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Game Updates

Micro Dojo Puzzle Solution – February

Last week I posted a challenge for you to try and solve – figure out the sequence of moves necessary for a player to win the game. I hope this month presented more of a challenge for you and had a few interesting decisions! I’ve posted the solution below, and this time provided a video walkthrough.

Micro Dojo is a pocket sized two-player game of tactical movement and planning. If you’d like to download the 1 page rulebook and free early print-and-play you can register below:

Download Rulebook and Print-and-Play

Solution: Complex-City

Green: Sumo to A/A (Activate Yatai, Donate 5F for 1VP or Donate 5G for 1VP)
Blue: Geisha to F
Green: Ninja to Build (Sacrifice building for 1VP)

At this point Green player has two different routes to victory depending on Blue players choice.

A
Blue: Sumo to Build (Sacrifice building for 1VP) plus G or F
Green: Samurai to G+F
Blue: Ninja to 2F or Geisha to 2G
Green: Sumo to A/A (Donate 5F or 5G for 1VP)

B

Blue: Samurai to Build (Sacrifice building for 1VP) plus G or F
Green: Sumo to G+F, 2F or 2G
Blue: Geisha to G+/F or Ninja to 2F
Green: Samurai to A/A (Donate 5F or 5G for 1VP)

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Game Updates

Micro Dojo Puzzle Challenge – February

Each month, in the run up to the launch for Micro Dojo, I’ll be posting an example board state from the game, with a challenge attached. Try and figure out the sequence of moves necessary for a player to win the game, similar to a classic chess puzzle. I’ll post the solution in the following week.

Micro Dojo is a pocket sized two-player game of tactical movement and planning. If you’d like to download the 1 page rulebook and free early print-and-play you can register below:

Download Rulebook and Print-and-Play

Puzzle: Complex-city

It’s getting towards the end of the game and things aren’t looking too good for the Green Daimyo. Blue player has the last two objectives locked up, as well as the resources to close out the game with their Barracks and Shrine.

It is Green players turn, and with some tactical movement can force their opponents hand and steal the win at 7 points to 6! What’s the solution?

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Game Updates

Micro Dojo Puzzle Solution – January

Last week I posted a challenge for you to try and solve – figure out the sequence of moves necessary for a player to win the game. I hope this got you thinking tactically about how to play the game, and look forward to next months puzzle that’s a little more complex! I’ve posted the solution below.

Micro Dojo is a pocket sized two-player game of tactical movement and planning. If you’d like to download the 1 page rulebook and free early print-and-play you can register below:

Download Rulebook and Print-and-Play

Solution: Double Trouble

Green players objective here is to not only secure more Food to be able to score the objective, but also gain an additional point to take the lead. By moving the Geisha to the 2 Food space, Blue players only available move will be to take 1 Gold and 1 Food with the Samurai, allowing Green player to move the Sumo and use both Actions for 4 points in a single turn.

Green: Geisha to 2 Food
Blue: Samurai to 1 Gold + 1 Food
Green: Sumo to Action/Action. Use Barracks first to gain 1 point for 3 Gold, then trigger the objective to score 3 points.

Green player wins the game 7-6.

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Game Updates

Semi-Finalist: Micro Dojo TGC Community Anthology

Thank you so much to the voters for Micro Dojo in the TGC Community Anthology challenge. Thanks to those votes Micro Dojo has been selected as one of the Top 20 that will go in front of a panel of judges for the next round! I’m really happy to have Micro Dojo (in an adapted format) go in front of a panel and get feedback from experienced game designers, and I look forward to sharing more updates with you soon. You can follow along with the competition here

Categories
Game Updates

Micro Dojo Puzzle Challenge – January

Each month, in the run up to the launch for Micro Dojo, I’ll be posting an example board state from the game, with a challenge attached. Try and figure out the sequence of moves necessary for a player to win the game, similar to a classic chess puzzle. I’ll post the solution in the following week.

Micro Dojo is a pocket sized two-player game of tactical movement and planning. If you’d like to download the 1 page rulebook and free early print-and-play you can register below:

Download Rulebook and Print-and-Play

Puzzle: Double Trouble

It is Green players turn, but Blue player is a whole 3 points ahead and with the end in sight. If that final objective is scored by Blue, or even tied, the game ends and Green loses. Green player has 4 Food and 3 Gold and has built the Barracks, whilst Blue Player has 4 Food, 6 Gold and both the Yatai and the Shrine. How can Green player win this game?

