Designer Diary: A Fistful Of Dinero, or A Game of Violence and Greed

Designer Diary: A Fistful Of Dinero, or A Game of Violence and Greed
Board Game: A Fistful of Dinero
A Fistful Of Dinero, a game of violence and greed, is a half-hour saloon brawl in which a group of vagrants and outlaws draw iron, throw chairs, and scramble for a pot of poker money in the middle of the table. It is published by Magic House Games, and distribution in the U.S. is being handled by Homeland Games.

A very miniscule amount of you may recognize me for the work I've done reviewing on 2D6.org, FortressAT.com, and here on BGG. I've been writing reviews for several years now and gaming for many many more. What may be surprising is that I consider myself first and foremost a game designer, as opposed to a reviewer. While I'm extremely passionate about the hobby in general, my true desire lies in the creation of thematic Ameritrash games that espouse theme with strongly integrated mechanisms.

As my gaming group would tell you, A Fistful Of Dinero is far from the first game I've designed, but it does have the distinction of being the first I stuck with, developed, and playtested repeatedly to the point it was ready for publication. This is a unique little game that packs a great deal of depth and variability into a relatively short playtime. I'd classify it as a super-filler, packing enough meat to push the boundaries of the small games envelope and offering a rich and dynamic experience that is continually engaging.

Board Game: Gunslinger
An overwrought
masterpiece
Most of my game ideas sort of pop up organically either originating with theme or germinating with a specific setting or narrative in combination with specific mechanisms. A Fistful Of Dinero is no different as in early 2013 I found myself daydreaming while listening to a podcast, contemplating unique ways to resolve gunfire in an old west shootout. I'm a huge fan of gritty 1960s westerns and would take Eastwood over Wayne and Leone over Ford any day of the week. It's a theme under-represented and a setting I love. Richard Hamblen's Gunslinger is the only game that comes immediately to mind, capturing that grit, bite, and bare-knuckle feel. It's a fantastic game, but it's complicated, heavy, and very difficult to teach. I wanted a design that captured that spark but brought it into an accessible, unique game that was streamlined and more suitable with modern game design.

The idea of using a card drafting mechanism to select Action cards that were then programmed came to mind almost immediately. Card drafting does a great job of keeping things interesting and dynamic, while allowing play to move along at a brisk pace and downtime to be non-existent. I'm also a huge fan of action programming as the inherent chaos and unpredictability does a great job in fostering tension and mimicking real-world spontaneity and havoc. This combination would yield the initial prototype, which would actually change very little from inception to its current published state.

From gallery of charlest
I'm a huge fan of the drafting mechanism, but one issue I've had is that no drafting game has really approached the idea of embracing conflict. Most are extremely passive, allowing you to indirectly affect your opponents but handcuffing you to some degree when it comes to interaction. I wanted to change that.

A set of core actions initially sprung up which would form the bulk of the action deck. These include:

-----• Fire! – Allows you to attack another player

-----• Aim – Stays in play and builds up, adding to your attack roll

-----• Hit The Dirt – Stays in play and subtracts from an opponent's attack

-----• Mad Dash – A reckless sprint through the carnage to grab a handful of dinero from the poker table at the center of the saloon

-----• Cover – A wide array of objects you can play to gain defensive benefits

-----• Reload – Reloads a round in one of your weapons

-----• Re-Arm – Switches weapons between your Off-Hand and Main-Weapon slot

The idea of including specific actions undertaken by the participants in combination with an evocative weapon selection and an vibrant damage deck births sizable chunks of narrative that arise from playing the game and are easily grasped — much like the aforementioned Gunslinger. You witness an intense action scene playing out before your eyes while placing you at the center of the action. Films like Unforgiven and The Wild Bunch come to the fore and put a grin on your face as you lap up the intensity.

The selection of actions you perform are drafted from rotating card hands à la 7 Wonders, programmed onto your player mat (called a Gun Belt), then executed one at a time in player order. The goal is to have the most chips or to be the last man standing. It's a chaotic, riotous experience as players blow holes in each other and hold in their guts as they scramble for money and flip tables. You can dive behind the bar, throw bottles of whiskey, and even chuck a stick of dynamite to light up the room like the Griswold's Christmas tree.

Attacking involves rolling 2D6, requiring a 7 or above to hit. You can mitigate the odds by building up a steady Aim or bolster your defense by hiding behind a billiard table or a support beam. When you're hit, you draw a wound card and apply the effects. The combat is tactical and framed around tough choices facilitated by the draft/programming mechanism but is surprisingly flexible in your ability to adapt between going for victory points and pursuing the path of violence.

