Barbarian Vince

As your father rides off into the sunset, you, Vincent the Barbarian, look at the city of Ulendi you used to trade with under your father’s stern eye. Now you are a man and seek your fortune. What sort of adventures will you have? How many wolves will you kill? There are a lot of wolves.

Barbarian Vince is a solitaire card-driven adventure game. The only components required are the decks of Adventure cards, the Player cards, and a few places to hold/store cards when in play (pockets, a table, etc). It’s unique design means you can pay it just about everywhere. The game comes with a lots of items and treasure, 3 overarching major story plots you can discover, several side quests, and over 150+ unique encounters! The game uses some deck building strategy.

At the moment it’s still in playtesting, but I’d love your feedback.

Check it out Here.

Crash Landing

Crash Landing is a solitaire card game using a regular poker deck that simulates landing a lunar lander-style space ship. It’s another entry in the 2012 BoardGameGeek solitaire Print and Play challenge.

You can find the files here. Games that are really small, or just based on poker cards and so forth will all be on the Other Games page.

I’ve played it a few times now in testing, and it’s more difficult than you think, especially the race!

Leet Traders

Leet Traders is a small game written for the 2012 Solitaire print and play challenge. It’s a solitaire game, and requires two dice, a pencil, some kind of marker to mark the player’s position, and a printout of the Star Map and Ship card to write on.

The whole game (not including the rules) prints out to two pages of paper, so it’s a fun and small little game. You fly around, you trade, buying and selling goods; you fight pirates (or you BECOME a pirate); you rescue people; you fight aliens, that sort of thing.

The game is sort of an “Elite” clone (the old 1980’s computer game). You can find the page with the game here.


Two Deck Siege

I’ve got a new work-in-progress: Two Deck Siege

Two Deck Siege is a card game, sort of a tower defense, sort of a deck building game. Its solitaire. The player defends against an incoming horde of monsters attacking his tower.

Check it out and tell me what you think!

Privatize! Used to be Space Lords

So after a major round of playtesting online with friends and at, a few things came up and the theme of the game (classic space combat) just couldn’t be reconciled with the mechanics. I’ve tried a few theme variations and this one seems to mesh with the mechanics as they sit right now.

PRIVATIZE! is a tile-based (like Hive) 4x-style of game, essentially an explore, utilize and combat sort of game. It is themed in a city being built between rival Land/Construction  Barons out to secure the rights to the city.

Anyway – I’ll be making  a new page to keep files and posts about Privatize. Print it and Play it!

Space Lords version 3 is up

Based on some suggestions, rules clarifications, and some helpful rules rewrites sent to me I’ve got a new version of it up.

Major changes:

Expanded the Upgrades. Now there are 7 (instead of 3) with a more varied way of buying them. You can use “Research points” as well as planets, to help players who get unlucky looking for planets as a balance mechanism.

Removed one base – now you only get one and if you lose it, it’s game over.

Minor changes:

Some small rules changes, and I went back to “fleet combat”.

Keep downloading and enjoying, and if you want to tell me what you think, email me at


Space Lords Hex Cutting

I recently posted a print-n-play version of Space Lords. After posting to BGG, a few people immediately posted back about how cutting out hexes is a pain, and I should use a hex-and-triangle arrangement instead.

I made the changes and reposted, and of course the whole time moaned to myself about how dumb I was, because when I cut out the first (of many) sets it was a fraggin’ nightmare. Now I see why.

Learning is always a useful, and sometimes painful, experience.


Space Lords version 2 released Print and Play

Check out the Space Lords page. I’ve got the latest version up available as a Print-and-Play game. Only requires (for two player version) printing and cutting out two sheets of tokens.

Give it a shot and tell me what you think. Shoot me an email –


Where did Space Lords come from?

So I’m working, among other things, on a space-based semi-abstract 4x game. Where did it come from?

I might expand on this in a BGG post, but essentially:

I wanted to make a space-themed game about “jumping around in space” using very simple ships (the only thing I was tracking was shields and bombs), where the ships pre-plotted hidden movement using numbered hexes, fired off bombs, and then revealed to players if they flew into the bombs. One playtester suggested it was a form of Battleship. I guess that’s somewhat true. In any event, while the game was simple enough, it didn’t seem to have any zing, so I put it aside.

The next incarnation used the mechanics of the game (the warping) as a race instead of just jumping and fighting, to see if the race would give it some zing. Alas, no – the jumping proved to be too wierd to deal with.

I then changed the game to use a form of pre-plotted movement instead of warping, sort of like Robo-Rally, which makes sense (in space). Cards would indicate speed and have actions for accelerating/decelerating. It kept the pre-programmed “I might run into your bombs” feel I liked, but the game was unfun, too fiddly, and my group didn’t get zung by it.

I really liked the idea of the racing aspect, and some of the pre-plotted moving, so I cannibalized those mechanics into a different game in my growing design queue.

Going back to the drawing board, I liked one or two ideas and decided to abandon racing and go back to just space combat. I’ve been enjoying some simpler tile games like Hive and realized that as far as I know, there are no tile-based abstracty fast to play 4x type of games, and some of my ideas might work for that. I re-designed those ideas into version .1 of Space Lords (working title).

The first playtest revealed a number of issues, but the spark in a few player’s eyes were there, so I’m thinking maybe this it.

I went back and took care of a few design problems, playtested, re-designed some rules, playtested, and now here we are. It’s starting to shape up into a fun, fast little 4x brain bender with a suprising amount of strategy.

Let’s see what my fellow geeks on say.