I had a new prototype of Fruit made by The Game Crafter, and I’m really happy with how the punch-out tiles have turned out. They look and feel better quality than other prototypes that I’ve had made in the past - the finish is smoother, and the “feel” in the hand is better somehow as well.
Just a quick update...because today we received the first prototype tiles featuring the new artwork by Marlies Draaisma!
As part of a series of posts looking at the core gameplay mechanics of Fruit, I'm breaking down some of the fundamental elements that make the game what it is, talking about how they work, why they were put into the game, and how they integrate with other mechanics both to make the game rewarding and to convey a cohesive theme.
In this post I'll be delving into how water plays its part in the game.
As part of a series of posts diving deeper into the mechanics of Fruit, I'm going to take a closer look at the fundamental tiles that players lay down.
In this post we'll be looking at the Root tile.
Having introduced Marlies Draaisma as the illustrator who is working on the art for Fruit, I thought it would be fun to take a look at how the designs for the tiles have evolved.
The very first iterations of the tiles started out as pencil and crayon sketches on hexagons of coloured paper, some of which were drawn by my daughter; these were fine for my early play tests in which I played against myself to set the first versions of the rules, but they were clearly very crude.
I'm really excited to share the first artworks for Fruit.
The artist that I'm working with has sketched out some concept drawings for the starter tile, the root tile and the two stalk tiles - and I think she's done a fantastic job.
I recently made Fruit available to play online on Tabletop Simulator, and while many board game enthusiasts will be familiar with Tabletop Simulator (or TTS, as it's usually abbreviated) a lot won't, so this will give you a quick introduction to what it is and how you can use it to play Fruit and a lot of other games online.
I call Fruit my first game, and by most definitions it is: it's the first tabletop game that I've taken from a concept with a theme and an objective, built a draft prototype and set of rules, tested and refined those rules, built a proper prototype, tested and played with other people.
But technically it's not the first board game I ever created. That honour goes to a little something called Car Arena.