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Frank Branham: Craft 105 Dragonriders, and a Retraction

Rio Grande released a game called Dragonriders last year. It looked like a reworking of a game that I had always hoped would be reworked -- Ben Hur by Jean du Poel.

Jean du Poel's games usually have interesting ideas, great components, but erratic development and fairly confusing rules. The end results vary from interesting (I still try and play Mare Mediterraneum once per year.) to unplayable.

Ben Hur had a miniatures movement system where you place a stick alongside the big honking wooden chariot to move it. It also used a hand of cards like Ausgrebremst to choose which length of stick you used to move. The passing and collision rules were terribly unforgiving, and the game ended up being not much fun. Dragonriders is a cross between the original game and Mario Kart. The basic movement system drop the cards, allowing you to choose movement, and adds powerups that are pure Mario Kart as well as energy sections which seem pulled from Wipeout.

And yet, the game has few flaws.

1. The Rio Grande translation horribly mangles the section that explains what happens when you collide with someone while moving. The colliding player gets to move in front of the player he hits. Otherwise, it is freakishly hard to pass people in the game.

2. The dragon pieces suck. They are made of a very thin and light plastic so that the slightly touch moves a piece out of alignment. To make things worse, the actual dragon figures on top extend quite a bit over the edge of the base. The combination is deadly, and the average game requires resetting a lot of bumped dragons.

3. The course is perhaps a bit too narrow.

4. Enough people have played the game and damned it that no one wants to play it. Took forever for me to get it to the table.

Walt Mulder fixed the rules. I can fix the dragons. More mucking about will let me know if I want to fix #3.



As to the dragons. I wanted to keep the sculpts. The only way I could think of to make that happen is to stagger the heights of the bases so that the figures do not touch.

So....

A: I picked up a set of brass nuts and brass rod at my local hardware store, along with some 5 minute epoxy putty, and some epoxy designed to glue plastic to other things.

B: I painted the minis. If a thing is worth doing, it is worth overdoing. This step involves Gesso, paint, and Magic Dip.

C: Trim the original base and dragon with a pair of clippers. Drill holes in both--all the way through the base, and perhaps 1/8" into the belly of the dragon.

D: Cut the rod down and briefly sand the surfaces that are going to be glued. Top of the nuts, bottom of the bases, and the ends of the brass rod.

E: Glue. This is the tricky part, and it happens so fast I didn't stop to take pics of the steps. Fill the nut with epoxy putty, making sure that we don't have any oozing out of the bottom, but enough so that it is flat on top. Follow that immediately with a layer of the plastic epoxy, stick on the base, and insert the rod. Try to make it stand up reasonably vertically.

F: Glue on the dragons. This is why you want 5 minute plastic weld epoxy. The stuff begins to set up after only a minute, so you have to work fast.

G: Clean up. Scrape off the epoxy that got all over the bases, your hands. Bend the rods a bit so that the dragons are actually vertical.



Sigh. I need photography lessons. Anyone know a good reference for this sort of thing?

I have yet to get this version to the table. I'll add a further playtest notes to the comments section. I'm hoping that the pics will help me actually convince folks they want to try it this evening.

-------------------------------------------------------------------------

That whole retraction thing.

Back in November, I said that Sandi was not good at first person shooters. She is in fact not that much worse than me, and tends to die less frequently than I do, as she is more patient in waiting for good shots. I insist on charging into the midst of the enemy with shotguns and grenades.

She does actually play first person shooters, and even bought me a preorder of a first person shooter coming out next week whose name should never be spoken. (The hype is getting old. Next week, I may have to throw things at people who mention it. )

So, I'm sorry about that, Sandi.




© 2007 Frank Branham


Posted by Frank Branham on Sep 20, 2007 at 01:00 AM in ColumnistsFrank Branham / 1071

Comments:

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I’m glad to see effort put into salvaging Dragonriders.  I’ve not played it, but it always seemed to me that what damned it were a couple of poor production choices.  How fun would Carabande/Rennspiel-Action/PitchCar be if the track were standard gameboard stock, and the cars were lightweight plastic discs?  >:^Þ

Bring your copy of Dragonriders to Buckeye Game Fest, and I’ll play it with you, Frank!

Posted by Nathan Morse on Sep 20, 2007 at 07:20 AM | #

Anyone still playing Quake III?

Posted by Anthony Rubbo on Sep 20, 2007 at 08:04 AM | #

Your dragons are very cool, and I’m glad to hear about the collision rule.  As for the pieces, we put a little bit of “tack-it” on the bottom of each dragon and that reduced the slipping and sliding quite a bit.  Your fix probably works better in the long run, but for the lazy among us, I thought I’d put the tack-it thing out there.

Posted by Maureen Carruthers on Sep 20, 2007 at 09:02 AM | #

Regarding photography, I suggest two things which would make that particular set of photos better:
Use a less busy background with greater contrast. The variable brown background behind variable brown bits makes them harder to pick out.

