Major culling on the page

After a year of major re-evaluation I’ve made some decisions on what to do with Hamster Press. I now have a rules set I want to stick with for the future. This means the old stuff is going away. The card games of the last few years will remain because I can POD these from China but the old board games are going. Consequently I’m going to remove them from the products list. I’ll sell what is left on ebay to clear them out.

I realized that I can’t really make board games profitably. This means I’ll get rid of my 1000lb guillotine paper cutter and the small book press. I can still make books profitably so the smyth sewer stays. This will free up a lot of room in the workshop so I can focus on making small game books. I’ll still do the odd card game but my Matrix games will largely go back to book form (4.25×5.5 inch hardbacks). This is a technology that will last a 100 years. You can always read a book!

The other big change will be the addition of a forum to the page. Years ago I had a yahoo group on which we played games. I let it slide when I started focusing on making games for sale. The new forum will be an ongoing place to play Matrix games. I’ll run them by my rules but the forum will be open to other Matrix game rules as well (there are a lot of ways to do them). You’ll need to register with the page to use the forum but beyond that nothing else.

So, now to do some culling!


The latest iteration of Matrix game rules

Rules for Engle Matrix games.

This is the latest version of the rules. I’m constantly trying to make them simpler and easier to teach. I want to get them to a point that I can leave them alone and focus just on scenarios rather than basic rules. This version follows a number of train wreck play tests. I’m trying to take in the feedback to make things work.

Rules the players need to know:

Play goes around the table. Pick a character and say what happens. Move characters as you speak.

Interrupt at any time to challenge. Say what really happens. Both sides roll. High roll wins, re-roll ties.

You may make up to five actions a turn.

(The above are ALL the rules the players need to know. There may be scenario specific rules but this is basic play. It is like the basic rules of role play games – which I think are: Say what your character does. The GM tells you what happens.)

That is all the rules players need to know. The game host handles the rest and guides players through the game.

The host does the following:

Teaches new players how to play.
Keeps the game moving.
Encourages and helps players make up stories.

Rules the host needs to know:

The host lays out the characters and locations on the table. They then give each player five action cards.

The host runs a couple of teaching turns to set up the scenario and teach the rules to the players.

The host starts each turn by reading an Act to the players. This is a suggestion about what needs to happen that turn. If the players follow it, a coherent story will emerge. They do not have to follow it.

The host goes first. They play an action card, pick a character and says what happens. The host shows the players how to play. This is the easiest way to teach a game.

Play goes to the left around the table. Each player plays a card and adds to the story. Players may play all five cards they have in their hand. Players may pass when play comes to them. The turn ends when all the cards are played or the players pass.

When players make up stories they say what ALL the characters do, not just what their character does.

When the turn ends the players pick up their action cards so they have five cards for the next turn.

Players may interrupt play at any time to challenge what a player says. They play a card and say what really happens. Both players then roll. The high roller wins, re-roll ties. The winner’s action happens. The host should teach this rule by example. Just jump in during the first turn and challenge someone. Players are free to challenge successful challenges. When this happens players may use up their cards rapidly. Once they are out of cards they are out of the turn.

The host keeps track of how may challenges each player wins by awarding them a token. Players count up these tokens at the end of the game to see who wins – i.e. who gets the final word in the story.

Each game comes with a selection of acts. The host may use these or make up their own. The game ends after the turn of the last act. Player finish the game with one last statement to tie up loose ends. The player with the fewest tokens goes first, then the player with the next fewest tokens, etc. The player with the most tokens goes last. The players make one statement and may alter earlier player’s stories without a dice roll. This means that the last player has final say in how the game ends.

The host keeps the game moving by reminding the next player to go and asking if there are any challenges. They also help out struggling players. People are natural story tellers but most are not confident. You don’t need to be a good story teller to play the game. When players are stuck, the host should direct them to the suggestion sheet. A player may read directly from the list if they like but pretty soon players get more inventive.

This game has a winner and loser but that is not really the point. The real point is to tell a good story and have fun. If that means your favorite character has to lose then so be it. You are not your character.


Need feedback on the intro to a Sherlock Holmes game.

Sherlock Holmes murder mysteries have been a subject of matrix games since the late 1990s. Now that card matrix games are making their way into stores it’s time to bring back the Sherlock. What follows is a first draft of what I think the rules might look like. They mainly focused on how to start the game. One of the key features of Arthur Conan Doyle’s Sherlock Holmes stories is making Holmes looked brilliant at the beginning. Invariably he makes a few observations about Dr. Watson’s cufflinks and tells him exactly what he’s been doing for the last 5 years. That’s an exaggeration of course but basically it happens and most of the stories. For my game to be successful it needs to be able to start at that same place and then go into a fun storytelling game.

