Fifth Wednesday Personal Updates: October 2025

Happy Wednesday, Geekly Gang! Today is the rare fifth Wednesday of a month, so our writers will be sharing personal updates over the past few months. I’ll kick things off for this month’s Personal Updates.

Kyra’s Games

I’ve been sick (with the crud) over the past few weeks, but before getting sick, I was featured in a board game design panel at Nuke-Con early this month. While the panel went well, I’d like to expand on it for next year. Be on the look out for Nuke-Con 2026. I also playtested Rustbucket Riots and Whirligig Pets several times during this same convention.

Monthly Update: Whistlestop Pets Title Card

Whirligig Pets (formerly Whistlestop Pets–I need to change the above image) is ready for submission. I still need to find a better way to ramp up the tension in Rustbucket Riots. I think I found a way to tweak the enemy/time cards, so players experience a steadier upward ramp. Before this recent change, evening cards were brutal. I like the new balance, but higher player counts are where balance can get tricky. We’ll see if this new balance sticks.

I won’t go into too much detail with Rustbucket Riots. I already did some of that with this month’s Game Design Brain Dump. If you’re interested, you can see Rustbucket Riots’ origin.

One last important note I discovered during the con: I need to figure out the best way to teach this game. Rustbucket Riots has a lot of odd game mechanisms that many players find unfamiliar, and the spatial puzzle can be overwhelming. I know many of you haven’t played, but here’s a quick rundown on how a round plays:

1) Enemy Turn (Draw Time Cards Equal to Number of Players)
2) Players play one card from their hand
3) Roll and Lock Dice
4) Place Dice (on gears)
5) Spend Dice (by removing dice from gears)

I’ll begin with this and then get into the weeds as the game progresses. Maybe this will help. I hope to see some of you at the gaming table soon.

Storytelling

Kyra’s Writing

Similar to board game design, I posted a writing brain dump earlier this month. I’ll try not to recap too much of what I posted there. I’m still viewing my work in progress through a macro lens. Characters have merged. I combined some characters who could be considered fridged (the character’s sole purpose was to motivate the protagonist) with another character with a larger role. I’m finding character arcs for each major character, and I’ve found I don’t have as many characters as I did prior. This may be an easier editing pass than I first thought. Famous last words.

Novel in November (formerly National Novel Writing Month or NaNoWriMo) begins in a handful of days, and I’ll be attending as many Omaha Writers’ League (OWL) events as I can. Above is a calendar of OWL events. All locations are in Omaha. Events are subject to change. (I believe November 11th is left blank in observance of Veterans’ Day.) If you’re in the local area, I look forward to seeing you at one of these events. I’ll be at many of these events, trying to make sense of my nonsense. There’s a reason I call my updates writing brain dumps.

That’s all I have for this month. Let’s see what Skye’s been doing.

Skye’s Update

I’ve done some interesting things over the past quarter. I became a member of my local library’s board-game community, attended Metropolitan Community College’s annual Inter-Tribal Powwow, and protested the protection of the United States’ founding ideals of “liberty and justice for all,” among other things.

My greatest achievement–in my opinion–in the past quarter was scheduling a date with my surgeon to undergo the final part of my medical transition. I’m scheduled for November of next year (2026), and words can’t describe my immense satisfaction. Advanced warning to y’all: I suspect I’ll be in recovery during that time next year. I’ll do my best to post, but I might be hopped-up on pain meds.

Overall, I would consider the past quarter (Aug-Oct) a productive one. Despite personal obligations, I’ve still enjoyed posting and offering my opinions on JKGeekly with the rest of the Geekly writers. Posting my thoughts online is one of my greatest joys, and I thank everyone for welcoming me into the Geekly Gang.

Here’s to another three months of Geek with y’all. Happy Halloween!

Storytelling

Season’s Update

Hi, Geekly Gang! It’s been a while since I gave an update. I’ve recently started a new full-time job, so I’ve been adjusting to my new schedule. I’ve also been sick with the crud this past week. It’s a good thing I’m writing this update, because my voice is shot. Blegh!

