Showing posts with label terra prime. Show all posts
Showing posts with label terra prime. Show all posts

Saturday, May 2, 2009

A Word About Tasty Minstrel

My friend Seth Jaffee has joined his friend Michael Mindes to create a new boardgame publisher, Tasty Minstrel Games. I think they will bear watching.

It may seem injudicious to start a new business venture in the current economic climate. But this may be a very good time to do it, because in contradiction to most of the rest of the economy, sales of boardgames are rising.

Veteran gamers are not surprised. We know that to take a family of four to the movies, you will spend $40 on tickets, plus $10 to $20 on munchies, plus whatever it costs to flog the family car to the theatre and back. In return for your $60 investment, you get the hassle of driving, the joy of parking, and the giddy fun of standing in line (sometimes two lines, one after the other). You do all this in order to sit in the dark and be silent for two hours. And when you're done, you're done.

Or you can spend the same amount of cash on a boardgame (sometimes two), and spend an hour or two of quality time with your friends and family, having face-to-face fun and actually talking to each other. And when you're done, you put the game on a shelf... and next week you can get it down and have all that fun all over again, and this time it doesn't cost you an extra cent.

So I think Tasty Minstrel has a shot, just from that. But obviously they'll need some good products, and here again I think the signs are hopeful. They'll be starting with a good strong design, Seth's Terra Prime, and with another game I haven't played but which I'm eager to try: Homesteaders. Tasty Minstrel has engaged Josh Cappel to do the graphic design for Terra Prime; his work is always excellent. (If I'm a very good boy, maybe he can do the art for a game of mine someday!) Homesteaders is being handled by another artist of my acquaintance; having not seen his name in print in connection with Homesteaders I'm not sure if I should name him here. But I've seen some of the artwork, and it's good stuff.

Obviously I'm biased here. Seth is a good friend and I wish him well; and I have a nodding Internet acquaintance with the two graphic designers as well. You folks out there in Readerland are welcome to wait until you read a review or two before deciding whether to invest your movie money in a Tasty Minstrel game. But I've already played Terra Prime, and followed some of the development of Homesteaders. I am entirely ready to give the latest X-Men epic a miss, and I will be in line to purchase copies of both games as soon as they're available.

Wednesday, April 8, 2009

Terra Prime at GameStorm

Seth Jaffee brought a prototype of his game Terra Prime to GameStorm. Seth's been a real supporter and contributor to my own designs, and it's high time I said a word about one of his.

Terra Prime is a fun blend of the European and American styles of game design. (Those distinctions are really starting to blur these days.) In the game, Terra Prime is a station on the edge of explored space. Players are explorers who load their ships at Terra Prime with weapons, shields, and colonists, then head out into the unknown to establish colonies, placate or defeat hostile aliens, and bring goods back from the colonies to Terra Prime.

On the European side, Terra Prime has a nicely-done economic engine, where goods brought back can be exchanged for money, ship improvements, and Victory Points (VPs). Decisions about how best to spend your goods are a key part of the game.

On the American side, the game's mechanics are faithful to the theme, and include some fun dice-rolling and direct conflict (although the battles are against aliens provided by the game, rather than against your opponents).

There is no board per se; instead individual hex tiles are laid out in a spreading fan from the large Terra Prime tile. The hexes are face-down so that players initially can't see the hazards and opportunities on the tile faces; but the backs are color-coded so that the more dangerous (and lucrative) tiles are the farthest away. To see a tile's face, you must either visit its vicinity with your ship, or view it from a distance (costing an action but granting you an exclusive, secret peek).

The tiles plus the economic engine give the game a solid development arc. Players start with basic capabilities, and at first only need to cope with the easier neighborhood near Terra Prime. While the near neighborhood is explored and its potential realized, players improve their ships and become ready to head out to the dangerous, distant edge of space, where the real profits are.

I first played this game two years ago, at KublaCon 2007. Seth has been working on it steadily since then, and the game has acquired a lot of polish. It plays quickly, offering good depth in just 90 minutes or so. Players are given plenty to think about, and their decisions are important (as shown by the masterful way Seth trashed his opponents, including me, at GameStorm!), but the dice allow for push-your-luck opportunities for adventurous (or desperate) players.

Seth posted recently that Terra Prime will be published, and I'm delighted to hear it. I've been wanting a copy for two years, and now I can look forward to actually getting one!