or play a speed card that carries you past them. Also, if you forget to take your drift you missed your opportunity. You can't stockpile drifts and take them all at once, either. One space per turn, and if you forget, you lose that one.</p>

<p>In playing a four-player game, we ran into several looooong periods where each of us were waiting for that one specific card that would allow us to continue - I was trying to get some speed cards (my hand full of remedies and status cards), and everyone else was broken down somewhere on the track looking for the remedy they needed. Several possible solutions to this involved being able to either pull from the draw pile or to discard multiple cards from your hand, but differed on the mechanism to allow it:</p>

<p><strong>Option A:</strong> Draw the top card from the discard pile, and save it for your next turn. Discard another card, take your drift if you can.</p>

<p><strong>Option B:</strong> Player A trades cards with another player, whatever is considered a fair trade. Players then discards their excess back to the number originally dealt, and player A continues their turn, playing whichever card they just traded for.</p>

<p><strong>Option C:</strong> Discard multiple of the same card to pull any card out of the Discard pile. This is similar in concept to being able to trade resources with the bank in Settlers of Catan.</p>

<p><strong>Option D:</strong> Discard any number of cards at the end of your turn, rather than playing anything. At your next turn, draw back up to the default hand, then draw one more to begin your turn.</p>

<p>Any of these options will allow the game to continue moving when everyone's at a standstill, though being able to trade cards would allow alliances and partnerships to form, making for a slightly more social game. I think it would be worth implementing two of these options - allowing for trades and also allowing players to discard multiples cards. Worth doing some more testing!</p>

<p>It was also suggested that perhaps the balance of the cards is off, and increasing the number of available remedies might be in order. Another option might be reintroducing the extra four Equipment cards, and dealing them randomly, one to each player, before the game begins. The two players who were completely unprotected by equipment definitely had the harder time of making any progress in the game.</p>

<p>During our test game, I lucked into playing three of the four available equipment cards, but kept finding myself lacking in Speed cards, while the other racers were discarding high number speed cards for lack of a remedy to their situations. Having the three equipments paid off in the end, though, allowing me to catch up in lap 2 and maintain a neck-and-neck lead in the first three legs of lap 3. In the end, I came from a full lap behind to win the game by a leg. We were all glad for the game to be over - even this 'short' 3-lap game took the four of us well over an hour to play. Some mechanism to speed things up would definitely help, especially if I'm hoping to see people playing up to 8-player games with 6+ planet tracks!</p>

<p>One of these days I'll get around to testing the bit about playing for points rather than laps. If it proves to be too cumbersome I can simplify the score-panel part of the Player Dashboard considerably.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Yiora test notes: 2012-05-02</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/05/yiora-test-notes-2012-05-02.php" />
    <id>tag:www.lunarbistro.com,2012://10.1281</id>

    <published>2012-05-04T17:58:32Z</published>
    <updated>2012-05-04T20:09:04Z</updated>

    <summary>A few quick notes from this week&apos;s playtest session: Played through one game, two new players. Matthew had studied the rules online, but Nick had not seen the game before. The game lasted quite a bit longer than I was...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>A few quick notes from this week's playtest session:</p>

<p>Played through one game, two new players. Matthew had studied the rules online, but Nick had not seen the game before.</p>

<p>The game lasted quite a bit longer than I was expecting, but it was interesting watching both players learning the shape of the board. It was clear the first several moves were pretty much just testing out the pieces and getting the feel for moving them around. Also, interesting to note that most of their movements were into the same quadrant of the board, toward column 9 (from their starting position). No movement was made into the other side of the board until after several pieces had been lost.</p>

<p>Pawns were lost fairly early on in the game, leaving both players with nothing but Mages for the endgame. It was suggested that the name 'Pawn' is somewhat misleading, and lends to a psychological willingness to sacrifice these pieces in favor of the Mages. Both players, while somewhat hesitant in the first two stages of the game, expressed that they enjoyed the challenge of the endgame.</p>

<p>Neither player made use of the ability to promote their pieces, which I take as a good sign. Promoting a pawn doesn't happen in every game of Chess, either. It's good to know it's a possibility, though.</p>

<p><img src="http://www.lunarbistro.com/img/blog/2012-05-04_checkmate.png"><br />
Checkmate! White managed to corner Black using three Mages.</p>

