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Headless Hollow posts, categorised for your convenience and enjoyment. On this page you’ll find posts vaguely related to Boardgame Design.

Friday, May 23, 2008

Boardgame Design: Tales of the Arabian Nights

Card front and logo
[click image to enlarge]

My next major boardgame design project has been the remake of the 80’s classic part-boardgame, part-roleplaying game, Tales of the Arabian Nights, by Eric Goldberg, to be published by Z-Man Games. There have been two versions of this game—one in English in 1985, and one in German in 2000.

I pushed to get this job because I thought the rich possibilities of the theme had not yet been explored in gaming graphic design. The Arabian Nights is an unique and exciting melieu, but too often it gets a very Westernised fantasy treatment. One of my personal goals was to create artwork that reflected the exotic nature of the Arabian Nights. So the motifs are sourced from Islamic decoration, embellished with glittering metals and colourful jewels. Another big influence were the wonderful ‘Golden Age’ illustrations of such masters as Arthur Rackham, Edmund Dulac and RenĂ© Bull.

Encounter card
[click image to enlarge]

It was the chapter headings from RenĂ© Bull’s 1912 edition of the Arabian Nights that inspired the game logo. Using that hand-drawn font as a basis, I reworked the letter forms to arrive at something a bit more readable but still evocative of curvilinear Arabic letterforms.

The mechanic that makes Tales of the Arabian Nights quite different from your usual game is the story—as the players adventure throughout the known world they refer to numbered paragraphs in a Book of Tales that tell an exciting interactive tale—a bit like the old Choose Your Own Adventure books. The players’ reactions to the encounters influence and expand the story.

The game has a wealth of cards, many of which refer to these numbered paragraphs. In the Efreet encounter shown, the paragraph referred to depends on the time of day the encounter occurs, either morning, noon or night (or more prosaically, the further along the game has advanced).

Location encounter card
[click image to enlarge]

On location encounter cards, the paragraph number depends on the terrain in which the encounter takes place. One thing I got rid of from the old editions were the fiddly icons that denoted the different locations on the board. Instead, I used coloured gems (also different shapes to assist colourblind players). These correspond to paragraph numbers on the encounter cards. It’s also immediately obvious which type of terrain the gem is in from the colors and illustrative terrain on the board.

City encounter cards refer to specific cities on the board and feature a picture of the location and a random encounter table. There are also many other cards for various player statuses such as ‘love struck’, ‘pursued’ or ‘under geas’.

The card illustrations were done by the talented Dan Harding, whose bold, evocative work dominates the design. Nice work Dan.

The map, of course, was the main design challenge. In previous incarnations the map was painted in a very conservative fashion—green forests, blue seas etc. This new map, a small detail of which is shown, is heavily influenced by ancient cartography, the fascinating subject of several books I own. Hence the parchment look, the more subtle colouring, and the period-accurate style. Instead of little illustrations I have used silhouettes of buildings that match the architectural styles of the cultures, which contrast nicely with the old map look.

Map detail
[click image to enlarge]

There’s still a bit more work to do on this project—laying out a 256+ page Book of Tales for example—but I’m convinced it will be worth the wait. Because this game is such a storytelling, semi-roleplaying one, the object has been to create designs that transport the players to another world, stimulate their imaginations, and immerse them in the exotic, different world of the Arabian Nights. With the aid of research into old Arabian Nights editions, Islamic decoration and ancient cartography, I hope to achieve that goal.

More previews soon!

Saturday, February 16, 2008

Boardgame Design: Traders of Carthage

Cover

Box cover
[click image to enlarge]

Some of my visitors may have realised by now I like to play the odd boardgame, and I’ve had the opportunity to do a bit of boardgame design here and there too. While I do the occasional print job, a lot of my professional design these days is web-based, so it’s satisfying to create something ‘real’ for a change—especially something that people will play and enjoy now and in the future. The artwork for a small game called Traders of Carthage just went off to the printers, and I’m looking forward to its release as it’s the first game for which I’ve designed all of the graphics from scratch. ToC is by Susumu Kawasaki and will be published by Z-Man Games. Here’s a sneak peek at some of the graphics.

The most interesting thing about boardgame design is fulfilling two objectives: one, to make the game look good, look interesting and enjoyable to play, and to enhance the game’s theme to make the experience as immersive as possible; and two, to design the game graphics in such a way that the game mechanics work as effectively as possible. The challenge is to succeed in designing something that not only looks good, but works. Hold on, my company motto is ‘Design That Works’…

Card back

Card back
[click image to enlarge]

Above you can see the box cover design. ToC is a small game, and I wanted to create something rich in texture, precious looking, and something that evoked the ancient period. Above all, a game that I would love to own and be eager to add to my collection. The logo was developed from the fonts Post Antiqua and JSL Ancient. The main motif is an electrum coin from Carthage, a bold symbol that is echoed throughout the game components.

The card backs feature the coin on a rich textured background, with a small logo top and bottom. Though some feel that black borders on cards wear more than white, I prefer the impact of the strong black border, and if the printing quality is good, wear shouldn’t be a problem.

Card, sample

Sample card
[click image to enlarge]

Here’s a sample card: the green ‘wine’ trading card with a value of two (there are four different card types: red/fabric, blue/gems, yellow/wheat and green/wine—each come in values of 2, 3 and 5). Simple 3D work, both my own and developments of commercial models, features on the cards; carefully textured and post-processed in Photoshop to avoid the ‘computer’ look.

Note also the ‘storage’ icons, which are terracotta storage jars. Storage icons enable players to preserve their goods from the depredations of pirates. Despite the detail and texture, the card is designed for clear and quick recognition no matter which way up it rests on the table.

Board

Gameboard
[click image to enlarge]

Apart from some tokens and a detailed twelve page rulebook chock full of examples (for which I indulged myself and bought a lovely, and very appropriate, new serif typeface, Epic by Typetrust), the last element was the small board. On the left side of the board is a bright, colourful map of the Mediterranean featuring the spaces your trading ships travel between Alexandria and Carthage; on the right are spaces for the card and card discard piles, plus indicators for the row of Farm and Market cards that are placed next to the board. The illustrations used on the cards are grouped together to form the Market illustration.

Traders of Carthage reads like a fun little game, and I hope my design makes the experience a little bit more interesting and enjoyable. I’m looking forward to finally playing it! The game is scheduled to be released in the (northern hemisphere’s) Spring.

PS: Acknowledgements to Mike Doyle’s excellent blog, which inspired me to feature some of my game design.