The Battle and Progression System

Aside from some convention apperances this year, we are hard at work on two future Aethermon games, which share one very important feature – the Aethermon Battle and Progression System! Let’s talk about it!

2023 SXSW Sydney analysis

In October of 2023 Aethermon Studios attended its first SXSW festival, and the inaugural SXSW Sydney. This post is a breakdown about how that went, and the second post about this year's conventions. You can find the previous post here.SXSW is a little different from...

2023 PAX Aus analysis

Aethermon Studios attended our second PAX Aus in October 2023. This post is a breakdown of how that went, and the first post about this year's conventions. You can find the second post here, and last year's PAX Aus series starting here. Both of these are written for...

Environmentally Considerate Manufacturing Choices

It has very much been on our minds that we’d like the Aethermon product lineup to be a force for good in the world, and a big part of that is not generating future waste - ideally after the natural lifespan of our products, we’d prefer them to break down and not...

Design Insight: First Player Advantage

On one level or another every turn-based game has to deal with the asymmetries created by one player acting before another. This is often called First Player Advantage. We see this in TCGs where the second player is often given additional resources, or more...

Inclusive design principles

Lately we’ve been working out our card layouts. It’s an interesting challenge to find the cleanest, least obtrusive way to pack as much information as possible onto a 63mm x 63mm field. While Aethermon: Collect is not complicated, the below information does still need...

6 Month Change Log

It has been a crazy six months for Aethermon, the game has evolved so much. Behind the scenes we have been plugging away at the worldbuilding, production and visual elements of the games. But thanks to your great feedback, the game itself has also continued to grow....

Aethermon at PAX Aus 2022 – part 6

This is the sixth and final part in a series breaking down our process as first-time exhibitors at PAX. This section addresses what we'd do differently next time, and our costs.   What we’d do differently next time   The answer to a lot of this is probably...

Aethermon at PAX Aus 2022 – part 5

This is part five in a series breaking down our process as first-time exhibitors at PAX. This section addresses what didn't go so well.   What didn't work   The demo took longer than expected: We thought we could run a demo every 45 minutes - 20-30 minutes...

Aethermon at PAX Aus 2022 – part 4

This is part four in a series breaking down our process as first-time exhibitors at PAX. This section addresses what worked really well for us.   What worked The response was amazing! We have been working on Aethermon for two and a half years, most of that time...

Aethermon at PAX Aus 2022 – part 3

This is part three in a series breaking down our process as first-time exhibitors. This section addresses set-up, pack-down, and overview of each day.   The Convention itself We arrived on Thursday morning, and started setting up at midday, the appointed time...

Aethermon at PAX Aus 2022 – part 2

This is part two in a series breaking down our process as first-time exhibitors at PAX. This section addresses what we brought to the convention. What we brought Our demo game, plus an entire demo backup kit. Each included: More than 350 cards Spinner Neoprene game...

Aethermon at PAX Aus 2022 – part 1

From the 7th to 9th of October 2022 Aethermon attended the PAX Aus game convention in Melbourne, Australia, as one of the winners of the Indie Showcase. This is a breakdown of how that went, designed to help future first-time exhibitors. The Application Rewinding a...

The Creatures that inspire Aethermon

Aethermon and animal companions Today we here at Aethermon HQ mourn the loss of our own special animal companion, Moofy. Moofy was a very special dog with a very big heart. He considered it his privilege and responsibility to care for his family. Whenever we walked in...

Naming the Aethermon (cont’d)

Last week we discussed the principles guiding the creation of the names of our Aethermon: A name should be pronounceableA name should be inclusiveA name should feel like it fits the Aethermon Additionally, Aethermon names follow a very simple formula (I’m bad at...

How to choose a move when levelling up

The original levelling up process involved players drawing 2 moves (1 Aethermon Specific and 1 Global), from which the player could choose one to learn and one to discard.  This system simultaneously addressed multiple design goals: (1) limiting analysis...

Let your fans tell your story

Continuing our series on Victory Points, let's explore how a player's victory points tell a story. Every time a player earns victory points the player is rewarded with a card describing that experience and the points it awards. When a player defeats a Dojo Leader,...

Why Victory Points

If you zoom out enough, you’ll discover the victory condition for most competitive games tend to take only one of a few forms: First player to achieve a goal (Connect 4); the last player standing (Tsuro); or Victory Points accumulation (Ticket to Ride); or some...

