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My Experience at Too Many Games

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One month ago marked the beginning of Too Many Games and the first time I’ve attended it. Now, I am excited to tell you all about my first experience there. Of course, I was nervous. Not only was this my first time at this particular con but this is also my first time at any convention as press.

Too Many Games was held in the Greater Philadelphia Expo Center in Oaks, PA, and ran from Friday, June 24th to Sunday, June 26th. I’d never been to the Expo center and it’s almost a hidden secret, but all I had to do was follow the traffic and I found it fairly easily.

Immediately upon entering, I was greeted by the friendliest con staff that I’d ever met. Ushering me to where I needed to get my badge and then into the gaming room.

This was a magical room. Filled with TV’s, chairs and arcade games, nearly wall to wall. It was a thing of beauty. I saw Nintendo, Super Nintendo, GameCube, Sega and so many more systems hooked up. There were flickering screens with childhood titles inviting me to sit down and relive so many memories.

Of course, I stopped to play a few games, but what caught my interest were the music games towards the back, located just before the entrance to the tournament area of the gaming room. If music met whack-a-mole, this is what you’d have and I loved every second of it. There were several of these, most names I had never heard of and, of course, DDR was there in at least two different spaces.

This was a gamer mecca that I was proud to be a part of. From the sounds of the games to the hum of chatter to the rotating DJ’s in the corner, the noise was a choir of all the things I loved. At the same time, though, nothing was so loud you couldn’t have a conversation. I adored the adorable handheld lounge off to the side, furnished by Yogibo, where players were invited to sit and game in absolute comfort. I knew I’d never get up again if I sat down. I also loved that Save Point was there to fix any games as they malfunctioned or broke. I noticed that some didn’t last the whole weekend, but I knew they were being played constantly since I walked in on Friday.

Next to the game room was the concert hall, complete with stage, chairs, awesome lighting and a tech booth. Several bands played, along with a few DJ’s. They all sounded amazing, but I didn’t stop in for more than a moment at a time. There was so much to see and a lot of people to talk to.

I spent the majority of my time on the merchant floor, which was large and lead into the guest booths, developers area and gaming tables. I didn’t spend a lot of time at the gaming tables, but I did chat with the people running it, Sunmesa Events. I had never stopped in a gaming area at a con, so this was new to me. I love the concept. You pick a game, drop your ID with them and go play. It’s an awesome concept I wish I saw at more places. There were a few games I knew and so many I’d never heard of. I am still sad I didn’t get a chance to play the huge Settlers of Catan they had set up, but alas, I had a job to do. Sunmesa Events also handled all the non-video game tournaments, such as Magic: The Gathering, Love Letter and more.

The vendors were abundant and so very, very tempting. The treasures that I would have bought if I had the money… I’d have room for nothing else. I was interested to see so many of the vendors were selling old school videos games. Of course, this wasn’t shocking, but I am used to seeing one or two at a convention. This being my first gaming convention, though, I was floored. Not only was it beautiful, but it was also inspiring.

I also saw an array of board games. There were some vendors who had the typical or ‘traditional’ board games for sale, but I, of course, ooohed and ahhhed over the new school of board games and names I’d never seen before. The vendor array was simply incredible. I enjoyed each and every table. If I had the time to have talked to every vendor there, I would have, but alas, I did not.

So let’s talk about where I spent the majority of my time: the developers floor. I loved every minute of it. So let me tell you about all the new friends we made there!

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Indie Developer Spotlight: Rise of the Robotariat

Written by: Julie from Eye4Games

Rise of the Robotariat launched at the end of June on Kickstarter. Its campaign ends July 22.

About the game
Rise of the Robotariat is a board game for 3-5 players that can be played as fully-cooperative or mostly-cooperative. You take on the role of one of eight unique robot revolutionaries and work together with other players to overthrow the humans who have oppressed you for too long.

In order to win, you must raise enough funds to launch a successful revolution — and do it within six rounds, otherwise the humans catch on and stamp it out.

During the game, you move between and activate city locations. At each location, you can do a different thing, for example, draw and play Upgrade and Sabotage cards, place propaganda posters, or influence the movement of Non-Player Characters.

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There are two kinds of Non-Player Characters (NPCs) moving around the board. These are either helpful Civilian Robots, who will donate to the revolution, or dangerous Human Oppressors, who will fine you and tear down your posters. At the end of each player’s turn, they roll dice to determine where the Civilian Robots and Human Oppressors will move next. Their path is mostly predictable but not guaranteed. The game’s intensity ramps up as the game goes on and more NPCs enter the board

A lot of the game’s strategy revolves around setting up turns where the Civilian Robots will give big benefits while mitigating the effectiveness of the Human Oppressors when the NPC dice are rolled.

You have one other thing to manage as well: the revolution’s reputation. You start the game with a certain amount of collective Reputation. You can chose to spend it to take bolder acts of sabotage and you will lose some if humans catch you conspiring too blatantly. But if Reputation ever drops to zero, robots lose all faith in the revolution and you lose the game.

If you decide you want an extra challenge or if someone is telling everyone else how to play, you can add in Secret Objective cards for a mostly-cooperative game. In this version each player is striving to achieve a unique goal. This usually involves making the revolution happen in the way that makes you look the most heroic.

The inspiration
Rise of the Robotariat started with a mechanic that no longer exists in the game. One of our game designers had an idea that sounded to a lot like upgrading robots and that lead to the flavor that players are members of the robot rebellion. After a disappointing playtesting, we scrapped the original gameplay idea, but the story it inspired shaped the development of new mechanics.

This is one of the exciting aspects of Rise of the Robotariat: all of the gameplay is grounded in the flavor and the story is infused throughout. For a small example, we have a character named Alice who looks human, but is certain she’s just a very cleverly disguised robot. Because of her appearance, she has more influence with humans and her character’s ability gives her the greatest control over the movement of Human Oppressor NPCs.

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We’ve made a point to have the flavor color the rulebook, and the art for many of the characters references Soviet-era propaganda posters or revolutionary paintings. The predominant use of red in the games’ color scheme also is to invoke that revolutionary vibe.

As a cool extra, our writer has been writing on-going tales about the characters’ backstories leading up to the start of the game. We’re collecting them into a book and you can read them in blog-post form online here.

When’s it out?
The way to get the game is to back the game on Kickstarter. At the end of June, we launched a campaign for Rise of the Robotariat that runs until July 22nd. If we’re successful, we’ll be able to afford a print run and the game will be out by January 2017.