But even more important:
Use more light! Lots of light. Preferably sunlight. Sunlight on a cloudy day is perfect, since it’s bright yet diffuse. Your eyes see a lot better than your camera does, especially if it’s a point-and-shoot digital camera. The brighter it is, the narrower the aperture you can use and thus the deeper the depth of field. There are clearly depth of field problems in this photo: some parts are in focus while other parts, closer to or further from the lens, are not.

You may be able to set the aperture on your camera, possible using an “Aperture priority” setting.

Sorry, no suggestions as to photography tutorials, but I hope those few tips help.

Posted by Michael Leuchtenburg on Sep 20, 2007 at 09:25 AM | #

I’ve also used the “tack-it” fix and, while it’s not perfect, it helped a lot.

We found that the game (w/all the narrow spots) works better with 4 rather than 5 or 6.

Posted by Mark "Fluff Daddy" Jackson on Sep 20, 2007 at 10:00 AM | #

I like the idea of those heavy bolts on the bases.  One thing I did was glue magnetic sheet to the bottom of the dragon bases to weigh them down more.  Then to that I glued a sheet of suede/leather like material to keep them from slipping on the board.  Both materials trim nicely with scissors around the base.

The idea of elevating the dragons is interesting.  Maybe if there was a mechanism like that used for the aircraft in Duel in the Dark, it could help with sliding the dragons up and down to different elevations.

Posted by Walt Mulder on Sep 20, 2007 at 11:23 AM | #

I’m still playing Quake III.  My computers range in age from 1 to 7 years old, so when I want to play a LAN game, I need something older.  Plus it’s cheap, so I can own five legal copies without breaking the bank.

Posted by S. Deniz Bucak on Sep 20, 2007 at 01:50 PM | #

The other horrible rules mangling is one one of the cards. I don’t have my set handy, but I think the “magic lassoo” translation is totally wrong. It plays better correctly. The whole ruleset is a mess though.

I’ve always been a fan of Dragonriders, but it’s gotten quite mixed responses from people I’ve played with. Some have liked it, many have not. The key seems to be the course. We played it the first time with an incorrectly-assembled track and the game totally crashed and burned. Second time with the track set up right, it went over reasonably well.

I’ve never been that bothered by the fiddly Dragons. Yeah, they aren’t great. It would be better if they had more weight and if the dragons weren’t so much larger than the base. But it seems to me that it’s just not the sort of game where you worry about making sure your Dragon is in *exactly* the right spot, and if you’re careful it’s close enough, within the tolerance of the lightness of the game. Not that I don’t wish it were better.

Posted by Chris Farrell on Sep 20, 2007 at 06:54 PM | #

Oh, and I agree with the comment that 4 is probably better than 5 or 6. As 6-player games go, it’s pretty good and moves briskly. But the track is crowded, and I think smaller numbers work better.

Posted by Chris Farrell on Sep 20, 2007 at 06:56 PM | #

The best use for Dragonriders is as the basis for a stop-motion animation where all the dragons basically burn the track, the box, and each other into ash.  Nice job sticking the toys on sticks, though....

Posted by Josh Adelson on Sep 20, 2007 at 08:43 PM | #

Nice work on Dragonriders, Frank!  Your column worked; I’d actually like to get Dragonriders on the table again soon.  I need a less intensive way of fixing the base problem, though.  I like your idea about making the dragons different heights....I wonder if I could get away with just gluing different numbers of bolts on the bottoms of the bases.  Do you think that would work? I likely still would need a way to create more space between the Dragons and the bases.  Drat! It is the only solution that pops readily into mind and I know I am not industrious enough to go the “brass rod” route.

Ugh, looks like I need an improved ruleset, too.  Let us know if you come with with good tweaks.

Incidently, Bioshock sucks (Get killed, regenerate, hit with wrench, get killed, regenerate, hit with wrench...sigh).  Mass Effect.  Now that will be the bomb.

--Kevin

Posted by Kevin Gonzalez on Sep 20, 2007 at 11:22 PM | #

I own Ben Hur, and am more interested in salvaging it rather than hopping over to Dragonriders.  In Ben Hur, the pieces are nice and chunky.  I think the course is a bit small, so I’m inclined to either make a new larger course - or possibly shorten the range-finding sticks.

Anything in Dragonriders worth porting over to Ben Hur?

Posted by Kevin_Whitmore on Sep 20, 2007 at 11:22 PM | #

Just to keep the Kevin comments going:

I’ve always liked this game, even with the light weight dragons. It never seemed that we should be so serious that a little bump here and there would ruin all our fun.

We played it once, and no one ever wanted to play it again tho.

Now if we could mount the game board to a thin sheet of metal and then put magnets on the bottom of the Dragon bases, as someone suggested. That would be cool. :)

Posted by Kevin Bender on Sep 21, 2007 at 01:31 AM | #

It’s nice to know about the whole running into other dragons thing… would make the game better.  Of course, I’ve now gotten rid of the game.

Posted by Matt J. Carlson on Sep 21, 2007 at 07:05 AM | #

Magnets would work well but you could just glue the nuts onto the bases for weight and not muck with the brass rods.

It ended up being about 2 hours of time to do the rods, brass cutting and gluing.

Posted by Frank Branham on Sep 21, 2007 at 08:10 AM | #

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