The 7 Movement Card System

The goal of Aethermon is to provide its player’s with a complete experience in a single sitting: Discovery -> Growth -> Climax.  Last week we noted this process takes about 25 turns + a final setpiece to cap off the event. At about 5 minutes per turn (each...

The 6 Movement Card System

To move your character in Aethermon you must discard a Movement Card. These cards are numbered 1 to 6, and you move the distance indicated on each card. Once a player has used all 6 cards all expired cards are refreshed and the cycle continues. This allows an average...

Take that part 2

It seems several weeks ago we promised a post on specific “take that” mechanics, this post somehow got buried, but there it is now! Aethermon will include a supplemental set of special characters that will allow players to hinder their rivals. These characters...

The 5 to 3 Shift

Following up on our last post we’ll provide a little context for the shift from a 5XG locus to a 3XG locus. Players typically level up about 8 times in a playthrough of Aethermon; in a 5XG oriented game players gain between 0 and 4 HP per level (5 minus a 1-5 value...

Less is more

One of the big things in making a tabletop game is how small it has to be. For many game’s that’s not a problem, but we are trying to capture the epic feel of JRPG’s that tend to have ultimate moves that deal 50 bajillion damage. We can’t do 50 bajillion damage in a...

Naming the Elements

A few months back we got some great feedback from one of our associates regarding the names of the Aethermon elements:Sunstruck; Moonlit; Earth; Sky; Water; Fire; Thunder; Nature; and Rainbow.Our associate pointed out that having a compound-word name for only...

“Take-that mechanics”

“Take-that mechanics” Some players love them, other’s won’t touch them. Take-that mechanics refer to rules or options that allow one player to negatively affect the progress of another player - think “Draw 2” in Uno. These rules can create memorable moments on a...

Speed (ii)

Last week we detailed a failed attempt to completely remove speed from Aethermon’s mechanics. This endeavour resulted in a complicated system where each move neatly fit into one of six priority tiers:  6. NPC (Q)uick moves  5. Player (Q)uick moves  4....

To Speed or not to Speed

The last few weeks we have not posted a blog but instead shared gameplay videos over on our facebook page. While most of those mechanics remain current, there has since been one significant revision. Speed. The core design philosophy of Aethermon has been to recreate...

Protecting players from themselves part 3

Okay so this is following up a post from… 3 weeks ago… which was following up a post from 3 weeks before that… We were discussing situations where I had poorly designed some high value battle cards (moves) from Aethermon so that they were only valuable as part of a...

Delays Cont.

Last week we mentioned the problem of increased shipping costs worldwide. A fellow game maker was recently generous enough to share their numbers in a Kickstarter post to their backers, showing that since their original quote received in 2019, recent re-estimates have...

Deadlines and Delays

With any major undertaking it is normal to set deadlines for oneself...and then to blast right through them. Aethermon is no exception. We started this project expecting it to involve concept, design, playtesting, evolution, and eventually launch.Oh, what simpler...

Protecting players from themselves Part 2

Picking up from a couple of weeks ago we pointed out the potential problems created when an Aethermon’s most powerful moves are exclusively useful as part of a combo. We’ll highlight an example of when I made this error and how the situation has been resolved. ===...

Give away

We're forgoing a blog this week to promote our T-Shirt give away. Go to https://www.facebook.com/Aethermon/posts/339299934361936 to enter. Best of luck AetherRen

Protecting Players from themselves II

Last week we pointed out the potential problems created when an Aethermon’s most powerful moves are exclusively useful as part of a combo. We’ll highlight 2 examples of when I made this error and how the situation has been resolved. === Sparkitty/Matchka/Harquat Our...

Protecting Players from themselves

No one enjoys a 2 hour board game if they spend the entire time regretting a choice made 10 minutes into the game. Here’s the thing, if a player can make a mistake so early in the game that makes the rest of their experience unfun - the game designer should never have...

PvP PvE Alt Endings

The most immediate difference between our PvP and PvE mode is that in the PvE mode players are not allowed to challenge other players. We are making this the default mode for players playing in exploration mode (the version of the game where the combat mechanics are...

The World of Aethermon III (Not Normal) Last week we discussed ‘filler’ mon, and our decision not to include them. That conversation originally began on a different question – should we include a ‘normal-type’ element?  We had considered including normal-type...