The rules

The player who brought the gain is the host. They guide players through the game set up and help things run smoothly during play.

Step one: Make Sherlock Holmes looked brilliant.

Dr. Watson has just dropped by 222B Baker Street. Holmes shows his genius by making deductions about what Watson has been up to based on a few observations. Pick one observation from the following list:

Watson has smudges of ink on his fingers.
There is distinctive tan mud on Watson’s shoes.
Watson’s pocket watch is missing.
There is an envelope sticking out of Watson’s pocket that has an Indian post mark.
Watson is walking with a pronounced limp.
Watson has a slight smell of Lavender.

Host to each player in turn: “You are Sherlock Holmes. You observe (pick one of the observations). What has Watson been up to, based on this evidence?

Each player makes up the brilliant deduction that impresses all about Holmes powers of reasoning.

Step two: the host picks a victim from the selection of cards and says how they were murder. Sherlock Holmes has been hired to look into the matter.

Step 3: Each player picks another character from the selection of character cards and champions them in the game. The host champions Sherlock Holmes but all the other players are Holmes as well. One of the player’s secondary characters is the murderer.

Host to each player in turn: “Playing an action card. Inspired by the card what is the last thing your character said to the deceased?”

The players makeup answers but we know one of them is lying because they are guilty of murder.

Step four: the host lays out location cards on the table. The players place their characters next to a location. The host places Sherlock Holmes and all unplayed characters including the murder victim.

The game is a foot!

Without realizing it you’ve just played the first turn of the matrix game. In this game you play a card and use it as inspiration to make up a little story about what happens next. Everyone gets to play one card a turn. They may say what Holmes or any other character does. Once everyone has gone the turn ends with a free move.

The rules will then go into the nuts and bolts of playing a card matrix game. Basically this boils down to playing a card, making up a story, and other players adding to that by playing cards. If they player objects to what another player says they can play a card and say what happens instead. This is the only case in which dice are rolled in the game, otherwise all the actions happen. Players will play action cards or scene cards. Scene card leads a story through a coherent set of steps and end the game when the last scene is played.

In short this is basically how it will work. What I’m wondering is if this is going to create the feel of a Sherlock home story and if it’s strong enough to make players want to play?


More on a Sherlock Holmes game

Working on a a Sherlock Holmes game. It will use cards like Fairy Tale Assassin League and Die Romeo Die. Going to do change the rules a little. First the players will make Holmes look brilliant then they tell the story of the clues and deductions.

One change will be the fewer dice rolls. When players lay down action cards no rolls are made unless someone calls for them. Need to decide how objections are done but likely it will be play one card and make one objection.


Psychotherapy simulation game actual play – Bob’s Brain

Did a variation of Bob’s Brain on Friday 9/26/14

The Staying out of Trouble group is an education meeting for people who get underage drinking tickets. The topic for the day: expressions of concern from others. This can be approached many different ways, using a simulation game to facilitate conversation is one.

The group had six people. I was there as the facilitator/therapist. Normally in Bob’s Brain the players are all the brain of Bob, and make decisions for him. Since expressions of concern is a two sided game I divided the group into two different brains. One expresses concern, the other receives it. We did two scenarios everyone got to don both roles.

The first step was to make up who the characters were. One group made up a college aged man, Jefferson. The other, a group of women, made a female character, Kendal. We decided that they were a dating couple, since the characters had to have some kind of close relationship for expressing concern. The group members made up what the characters were doing.

In the first scenario they decided that Jefferson was shooting blow darts at pizza delivery men from his dorm room. This is a very odd story and has nothing to do with drinking but apparent actually happened in the last week. First I had the Jefferson players decide what they were thinking doing this. Their discussion mimics how our brains work. They decided he thought it was fun. Since expressions of concern mean Kendal had to know I turned it over that group to say how she knew. They said he had shot darts at her to.

The game consisted of discussions between the players inside the teams and between the teams. Issues of sexism, relationship, the Bro Code, and the God awful dumb things that guys do came up. Interesting stuff.

The female team decided that Kendal was a prostitute, which they dialed back to being an escort, who is not doing sex acts. I would never have come up with this but since they did we ran with it. It spurred even better discussions.

Normally groups take weeks to reach a point where they have good discussions. This was the first day these six were together but the game got them right into great work. The game provides emotional distance. Players may project thoughts onto it but isn’t that what makes for good discussion.

A nice intervention. Lots of cognitive behavioral learning.

Chris Engle LCSW LCAC