As for writing, I’ve tried to get a couple of pieces published, but no luck yet. They’re a couple of short flash fiction pieces. Maybe I’ll share them here someday. I’m going to keep submitting until I get some bites. Fingers crossed! I’ve also been enjoying writing monthly plushie reviews for you, Geekly Gang. If you have a favorite plushie, please let me know. I’m always down for new plushie recs.

Hey, hey! Kyra Kyle here again. Those are our writers’ updates for the past few months. Feel free to share what you’ve been up to over the past month or three, Geekly Gang. Thank you for reading, and wherever you are, I hope you’re having a great day.

Game Design Brain Dump: October 10, 2025

Hey, hey, Geekly Gang! Kyra Kyle here. Last week, we began a series called–for the time being–Writing Brain Dump, and this week is the time to roll out Game Design Brain Dump. The title is a work in progress. Let’s hope I can express my board game design process with this series. Fingers crossed for a cogent thought or two. Strap in for a Board Game Design Brain Dump.

Rustbucket Riots Origins

I’m going a different route from last week’s writing brain dump. Recently, I attended a panel about board game design at Nuke-Con (Omaha’s board game convention) and figured we could begin with what prompted me to begin designing Rustbucket Riots.

I knew Mega Man: The Board Game by Jasco Games wasn’t the best when I purchased it at a severe discount. Honestly, I wanted the bits. Jasco Games did an amazing job with Mega Man’s miniatures and the look of the game. But good luck finishing a game of Mega Man in under 10 hours. Each robot stage plays like five games of Munchkin played back-to-back, with every other player doing their best to prevent you from completing the stage. And you need to complete multiple boss stages. 10 hours may be too few hours to complete this game. You may need to dedicate a table to preserve your month-long game of Mega Man.

I hope I won’t get copyright claimed for any images. Eek! I began with a simple dice chucker of a game. Players would roll standard six-sided dice (I don’t recall the exact number, but it was likely around four or five) and then place the dice on their player boards. Each space on the player board would grant different abilities, with the final four slots variable for powers obtained by defeating robot bosses. Players could place multiple dice in a single space to combine the rolled result. A six may be played with a single die showing a six or with a two and a four or any other combination of six.

I chose dice chucking because rolling dice and placing them with predetermined spaces made for quick turns. Quick turns lead to a game that one can finish within ten hours. This game worked well. Heck, I even tried it as a real-time game, and it worked extremely well. Games lasted less than 15 minutes. I even saw this Mega Man variant as a game that could be played in tournaments of speed runs. Now that I think about it, I may revisit this variant in the future and give it a reskin. Sorry, the ADHD took the wheel for a second.

For some reason, I abandoned the above game concept and went in a different direction. I love Cretaceous Rails. Unlike Jasco’s Mega Man, there isn’t much I’d change with this title. Cretaceous Rails makes this list because I wanted to try using one of its core game mechanisms: dual action selection. I even asked Cretaceous Rails’ designer, Ann Journey, if it’d be okay if I borrowed this game mechanism before trying the next Mega Man remix iteration. The result was a game I nicknamed Rondelande.

Oh my goodness. This game wasn’t just a different direction from my first Mega Man remix; it was different in every possible way. I didn’t keep any of Rondelande’s hardcopy versions. I only have the digital files, and it’s difficult to recreate what the game looked like without a physical copy. But I’ll try my best.

That’s a lot of color going on. Those are supposed to be three rondels (a circular game mechanism with pie wedges representing which actions one may take) stacked on top of one another. Each turn, players would place their gear tokens on one of the hexagon-shaped spaces and take the actions indicated. But before placing gears, players could play up to two cards (depicting one of the actions run, slide, jump, shoot, or climb) underneath the spaces on the outer edge. Players would then be able to take all the actions, including actions on cards, during their turn.

Note: The trapezoid spaces had different actions like draw cards or oil cans (that functioned as wild actions) or even rotating one of the top two rondels, so the action selection could vary.