The World of Aethermon II (the Rattata Question)

A question we asked ourselves early in the creation process of Aethermon was, should we have ‘filler’ aethermon? We concluded the answer was ‘no’, and today we’re discussing why. As mentioned last week, Aethermon is not a collect-a-mon game.  In collect-a-mon...

The World of Aethermon I (Moral Agency)

If you’ve ever studied the philosophy of ethics, you will have heard of Immanuel Kant’s Categorical Imperative.  This doctrine believes that morally good behaviour should be based, not on what works best for you and your life, but on what works best if all moral...

Buffing the Universal Move Pool

In earlier iterations of Aethermon, an Aethermon’s Specific Battle Moves tended to be slightly more powerful than the Battle Moves available in the universal pool. The rationale here was partially thematic - if Thunder Aethermon were supposed to the fastest Aethermon,...

Balance Class Specific Moves

Game design mistakes tend to take one of two forms: (1) an issue or improvement was never considered when it should have been; or (2) an issue or improvement was considered and the wrong decision was made. Upon identifying the first kind of mistake, the solution tends...

Reducing Player Overhead 2

To truly immerse players in the Aethermon experience it was essential that players had a tangible sense of their Aethermon’s growth over a playthrough. Representing this growth however created a conundrum - the most overt ostentatious displays of character development...

Reducing Player Overhead

Aethermon has always strived to create a tabletop experience, undiminished by the typical limitations of tabletop games: One of these limitations is player overhead. This concept is best explained with an example: In the earliest iterations of Aethermon, random...

Why Left or Right

The phenomenon where positively perceived protagonists face right whereas antagonists face left has been studied in much greater detail in film theory than in games. The most popular explanation for this is in the western world the majority of written scripts are...

Left of Right

Our keenest followers may have caught something about our Aethermon depicted thus far. Our player controlled Aethermon all face right… All other Aethermon face left. The simplest explanation for this is it allows two characters to more literally faceoff when placed...

Fighting Together

Contrasting with the enormous singular power of the Chapter 2 set piece bosses, players will discover that they are stronger together. To highlight this each Aethermon has access to powerful team focused Battle Cards. These Battle Cards do little to help a player when...

Chapter 2 Bosses Part 2

Last week we highlighted the disadvantages players will face against the chapter 2 bosses. This week we breakdown on of the tools we give players to overcome that disadvantage: the support given by the Dojo leaders players rescue.  The bosses from Chapter 1 are...

Chapter 2 Boss balance

Following from last week. The set piece Chapter 2 Bosses are designed as enemies powerful enough that no play could possibly defeat them alone - balanced carefully so that each player feels that their contribution to the fight was necessary. This week we’ll discuss...

Cooperative Win/Loss conditions

In chapter 1 or in the MOBA scenario, a player’s success or failure is measured by how quickly the player progresses relative to the other players. In the co-operative scenario (chapter 2), player success/failure cannot be measured by their development relative to...

Building HP Vs Building Damage

When players level up in Aethermon, they get 5 XG to spend on a 1 to 5 cost Battle Card (combat move). They also receive 1 MaxHP for every XG not spent learning a battle card. As a result, players are tasked with a decision between building HP, or Battle cards...

Building HP vs. Damage

When players level up in Aethermon, they get 5 XG to spend on a 1 to 5 cost Battle Card (combat move). They also receive 1 MaxHP for every XG not spent learning a battle card. As a result, players are tasked with a decision between building HP, or Battle cards...

Making Special Characters More Special

One final post on the changes made to Aethermon to accelerate the player’s adventure.Special Characters were originally balanced at around 1XG per round, equal to an easy battle, but the player wouldn’t lose moves or HP. This figure has been moved to about...

Pushing Players Forward (Cont) – Free Stuff

Everyone likes free stuff, but unfortunately stuff tends to cost money. In games this creates interesting decisions, everything you buy comes at the opportunity cost of something else: if you only have one gold and you buy a 1 gold elixir, you can no longer buy a 1...

Pushing Players Forward – Playtime

At the core of Aethermon’s experience is a journey that includes the growth of the player’s character’s: Players begin their adventure battling the lowest of opponents; by the end of 1st chapter they are challenging for the junior championship; by the end of the 2nd...