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Game Updates

Voting Open – Micro Dojo TGC Community Anthology

The Community Anthology Contest run by The Game Crafter and Ben Moy is now open for voting, and has over 90 entries! These games will each be a two-page spread in a jumbo coil bound book.

I adapted Micro Dojo to fit into this format as a way of getting eyes on the game early before release in May. I would really love your support in getting the game through the first round of voting to be in the top 20, so that the judges can see it and rate it prior to the full game launch. This would be huge exposure for the game!

https://www.thegamecrafter.com/contests/community-anthology-challenge

If you follow the link and scroll to find Micro Dojo on the page you can submit a vote using 10 crafter points (for those who have used TGC to produce something before). If you want to check it out in more detail first just click on the game link on the page it will let you download the two-page compendium in PDF format for free (or directly here)

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Game Updates

Micro Dojo Kickstarter Launch – May 10th 2021

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Game Updates

Micro Dojo: Free Print-and-Play, TTS and more…

With Micro Dojo having a huge artwork overhaul, and the release of version 2.0, I’ve decided to release a print-and-play version for everyone!

Just follow the link below to sign up with your email, and you’ll be sent links with access to the print-and-play files, the Tabletop Simulator module, and feedback form.

Micro Dojo Signup Page

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Game Design

Why Create a Micro Game (Part 2)

This article is the second in a two part series where I explore the development and design of a micro game. I am currently creating Micro Dojo, a micro game which I will self-publish on Kickstarter, and I want to share some of what I’ve learned with you. In this article I’ll talk about some of the challenges you’ll face in creating a Micro Game. I still heartily recommend you try creating one though!

Why (not to) Create a Micro Game

Value Expectation. Micro Games have a particular challenge in perception of value in two areas. First is the depth of the game experience itself – the general assumption is that micro games are simple and quick without much deep play. Secondly is the perception of value for money – when it comes to retail, a game in a smaller box will find it more difficult to command a higher price.
Solution: A low price point can make a micro game appealing during a campaign period where you want to lower the barrier to entry, but when it comes to retail your game might need some shelf presence. A decent sized box, larger cards, or deluxe tokens, can double or triple the retail price of your micro game whilst adding only some extra production costs.

Less Return on Marketing. Since micro games are generally low in cost, marketing efforts (both paid for and organic) will have less of an impact. A paid for ad costs the same to run whether it converts a customer into a $5 sale or a $100 sale. Similarly your organic marketing efforts will need to reach many more customers to hit a particular funding goal.
Solution: Focusing more on developing organic growth will mean that you won’t be losing a lot of money, but you are probably losing something more important – time. Though every game would like to have viral marketing, a micro game is usually much more accessible to the Print-n-Play audience than a big box game would be. Take advantage of this exposure and get your game out in PnP format as early as possible.

Less Return on Time. Just like with your marketing spend, the amount of time spent on creating a micro game does not scale as well as with a larger game. Yes, you will need to design less components, and create less artwork, and produce less print diagrams for manufacturing. You will also have a lot of activities that don’t necessarily scale with game size – finding playtesters, finding an artist, finding a manufacturer, handling fulfilment etc. You might also find that creating new content can actually be more time consuming than with a larger game, since that content has to be an even more perfect fit (for example in an 18 card game compared to a 200 card game).
Solution: There is no easy solution for this one, unless you decide that your micro game really isn’t a micro game anymore and you can flip this one by spending a little more development time for a lot more product. Micro games can have a surprising amount of content to them, so be sure you are not actually overdelivering on a budget product.

Quality of Life. With very limited space, you can end up making decisions that allow your game to function mechanically but impact the so-called ‘Quality of Life’ of that game. Pieces may have to be shared between players, tokens may be smaller (or harder to read), and visual reminders or instructions that are usually shown on boards or reference cards might not be possible to include in the space available. These Quality of Life issues can make a fun game become a frustrating experience.
Solution: Cutting down to the absolute minimum needed for your game to function is a useful exercise in game design itself. It is particularly useful in identifying quality of life issues, as without making any functional changes to the game you can identify through playtesting which parts are detracting from the experience – fixing those really does make your game better even if nothing has functionally changed.

