If you'd like to get a feel for what Periorbis is all about, here's the short version of the rules (2 pages). We'll post the full rules once we've got the art and design work finished. Periorbis - Rules preview (you need to click read more for the link to work) Any and all comments are very welcome!
Since the last play test update, we've been trying to simplify the rules and mechanics to strip out anything which adds unnecessary complexity or game time. The end result is good, but it's been very interesting how sensitive the economic model is to seemingly small changes. One of the changes we made earlier this month to simplify the contract mechanics resulted in [...]
It's been a busy few weeks, and we've made a lot of progress towards making Periorbis a reality! Play testing continues a pace, which I'll cover shortly in a separate post. We're close to agreeing terms with a manufacturer in China to produce samples and ultimately a full production run. We've made contact with freight forwarding companies who will be able to ship [...]
Man alive, at no point did I ever think that creating a board game would involve writing a script! After looking at lots of other websites for inspiration, I just got down to putting some pen to paper. It's amazing how 14 years of corporate life affects your vocabulary and makes you sound so clinical (yet efficient!)...anyway managed to pull together something [...]
Someone wise once said, "Strike while the iron is hot." Well, it's more the weather than the iron that's hot at the moment, but strike we did with tweaks to the 2 player game. The slight issues from last night's game have all been resolved, and the balance has been restored to what we've come to expect from playing with more players. [...]
When we designed Periorbis, our main focus was on getting the 4 and 5 player versions of the game to work well, and so that's where we focused our initial play testing. For a lot of the early games it was just the three of us, so Jase and Gareth have had to work pretty hard managing two players at a time. [...]