<p>Some notes and suggestions from the players:</p>

<ul>
<li>I need to codify in the rules that White always moves first.</li>
	<li>Rename the pieces. 'Pawns' is just too suggestive of a piece that is there to be sacrificed, when in actuality they are very powerful pieces. Possible names suggested were Swords (with Mages becoming Shields?), Soldiers, Knights</li>
	<li>Being able to choose from two different objectives was appreciated.</li>
	<li>Have a third kind of piece with a different move mechanic. It was suggested that the board was quite empty and sparse at the beginning, and this made it difficult to be able to devise much of a strategy at first. By comparison, Chess is a very full board, with pieces taking up half the board at the beginning, and much of the challenge is moving pieces around each other without losing any of them.</li>
<li>Institute a 'Ko' rule, as in Go, where you cannot make a move that would immediately restore the previous arrangement on the board. This would prevent two pieces from dancing back and forth endlessly.</li>
<li>Similarly, in Chess, if both players make the same moves three times in a row the game is considered a Draw.</li>
</ul>

<p>Feel free to come and discuss these possible changes over at the <a href="http://www.boardgamegeek.com/thread/790961/wip-yiora">WIP: Yiora</a> thread!</p>]]>
        
    </content>
</entry>

<entry>
    <title>Playtesting: April 21 2012</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/04/playtesting-april-21-2012.php" />
    <id>tag:www.lunarbistro.com,2012://10.1280</id>

    <published>2012-04-23T00:06:50Z</published>
    <updated>2012-04-23T00:27:53Z</updated>

    <summary>Had a really good playtesting session with my friend Jenn, who&apos;d never played any of my games before. First we did a quick session of Yiora, so I could try out a few changes to the rules I&apos;ve been contemplating,...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Orbits" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>Had a really good playtesting session with my friend Jenn, who'd never played any of my games before.</p>

<p>First we did a quick session of <a href="http://www.lunarbistro.com/game-journals/yiora/">Yiora</a>, so I could try out <a href="http://www.boardgamegeek.com/thread/790961/wip-yiora">a few changes to the rules I've been contemplating</a>, including a new opening position, limited range on the Pawns and Mages, and the ability to promote pieces through landing on the Overlord's opening space. I also added a second condition for ending the game, which was to maneuver your Overlord to your opponent's opening space.</p>

<p>It was a thrill to play my own game against someone again for the first time in probably 18 years or more, and I felt the new rules and conditions were a great addition. Jenn commented that being able to promote her pieces was a great incentive to move them to the other side of the board, which is exactly the reason for including that rule.</p>

<p><img src="http://www.lunarbistro.com/img/blog/2012-04-21_Orbits-1.JPG"></p>

<p>Then we moved on to a few games of <a href="http://www.lunarbistro.com/game-journals/orbits/">Project:Orbits</a>, which is a game that even I haven't had the opportunity to play yet. There's still a lot of small mechanics that need to be worked out and codified, and the prototype pieces we were using were still not complete. The planets, for example, lacked Escape Velocity values, and the track cards had no hazards placed on them. The first game we played without planets at all, which made for a very quick game, but difficult to win if you fall behind too far. Perhaps if we'd been playing more than three laps.</p>

<p>After the first couple games we expanded the track for a bit more variety, and I found the game to still be really playable. Adding escape velocities to the planets on the track definitely slowed our racers down periodically, and I feel it helps to even the playing field a bit. It was still a bit imbalanced, though, as one or the other of us were able to amass numerous Equipment cards which protected us from each other's attacks. I'm looking forward to trying this one with four players and seeing if spreading the Equipment out among a larger group helps to even things out more.</p>

<p><img src="http://www.lunarbistro.com/img/blog/2012-04-21_Orbits-2.JPG"></p>

<p>I was briefly ahead of Jenn in the first lap of this game, but she passed me pretty quickly and then dominated the rest of the race. I almost caught up with her at one point when she was stuck on a planet, but she broke free before I got there and sped handily to the finish line.</p>

<p>The only comments and concerns we both noted were that our hands often filled with clutter cards - cards we couldn't use for one reason or another. I would almost consider this a problem, but the same thing happens in 2-player games of <a href="http://www.boardgamegeek.com/boardgame/590/mille-bornes">Mille Bornes</a>, the game I used as inspiration for the card-handling mechanism of this game. Perhaps adding the option to discard more cards in a 2- or 3- player game would help prevent this from happening.</p>

<p>After the Comics Fest this weekend, I'm going to put together a larger playtesting group to go through Orbits and really pound it out for a few games. Find the rough spots and see what works.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Yiora: Pawn Promotion</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/04/yiora-pawn-promotion.php" />
    <id>tag:www.lunarbistro.com,2012://10.1279</id>

    <published>2012-04-15T16:20:42Z</published>
    <updated>2012-04-15T17:34:33Z</updated>

