Designer Diary: Creating Games in Time 'n' Space

Designer Diary: Creating Games in Time 'n' Space
Board Game: Time 'n' Space
The idea of Time 'n' Space dates back to 2003. In this ancient world (in terms of the Internet) I was interested in all forms of new, unpublished game mechanisms. Sand timers in games were mainly used for giving you some time to be done with things, so I tried to flip this around and make the players wait to do things. In 2003, the first browser games were published that made you to wait a specific amount of time in real life to complete your actions. That idea was the key ingredient I needed to create a board game.

The first step was simple: You had two spaceships represented by two sand timers of your color that flew around the game board to pick up and deliver goods. The creation of the goods was very different than today: Each time you reached a production field on your way, you had to roll a colored die, which produced a good on a moon of that color anywhere on the board. That was fun, but boring after a while.

I was fascinated by the potential feeling that a game with worker placement would come to life, with you seeing them "work" in real-time. After that, I started to build prototypes in which sand timers were placed as workers to prepare the action, with that action being fulfilled when time was up.

From gallery of Glomeor

Board Game: Space Dealer
Board Game: Space Dealer: All-Zeit
The space theme was there from the beginning, and you placed robots to mine, build, develop, etc. I constructed a complex "build your planet" game with a circular board. After many steps of tuning, the game became Space Dealer, which was published by eggertspiele in 2006.

The game was very successful, but it polarized gamers at Spiel 2006. A lot of them liked the idea of playing a complex building game in thirty minutes and had a great time. Some were afraid of cheating and the difficulties of controlling the other players: Have all the rules been checked? What do you make of mistakes while the sand timers are running? The most discussed subject was the components themselves: What do you do with imprecise sand timers? Some of the sand timers weren't produced well, so we created an exchange program. If the difference between sand timers was only a few seconds – yes, we had many people measuring their sand timers and writing the times on them – we gave them a rule to compensate for the difference: pairing the fastest timer with the slowest, the next fastest with the next slowest, and so on. All the feedback showed us that the game was very much liked, but some aspects were not perfect.

In 2007 we provided the Space Dealer: All-Zeit expansion with new buildings and some replacement cards. Because of the modularized system, you could play Space Dealer (ideally only with those experienced with the game) with up to eight players by using two core games. Add in two expansions, and the room was busy as hell for half an hour. Thus it was understandable that you'd lose some gamers who would vow not to play again because you needed a chaotic version of yourself to dive into it fully.

From gallery of Glomeor

In 2011 we thought about doing a reprint because the fascination with the game was still there, and after it sold out, we received a lot of mail asking us to republish it. Before doing a reprint, though, I headed back to the original idea in order to address some points: The game took longer to prepare than to play; interaction between players was not very high; and because of the building rules, it was a little crowded on the table.

I wanted to bring the game back to the original point. After painfully cutting away all elements that weren't necessary, I suddenly found a way to increase the interaction: A player should talk about what somebody can deliver to him – that is, he must have the possibility of deciding what to order from the other players. In Space Dealer the demands were placed automatically because they were printed on your buildings, an idea of which I was very proud as they came up dynamically during gameplay – but the rule needed to go.

From gallery of Glomeor

After experimenting for a couple of days, I came up with an evil dilemma: You place your orders directly on the same fields where you place your sand timers, so the more that you lure other players to your demands, the fewer actions you have available from which to choose. For this to work, though, I needed a strong way to interest a player in luring other players. The solution was simple: If you want victory points for fulfilling, for example, green deliveries, you had to make all of your own green orders available to the other players by the end of the game. The timing problems resulting from these rules make for a very nice tension during the game.

The finished game of Time 'n' Space has exactly as many rules as it needs. At eggertspiele we needed another two years for polishing everything and balancing the game. I am thankful for the work Peter Eggert and Viktor Schulz have done. Together with the beautiful art of Marc Margielsky, the space theme that was there from the beginning has still survived.

I was also very happy when I heard that Stronghold Games would be doing the North American publication. Working on a game for this long and getting this international interest from a big player like Stronghold Games makes me very proud. Thank you for trusting my idea.

Tobias Stapelfeldt

Board Game: Time 'n' Space

Related

New Game Round-up: Battling on Theseus, Building on the Glass Road, Munching with Futterneid & Escaping a Gravity Well

New Game Round-up: Battling on Theseus, Building on the Glass Road, Munching with Futterneid & Escaping a Gravity Well

Jun 29, 2013

• Polish publisher Portal Games unveils one big release each year at the Spiel game convention in Essen, Germany, and for 2013 that game is Theseus from Neuroshima Hex! designer Michał Oracz....

Links: Co-operative Designs, Small-Scale Card Production & Games for Dates

Links: Co-operative Designs, Small-Scale Card Production & Games for Dates

Jun 28, 2013

• Designers Dave Chalker and Daniel Solis have both blogged about their publishing experience with DriveThruCards, a branch of OneBookShelf that allows designers to directly sell print-and-play...

New Game Round-up: Piecing Together the Past in Patchistory, Pearl Games Visits Bruxelles & Rats and Flags in the U.S.

New Game Round-up: Piecing Together the Past in Patchistory, Pearl Games Visits Bruxelles & Rats and Flags in the U.S.

Jun 27, 2013

• Since its debut in 2010 with Cupeed, Korean publisher Deinko Games has released somewhat light, mostly family friendly games, but in August 2013 it will release Patchistory, a big strategy...

New Game Round-up: Pigeons, Builders, Witches and Chupacabra – Three More Releases for Spiel 2013 & One for Other Days

New Game Round-up: Pigeons, Builders, Witches and Chupacabra – Three More Releases for Spiel 2013 & One for Other Days

Jun 26, 2013

• German publisher franjos Spieleverlag will release a new edition of Günter Burkhardt's Spiel des Jahres recommended Kupferkessel Co. in October 2013 in time for the annual Spiel convention...

New Game Round-up: Dungeon Twister: The Card Game, The Capitals & White Goblin Games' Late 2013 Line-up

New Game Round-up: Dungeon Twister: The Card Game, The Capitals & White Goblin Games' Late 2013 Line-up

Jun 25, 2013

• Designer Christophe Boelinger has been twisting his most famous creation in new directions, and in August 2013 he plans to release Dungeon Twister: The Card Game in the U.S. and Europe, with...

ads