Rondelande was a lot of fun. It ventured far from what I had originally intended to make. That’s the ADHD brain taking the wheel again. Unfortunately, Rondelande was a space hog. The image above is at least a twentieth of the size of the original game. Despite its size, Rondelande may have been a great game if I had stuck with it. I liked how players could build up the board as they went, benefiting themselves for a turn, but also allowing an opponent to take the same action in a future turn. Players could even refresh (take back their gear tokens) or choose not to refresh for a turn to prevent someone from taking an action their token is currently occupying. Rondelande was great. But something felt off. I wanted interlocking gears for the board because it made sense for a robot theme. I had chosen rondels because they were easier to build. And then I found gears that would work.

I found a file that could work for interlocking gears. Yay! As an aside, I was working on making this file work while producing my Mega Man variant and Rondelande, so a lot of what we’re about to discuss happened concurrently with the previous two games.

At first, I was using a lot of memory foam. Rondelande’s rondels were comprised of foam. I’d print out the digital files (of that rainbow nightmare above) onto full sheet labels and then sticker them over the foam and cut them out. I tried the same concept with the gear pictured above. And it worked…for like one playthrough of the game. Foam likes to shred under friction. Who knew? So, I put the interlocking gears aside until I found a set of wooden gears on Amazon.

Yes! I was in business. I could continue with Rustbucket Riots. The picture above is a modern version of the game; the first version still used foam for its board (the gears haven’t changed too much). I still have a version of the first game and will include a picture of it in a future post. Rustbucket Riots combines multiple ideas. I brought back dice chucking from Mega Man, only this time, I used specialty dice that included run, slide, climb, shoot, and jump. And I always thought Tzolk’in’s gears didn’t move enough. I could fix two issues I saw in other games. Jasco’s Mega Man took too long, and Tzolk’in (Tzolk’in is an amazing game that earns its spot in BGG; I’m nitpicking) could have gears that frequently turn.

The name Rustbucket Riots came swiftly. Originally, I wanted to make a better Mega Man board game, but I couldn’t copy Mega Man exactly. So, I wondered if I could make the player characters villainous. The Boss Robots attempt to free themselves from an oppressive corporocracy and the humans using them as cheap labor, while the players assume the role of corporate robots tasked with bringing the rogue robots under control. Even though the Boss Robots would view what’s happening as a revolution, we’re playing this game from the viewpoint of corporate robots, and they’d see it as riots. Throw in a slur, and you get Rustbucket Riots.

I think that’s everything up to the idea of Rustbucket Riots materialized. We’ll cover early iterations of the game in the next board game design brain dump. If you’ve made it this far through my rambling, you’re awesome. You know it. Thank you for reading, and wherever you are, I hope you’re having a great day.

Fifth Wednesday Personal Update: July 2025

Happy fifth Wednesday, Geekly Gang! Kyra Kyle here. Since it’s the fifth Wednesday of July, that means our writers will be sharing personal updates. I’ll get things started.

Kyra’s Writing

My writing and game design will sound similar this month. The two center around the same concept. I wrote a first draft of a novel based on one of my board games, Rustbucket Riots, and I’m in the throes of reverse outlining.

Reverse outlining is an important stage of writing/editing that I learned after multiple novels. During the reverse editing stage, I take note of what happens in each chapter/scene, looking at the novel from a macro level, rather than a micro level (like line editing). Reverse outlining allows me to see who the point of view (POV) character is for each chapter (if there’s more than one POV character for the novel). If a character has only one POV chapter, I may need to give them more chapters or consider omitting the chapter or using a different POV character. Jotting down what happens in each chapter makes it easier to see which chapters are pulling their weight (from a narrative perspective), which ones could do more, and which ones may not be needed.

In previous novels, I made the mistake of line editing after writing the first draft. That doesn’t work–at least, not for me. The sunk cost fallacy (the tendency to continue an endeavor because of the time and effort spent on the project) is strong when a writer does this. Slapping together a crappy first draft and then taking a macro look at each chapter makes it easier to “kill one’s darlings.” If I haven’t spent hours editing a chapter, that chapter hasn’t reached the status of one of my darlings. It’s easier to make cuts.

Depending on when you’re reading this, I may be slashing through thousands of words in one keystroke. Can you hear the ink cry?

On a different note, I’m still querying agents. Fingers crossed.