    <summary>I&apos;ve received a nice bit of feedback this week regarding Yiora, and it has me thinking about a topic I hadn&apos;t previously considered for the game, specifically the idea of Pawn Promotion. Here&apos;s the comment I received: I have not...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>I've received a nice bit of feedback this week regarding Yiora, and it has me thinking about a topic I hadn't previously considered for the game, specifically the idea of Pawn Promotion. Here's the comment I received:</p>

<blockquote>I have not seen many chess variants without some kind of promotion, but all the ones that I have seen share the same problem: games invariably end in a draw. Players will carefully exchange off pieces until just the kings are left. There needs to be an incentive to advance one's pieces, which after all will weaken one's own king position. (There are some games where nearly all the pieces can promote and gain new powers, and that's an idea that can also be tried.)</blockquote>

<p>The biggest benefit I can see to allowing Pawn Promotion is that it adds a new layer of strategy to the game. It allows players to upgrade their pieces in the middle of the game, keeping the other player on their toes. Also, as is pointed out in the comment, it provides another incentive for each player to move their pieces across the board - there's a reward for doing so. </p>

<p>So, if I'm going to offer the option to promote pawns, there are a few issues that need to be addressed:<br />
<ol><br />
	<li>In regular Chess, there are several different kinds of pieces to which a pawn may be promoted, though generally players promote to a Queen, a piece whose superior movement has no parallel in Yiora. With only pawns and mages, there's very little room for promotion, and frankly Mages are less maneuverable pieces.</li><br />
	<li>Likewise in Chess, moving a pawn to the other side of the board requires patience and strategy, knowing when to advance the extremely vulnerable, slow-moving pawn. Successfully making this trek can take up most of the game for many players.</li><br />
	<li>Due to the geography of the Yiora board, there is no 'other edge of the board', leastwise not one that requires most of the game to reach. The board only has two edges, the inner and outer, and either edge is reachable in a single move. Even the opponent's 'opening area' can be reached in just three moves.<br />
</ol></p>

<p>The second two points can be addressed with a single solution: Designating a specific space on the board as the 'promotional space'. It must be a space that is heavily guarded and difficult to reach, so the center of the board is out (since, again, any piece can reach it in a single move, and it isn't really well-guarded at all). It seems to me the most logical space would be the Overlord's starting space. Clearly the Overlord will want to defend this 'castle', but will be forced to move to avoid being captured by opposing pieces looking for a promotion.</p>

<p>To make this achievement even more challenging, I think I might take the Black opening space out of the A ring, and move it into Y-19. As it is now, it's only visually on the opposite side of the board. However, being in the same ring as the White opening position, it's really not as far away as it could be. Under the current rules, for example, Mages can reach their opponent's opening area in a single move, capturing a Mage in the process. Centering Black's opening position around Y-19 eliminates this vulnerability, and forces the players to make full use of the entire board.</p>

<p>Simple enough, let's run with this idea for now.</p>

<p>As to the first point, what does a promotion look like? In Chess, we're talking about promoting the slowest, most common piece to any of the other higher-ranked pieces, increasing its speed and maneuverability. But in Yiora, simply turning a Pawn into a Mage is almost crippling it, as Mages are less maneuverable. They can cover greater distances, but at a price.</p>

<p>But what if the pieces were more limited to start with? Perhaps instead of having a range of up to five squares, pawns and mages both were limited to three? And what if Promoting them simply increased their range? Each player, through promotion, could now have up to five types of piece on the board (including the Overlord).</p>

<p>Or, perhaps the pieces might have different effects from their Promotions. Let's say that Pawns, being footsoldiers, receive an increase in their range. But maybe Mages have the ability to resurrect a fallen piece. The new piece might reappear on any of that piece's initial starting spaces, which might have a significant effect on the game if an opponent is in a strategic position in that area.</p>

<p>While Promotion isn't something I'd ever considered before, I do think that its inclusion would open up more strategic opportunities for both players. I'll have to run a few tests and see which of these options makes more sense, but I'm also interested in hearing other ideas. Who knows, maybe some of these options will end up being simple variations.</p>

<p>I've started up a topic on the <a href="http://www.boardgamegeek.com/forum/26/boardgamegeek/board-game-design">BoardGameGeek.com Game Design</a> forums titled <a href="http://www.boardgamegeek.com/thread/790961/wip-yiora">WIP:Yiora</a>, if you have any feedback, please feel free to leave it there!</p>]]>
        
    </content>
</entry>

<entry>
    <title>P:O Dashboard Mats</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/04/po-dashboard-mats.php" />
    <id>tag:www.lunarbistro.com,2012://10.1277</id>

