Seaside Chess Set – Revisited

In 2013, not long after I got my first 3D printer, I immediately wanted to make a chess set, but not a typical chess set. Not the typical turned-on-a-lathe set of columns, but something unique. I think I must have recently been to a seaside and visited some lighthouses or something, because those structures were solidly in my head, and I had a great idea for a chess set.

However the result was ultimately disappointing. While the concept of having two-colored structural beams as the body looked Ok, printing it with my 3D printer (an FDM Printer using reels of ABS filament) did not achieve quite the effect I wanted. I wanted heft, some weight, and these printers print very light. I could weigh down the bases with washers or nuts, but ultimately, the printer didn’t give me the resolution I wanted. So this set went unattended for many years.

That said, I did do a solid set with solid walls for Afinia two years later, or for a competition or something. I forget why, but I did that, which was more or less an adaptation of this set, with a brick base now, and an octagonal solid building structure, but the heads were the same.

Even here from the render I took of the pieces laid out in the modeling program, you could see my intent for the board. This version was made in 2015.

When I got a resin printer, an Anycubic Photon, I finally had something that could not only print these pieces in a much higher resolution, and also solid resin is heavier than hollow plastic.

I did, however, have to remodel everything as solid, since they were originally made to be printed in multiple pieces and assembled. And unbenownst to me, there were some errors in the models.

I printed them in a semi-transparent blue and red. And they came out far better than expected.

A blurry photo. Here you see the Bishop, King, Queen and Pawns.

Closer detail of some:

King and Queen

Eight pointed crown indicating she can move in 8 directions. Tall, pointed crown. The King has the same crown, but is smaller, and has the typical Cross on top.

Bishop

A diagonal cut in the head indicates the Bishop can move in diagonal directions.

Knight

Bent pipe is intended to give a similar impression as the more standard horse head, indicating that this piece moves in an L shape direction. Note the valve wheel. This is a repeated theme. The Bishop and Rook also have this detail.

Rook

The Rook has a four-part parapet at the top. Also, as I said, the valve wheel sits atop the piece.

Note the slightly pebbled finish. This isn’t the resin printing, it was the satin clear-coat overspray.

The wheel is inside the mostly hollow head of the Bishop too. It is hard to see, but if you ever look closely in there, you will see the value wheel.

The Board

It took me a long time to consider how to make a chess board. This was going to be for my daughter-in-law, who, with my daughter, got into playing chess a while ago. They live in a small apartment and I didn’t want to burden them with a large heavy chess board. Sadly, it still had to be large, but didn’t have to be heavy.

I am not a wood-worker, so I didn’t really want to make one out of wood. Nor ABS plastic. That would look cheap. I went to my local hardware store and was seriously considering square wall tiles in two tones of blue, or blue and white, but man, those tiles are heavy.

Then I remembered a plastic wall sheet I had used last year to cover a hole in a wall put there by people repairing a crack in our basement. It was just less than 1cm thick, and plenty large to cut a board from, and it also had a grainy surface, I assume meant to look a bit like wood grain, but might also work well as water waves.

And in order to get a more natural wave idea across, I opted not to cut the board with the grain. Instead I angled the board to an angle that made for a natural flow of water on an angle across the surface. So I cut and sanded the edges smooth. The plastic cut rather easily with a carpet knife.

Then I used fine art acrylic paints, which I had used previously on some paintings I did for myself. I started with shallow water, a turquoise, and gradated it roughly out to a dark, deep water on the opposite corner.

Then I painted some wave differentiation:

A bit rough for now, but more or less what I wanted. Then I painted in breakers:

And I was done. Then I spray-painted the underside with a satin teal.

Once all this dried, I covered the entire board with blue masking tape, measured out the squares, and penciled them in.

Then I cut those lines, and peeled alternating pieces of the tape:

Once I had all the pieces peeled:

I sprayed the open pieces with a light spray of the same teal I used on the underside.

Overall, this came out exactly as I had hoped.

Kinda.

Yeah, I made a few OOPSIES here and there:

A Box

Then I needed a box to keep the pieces in. I found one at Michaels, and used foam-core and white glue to make dividers, to keep the pieces from bashing around inside. Resin doesn’t like that, even though, I had spray-painted all of the pieces with a satin clear-coat to prevent scraping and marking that happens with cured resin parts.

I just rendered a view of the pieces, and added text on a label and put it on the box lid.

And inside:

Result

Yeah, I was pretty happy with how this came out.

 

New Board Game Concept – Space Junk

SPACE JUNK – A Boardgame – by Sean Huxter

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Am I stupid? I’m exposing my new board game concept long before I have a working prototype. Won’t someone steal it?

I kept my first game concept, SP’LUNK, very tight to the chest until I had it tested enough to declare it ready. Still don’t know what to do with it. I am not up to Kickstarter-publishing it. I may begin submitting it to game companies.

No. First, this idea is not new. It’s not the first Space Salvage game. Check out Salvage Team, and even Firefly.

But what I want to do with this game is make a fairly fast, easy family game that can be played in an evening, even a couple of games, and not frustrate people, not make people do math, or think too hard about add-ons, statistics, and other stuff.

Like Ticket to Ride, it will be fairly simple, and fun.

Concept

I came up with the concept after 3D printing a model of the Rocinante for a friend of mine. It is a model freely available from Thingiverse, but it’s so low poly that it’s a bit embarrassing.