Kyra’s Game Design

I received a ton of great feedback for Rustbucket Riots and Whirligig Pets. Both games are well on their way to being publishable.

I’m continuing to refine my other designs, and I’ll be at Comic Con Nebraska this weekend. If you’re in the area, stop by and say hi. I’ll be in the game room, demoing various designs that will include Rustbucket Riots and Whirligig Pets. I’ll even have JK Geekly badge ribbons.

Tangent: I joined a board game publication and pitching course, so hopefully, my board game pitches will improve in the coming months. Lol

That’s all I have for these past three months. Let’s check in with Skye.

Skye’s Update

Believe it or not, I do have a life. I know, I was surprised too. Not much has happened since the last time I did one of these, but there were a couple of things I wanted to mention.

First, I have a new job at my local movie theater. Y’all know how much I love movies, so this kind of job is right up my alley. There’s a more community-oriented culture at Marcus Theaters with several opportunities to learn and connect with the team, which I love. Of course, there’s also free movie tickets. This means that I can start covering recently released films on my personal blog, TGIMovies, in a more financially responsible way.

Second, I took this summer off from college. So far, I’ve been having a good time relaxing and dedicating my time toward things I love, such as my hobbies, my relationships, and this community. I’ve learned a lot about myself, spent time with those I care about, and started working towards my future. At this point in my life, I’m the most excited I’ve ever been about what’s to come. I’m glad I got to share it with y’all!

Thanks for reading about my experiences and for inviting me to this website. Though I don’t say it often, I’m greatly honored to be a part of this community, to experience geeky content with like-minded people, and to have a platform to offer my thoughts. I’ll see y’all next week with another “Whatcha.” Take care!

Kyra Kyle here again. Season doesn’t have an update for the past three months. She graduated from college with a Bachelor’s and continues to look for work in her field. Fingers crossed that she’ll find something soon. And feel free to share what you’ve been working on over the past three months. We’re all part of the Geekly Gang. Thank you for reading, and wherever you are, I hope you’re having a great day.

Whatcha Playing, Geekly? June 2025

Hey, hey, Geekly Gang! Kyra Kyle here. We have a new month and a new Wednesday, so it’s time for Whatcha Playing. The Geekly writers and I will share the games (video games and tabletop games) we’ve been playing over the past month. Feel free to share which games you’ve been playing, because we’re all part of the Geekly Gang.

Kyra’s Games

As always, I won’t include any of the gacha games I typically play. If I ever stop playing Wuthering Waves or Honkai: Star Rail, I’ll let you know. I also don’t include prototypes of tabletop games I’m developing, like Rustbucket Riots, Whirligig Pets, No Jack, Weeds, or Spill the Beans. Of course, I played those. With that disclaimer out of the way, let’s get to the games.

Board Games

I finally got Sky Team to the table, and it’s excellent. This two-player only game features a fast back-and-forth between one player as the pilot and the other as the co-pilot while they attempt to land a plane. Technically, players aren’t supposed to speak during rounds, but I allow minimal communication. Sky Team is a cooperative game, after all. Players simultaneously roll dice and then place them in their designated spaces, blue for the pilot and orange for the co-pilot. Both roles have specific duties.

Naturally, I chose Skye to be part of my first play of Sky Team. You can’t have a Sky Team without Skye. We played the tutorial and narrowly lost. Skye immediately wanted to play again, and we were able to land the plane on our second try. Sky Team includes numerous scenarios, and I can’t wait to try more.

I’ve played many Button Shy Games over the last month, and the above three games are standout titles. Elizabeth Hargrave’s Tussie Mussie has a great push pull of which flower do I want to show my opponent and which to keep secret. Your opponent will choose between the two flowers: known and unknown. Jason Glover’s Stew takes a similar concept of having partial knowledge of what’s in the Stew because you know which cards you’ve played and not the ones your opponents played. If you think there are enough points in the stew, you call stew and count up points; players gain points if they guess correctly, but their opponents gain points if they guess incorrectly. And Ted Heidersdorf’s Super Slopes is a crazy game of branching slaloms down snow-capped mountains.