    <published>2012-04-03T03:03:10Z</published>
    <updated>2012-04-03T03:05:42Z</updated>

    <summary> Each player will have one of these Dashboard mats (they&apos;re about 4x10 inches), with the name of the ship they&apos;re playing, an image of the ship, and listed below, their homeworld (this comes into play when racing). I decided...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Orbits" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p><img src="http://www.lunarbistro.com/img/blog/2012-04-02_Dashboard_Mats.jpg"></p>

<p>Each player will have one of these Dashboard mats (they're about 4x10 inches), with the name of the ship they're playing, an image of the ship, and listed below, their homeworld (this comes into play when racing). I decided to leave the Ship name and Homeworld name blank so my playtesters can help me come up with these during our sessions.</p>

<p>To the right of that is their Status display, which by default reads "All Systems: Go!" signifying that their ship is fully operational. When a player wants to disable an opponent's ship, they play a hazard card into this Status space, covering up the All Clear message, and the ship can no longer travel under its own power. Playing the appropriate Remedy card removes the hazard, and restores the All Systems Go! status.</p>

<p>The right half of the Dashboard is taken up with three sets of numbers signifying either points earned or laps traveled (depending on the goal of the race being run). The first column is for Hundreds, the next pair of columns is for Tens, and the right pair of columns is for Ones. Three tokens will be included for each player to track their current total, so here you can see the highest goal for the race would be to reach 500, either laps or points.</p>

<p>In similar racing games, players keep track of their distance by either hoarding the distance cards and putting them on display, or by tracking their token's movement on the track-board. To make this an open, flexible game, though, I needed the players to be able to discard their distance cards to the discard pile (so as not to remove them from play entirely), and for all the other players to be able to see clearly which lap each player is currently on. I have a hard time imagining a race going on for more than ten laps, but it really depends on the length of the track and the dedication of the players.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Yiora: Variations and Pieces</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/04/yiora-variations-and-pieces.php" />
    <id>tag:www.lunarbistro.com,2012://10.1276</id>

    <published>2012-04-02T22:24:05Z</published>
    <updated>2012-04-02T22:34:40Z</updated>

    <summary>Did a lot of thinking today about the cost of publishing this game through GameCrafter. As much as I&apos;d love to include the nice sculpted pieces in the basic set, they do add a bit of cost to the entire...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>Did a lot of thinking today about the cost of publishing this game through GameCrafter. As much as I'd love to include the nice sculpted pieces in the basic set, they do add a bit of cost to the entire package. The next best scenario would be to use the same art from the cut-and-assemble pieces and have standing card pieces included in the box instead.</p>

<p>I thought this would be individually cheaper, but realized that GameCrafter charges for these cards by the sheet. The Micro-cards I was considering come 56 to a sheet, which would be enough for 6 full sets of 9 pieces each, so I hit on another idea: expanding what's included in the Boxed edition to include all of the variations I've got planned, which would require an additional four colors of pieces (for 6-person play!).</p>

<p>So, the release plan that I've now got in mind is to do the Primary Basic P&P set (based on the <a href="http://www.lunarbistro.com/2012/04/yiora-print-play-prototype.php">prototype pdf I released yesterday</a>), followed by piecemeal releases of variations and additional individual colors until I've got all six colors of pieces complete. Then, I'll release a new P&P edition including the basic version AND all the variations and additional pieces, in tandem with the complete Boxed edition.</p>

<p>The sculpted pieces could then be relegated to a 'Deluxe Pieces' addition, which would not include the board or the basic rules, but would still include all of the necessary pieces to play all of the variations in the Boxed set, and would be released shortly after (since there's little new artwork to produce for this, the delay should be minimal).</p>

<p>I like that at this point I can still be this flexible and not worry about it.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Yiora: Print &amp; Play prototype</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/04/yiora-print-play-prototype.php" />
    <id>tag:www.lunarbistro.com,2012://10.1275</id>

    <published>2012-04-02T01:14:32Z</published>
    <updated>2012-04-02T01:23:54Z</updated>

    <summary>For a limited time, I&apos;m posting a prototype copy of the Print &amp; Play edition of Yiora, to encourage people to playtest it and look for any flaws in the initial package. What I&apos;m looking for is feedback on things...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>For a limited time, I'm posting a prototype copy of the Print & Play edition of Yiora, to encourage people to playtest it and look for any flaws in the initial package. What I'm looking for is feedback on things like whether the rules are written clearly or not, or the cut-and-assemble pieces. Basically, does everything here make sense? If you've ever designed something like this, you know that it can be difficult to look at it from an outsider's perspective - I'm too close to the design of this project to be able to see its deficiencies.</p>