But it had this strange feel to me like it was a board game piece, enlarged. Low detail, bulky, solid, could easily be used (if shrunk down) as a board game piece.

Then I thought about The Expanse (the show the Rocinante is from) and the idea of space salvage came to me immediately. Not only would the game take place in the asteroid belt, it would consist of players who are “belters”, people who live in the belt and get by on space salvage.

Themes of Firefly come to mind as well of course, but Firefly is more about skullduggery. “I aim to misbehave.”

The idea is to crew a salvage ship in the belt and survive. Find and bring in salvage, lost cargo pods, lost fuel pods, and also a vital commodity in space – water, in the form if ice crystals.

The Board

The board will be made up of small hexagonal spaces, hopefully made up of a fairly large sheet of fabric, to take up a nice table top space. Lots of room to move.

I found a great piece of fabric on eBay that fits the bill perfectly!

space-junk-board-large I intend to paint the sheet with astroids and planets, stars and even nebulous cloud, but those are decoration only. They do not affect gameplay. Anything that affects gameplay on the board will be placed on the board during setup and/or play.

space-junk-board-closeup

The hex grid will be indexed by a two-directional indexing system. Since a hex grid can be indexed in three directions, a random location is hard to find in a hex because the angled rows will not be equal in length. Die-rolling a random location would be impossible.

So I intend to work on a two-dimensional index system. One just follows the hexes across a vertical wall, and the other has to have a zig-zag line, but as long as you know which way to zig-zag, it works exactly like a quad grid.

The Pieces

The pieces will be 3D printed.

The first pieces used will be the Salvage Ships themselves. Currently I will have 6 pieces, each a solid primary or secondary color, with detail, but not overly detailed, each of which will sit atop a black base, itself hexagonal, so it can fit on the board easily.

I concepted out six bulky, utilitarian ships on paper, and colored them solid. Over this past weekend, I modeled four of those, and fitted them atop a base.

ships-all

The Bull
ship-bull

The Ram
ship-ram

The Rhino
ship-rhino

The Elephant (or Mammoth, or Mastadon)
ship-elephant

The Gorilla
ship-gorilla

The Bear
ship-bear

 

Space Debris

Stuff that is found floating in space is open season for salvage. At this point I have three main salvage resources:

Cargo Pod
cargo-pod

This contains mysterious cargo. Value depends on a dice roll, or other factors

Fuel Pod
fuel-pod

This will add to your ship’s fuel reserves, randomly rolled.

Ice Crystals
ice-crystal

In space, water is a precious resource, worth its weight in … life. So finding water is a huge win.

Crew
troop-01

Crew members will feature in the game. Not quite sure how yet, but I was actually thinking crew decide how far you can go in a single turn, but that may be better done with fuel cells. Perhaps it decides how many tasks you can have at a single time, or each one gives a small bonus to something. There will be a maximum, I’m thinking six being a full complement (but that’s subject to determining what they are for), and with events and tasks, you can lose crew members. You can hire new ones at a space station, or perhaps pick some up at rescue missions, etc.

 

Mission Cards

Mission cards are dealt at setup. Each player picks 5 cards and must keep 3. (So they can discard 2 missions they find distasteful, too difficult, or too low reward.)

These are kept secret. Only at the end are they revealed, and if you were successful at any, you reap the rewards, which add to your score total. Highest score wins.

Mission cards can be collecting, action or other.

Examples:

Mission: Collect 7 cargo pods and 7 ice crystals. Reward: 1,000 Credits
Mission: Dock with a space station 12 times
Mission: Thwart 4 tasks from any one player

Task Cards

Task cards are not secret. You reveal them as you get them, and these usually contain simple, fairly immediate things you can do, and the rewards can vary greatly.

But also as the Task Cards are visible to everyone, other players are free to try to thwart the mission. If a player completes someone else’s task first, or prevents him/her from completing it, there is a reward that is usually half of the full reward for the same task.

Examples:

Task: A derelict ship has been detected at B24, R8. Dock with the ship and move all food supplies to your ship. Reward: 1,000 Credits. Thwart Value: 5,00 Credits.

Task: A passenger ship has sent out a distress signal. Detectors have located the ship at [D20], [D20] Rescue the passengers and crew. Reward, 5,000 Credits. Thwart Value: 2,000 Credits.

Tasks often involve “detecting” things that were not on the board prior to the card being revealed, but ship’s object detectors reveal them. This usually means the card specifies the object to place there, and a roll of two dice locate it (using the grid coordinate system I mentioned earlier.)

So suddenly something is on the board, and players can race to that location and reap the rewards, and others can try to stop them.

Space Stations

space-station

Space stations are placed on the board at setup time, and are stationary bases ships can dock at and do business. Business may include selling salvage, refueling, taking on new crew (crew count and loss of such will be a part of gameplay.)

Crew

Each ship has a crew. The captain is a given, but the crew (10) is expendable. Crew is kept track of by tokens held by each player. A ship operates best fully crewed. As you lose crew, the ship moves slower, or other disadvantages happen. Crew can only be gained by docking with a space station and spending money to pay them.

Winning

The winner is the player with most credits when the game ends.

End conditions come about in several ways.

Any one player achieves all 3 missions, and the game is over, (or that player can hold off on announcing if he’s behind, and can announce it later if he thinks he can win.)

Any player pulls the Game Over card (buried deep in the bottom third of the Task deck.)

I think we need one or two others, but I have not yet thought of those.