Author Archives: Quirkworthy

Ultimate DreadBall

This gets increasingly Blue Sky, but what the heck. Might as well talk about it now, right? Once DreadBall is out, and assuming that we’ve sailed through the Kickstarter levels to get Season 2 out as well, we’ll have a … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 55 Comments

DreadBall – Season 2 Musings

Just for a change of pace, I’d like to talk about where I’d like to go with DreadBall in a design sense. Before I go further, let me say that none of this is carved in stone. The nearer stuff … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 46 Comments

DreadBall Example Rush

Spent the afternoon at Mantic, talking with Ronnie and Chris about all manner of plans and excitements for DB. One thing we decided on was that you guys would benefit from the example Rush I’ve written for the rulebook. It’s … Continue reading

Posted in DreadBall - The Futuristic Sports Game | 29 Comments

DreadBall Design Notes – How Do You Score?

A couple of people have asked about this, so I’ll take it from the top. Firstly, how it looks in the “real” game that I have in my head, then in the board game.   Scoring Strikes in the Real … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 24 Comments

How Do You Measure the Temperature of a Game?

I’ve got a bit distracted today and have several partially done articles on the workings of DreadBall, but no complete ones to show you yet. Still, that means I’ll have more to post tomorrow πŸ™‚ One of the reasons for … Continue reading

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DreadBall Design Notes – Any Requests?

DreadBall, like most games, involved a large number of people in its production. I’m happy to say that many of them are now floating round the net answering questions and explaining how things work, and while I am the designer … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 45 Comments

DreadBall Design Notes – Managing Your Actions

    I want to take a step back from the detail of the dice and stats, and look today at a slightly bigger picture. You already know the overall picture of trying to win the game by scoring Strikes … Continue reading

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DreadBall Design Notes – Dice

So now you know what stats and roles do and how armour fits in. Now we get to the meat of the game: the core dice mechanic. At the heart of the way actions are resolved is a single mechanic … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 73 Comments

DreadBall Sites and News

Just thought I’d mention a few things in case you’d not noticed.Β  DreadBall.com is now up with some more cool background bits. Think of it as Sports Illustrated for DB πŸ™‚ The Kickstarter has added a load of cool variant … Continue reading

Posted in DreadBall - The Futuristic Sports Game | 4 Comments

DreadBall Design Notes – Armour

  Well I was going to talk about dice tonight, but I think I’ll do that tomorrow because I just remembered that I’d not really mentioned armour. I want to quickly describe this now as it works the same way … Continue reading

Posted in DreadBall - The Futuristic Sports Game, Game Design Theory | 5 Comments