All posts by Michael Brettell - Gravitas Board Games

Board game player! Also husband to a lovely lady, and Dad to two beautiful girls.

Where Have You Guys Been?

2017!  Wow that’s been a while!  I know you’re all (all 14 of you), desperate to know what’s been happening.  Did you guys die?  Did you make the game and retire on your millions?

Well, no.  

We took the game to a Game Design Protospiel, and while the feedback was mostly positive, there were some criticisms, all entirely valid.

And… it was still a beast.  Too much going on.  Too many mechanics.

So we redesigned it.  There was a Mech game, then there was a Starfighter dogfighting game.  Both of which had some good ideas, but definitely not there yet.

In the meantime, we entered another solo board game competition, and came up with something different, although still in our world of FUSION.

FUSION: Asteroid Mining

FUSION: Asteroid Mining is a tile-laying, pickup-and-deliver game set in a time when new solar systems are just being explored. You are a FUSION Pilot, and your goal is to mine Actium from asteroids and trade it for Credits, while avoiding the PRISE Peacekeepers who will attempt to tax your efforts heavily.

Issy Malstrom did a great review of it. https://boardgamegeek.com/thread/1852151/even-space-theres-tax-review-fusion-asteroid-minin, and in fact she came up with the above description!

That seemed to work quite well.

U-Boat Attack

Our U-Boat Attack solo game still gets some comments, has been translated into Spanish, and even included in a Spanish History magazine!

And now . . .

Our latest game started out as a 2-player Print N Play game, but has evolved into a physical, multi-player game.  FUSION: Clan War has been entered into the Cardboard Edison game competition and we’ve done a Competition Introduction Video to introduce the game.

Update 27th Feb

Well, we didn’t make it into the final, but received some great feedback, mostly pretty positive:

“Love the asteroids. Really cool way to do a lot of different board setups and just create a lot of tension and spots you don’t see in games in this genre”

“The balance of actions/combat dice reservations adds good tension throughout the game as players race to points or build that strong fleet”

“The combat mechanic of having ship effects within a fleet correspond to different dice values is an interesting way to look at fleet construction. It asks players if they want to always roll something or take bigger risks with their fleet composition for bigger rewards. It’s so elegant that I’m surprised that I can’t think of other games that do this.”

On the negative side, it mostly seemed to be that the theme wasn’t original. One judge uploaded a video and said something like “If I have to evaluate another space-exploration game where you mine a planet for resources…” (Gulp – guilty!)

So now we’re considering the feedback and making some adjustments, while ensuring we don’t get away from the core fun aspects of this game.

GJJGames Interview

George at GJJGames was kind enough to interview me.  George is a game designer and reviewer (and interviewer!).  Thanks George!

http://gjjgames.blogspot.com.au/2016/09/people-behind-meeples-episode-3-michael.html

Nuclear Bomb

Image result for kim jong unThere’s an ethos in game design: you have to be prepared to kill your darlings; take a grenade to your rules, and let the real game – free of unnecessary additions – be reborn.  Well, we’ve just stepped that up and taken a thermonuclear H-bomb to FUSION.  We’ve North Koreaed its arse. Continue reading Nuclear Bomb

FUSION: Space Combat

“Hiraku fuses with his Katana Class D Starship. In less than seconds, his consciousness spreads across 300 million tonnes of fuselage, cargo bays and bulkhead. Physical boundaries dissolve as fists became weapon bays, legs the dark-matter powered Alcubierre Drive, and eyes expand into sensors scanning light years into the distance. As Hiraku tells us, “I’ve been a pilot for fifteen years and Fusion is still a rush.”

Titan Times Article, sourced from the Network 2280

Set in the 23rd century, pilots fly massive starships for competing agencies mining the invaluable material of Actium, found only in the Kuiper Belts of solar systems.

But these are starships with a difference. Instead of decks and cabins populated by crew, individual pilots with rare talent fuse their consciousness with these space juggernauts, issuing commands to travel, arm weapons and launch attack drones.

Now it’s your time to control an interstellar war machine or a freighter trying to outrun pirates. Take the role of a Fusion Pilot, command your ship and destroy your enemy.

Fusion is a tactical ship-to-ship combat game in which 2 players issue commands to their starships, with each command taking a specified amount of time. Players respond to each other’s commands, planning and countering each other’s attack and defence tactics.

The Fusion Boardgame will include everything you need to play over ten different scenarios including pilot profiles, command and tactics cards, scenario sheets, starship mats and a huge Combat Board.

You can read more about the history of the game world in The History of PRISE and FUSION technology and FUSION Pilot Training.

To read about how the game plays, read the following posts:

  1. Commands Cards in FUSION.
  2. Gaining and Losing Time in FUSION

Gaining and Losing Time

Akira and Hoshi’s Nuclear Magnetoplasma engines thrummed as they raced towards the asteroid and the precious actium claim. Neither wished to break interstellar law by activating their weapon banks and risking the interference of a Peacekeeper. However, that didn’t mean there weren’t ways to mess with your rival.

Akira planned to infect Hoshi’s engines with a virus but timing was everything. He needed to delay just long enough so that Hoshi couldn’t respond with her antivirus.  Waiting… waiting … Now!  The sudden noise and light stunned him.  When his senses cleared, he realised he’d missed his opportunity.  Hoshi had jammed his systems, and now his viruses were in Cooldown.

Continue reading Gaining and Losing Time