Designer Diary 3: With thanks to Wibbell++

Forks (or Rainmakers) as it was sat for while after the microgame competition. There were issues with it (turns out negative numbers can cause issues for some, which means negatives have a downside), but it wasn’t until a competition run by Bez which kickstarted a new design path which fixed a whole load of issues, and discovered a bunch of new game design routes to go down.

Quick note about Wibbell++ by Bez, Wibbell++ is an ingenious set of cards which have a superbly thought out distribution of letters on cards, accompanied with numbers and patterend borders. There are a number of games which can be played with them, but it’s also encouraged to design your own. Bez ran a competition last year looking for new games which can be played with the cards, and after I submitted a word game (one which I still play), I wanted to see if I could submit a game that didn’t use the letters at all.

I adapted Rainmakers to fit the cards. Instead of just positive and negative values there were 6 values (to fit the borders of the cards). Instead of tracking the cards with a counter, the discarded card was added to the centre to see which ‘suits’ had the highest discard value- the 3 with the highest discarded value were considered the winnig suits, the others losers. Winning suits in hand were worth positive points, losing negative. And it revitalised the game. Now the cards in the middle of the table told a story about what was happening, and the choices weren’t completely obvious. The number of cards worked well, the mechanics were solid. The numbers needed work, some suits were objectively worse than others, but that just needed refinement.

The feedback was great. Top 5 at the end, and a load of suggestions which I’ve taken forward and worked on (mitigating the chaos was number 1). Since this contest I never stopped working on the Forks (although the name came later). The prize here was twofold- getting someone like Bez to play through your design and give you feedback, and being pushed into developing something, that nudge to push through a design doldrums state. Now I had structure and mechanics, the small beginnings of a theme (my entry was Economickell) and feedback to work on. Time to start the refine/playtest/refine engine.

And if you see Wibbell++, get it. It’s brilliant for inspiration and fun.

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