Be creative and explore!

The way I have designed Kuggköping it is meant to present different obstacles that can be tackled in different ways. The game should be viewed more as a jigsaw puzzle where you need to use the tools at your disposal to solve the upcoming challenges.

In the game you will try earning cards by preforming different tasks. These cards will then be used to pay for abilities that will be key in completing your game.

The different combinations of enemies, enemy faction, missions, cards available and deployment changes how you will approach the game. The ide is that every game you play will be different.

In the last game where 2 of my brave characters charged headfirst into a swarm of rats only to fall in battle, it was more about taking out key targets and completing the mission with brute force. Even if this failed in the end, it was the best approached that I could come up with.

In this game, with 1 less character on the board and facing a completely different enemy and mission, my approached must changes.

I don’t have the strength to challenge all enemies. So, I need a different plan.

In Kuggköping most things will be determined with how much recourses you have. Over commitment is something to watch out for. Even if your hand is looking pretty the cards needs to last all game. My last game is a perfect example of this. Where I over committed, and my explorers got hurt because of it.

In this game I will try to put up damage dealing smoke screens on one side of the board and then try to engage the big enemy on the left. Hopefully I can draw the attention of the enemies on the right side to go through the smoke, dealing damage to them in the process. This will most likely require all my recourses.

So, after that I need to be very carful and try to collect as many new recourses as possible that I can until I can finish the mission. I can’t finish this particular mission until turn 6, when I need to make a sacrifice in the well in the middle of the board. But the longer the game carries on the more aware the enemy’s will be of my presses and there is 2 hard hitting enemy’s hiding out of sight that most likely will come closer to me with murderous intentions.

This game will be more about avoiding the enemy’s, collecting recourses, and hitting key targets if I have the strength to do so. So very different from my last game. In the last game it was more a hack and slash kind of an approach and in this game, I need to be trixy.  

And that is all that I require of any skirmish game really. To solve problems with the tools on hand. The smoke screen was not designed to be used as a weapon. But in this game, the way everything has been unfolding it will become the weapon I need. And I love that. I love the fact that I can create something that can surprise me. And that I can use different things in different ways to different effects. Discovering combos hidden within the game that I didn’t consciously put in there.  

I know that I am running the risk of sounding like a self-righteous prick when I am celebrating my own creation. “Look at me and my awesome game that I created”, right? But that is not my intention or point of this post.

You can play this game yourself all for free with now downsides, other than it will require some of your time to learn and play, it will not cost you anything and worst case is that you simply won’t enjoy it.

Or better still I hope you feel inspired to create your own game. To create something, fall in love with it and feel liberated from the consummation trap you might be in, is awesome. Making something all by your self and see it work as intended is a great feeling, and I can’t encourage you more then to go and try creating something for yourself. Great things are not always made by others. Sometimes it is made by you. Anyone following this blog is most likely creative in some aspect or another.

So, start to create, make that game that you wished you could buy, be self-righteous when it turns out great and then tell me and the world all about it 😊. A game doesn’t need an extensive rulebook, it doesn’t need a gaming table, artwork, stories. It can be as simple as you like, or as advance as you wish.  That is truly the point of this post for anyone making it this far, an encouragement to be creative and to explore.