<p>So, please, feel free to download the game, print yourself up a set, and give the rules a good play-through. I'll turn on comments for this entry so you can let me know if there are any problems, or anything that could be clearer.</p>

<p>Thanks!</p>

<p>Click the PDF icon to download the prototype:<br />
<a href="http://www.lunarbistro.com/downloads/Yiora-Basic-Print_n_Play-v0.1.zip"><img src="http://www.lunarbistro.com/img/pdf-icon_128.png"></a><br />
</p>]]>
        
    </content>
</entry>

<entry>
    <title>Project: Orbits</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/03/project-orbits.php" />
    <id>tag:www.lunarbistro.com,2012://10.1278</id>

    <published>2012-03-30T03:07:29Z</published>
    <updated>2012-04-03T03:07:58Z</updated>

    <summary>Project: Orbits is the working title of a space-based racing game I&apos;m putting together. Each player controls a spacecraft and moves along a multi-lane course built from various tracks and planets, earning points for the distance traveled in each lap...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Orbits" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>Project: Orbits is the working title of a space-based racing game I'm putting together. Each player controls a spacecraft and moves along a multi-lane course built from various tracks and planets, earning points for the distance traveled in each lap until a winner is determined. Racers can play hazards against each other, disabling their opponents until repairs can be made.</p>

<p>The thing I'm most excited about this game is the process where the players design the course they'll be racing. Each set will include ten to twenty 'Planet' cards and dozens of track cards which can be arranged in almost any configuration on the table, making the course as short and direct or as long and convoluted as the players want. They can even include shortcuts in the track which would allow players to complete laps faster (though for fewer overall points).</p>

<p>I'll be posting here with rules, descriptions, and artwork as I begin finalizing some of those details. I've got a bare-bones description of many of the elements already started, and will post it up in bits and pieces. I might even post links to downloadable versions of the pieces so you can help play-test the rules at home!</p>

<p>I'll also be looking for a better name for it at some point.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Print &amp; Play, or Boxed?</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/03/print-play-or-boxed.php" />
    <id>tag:www.lunarbistro.com,2012://10.1274</id>

    <published>2012-03-28T15:52:05Z</published>
    <updated>2012-04-03T03:02:28Z</updated>

    <summary><![CDATA[As I'm working more on preparing Yiora for publication, I'm torn on whether to continue with the original plan to do a Print &amp; Play pdf version, or just to focus on the GameCrafter boxed edition of the game. When...]]></summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>As I'm working more on preparing Yiora for publication, I'm torn on whether to continue with the original plan to do a Print &amp; Play pdf version, or just to focus on the GameCrafter boxed edition of the game.</p>

<p>When evaluating the pros and cons of either edition, they land pretty evenly on the issues of financial investment and production. The downloadable P&amp;P edition won't cost me anything to publish, and since it's a digital file there's no inventory to manage. The boxed edition is Print-on-demand, and GameCrafters manages fulfillment, so I won't have to worry about that with them either.</p>

<p>Also, since the endgame here is to have the boxed edition, I'm confident that I'll be publishing that version regardless. So the real question comes down to how much sense it makes to release the P&amp;P edition. So, a pros-and-cons list:</p>

<p>Pros:</p>

<ul>
    <li>Lower price point, encouraging more people to try the game</li>
    <li>No shipping time, players can play immediately</li>
    <li>Print & Play pieces allow for limitless variations with minimal additional cost</li>
</ul>

<p>Cons:</p>

<ul>
    <li>Laying out a separate rules sheet will require more time</li>
    <li>Not sure how much players will enjoy having to construct the pieces</li>
    <li>The board must likewise be constructed by the players</li>
    <li>Additional cost required to have the pieces printed nicely</li>
</ul>

<p>It occurs to me also, that I can include cards printed with the P&amp;P pieces included in the Boxed edition, making it compatible with any future P&amp;P expansions (such as themed piece sets for different holidays, fandoms, genres, whatever).</p>

<p>The main benefits that a player might find from the boxed edition--a sturdier, professionally printed board, 3D sculpted pieces, a storage box--would not negate the appeal of the P&amp;P edition, and might just even give fans of the P&amp;P edition more incentive to invest in the Box.</p>

<p>I think I've convinced myself - Since I've already gone so far with the P&amp;P edition, the only work that really remains is some final layout stuff with the rules and the piece sheets. The elements needed for the rules will work with both editions, so the amount of extra work to make the P&amp;P version available is negligible.</p>

