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Phantom Division Info
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It's this way because when building a random mission, shuffling up the mission diagrams and drawing one is one of the steps.
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For the too lazy to click folks:
I'm sorry it took me a while to respond. An elderly relative is suffering from some health / life challenges and this can steal my time in unexpected ways. But, it's family and I'm always happy to help out. Regarding PD (Phantom Division), we implemented the changes to the playmat icons based on feedback from the community here on BGG. This meant we had to update the mission setup cards also. I am working on eliminating the stickers on the wood components. This increases the cost slightly, but I think not dealing with stickers makes this a worthwhile trade-off. For the cover blocks, I'm using screen printing and I'm very happy with how that turned out. You can see those in the renders that I have posted. For the characters, I am implementing full colour printing on one side, either UV or heat transfer. I am very happy with our artist's latest rendition of the characters. Originally, I was going to include four Phantoms in the core game with two additional Phantoms in an expansion along with the full set of "non-dexterity" dice. Now, all six Phantoms and the non-dexterity dice are included in the core game. All Phantoms start the game with the same statistics (like STF), but their "augments", weapons, and equipment will evolve over the course of multiple missions. I re-worked my choice of Phantoms to include so that the theme would hopefully shine through. Players now have a wider range of characters to choose from and the designers have some ideas for a possible 6 player variation. Now there is a well rounded team compromising a squad commander, infiltrator, combat engineer, communication specialist, medic, and pilot. I have the latest quote back from the factory for the core game and it looks good. The core game has a variety of different types of components to deal with: cards, player boards (with die-cuts), tracking cubes, custom plastic connectors, wood components (with different types of custom printing), cardboard tokens, custom e-flute "foot locker" box, the playmat, etc. So lots to keep track of, but also a solid foundation upon which to build. The manual is in good shape. It's all laid out, not just a Google Doc. I have to get the campaign video produced, so for that, we're working on supplying a render package to the production company. This video production team has done some excellent work including for a game that has a theme similar to PD. Rob's got the latest prototype and I need to re-connect with him to properly explain how the game works. After he has produced his preview video, he will send it on to the next reviewer. PD is like Ascending Empires in that flicking is only used for one design element in the game. For AE, it is ship movement and for PD, it is primarily used for ranged combat as players only flick bullets (not their characters). Contrast this with games like Catacombs & Castles or Flick 'Em Up where character movement is also implemented by flicking. The key point is that PD is a fantastic design and with the inclusion of the set of custom "non-dexterity" dice in the core game, combat can be resolved without flicking. This means the game can be enjoyed by players who either don't like flicking or cannot flick a piece (perhaps because of a physical condition). So... when? GAMA Expo is early this year and I want to meet with the various stakeholders in person to provide an update and discuss strategy for the campaign first. Certainly, we need more followers on the campaign page, so please share the link ( www.kickstarter.com/projects/phantomhorizon/phantom- ...) and spread the word. I wrote to the designers late last year that I would strongly prefer a minimum of 2000 followers on the project. Hopefully, this post provides an overview of where we are at. I would love to get the campaign going and get this awesome game into your hands!
EDIT: I forgot to mention there are some physical mechanisms in the various mini games. This includes my personal favourite: balancing aplasticglass marble on a board to determine which of three starting locations the squad of Phantoms are deployed to (*if* they arrive at the mission via the space shuttle). Fun fact: according to my factory contact, this was the first time Long Pack sourced a marble to include in one of their board games. And they produce a lot of titles these days including Dune Imperium, Andromeda's Edge, and Everdell.
Still avoiding the AI art discussion. Look, I get it will get a huge backlash if it's in there, but it's not like people are just going to not notice of forget about it if you just keep avoiding to mention it. Rip that band-aid off and get it over with, IMO.
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I've seen a lot of new art, and it's not AI, it's by Fabian Parente ( boardgamegeek.com/boardgameartist/122535/fabian-parente ). Regardless of whatever reasons are listed above, I do not understand why it is taking so long for this game to get relaunched. Pete and I basically have been out of this for a long time. Occasionally we get shown new art, or get a rules question asked, etc. I know there will be proof reading before it goes to print, etc. But when it comes to when the hell is this thing launching, I don't know any better than anyone else.
Dealing with publishers.... sigh.
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I'll be there on Friday and Saturday. Maybe part of Sunday.
Of course, I *hope* by Origins, the campaign is already over. But no date has been announced.
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But here's hoping for the best.
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