Balancing. The last thing any designer wants is for a game to be solved, meaning there is a single optimal way to play which effectively eliminates player choice. Though no game can be perfectly balanced, it is quicker to find imbalances in shorter games with less complexity than it is in longer larger games. Micro games may also have less levers to pull to get to that balanced state – if an item that costs 1 resource is too cheap and 2 resources is too expensive, something elsewhere must be changed.
Solution: One solution to balance is to include more player interactivity, which can add an additional balancing mechanism directly via player skill or indirectly via social interaction. On the same topic above of overdelivering, consider how many games you think

How does this apply to Micro Dojo?

Value Expectation. One of the questions I asked myself during Micro Dojo’s development was “Is this a great game, or is this a great game for 5?”. In asking that question I realised that I wanted to provide exceptional value at that price point, by adding lots variability and replayability, but that Micro Dojo was not competing with a game like Agricola or Scythe. This helped focus the design process to identify ways to provide better value rather than just making it larger or more complex.

Less Return on Marketing. I am ignoring my own solution here by self publishing and choosing not to pitch to a publisher. I am working hard on marketing, made harder still as it is not my strong suit, and I will lose a lot of time and money marketing a micro game. So why do this? Because for me, Micro Dojo is marketing. I mentioned in the first article that Micro Dojo is an investment in both myself and my fan base, and so it is providing value beyond the return of the project alone. The effort and cost in marketing Micro Dojo, is also marketing for Prometheus Game Labs and future games.

Less Return on Time. The more I developed Micro Dojo the more ‘space’ I found to add things. Double sided tokens, a second board, a single-player player mode. Though Micro Dojo already has a lot of variability there’s still lots more that would physically fit. Maximising this content has diminishing returns (and was taking a lot more playtesting) so instead I’ve started to pare back some ideas to just the best ones. I now have a log of ideas for expansion content that can keep on building the game later in it’s life and to re-release the game for those that missed the first campaign.

Quality of Life. One change I made in the middle of development was to reduce the number of resource tokens available to the minimum required – three 3x tokens and four 1x tokens (making 13 total). Changing those three 1x tokens into a single 3x token allowed the game to function and saved 52mm of space on the punchboard (which doesn’t sound like much but believe me, it’s a lot). Though there were technically enough tokens, players kept having to trade denominations and it was becoming fiddly. Over the course of the game, having to change up or down 10 to 15 times quickly would go from being an inconvenience to irritating. This was a quality of life issue that I believed to be big enough that I chose to lose that extra token space( that could have been devoted to more functionality), and make the experience smoother for the players.

Balancing. As a two-player game, Micro Dojo relies on the game to provide balance much more than a multiplayer game. However Micro Dojo also has a huge advantage – both players are playing with the same board state. The objectives, and available buildings, are completely known to players at the start of the game and there is no randomness from the initial setup. This means that the game rewards the player who planned and strategised better, not the player that “got lucky” with a particular opportunity. The main concern for balance was to make sure that there was no particular building that became a “must-have” or “auto-win” which would detract from the main goal. After 52 games, the winning count of Player 1 vs Player 2 stands at 27-25. I’m OK with those numbers.

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Game Design

Why Create a Micro Game (Part 1)

This article is the first in a two part series where I explore the development and design of a micro game. I am currently creating Micro Dojo, a micro game which I will self-publish on Kickstarter, and I want to share some of what I’ve learned with you. First I’ll tell you why developing a micro game is a great idea. Then in the next article I’ll tell you why creating a micro game is really difficult and all of the challenges. You didn’t think it would be that simple did you?

What is a Micro Game?

A micro game is small, usually in both the number of components and the size of those components. There are small card games like Love Letter; mint tin games like Mint Works; board games like Province; dice games like Zombie Dice. They are often quick (sometimes known as filler games), and often cheap (due to limited components), but their small size need not present a lack of complexity or variability. So what makes it such a good idea to create one?

Why create a Micro Game?