<p>Sometimes it helps to just think through it.</p>
]]>
        

    </content>
</entry>

<entry>
    <title>Yiora rules: Primary Basic</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/03/yiora-rules-primary-basic.php" />
    <id>tag:www.lunarbistro.com,2012://10.1273</id>

    <published>2012-03-27T17:20:27Z</published>
    <updated>2012-04-03T03:01:52Z</updated>

    <summary>Since a large part of my original intent with YIORA was to make it a customizable and adaptable game, I&apos;ve already devised a number of different variations. But the main rule set is known as &apos;Primary Basic&apos;. Here&apos;s the latest...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>Since a large part of my original intent with YIORA was to make it a customizable and adaptable game, I've already devised a number of different variations. But the main rule set is known as 'Primary Basic'. Here's the latest revision of the rule set that I started with over twenty years ago:<br />
<hr></p>

<p>Primary Basic Yiora is a strategy game for two players.</p>

<p><strong>Setting up the Game</strong><br />
<a href="http://www.lunarbistro.com/2012/02/yiora-basic-board-draft.php">The board</a> consists of five concentric rings around a black center circle, divided into thirty-six columns of alternating black-and-white squares. The five rings are labeled Y, I, O, R, and A, starting with the innermost ring and moving outward, while the columns are labeled with numbers, from 1 to 36. Any position on the board can be described with the ring-and-column combination, such as A-19.</p>

<p>Only the black squares on the board are used in Primary Basic Yiora. The center circle is traditionally used as a 'graveyard' for fallen pieces.</p>

<p><strong>The Pieces</strong><br />
Each player has three kinds of pieces. 4 <strong>Pawns</strong>, the smallest of the three; 4 <strong>Mages</strong>, middle-sized pieces; and one <strong>Overlord</strong>, the tallest piece.</p>

<p><img src="http://www.lunarbistro.com/img/blog/2012-03-27_yiora-pieces.png"><br />
<em>Back row, l-r: Pawn, Mage, Overlord, handmade pieces from original YIORA set.<br />
Front row, l-r: Pawn, Mage, Overlord, planned pieces for GameCrafter boxed edition.</em></p>

<p>At the start of the game, the White Overlord is placed in square A-1, and the Black Overlord is placed in square A-19, with Pawns and Mages in rank as shown in (figure to come later).<br />
	<br />
<strong>Pawns</strong> move along diagonal lines, up to five squares per move, and may not change directions during a move, unless the pawn's move carries it to the innermost or outermost ring, in which case the move can be continued in the other direction.</p>

<p><strong>Mages</strong> move along rings or columns only in straight lines for a maximum of 5 black squares along a ring, or 2 black squares along a column, or they may move 1 square diagonally.<br />
	<br />
The <strong>Overlord</strong>, probably the worst piece to use offensively, can only move one square diagonally.</p>

<p>Players alternate turns, capturing each others' pieces and maneuvering their pawns into a position where checkmate can be achieved. To capture another player's piece, your piece must be legally able to land on the square being occupied by the opponent's piece. </p>

<p><strong>Ending the Game</strong><br />
The goal of Primary Basic Yiora is to achieve Checkmate. This happens when the opponent's Overlord must move to avoid being captured, but is unable to move without being captured.</p>

<p><strong>Variations</strong></p>

<p>Secondary Basic Yiora is a four-player variation, with Black and White players playing on the black squares, and two other players playing with the same rules on the white squares. The two games are played separately, and do not interact with each other at all.</p>

<p>Secondary Complex Yiora is similar in setup to Secondary Basic, with four sets of pieces on the board. It may be played either by two players (each controlling one set of pieces in each independent game), or by two teams which may confer to control two sets of pieces each.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Dol-Dai Now available!</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/03/dol-dai-now-available.php" />
    <id>tag:www.lunarbistro.com,2012://10.1272</id>

    <published>2012-03-17T05:35:47Z</published>
    <updated>2012-03-17T05:57:11Z</updated>

    <summary>I&apos;m happy to report that my simple 2-player strategy game Dol-Dai is now available to purchase as a boxed edition at TheGameCrafter.com! This edition comes complete with printed game mat, rule sheet, and ten glass pieces all in a 10&quot;x10&quot;...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p><a href="https://www.thegamecrafter.com/games/dol-dai"><img src="http://www.lunarbistro.com/img/blog/2012-03-16_dol-dai-180x125.png" class="imgRight"></a>I'm happy to report that my simple 2-player strategy game <b>Dol-Dai</b> is now available to purchase as a <a href="https://www.thegamecrafter.com/games/dol-dai">boxed edition</a> at <a href="https://www.thegamecrafter.com/">TheGameCrafter.com</a>! This edition comes complete with printed game mat, rule sheet, and ten glass pieces all in a 10"x10" box for only $14.99!</p>