Balancing Philosophy

I once heard a school of thought described as the SNK philosophy of game balance (as contrasted to the capcom approach) - “Balance is boring”. Making characters perfectly balanced, strips them of makes them mechanically interesting. Instead make every character...

Drawing Straws (Simultaneous Turns cont.)

Last week we described the rationale that led to the reshuffling of encounters between every turn. This resulted in one playtester questioning whether the order which the player draws their encounter card affects the odds of drawing the special character encounter. So...

More on Simultaneous Turns

When landing on a generic square while playing Aethermon, you draw an encounter card - there are 5 for each area. 4 of these cards lead to a battle, the last one instructs the player to draw a special encounter card.  At the end of each round, all used encounter...

Large Player counts cont.

Aethermon can be played with any player count from 1 to 8. As discussed in previous posts, to avoid playtimes bloating at larger player counts turns are conducted simultaneously. However, with 6 or more player counts this system begins to break down and new solutions...

Advantages of acting first and last

In any game where players act in sequence a division occurs: in some games it is better to act first, while in others it is better to act last. In perfect information games with limited resources, players that act first have an advantage (as they have the first...

Simultaneous Turns

I love high player count games. Not because I need 8 players squeezed around a small table - but because I love setting up a game for four and knowing there’s still room for an unexpected guest to join in. Unfortunately, as you increase the number of players at a...

Aethermon Focus, The Earth Aethermon: Batuursa

In our final Aethermon Focus we look at Earth Aethermon Batuursa.  Overview: Batuursa may not hit as hard as the other starting Aethermon, but Batuursa takes a hit like none other. Batuursa supplements this longevity with moves that redraw used moves; cementing...

Aethermon Focus, The Water Aethermon: Aquus

In the penultimate Aethermon Focus we discuss the Water Aethermon Aquus.  Overview: Just as the tides ebb and flow, so does the power of Aquus’ attacks. Each of Aquuses unique abilities affects or is affected by the use of Energy Cards. As such Aquus can employ...

Aethermon Focus, The Thunder Aethermon: Raivalp

In this week’s Aethermon Focus we discuss the Thunder Aethermon Raivalp.  Overview: With a combination of (q)uick and (r)eact moves, Raivalp finds victory by hitting first and more frequently than other aethermon - often finishing a battle without taking any...

Aethermon Focus, The Moonlit Aethermon: Velvenny

This week we key in on the Moonlit Aethermon Velvenny.  Overview: More than any other starter Aethermon, Velvenny is a healer. Every unique move available to Velvenny either restores HP, or otherwise helps Velvenny get Velvenny back into fighting form. Aethermon...

Aethermon Focus, The Nature Aethermon: Eleafy

This week we take a closer look at the Nature Aethermon Eleafy.  Overview: Every move in Eleafy’s arsenal either applies an (e)ntangled debuff or is boosted in effectiveness based on the number of (e)ntanglements that have been applied. As these (e)ntanglements...

𝘼𝙚𝙩𝙝𝙚𝙧𝙢𝙤𝙣 𝙁𝙤𝙘𝙪𝙨, 𝙏𝙝𝙚 𝙎𝙪𝙣𝙨𝙩𝙧𝙪𝙘𝙠 𝘼𝙚𝙩𝙝𝙚𝙧𝙢𝙤𝙣: 𝙇𝙖𝙣𝙜𝙪𝙧𝙖𝙫𝙞

This week we zoom in on the Sunstruck Aethermon Languravi.  𝗢𝘃𝗲𝗿𝘃𝗶𝗲𝘄: Two abilities set Languravi aside from starting Aethermon: (1) The ability to gain extra XG - advancing Languravi players through the game faster than their peers; and (2) frequent access to...

Aethermon ‘Mon Focus

From next week we’ll begin a series where we take a closer look at the unique mechanics and balance of each playable Aethermon.  In order to better contextualise this upcoming series, we’ll first break down the differentiating properties of each Aethermon...

Special Characters (cont)

We follow last week’s post on Special Characters with details of currently implemented special characters.  While we’re actively experimenting with 11 special characters, it is likely the final implementation of the game will only include 8 Special Characters -...

Balancing Special Characters

We continue our discussion on balancing the options available to players on any given turn, this week we discuss Special Character Encounters. On their journey players will encounter NPC’s that aid players by creating unexpected opportunities and interrupt otherwise...

