Saturday, September 25, 2021
Stalwart Age Character Database Update - Just Keep Swimming!
While I'm all about Shakespeare Deathmatch right now, and I'm still in transition back to school mode (first time teaching English 8 and brand new to middle school, so whew), I did find a little time to update the Stalwart Age Character Database, adding two undersea characters, Prince Aquari and his arch nemesis Lord Lamprey. There are a lot of titles being passed around in the deep, obviously.
Saturday, September 18, 2021
Final Cards Have Arrived
It took about two weeks, but the third draft of the deck of Shakespeare Deathmatch came in - and the cards are perfect! I'm so happy with the printing, and I finally banished all of the little layout gremlins that were messing with the cards. I'm going to go through to dot I's and cross T's on the DriveThru site, and the cards should be up for sale in a few hours. I can't wait for people to start playing this game.
By the way, I recommend the hard plastic box for an extra dollar - totally worth it.
Monday, August 30, 2021
Shakespeare Deathmatch Game Overview: Part 2
I knew that beyond the four basic attack cards, I wanted something that would change play; I wanted there to be unexpected events, twists, and turns that could snatch victory from the jaws of defeat. I didn't want this to be random, but I wanted there to be a bit of strategy and luck combined. I ended up with two things: trickster cards and when revealed effects.
Wednesday, August 25, 2021
Shakespeare Deathmatch: Game Overview Part 1
The game ended up in a sweet spot for me of 'medium' complexity. I've played a few card games that were quite complex (if you didn't know how every card you had worked together, and you didn't know how every card your foe had worked together, you were at a significant disadvantage). I've also played a lot of games that were quite simple (UNO). I wanted to end somewhere in the middle. I wanted it to be complex enough that it was interesting and it challenged you to apply some strategy, but not so complex that you had to enroll in community college to keep up. I will record a demo video at some point, but I thought in the short term I'd talk through a few rules... the basics are this:
Saturday, August 21, 2021
Shakespeare Theory and Game Design
The genesis of the game design for Shakespeare Deathmatch comes out of a theory I have that unifies his plays; he often plays with the four elements, and ties these thematically to a set of motifs that recur across his plays. When you see what he's up to with the four elements, you can quickly get some insights into what's happening in scenes, between characters, or within characters. For example, I think I've been able to solve two questions of "Hamlet" (why does it take so long? Why the pirates??) by layering this theory over the play.
Another Shakespeare Deathmatch Actual Play Experience
A few simple rule changes (on reveals, you discard any cards in your damage pool that do not count as damage to your character) is a BIG motivation to reveal. It frees up cards and increases tension. It's a nice touch.
The whole idea of damage pools becomes a key part of the strategy. You are dropping points in the damage pools of others just to get them out of play so they cannot be used against you. Sure, my 3 Letters card will not harm Macbeth (it must be of woman born, I guess), but if it's in his damage pool, he cannot use it to inflict further injury upon poor Ophelia. She's been through enough already.
The trickster cards can make big shifts suddenly. Grace ended the second game by having Macbeth (appropriately enough) play a card that killed both of our characters; she was about to be defeated, so she figured she may as well take me with her :)
There's an attrition of resources; as better cards get locked up in the damage pools of others, the one and two point cards becoming increasingly valuable as the game grinds on. I like that a card that is perceived of as a throwaway card early on can become quite valuable down the home stretch. When you have a bunch of one-point cards in your hand, but so does someone else, and you only need to drop a point on someone to win, that becomes a very valuable little card.





