![]() The blue payer has 4 pieces and the green monster. Those are a lot of changes, but fundamentally, the games are very similar.įor example: imagine MTMA that you could change those elements as well. Except hnefatafl changes the number of pieces per side, the types of pieces, the starting location of the pieces, and the win conditions for each side. Both are grid-based capture/control games. The ability to take a specific element of the game and mutate it can change gameplay dramatically. This might not be an easy task to accomplish, but I think that this would make things easier in the long run. I think that if the rules for MTMA are modular, it will become much easier for players to add, substitute, modify, or ignore what they want to create the gaming experience they want. But I do have a few decades worth of gaming experience under my belt… ![]() I’ve only self-published print-n-play games on Board Game Geek through design challenges. What I’m going to do now is make a few (or more) suggestions that David can possibly use to benefit his game. These can be made into missions, for flavor, change of scenery, or a host of other game elements. ![]() ![]() To me, this sounds like a fantastic idea! I have already suggested the multiple mat idea. Different mats could provide different experiences or hazards to completing the set missions.ĭavid then goes on to ask for opinions and ideas about this idea, if we have ideas, or questions about it. In his post, David suggests that you could play the game as is or you could use streets to split the map into zones where players’ meeples may start in different locations, provide alternate routes to the safe zone (through the sewers), or to rescue hostages. Different playmats, layouts, missions, and other elements are a good way to go about this. The goal is to provide a set of base rules that can be easily modified or substituted to provide a new game experience. This is a slippery slope, to be sure, because you don’t want to make anything so abstract that players have a difficult time thinking of what to create. While the default game would be available, players could use the components to modify or create different ways to play the game or possibly new games altogether. In this new blog article, David asks for opinions about how the components of MTMA could be used in an open framework for player-inspired scenarios. I then went on to suggest that these mats could have different missions tied to them, making them a new expansion where each mat has a different objective. I suggested he look at several spots around the world with run down and abandoned areas that look post-apocalyptic and make several mats. David was displaying a map idea he had for using Google maps for the game’s deluxe playmat. I believe this may have been sparked by some of the ideas I threw at him while we were chatting on twitter. In this article, game designer subQuark (David Miller) talks about expanding his upcoming game, Mint Tin Mini Apocalypse (MTMA), into a more open gaming framework in much the same way that a deck of cards can be used to create a multitude of different games. Please visit the original article on subQuark’s blog here: and visit him on Twitter here:
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