Showing posts with label Maximum Throwdown. Show all posts
Showing posts with label Maximum Throwdown. Show all posts

Friday, September 20, 2013

Free iOS Maximum Throwdown Scorekeeper



If you are playing Maximum Throwdown this weekend (or any time that is) AND you have an iOS device (iPhone, iPad, iPod touch), make sure you download the free Maximum Throwdown Scorekeeper app! It's a quick and easy way to keep score and keep the table clear.


My phone has been my preferred method of keeping score since I made the original javascript scorekeeper a few months ago. That one is still available for those without an iOS device, but it's the old prototype characters, requires an internet connection, and is as wonky as it gets. 

Check out the Maximum Throwdown Scorekeeper at the iTunes app store, and if you're up for it give it a rating too! 

Tuesday, June 25, 2013

Origins Video Interview with Theology of Games

I was interviewed by Theology of Games at Origins for their new TOG Visual series, and we started off by talking about Storyteller Cards, went into Maximum Throwdown and then a little Pixel Lincoln 2. It was awesome meeting up with Jeremiah and the guys, and I had fun chatting for a few minutes.



We also played a round of Lines of Fire, a game that I self-published through Kickstarter YEARS ago. It was a very short run, but I've been tinkering with it a little lately to see if it could resurface. Josh Sepos, guest blogger at Theology of Games really enjoyed it, and named it one of his two Origins Stand-Outs (next to Guildhall! What? Crazy!). You'll see a little bit more about Lines of Fire soon enough here. The confidence boost has a wonderful effect of boosting it up on my priority list.
Okay…maybe the best for last. I LOVED LINE OF FIRE! Jason Tagmire should receive high praise for this game; it was amazing. The game is a strategy card game, with some hand-management elements. (LINK: http://theologyofgames.com/2013/06/18/origins-stand-outs-from-guest-blogger-josh-sepos/)
Onto the video interview!


Special thanks to Jeremiah Isley for the interview and ongoing support!

Monday, June 24, 2013

Origins 2013 Convention Recap



This past weekend was Origins 2013, the medium sized festival of tabletop games in Columbus, Ohio. At around 10,000 guests over 4 days (mostly repeats, I would assume), it's definitely larger than your standard local gaming convention, and at the same time it's no Gen Con. But Origins holds a special place in my heart as a game designer and gamer, and I believe that feeling is shared across the board. Being mid-sized, it's the convention that everyone will travel to, but not so insane that you can't actually spend time with those people. It's more of a "play" convention for me than a "work" convention.

This year I attended for 2 full days and played a handful of games, observed a bunch of others, saw some nice prototypes, and met some old and new friends.

Chris Zinsli (Cardboard Edison) & Patrick Nickell (Crash Games) play the Shakespearean microgame, Council of Verona.

Council of Verona

If there was a game that dominated my Origins experience it would be the microgame Council of Verona by Crash Games and designed by Michael Eskue. How could 13 cards have such an impact? It's hard to say, but it's easy to see that the game is very well-crafted and packs a lot of punch in it's tiny footprint. 



Council of Verona is a micro bluffing game set in Shakespeare's Romeo and Juliet universe, where players are secretly trying to influence and meet various conditions. The big condition is whether Romeo and Juliet end up together (together meaning they are in the same row of cards at the end of the game - either the Council row or the Exile row), with additional conditions being whether the Montagues or Capulets hold the majority within a specific row.



With so many options allowing the player to manipulate the two rows, as well as secret bluffing tokens allowing players to gain points (tokens are played face down hiding either 5, 3, or 0 points), the game is very repayable. I played it at least a dozen times over the weekend, much more than any other game at the show.

Council of Verona is currently on Kickstarter and well worth the $12 entry fee.


NanoBot Battle Arena

VivaJava designer TC Petty suggested that I should check out NanoBot Battle Arena, an abstract game displayed with tiles, but normally played with miniatures. I was intrigued and quickly jumped into a 10 minute session. The demo uses tiles, which feels right for this game, but the full version uses lots of solid color miniatures, bringing in a whole new audience that wouldn't even turn their head for an abstract game. I'm torn on which I would prefer for this game, as I love the simplicity and portability of the tiles. But at the same time, the miniatures look pretty amazing. If there was ever a miniatures game that I would jump into, it's this one, simply because of the gameplay. We're not rolling dice to battle, pulling out rulers to move, and the miniatures don't even need to be painted. This is right up my alley.



The gameplay is simple. Choose a character type. On your turn you will place a miniature / tile and play a card. Cards provide abilities such as grow (add more minis/tiles) blink (move minis/tiles) etc. Each card also has a level of 1,2, and 3, showing how many times you can do the ability, or how many players it effects. Perhaps my favorite part of the game is that these card types each have a color, and that color is associated with a NanoBot type. So I would choose the yellow one for the amazing blink ability. The replayability value for me jumps up as I could try out a different character type each time for a slightly different approach / experience.



I played a full 7 player game with the designer, Benjamin in the Geek Chic room, and it was a lot of fun. With 7 players and 6 turns to wait through you do lose a lot of control while the other players romp on you, but I know there is a new card type that will balance that out. I also expect that with 7 players and generally only play games that large with 3-4. Turns are very quick though so waiting through a full round isn't more than a few short moments.



NanoBot Battle Arena is currently on Kickstarter and it's so hard to resist going in for the $130 plunge. 


Stones of Fate

This was the last game I played at Origins. It was late Saturday night and I had a real early flight home, but it seemed very interesting. I saw the cards online and remembered a few things about them. 1) they had REALLY nice tarot style art. Almost too nice. And 2) the icons on the edges of the cards were unique. Not exactly in design, but in the placement. And it turns out that the placement of those icons is the key to the game.


