“The Glorious Dear Leader is dead, long live the Glorious Dear Leader.”
Unbeknownst to the general populace of Sovitopia, the Glorious Supreme Leader who has ruled the nation for 50 years since the revolutiom, lies clinically dead from a heartache, in the private hospital attached to his palatial residence.
In the game Politbureau, you play one of the five factions that are represented in the politbureau, who are vying for delegates of the People’s Congress. The Congress in turn will elect the new Glorious Supreme Leader when his death is announced after the succession has been determined, and a suitable period of national mourning has elapsed (~10 turns).
By using your commisars and undertaking projects, both secret and public, and playing your espionage and event cards you will hope to manipulate the will of the public and party to crown yourself as the undisputed new Glorious Supreme Leader of Sovitopia.
The five factions are-
The Intelligence Service Industry
The Reformation Faction
The Glorious Family (of the Glorious Supreme Leader)
Octogenarian Old Guard (Former Cadre of the Revolution)
-Coming November 2016 for PC/Linux and Android OS.
Unexpected things happen, and circumstances change out of our control.
A recent family disaster has meant that I have had to transition from a stay-at-home father bringing up the kids to becoming the major wage-earner. This has meant the amount of time I have for developing has decreased dramatically though I hope to be able to keep up my infrequent blogging and coding.
Hopefully in a few months when the storm has settled in my personal life, I can actually finish “Pirate King of the High Seas” and get it released.
“The Pirate King of the High Seas” is J.A.T’s second finished game due the first quarter of 2016, for Android OS, and Steam (Win/Linux).
There can only be one Pirate King, and rather than settle the dispute with the traditional gunpowder and cutlass, as one of the most powerful merchant-Pirates of the High Sea, you have decided to settle the issue with a wager. The first to find and deliver their cargo and sail to the treasure island will be crowned the new Pirate King of the High Seas.
Sail around the board and discover lost islands with their less than friendly natives, get swept around by whirlpools, and battle the ships of Royal Navy.
With three different difficulty levels, each with a different ruleset, you get three games in one, designed for all ages and capacity of players aged from 3 to 100.
Aside from the behemoth of spaghetti code that is “Bunker Squad” (sometimes known as Bunker Mentality), which has its origin in such game mechanics as seen in Laser Squad (Playable on-line here, along with its predecessor Rebel Star), I always had a private remit that theoretically the turn based games I made should be transferable to the real world, i.e. be able to be easily made into an actual physical board game.
Of course it has been easier said than done. I feel I kind of cheated with “Pyramid of the Pharaoh” as I never really determined how in a physical version of the game the artifacts would be hidden/distributed about the game board. Perhaps there would have to be specific artifact tiles from where to dig up the corresponding item. Or different Artifact Location cards may have different individual tiles on them, which are traded for the artifact card when it is dug up from the tile. Still though, when funds allow I would like to head over to the game crafter, and order the pieces to make up a real version of Pyramid of the Pharaoh, and sit down and play it around the proverbial games table.
I have been a lot more strictly following this guidance when making “Pirates of the High Seas“, and developed a set of cardboard spinners to determine such things such as the random movement of whirlpools, and typhoons. For the computer version I thought about having some sort of flick motion , or drag and release system on touch-screen devices to control/influence the rate at which the tentacle spun around the spinner. But in testing it didn’t seem as convenient/fun just to let the computer handle all of this stuff automatically in the background, and have only a minimal amount of end-turn time. Still it is something that I might include as an option in the final release of the game if I can get the controls to feel right, and I have the time.
The other main game I working on at the moment, “Politbureau” is also readily translatable into a real world board game, but I leave details of that for another post.