Years ago, when my elder took a course in the design of games, I helped him with his final project. More specifically, the project was a board game which was to demonstrate the essentials of the theme, mechanics and playability. We decided very early on that we wanted a game on the theme of cyberpunk, with mohawks, cybernetic implants and ninjas (of course).
Our style of play would be a combination of action / adventure and exploration. The way you win would be in the vein of rush games towards the victory based on the challenges and the achievement of objectives in this dark, futuristic and often sarcastic world.
(A note, I put works of art cyberpunk throughout this post. This art is part of my general mood painting, but they are not Official art concept for my game. They are just a way to show you something about what I am visually going. I noticed the artist as far as possible.)
We were able to gather the basics of such a game, although it was not enough to play completely. However, we had a lot of fun with development. In the reference process, we came to mind that we had struck something with it. I started to develop it more (even after obtaining an A + on the project), seeking to create a fully playable game.
Then the pandemic struck. Although I did a certain development and a limited game test of it in adjustments and departures during this period, bringing people together to play it has become problematic for obvious reasons. Little by little, I got the game in a state where others could benefit from it. I am happy to say that in the past two weeks, we have moved a few dozen parsecs to this goal.
Last week, I went to Waterloo in Iowa to visit a group of friends who are among the biggest board game fans that I Never encounter. Among them, my friend RJ, both, work together many years ago at Score Entertainment. If you ever torn, open a reminder pack Dragon Ball Z,, Dragon Ball GT,, Buffy: the vampire killer,, Yu-yu hakushoOr Inuyasha Collective card games at the time are the company I’m talking about.
RJ and I seated for several hours during this trip by going beyond the instructions that I had gathered online, adjusting and refining the language for clarity and playability. Then we put the game to the test, seeing how it would hold. We both played several games with two players in which RJ won everyone. In fact, from all the games I played this week, I haven’t won a single one of them! One was close, however, so close that it was summed up in a single matrix roll, and the decisive jet failed only one PIP. (I needed a three or better on a D6, and I drove a two.) So close!
Although these history can normally be worrying – in the sense that the people of Iowa were better in the game that I created than I It was – he just strengthened that I came to the right place to put this game to the test. He Also meant that the players of the residence picked him up fairly quickly, they could immediately get on speed and start getting it out of the park.
There have been truly tense and cinematographic moments. One in particular involved a pirate, a cyborg, a ton of safety turrets, the play equivalent of a poor uno inverted card and the most temporal of the six in time appearing on a d6 roll. This is what I hoped to see – people enjoying the game I created and let me tell you that there is almost nothing like it.
It was the eponymous battle of Waterloo, and it was glorious. This battle was not that of cannons and soldiers, but mechanics and user experience. Far from a historical defeat, I left with pages of notes and settings for the next iteration of the game. Although I still need to approach a few things and give some playable characters a good blow in my arm to balance things, this trip told me that I was in fact closer to a recovery game that I could not have hoped. I would say that we are about 80% of the track at the moment.
With all this in mind, I plan to start putting things to carry out a crowdfunding campaign, probably on Kickstarter, for this game next year. It will be the first board game under the banner of the M Games sector. There are a lot of things that could affect this calendar, but I will start to look for estimates on what it would take for this game to take off and in the hands of the players who might want.
I also plan to make a periodic developer journal on my Patreon in the accounting of the crowdfunding effort, as well as certain revelations (including the name and other good things), so if you want to check it, take a look. My Patreon can be found at:
Patreon.com/c/thesectorm
In the meantime, I have a ton of notes to go and calibrations to do. I would like to thank personal and sincere to those who were part of the battle of Waterloo. These are: RJ, Caroline, Justin, Mophat, Andrew, Holly, Britt and Ace. In addition, I would like to thank the play players based in Dallas who helped me walk so far. They understand: Travis, Dave, James and Rob. You all get special cries in the thanks section when this game comes out.

Look at this space as more information becomes available. In the meantime, I have set up a one hour reading list on YouTube for your Cyberpunk listening pleasure. Listen! And if you have any suggestions on what should go there, send recommendations in my own way.
As I said before, the battle of Waterloo, or at least my version, was a success in my book. And unlike Napoleon, my waterloo is not an end but a start. I can’t wait to show you all that I worked on!
Thank you for reading!
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