Sweet Dream Miniatures
& Gun-ho!
Sweet Dream MiniaturesObjective: Take your little character to bed.
Duration: 30 minutes Players: 1 to 6 Ages: 6+ Build a citadel of mazes, piecing together watercolour chambers based on Persian miniatures. Choose from twelve characters adorned in Jacobean garb. Place the remaining guests in inconvenient corners, if met you must escort them back first. Explore your creation whilst racing to bed! |
Gun-ho!Objective: Sink enemy ships to the Seabed.
Duration: 15 minutes to 1 hour. Players: 2 Ages: 6+ Gather plunder at different medieval Cornish ports or steal your opponent's hoards. Fly the swallows to change the orientation of the winds. Build your fleets and broad side your opponent or command the winds so they shipwreck themselves! |
Games of Innovation
No di or element of chance. The mechanical theory is that which is altered remotely effects what is central to play. In other words, change the environment to influence the outcome. By this system every move effects the possibilities of the pieces' destinies. Both games share this principle. This can simply be overlooked, and played in a naïve fashion, or divined and bent to the whim of the cunning.
GH is elemental and by weighing this balance can the player master the optimum style. The winds must favour your voyage though becalm the enemy. Goods must be both hoarded and plundered. The voyage well-timed, opportune yet cautious.
SDM explores counter mechanic through a different vein. The player designs the palace both as a convenient escape to bed and an elaborate trap, full of cavelets and crannies. The unchosen characters become guests, they can be cumbersome baggage or herdable delays. (Obviously we like guests really but in SDM sleep is paramount.) Where your character moves, all the guests will move in the same direction, pawns shared by either player to obstruct smooth passage.
No di or element of chance. The mechanical theory is that which is altered remotely effects what is central to play. In other words, change the environment to influence the outcome. By this system every move effects the possibilities of the pieces' destinies. Both games share this principle. This can simply be overlooked, and played in a naïve fashion, or divined and bent to the whim of the cunning.
GH is elemental and by weighing this balance can the player master the optimum style. The winds must favour your voyage though becalm the enemy. Goods must be both hoarded and plundered. The voyage well-timed, opportune yet cautious.
SDM explores counter mechanic through a different vein. The player designs the palace both as a convenient escape to bed and an elaborate trap, full of cavelets and crannies. The unchosen characters become guests, they can be cumbersome baggage or herdable delays. (Obviously we like guests really but in SDM sleep is paramount.) Where your character moves, all the guests will move in the same direction, pawns shared by either player to obstruct smooth passage.
Game Designer
Ben Reader
Cornish Translation
Delia Brotherton
+ help from friends:
Pat Parry
Rod Lyon
Esme Tackley
Portuguese Translation
Tiago Carvalho
French Translation
Mary Perryman
Narrator
John Copping
Ben Reader
Starring
Cornelius Amadi
Ben Reader
Ben Reader
Cornish Translation
Delia Brotherton
+ help from friends:
Pat Parry
Rod Lyon
Esme Tackley
Portuguese Translation
Tiago Carvalho
French Translation
Mary Perryman
Narrator
John Copping
Ben Reader
Starring
Cornelius Amadi
Ben Reader