Restrictions Breed Creativity. It seems counter-intuitive that we would want to have restrictions, yet having to solve a unique problem forces us to come up with unique solutions that we might not have otherwise. Printing lots of resource tokens of different types and denominations is fine for a heavyweight euro game , but what about a micro game where printing space is at a premium? A sliding track for counting resources might not only save space, but lead to a smoother player experience than using piles and piles of fiddly tokens.

Lower Risk. Micro games not only cost less to manufacture (due to their small size and limited components) but also require less artwork and have lower shipping costs than larger or more complex games. For first time designers this is a great way to build credibility, as well as minimise potential problems, without a huge investment of time and money that a big box game can bring.

Showcase Unique Mechanics. A micro game arguably has less room to impart a theme than larger games, but the mechanics can be a much stronger hook. A micro game can lean more heavily on a single novel mechanic where a larger game can dilute it. Refining these mechanics to perfection can be easier in a more limited context, where they can then be implanted in future designs.

End to End Experience. Designing a Micro Game requires you to have some knowledge of the entire process of bringing a game to life. Not only game design but manufacturing, logistics, distribution, financing and more. Knowing these limitations makes you a more effective designer even if you don’t self-publish. There is a reason a lot of micro card games are balanced around 18 cards instead of 19 (hint: 18 cards fit in a single sheet print run) or why micro games have lightweight components (who wants to pay $10 shipping for an $8 game).

Drives Quality. Micro games have to be very tightly designed, where every component matters. This can lead to only the best parts of the game being in place, and ultimately a more polished product. You may have a concern that a micro game doesn’t have enough content and variability, but can then fall into a psychological trap. Consumers will actually perceive a high quality basic product as more valuable overall than that same high quality basic product with additional poor quality content.

How does this apply to Micro Dojo?

Restrictions Breed Creativity. Minimising components whilst still having variability in play experiences (and ultimately longevity) was a key goal for Micro Dojo. One of the best ways to do this was to utilise table space! The board and pieces needed to be small enough to fit in a pocket, but arranging the objectives and buildings on the table around the edge of the board means the game can display more information whilst in use and stops it getting cramped.

Lower Risk. Micro Dojo was created as an investment. Firstly as an investment in myself – to see if I had what it takes to be a successful game designer, but also to see if after this adventure did I still really want to be a game designer. Secondly, Micro Dojo was an investment in Prometheus Game Labs’ place in the community – demonstrating the ability to deliver a high quality experience (not just a product) will build fans and build trust for future games. Starting small not only makes it easier to succeed by enabling a smaller funding goal, it also means any mistakes and errors (of which there will some) are minimised and less likely to be catastrophic for me or the project.

Showcase Unique Mechanics. Micro Dojo came with its mechanics in place first, and at it’s core is a game of tactical movement – taking opportunities for yourself whilst blocking your opponent. Though the objective of the game is to gain resources, grow in power, and score points, this is really vehicle to allow the player to experience the unique part of the game which is that branching decision making process.

End to End Experience. Micro Dojo has been designed to fit entirely onto a single token punchboard. This means low production costs, only a single production item (and manufacturer) to worry about, and less chance for lost components and mispacks. That token punchboard will fit perfectly into a C5 sized envelope, which is the largest envelope that can be shipped and still classify as a ‘Letter’ for shipping from the UK (lowering shipping costs). The rulebook will print on a standard A4 sized page, which means the rules can wrap around the punchboard as a cover, as well as a reference. All of these things have a very real impact on space and costs, and where both those things are in short supply I have found myself getting excited over every mm and every penny saved. due to the better design.

Drives Quality. Initially I had wanted to pack as much content as possible into Micro Dojo. I wanted it to present supreme value for money as a way of driving buyers, but also to ensure that there was enough replayability that the game wasn’t easily ‘solved’. Even before I considered making tokens double sided (twice the content!) the first iteration had 48 billion setup combinations. To put that in perspective if each one was a grain of rice, it would weigh the same as 5 jumbo jets. Some of the more quirky buildings and objectives became part of the advanced game mode, since I thought why not add as much as possible to the game. The more I tested the more I found that people really enjoyed playing the basic game and my worries about the game becoming boring or ‘solved’ were unfounded. Cutting components really let me pick out the best parts of the game.

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