<form action="https://www.thegamecrafter.com/checkout/sku/41295D4C-5E37-11E1-9252-16153098625D" method="POST" style="display: inline;"><input type="submit" value="Buy &quot;Dol-Dai&quot;"></form>

<p>And after you've played the game, please do me a favor and review <a href="http://www.boardgamegeek.com/boardgame/11451/dol-dai">Dol-Dai at BoardGameGeek.com</a>! Many board game enthusiasts use the reviews and ratings at this site to make buying decisions.</p>

<p>I've had this game completed for some time now, and there's very little difference from the free downloadable Print-n-Play edition. Mostly I wanted to evaluate TheGameCrafter's process for setting up and ordering games, and also to check out the quality of their printed components and assembly. <img src="http://www.lunarbistro.com/img/blog/gamecrafter-thumb-250x250_circle.png" class="imgRight">The 'prototype' editions of Dol-Dai I purchased for myself looked fantastic, so I feel very confident in posting this game as being available. I will be looking to TheGameCrafter.com for all of my game-publishing needs for the time being, including a boxed edition of YIORA, a full-size deck of 8-Bit Tarot cards, and Orbits, a card-and-tile-based racing game I'm currently developing.</p>

<p>You can still download the print-and-play version of Dol-Dai here at lunarbistro.com by clicking <a href="http://www.lunarbistro.com/downloads/Dol-Dai_v1.0.zip">This Link</a>.</p>]]>
        
    </content>
</entry>

<entry>
    <title>YIORA: Basic Board (Draft)</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/02/yiora-basic-board-draft.php" />
    <id>tag:www.lunarbistro.com,2012://10.1271</id>

    <published>2012-02-05T04:12:26Z</published>
    <updated>2012-03-28T17:22:29Z</updated>

    <summary>Keeping on the topic of my abstract strategy game YIORA for a bit, here&apos;s the simple board design. I feel like it needs something more to make it more playful and interesting, but I haven&apos;t quite figured out what yet....</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>Keeping on the topic of my abstract strategy game YIORA for a bit, here's the simple board design. I feel like it needs something more to make it more playful and interesting, but I haven't quite figured out what yet.</p>

<p><a href="http://lunarbistro.com/img/blog/2012-02-04-board1.jpg" rel="lightbox[games]" title="<p><b>YIORA: Basic Board 2012</b><br /><br />
Digital, 2012</p>"><img src="http://lunarbistro.com/img/blog/2012-02-04-board1.jpg"></a></p>

<p>At any rate, you can see the basic layout, with 36 columns of alternating black-and-white spaces, with the name of the game spelled out in columns 1 and 19. Players place their Overlord at opposing 'A' spaces, with Mages and Pawns arranged around them. The large area in the center is a graveyard for fallen pieces.</p>

<p>The current set is scaled to have the board be 24" round, but I'm thinking of scaling it down a bit since I found out about <a href="https://www.thegamecrafter.com/">The Game Crafter</a>, and their 18" quad-fold game boards.</p>

<p>I need to work up a few diagrams for piece movement and opening position, and then I'll post the updated Primary Basic rules.</p>]]>
        
    </content>
</entry>

<entry>
    <title>YIORA: New Pieces</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2012/02/yiora-new-pieces.php" />
    <id>tag:www.lunarbistro.com,2012://10.1270</id>

    <published>2012-02-03T22:44:21Z</published>
    <updated>2012-03-28T17:23:02Z</updated>

    <summary>Since one of the things I&apos;m trying to focus my energies on in 2012 is completing a number of board game concepts I&apos;ve developed over the years, I wanted to start with my oldest and most nearly-complete: YIORA. YIORA is...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Game Journals" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="YIORA" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>Since one of the things I'm trying to focus my energies on in 2012 is completing a number of board game concepts I've developed over the years, I wanted to start with my oldest and most nearly-complete: YIORA.</p>

<p>YIORA is an abstract strategy game based on a circular board of alternating dark and light spaces. Similarly to Chess, players alternate turns moving their pieces into a position to try and capture their opponent's "Overlord". With only three types of pieces available, the options are limited and sacrifices must be made. Especially since both players begin the game in a vulnerable position!</p>