Balancing Quests

Last week we established that on a player's turn a player should receive between 1-3 XG value. This week we’ll see how we balanced turns spent completing quests. Each quest will take 1 to 3 stages to complete - with each stage costing the player an entire turn. ...

Balancing a Turn

Balancing a Turn Just as it is necessary to balance asymmetrical characters; it is necessary to balance symmetric strategies and tactics available to players. In Aethermon’s case, this means ensuring that - on average and in a vacuum - no matter how a player chooses...

Exploration Mode

𝙀𝙭𝙥𝙡𝙤𝙧𝙖𝙩𝙞𝙤𝙣 𝙈𝙤𝙙𝙚 (𝙁𝙖𝙢𝙞𝙡𝙮 𝙈𝙤𝙙𝙚) Aethermon is a game for everyone - our “Exploration Mode” allows less experienced players to enjoy Aethermon at the same time as more advanced players, without compromising the experience for more advanced players!!! “Exploration mode”...

XG Cont

Following up on last week’s post regarding the decision to amalgamate Gold and XP in Aethermon; let’s explore some of the design decisions that needed to be made to make this concept work. 𝘖𝘱𝘵𝘪𝘰𝘯𝘢𝘭 𝘓𝘦𝘷𝘦𝘭𝘭𝘪𝘯𝘨 It costs 5 XG to level; at the end of every turn players...

𝙀𝙭𝙥𝙚𝙧𝙞𝙚𝙣𝙘𝙚 𝙖𝙣𝙙 𝙂𝙤𝙡𝙙 Aethermon has been designed and redesigned from the ground up to create a streamlined player experience. This rigor has led to an unexpected design decision in Aethermon - the amalgamation of Experience and Gold.   Certain concepts that don’t...

Decksploration

In a previous post I explained that a turn in Aethermon consists of two interconnected phases: Movement around an overworld map  And the events that occur at the locations on that overworld map On the vast majority of turns, thos events will be either an Aethermon...

Ludonarrative Dissonance

We’re trying to tell a story with Aethermon. Most of this is done via visual assets and writing. But fundamentally Aethermon is a game, and if the game doesn’t tell that same story we’re faced with what is known as ludonarrative dissonance.   Ludonarrative...

The Diegetic Tutorial

My typical experience of opening up a new board game with friends involves one person reading the rules for about 15 minutes while other people sit around awkwardly.  We want every player drawn into the world of Aethermon from the moment players first open the box....

𝘽𝙖𝙡𝙖𝙣𝙘𝙚𝙙 𝙎𝙩𝙧𝙖𝙩𝙚𝙜𝙞𝙚𝙨 𝙫𝙨 𝘽𝙖𝙡𝙖𝙣𝙘𝙚𝙙 𝙈𝙤𝙫𝙚𝙨Context is everything. A paperclip is just a piece of metal that binds paper; unless you are a student in Norway during WWII, then a paperclip is a symbol of resistance and solidarity. Context is everything. So too is it with...

Overworld Movement

Gameplay in Aethermon can broadly be divided into two phases: The overworld map where players navigate between locations; And the encounters that transpire at those locations Following on from last week’s post regarding the design of the overworld map; we’ll discuss...

Designing a Map

Designing a Map

Designing a Map It has been said that the best special effects are the effects the audience doesn't see. This perfectly describes the process of designing the overworld map for Aethermon - the design must fulfill a large range of mechanical and artistic requirements...

The 8 Elements

The 8 Elements

The 8 Elements Every Aethermon is blessed with a powerful affinity with one of 8 elements. These elements do not have any sort of natural type advantage - but instead each element is differentiated by access to unique gameplay mechanics and strategies. Here is a...

Why isn’t there a great Pokemon board game?

Why isn’t there a great Pokemon board game?

Why isn’t there a good pokemon board game? There should be a great Pokemon Board game. Pokemon Go has been downloaded 1 billion times; meanwhile, the tabletop games industry is seeing about 10% growth per year. However, fans have been left waiting. History of Pokemon...

What is Aethermon?

What is Aethermon?

Aethermon is an upcoming thematic tabletop board game with RPG elements... but before that it was a feeling. I know you know the one: The excitement of setting out on an adventure; every step into the unknown filled with the promise of possibility That pride and joy...