In the game, you will line the cards up in a grid and place your stones in the spaced between the cards. When you flip a card it activates the scoring, and players score based of the placement of the icons on the card and the placement of their stones surrounding that card. Some cards give points for the player with the majority in one or more areas, but some refuse points based on other areas. It's very strategic in deciding where to place and when to flip. Definitely a good light to medium weight game and good for a lighter game group or family gaming (which is totally my style). It's on the abstract side, but the art is very high quality. It definitely stands out. 


You can find Stones of Fate on Kickstarter now. With just a few days left, Cosmic Wombat Games can use your help to push them up to and over the edge.

And the rest!

I played a few other games (King of Tokyo - I tried my hardest to win that darn Penguin but lost by one point with 10 dice that weren't on my side. Eric Leath's Gyre - a twisty asymmetrical connect four-ish gear game that I won once and now need to master. And a few of my own - Maximum Throwdown, Pixel Lincoln and Lines of Fire all of which received very positive feedback), ate some great food (Dirty Franks are some of the best hot dogs I've ever eaten and Jeni's is by far the best ice cream I've eaten) and I met a lot of great friends, some for the first time.

Overall Origins 2013 was a great time. While I didn't come home with a picture of myself and Felicia Day (and a massive stain on my shirt) like last year, I had a blast and came home with a whole bunch of MegaMan TCG decks that cost me about $14. Win/win?

My mostly free / cheap Origins haul.



Pixel Lincoln is finally heading to Kickstarter backers. 

Mega-sized Star Trek Attack Wing by Wizkids.


Hercules!


The Great Heartland Hauling Co designer Jason Kotarski plays some serious Pirates.


Pixel Lincoln in the Board Room.




Giant Foam Dice. So cool.


Michael Coe of Gamelyn Games gives away his giant Meeples.


Maximum Throwdown!

Maximum Throwdown on a Geek Chic table!



Jeni's Ice Cream at the airport. Wish these were everywhere.


Sunday, April 7, 2013

Card Throwing 101 at Alderac.com

Monday, April 1, 2013

Maximum Throwdown Site at AEG

AEG just launched their Maximum Throwdown site and it's looking pretty awesome.


Remember the silly silhouettes that I used in the game? Well as you can see they've destroyed those silhouettes (bye, bye unicorn... sniff...) with epic characters from their universe of games. While the Smash Up Alien is a personal favorite, both in Maximum Throwdown and when choosing factions in Smash Up (Alien/Ninja is my go-to), it will be hard choosing which deck to play!

I have some decks with full artwork heading my way so over the next few months we can experience the real deal at events. Origins, Unpubs, and smaller local events are all on the horizon.

Check out the full Maximum Throwdown site over at http://www.alderac.com/maximum-throwdown.

Thursday, March 21, 2013

We're Heading to PAX East!

With the brothers on board, we're about to head North to the EXPENSIVE city of Boston for PAX EAST! I plan on eating some lobster rolls on the way up whether they are in season or not, and heading right to the Open Gaming area. I'm hoping to catch up with lots of friends and getting in some games of Pixel Lincoln and Maximum Throwdown (find or tweet me @jtagmire to come play!), as well as games I've never played before. This will be our first time at Pax, so you can find us by looking for a bunch of confused nerds with maps.

I know there are a billion panels and events, most of which I'll never even know about... but I'd love to stop by these two.





Hope to see you there!

Tuesday, March 19, 2013

Maximum Throwdown at GAMA Trade Show

Wednesday, February 27, 2013

TotalCon 27 Recap

Saturday, February 2, 2013

Throwdown Scorekeeper


This may have no use to anybody but me, but I wanted to throw it out there. It's an iPhone-friendly online scorekeeper for Maximum Throwdown. The reason it's no good to anybody else is because there are about 7 decks of this game in existence (one of which has disappeared.... if you find it, let me know!) and chances are, if the game is being played, I will probably be there. But in the event you found the missing deck, feel free to use my handy online scorekeeper.

Score can be kept with any type of component, but in order to travel light (the game is just 90 cards), I made this little javascript scorekeeper.
 

Thursday, January 31, 2013

How To Throwdown


At the recent Unpub 3, I had the opportunity to shoot a quick Intro / How To video for one of my games. I figured that everybody has already been introduced to Pixel Lincoln and ZombieZone, so I took the opportunity to Throwdown a little with John Moller and Brian Elligson. 

If you're curious how the game works, check out the video where I explain the various icons in full detail (kind of!) and we even throw a few cards around. Also be sure to visit Unpub.net for more of these "Video Moments" from the event.

Friday, December 28, 2012

Unpub Games - 1 of 3 Maximum Throwdown!

The game that I'm most excited to bring to Unpub is the card-throwing battle game, MAXIMUM THROWDOWN!!


Maximum Throwdown is a card-throwing battle game, where 2-4 players will fling, toss, and wing their cards across the table, covering up their opponents precious points and power-ups, while trying to come out on top. And being on top is very important, because, if your icons are covered, your cards are useless! It’s quick and light fun. 
2-6 players - 15 minutes
I've been working on this along with Alex Strang of Cybergecko Games for a little while now, and I'm super excited to get some solid tests in, get feedback, and take it to the next level.

We actually have a few variations of the game going. One is very abstract (as seen above and below) and the others introduce character types and special abilities. There is still a long way to go, even before Unpub hits in just a few weeks.


We're making some special gifts for anyone who plays the game. As soon as they are ready, I'll show them off here.

Hope to see you at Unpub!