From gallery of charlest
From gallery of charlest


One of several unique elements to the design are the Cover cards peppered throughout the action deck. Cover cards remain in play and will protect you until you Mad Dash, sprinting from your position to clutch a handful of coins. Cover cards feature a diagram based on the number of players participating in the game and offer protection against specific seats at the table. Thus, you may deploy a Bystander Cover card (as you shield yourself with a hapless civilian) which protects you from the player sitting to your left and the player two seats to your right. Later you may swap that out for a Keg cover card which protects you from the two players sitting to your right. Different options allow you to adapt and shift depending on who forms the largest threat at the table.

Another mechanism I want to highlight is the ability to throw objects and weapons at your enemies. Certain weapons, like the Frogsticker and Iron Stingers, allow you to play a Fire! action and physically toss the action card at an opponent's player mat. If the card lands touching the mat but not touching his Cover card, you hit him and inflict damage. Several action cards allow you to perform throws as well, such as the fan-favorite Tomahawk and Thrown Chair. This light dexterity element births moments of laughter and intensity as the table becomes razor focused when someone lights a stick of dynamite or tosses a chair at a drunk neighbor.

It was important in balancing the game and the experience to get the mix of action cards correct. The thrown cards were of significance here as I did not want them to overshadow the experience. In a typical game you will see only three or four throws, which through repeated plays seems to be the perfect mix. Additionally, while the standard actions listed previously are the most prevalent cards, a healthy mix of special actions offer unique benefits, such as action cards that allow you to ward off the effects of wounds, fan-fire your Peacemaker, and place Bounties on enemies incentivizing target selection. You never quite know what the brazen sawed-off wielding lunatic sitting adjacent will do.

From gallery of charlest
From gallery of charlest


An element that adds flexibility and curtails frustration in action programming are the dual-sided cards. Many action cards found throughout the deck feature two actions, one on the top and one on bottom. This allows you to execute either of the two actions when you resolve the card. It also brings about opportunity to introducing additional drafting options by allowing the single action cards to possess a bit more bite. This manifests through single-sided Fire! cards occasionally possessing special effects that allow you to steal a chip from the person you target, or draw two damage cards and choose which one to apply if you roll a hard 12. The choice of flexibility versus focused quality is ultimately interesting and another layer contributing to the richness of the whole.

When you start to combine all of these elements – drafting, programming, special actions, throwing, variable cover, interesting wounds, and unique weapons – you get an experience that plays quick and brutal while focusing on enjoyment and theme. Playtesters quickly remark how the subtle tension and exhilarating chaos emerge naturally in play, and the resulting narrative of bloodshed is utterly memorable and distinct. This is a 30-minute game that plays 3-6 and offers a unique experience, separating itself from similar titles. It's a game that I wager appeals to many and ultimately delivers on its promise.

Charlie Theel

Related

Ares Games Pits Players Against Poseidon, Pirates & Premature Previews

Ares Games Pits Players Against Poseidon, Pirates & Premature Previews

Apr 10, 2015

• Italian publisher Ares Games has three new titles in the offing, two of which put you on ocean waters in time for Gen Con 2015 and a third that consists of little more than a title for now in...

New Game Round-up: Dirty Detectives, Cemetery Fights & Zombicide Through the Ages

New Game Round-up: Dirty Detectives, Cemetery Fights & Zombicide Through the Ages

Apr 09, 2015

• You can't keep a good zombie down, especially when they sell like hotcakes, which might be the reason why Cool Mini Or Not and Guillotine Games have announced the next title in the Zombicide...

Links: Lessons for Designers and Publishers, Obscure Hot Games & Do That Haiku That You Do So Well

Links: Lessons for Designers and Publishers, Obscure Hot Games & Do That Haiku That You Do So Well

Apr 08, 2015

• Looking to pitch a game to a publisher? Perhaps you should check out Daniel Solis' "5 Pitching Lessons from Tabletop Deathmatch (so far)" in which he elaborates on lessons such as...

Asmodee Brings Forth Olympians, Warriors, Dinosaurs, Space Pirates, Regal Aspirants, Line-Jumping Bugs & Nationalistic Dice

Asmodee Brings Forth Olympians, Warriors, Dinosaurs, Space Pirates, Regal Aspirants, Line-Jumping Bugs & Nationalistic Dice

Apr 08, 2015

Sometimes it's complicated to write about Asmodee releasing this game or that on the market because in most cases Asmodee is distributing the game, not publishing it. Why this matters is because...

New Game Round-up: Fast and Furious on the Table, Real-Time Deckbuilding in the Caribbean & Martin Wallace in Zombieland

New Game Round-up: Fast and Furious on the Table, Real-Time Deckbuilding in the Caribbean & Martin Wallace in Zombieland

Apr 07, 2015

• Following on the heels of Cryptozoic Entertainment's Ghostbusters revival, here's yet another movie-franchise-turned-board-game: Fast & Furious: Full Throttle, from Jeff and Carla Horger...

ads