<p>This game was developed for a comic I was working on in 1992, so it's been with me for a while. The intention was to create the board and a basic set of 2-player rules, but to keep it flexible enough to allow for multiple variations on the rules. For example, I also have rules for 3- and 4-player versions of the same game, as well as a 5-player game in which the players race around the board. There is also another series of games using the same board and pieces, which I called the "Garian Colored" series, where the rules and the object of the game differs based on the color of pieces chosen by the players.</p>

<p>The version I'm currently preparing to release will be a set of downloadable print-and-play pdfs, including one sheet each for black and white pieces, several sheets for the cut-and-assemble board, and a rule sheet for the basic 2-Player game. I'll be posting the alternate colored pieces and rules as additional downloads, and would like to even post up some seasonal variations from time to time. For now, take a look at the latest takes on the basic White and Black pieces:</p>

<p><a href="http://lunarbistro.com/img/blog/2012-02-01-pieces.png" rel="lightbox[games]" title="<p><b>YIORA: White Pieces 2012</b><br /><br />
Digital, 2012</p>"><img src="http://lunarbistro.com/img/blog/2012-02-01-pieces.png"></a></p>

<p><a href="http://lunarbistro.com/img/blog/2012-02-01-pieces2.png" rel="lightbox[games]" title="<p><b>YIORA: Black Pieces 2012</b><br /><br />
Digital, 2012</p>"><img src="http://lunarbistro.com/img/blog/2012-02-01-pieces2.png"></a></p>]]>
        
    </content>
</entry>

<entry>
    <title>Influence Map: Illustrators</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2011/10/influence-map-illustrators.php" />
    <id>tag:www.lunarbistro.com,2011://10.1268</id>

    <published>2011-10-31T20:25:06Z</published>
    <updated>2011-10-31T20:32:34Z</updated>

    <summary>I woke up with the odd inclination the other day, to create an Influence Map for myself. I totally missed this meme when it first went around a couple years back, but I never forgot about it. It always seemed...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Career Building" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Inspiration" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p>I woke up with the odd inclination the other day, to create an Influence Map for myself. I totally missed this meme when it first went around a couple years back, but I never forgot about it. It always seemed to be a good exercise in showcasing the artists and other media that influence one's work. I often find myself straying pretty far from what I think I really want to be doing, or comparing myself too much to any one particular artist, when the actuality is that there are at least a couple dozen artists whose work I continue to draw from, some more than others of course.</p>

<p>At any rate, here are the artists whose work has continued to inspire me throughout my life so far:</p>

<p><a href="http://www.lunarbistro.com/img/blog/2011-10-31_influence_map_art.png"><img src="http://www.lunarbistro.com/img/blog/2011-10-31_influence_map_art.png"></a><br />
Click for a larger view!</p>

<p>I'd love to take a moment and talk about each of these artists individually, but that would take too long. I did do a write-up on <a href="http://www.lunarbistro.com/2010/02/joseph-schindelman.php">Joseph Schindelman</a> once, and might put together similar posts for each of these guys.</p>

<p>In the meantime, I think I'd like to do another one of these for the writers who've influenced me over the years...</p>

<p>Oh! And credit to <a href="http://fox-orian.deviantart.com">fox-orian</a> for the Influence Map template.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Seven Little Monsters</title>
    <link rel="alternate" type="text/html" href="http://www.lunarbistro.com/2011/10/seven-little-monsters.php" />
    <id>tag:www.lunarbistro.com,2011://10.1266</id>

    <published>2011-10-26T22:03:28Z</published>
    <updated>2011-10-26T22:06:54Z</updated>

    <summary> Seven Little Monsters is an 8-page minicomic I created this year to hand out to any trick-or-treaters who come to my door (which, based on years past, should be next to none!). Click through to read the entire comic!...</summary>
    <author>
        <name>Indigo</name>
        <uri>http://www.ellieconnelly.com</uri>
    </author>
    
        <category term="Blog" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Comics" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.lunarbistro.com/">
        <![CDATA[<p><img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p1.png"></p>

<p><b>Seven Little Monsters</b> is an 8-page minicomic I created this year to hand out to any trick-or-treaters who come to my door (which, based on years past, should be next to none!). Click through to read the entire comic!</p>]]>
        <![CDATA[<p><img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p2.png"><br/><br />
<img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p3.png"><br/><br />
<img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p4.png"><br/><br />
<img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p5.png"><br/><br />
<img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p6.png"><br/><br />
<img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p7.png"><br/><br />
<img src="http://www.lunarbistro.com/img/blog/2011-10-26_7_little_monsters_p8.png"><br/><br/><br />
Happy Halloween, kids!</p>]]>
    </content>
</entry>

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