Every Man Needs A Shed

Life and Games (but mostly games) from Tony Boydell: Dad, Husband and Independent UK Game Designer, Agricola fanboy and jealous admirer of Carl Chudyk. www.surprisedstaregames.co.uk
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The Art of Snowdonia

Anthony Boydell
United Kingdom
Newent. Glos
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Every homo sapiens needs an outbuilding within the curtelage of their property
Welcome...to my Shed!
Wow! I've just returned from a hot, sweaty and unfeasibly-busy weekend of UK Games Expo-ing which I intend to provide a more detailed account of later this week but, in the meantime, here's some samples of the final artwork for Snowdonia.

Snowdonia has been buzzing its way through the Halls of the Clarendon Suite and fully-occupied my attentions from Friday evening (in the Strathalan Hotel) through to 15 mins before closing yesterday!

SSG had four tables available to it and Snowdonia was in constant use on two of them, an a third game popping up intermittently when the queue demanded!

Wow! You can imagine how gratifying all of this is after so much work to bring it to this point...and check out the Expo reports for more impartial feedback!

Anyway, I digress - here is how is going to look come the late Summer:

An un-excavated track card - these line the outside of the game board at the start, interspersed by the Stations that will be built as well (see later):

When the above has been cleared and had track laid upon it, the card is flipped over to reveal this - if a player did it they place a score marker in the circle; if the GAME did it, it remains 'empty':

Players get two workers per round to place but if they divvy up the appropriate number of Iron Bars(TM) they can buy a train:

Trains give you a chance to pay coal for an extra worker in a round AND give you a variety of standing 'improved actions' for as long as you keep them.

One of the seven trains is NOT used in a game, so it's other side is used as a replacement action space when the normal Excavate space (B) is redundant - often ALL rubble is removed BEFORE the game has actually ended, so this offers players another action:

The bonus cards are essential for improving actions, giving free actions and doing 'weird stuff'; the deck is also used as the random weather generator - hence the slightly-differing backs:

Here are some sample bonus cards - the top bit is the end-game scoring condition and gives you that many points if you can fulfil it; the bottom bit is a one-off bonus keyed to a specific action phase in the round - use it when you like (just the once) and keep it for game-end as well:

We've seen the track, the actions and the bonuses - what about the stations themselves?

Players will take build actions to hand in iron bars and stone to construct the framework and walls of these buildings.

Finally, here is the board! It will sit 2 x 4 Agricola farm boards in size and, as you can seem, is a sumptuous feast! All of the action spaces along the top, the bonus cards, weather and Event track along the bottom - this means the play process smoothly circles the board in a clockwise direction (with a mini-circle between draw deck, weather spaces and worker rate tracks):

Like other games before it (*cough*Agricola*cough*), the action spaces have changes in 'capacity' depending on the number of players! These cards 'overlay' the spaces on the board, as required:

Well, there you go; muchos props to me for the line art , Charlie Paull for colouring everything in and to Klemens Franz for laying it all out and tying it all together with cool iconography. A great deal of love, craft and effort has gone into the game and I couldn't have wished for a better result!
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