I’m hooked on Button Shy Games. This company packs a lot of game into a small package, a wallet to be exact. I mentioned Button Shy Games in our Stocking Stuffer Games list in December. These games are great options for that, but for $12 apiece, Button Shy Games are good any month of the year. I love their portability. I can pack twenty to thirty of these in less space than one standard board game.

Technically, I haven’t played much Cretaceous Rails over the last month; I demoed the game for countless gaming groups. Dinosaurs and trains together at last! Really? I’m surprised the combination of dinosaurs and trains hasn’t happened before Cretaceous Rails. Anyway, I’ve played plenty of this game in the past. It’s over-the-top in its production value. Who doesn’t love four different train miniatures? Seriously, the train minis aren’t just different colors, they’re different train models.

Cretaceous Rails features dinosaur miniatures. Simply put, it has table presence. You’ll hear this game roar from across the room.

Video Games

I know. I know. Ticket to Ride is another board game, but I played the version ported to the PlayStation 4, so it counts as a video game. I always loved the simplicity of Ticket to Ride. Collect enough train cards of a single color, match them to routes (between two cities), and connect cities on the ticket cards you have in your hand in a continuous route. Ticket to Ride modernized Rummy for the modern board game community. The PlayStation 4 version of Ticket to Ride is a great port of the game.

While I prefer the physical version of Ticket to Ride to a digital one, the production value is great. The base game includes the classic United States map and the Europe map. I’ve played Ticket to Ride: Europe a few times before last month, but picking up this copy (on the cheap) has led to more plays on the Europe map. I like the USA map more, but that’s because I don’t know if I quite understand how stations work. Whoops!

Akatsuki: Lord of the Dawn has a silly name. Akatsuki means dawn in Japanese, so the game’s title is Dawn: Lord of the Dawn. Tee hee! Anyway, Akatsuki: Lord of the Dawn is an army RPG. The story didn’t hold my interest. The game mechanisms were interesting–especially Akatsuki: Lord of the Dawn’s method of combining building an army and a country–but the game overstays its welcome by one island. By the time I finished the penultimate island, I had done all the game had to offer. The final island is four times the size of the previous island, and my final hour or two of gameplay was mindlessly autobattling a hundred or so territory tiles.

On a personal note, I saw a screenshot similar to the one above and thought Akatsuki: Lord of the Dawn used a card-driven combat system and got excited. The bottom left-hand corner looks like it could be a hand of cards, but no, it’s a head’s up display made to look like a hand of cards. Oh, well. Akatsuki: Lord of the Dawn was on sale for super cheap, I picked it up, and aside from the final island, I enjoyed my time with this indie game. Akatsuki: Lord of the Dawn took about twenty hours to finish.

That’s what I played this past month. Let’s check in with Season and Skye.

Skye’s Games

I have good news and bad news. The bad news is that I haven’t played many new video games this month to report to y’all. I got super addicted to Ghost of Tsushima and ended up playing non-stop. At least I have a platinum PlayStation trophy to show for it. The good news is that I spent this past weekend at Protospiel Twin Cities.

I typically don’t play board games unless I’m with my friends or family. Honestly, it doesn’t happen as often as it should. Last weekend, I had a unique opportunity to drive up to Minneapolis with our very own Kyra Kyle and play a host of different prototype board games. Behind these games were several different and talented designers.

Protospiel was an amazing experience. Kyra Kyle has been developing games of their own (which they’ve mentioned before), and I got to play them. I love playing Rustbucket Riots and Whirligig Pets. I even got to demo these games more than once. Co-op dice placement and programming adorable robot dogs and kittens. What’s not to love?

But I also had the pleasure of playtesting countless others. Most of these games have working titles or may not be ready to advertise, so most will be unnamed. Among the board game standouts were a simple and effective airline management game, a goofy cooking show contest game, an international travel game, and Spielcraft’s upcoming Primacy (a resource management/conquest game set in a dystopian future).

One of my favorite prototype games centered on becoming the “Master of the Seasons.” I liked its straightforward gameplay, fast-paced turn system, unique artistic design, and emphasis on strategy/point cultivation. If I ever see that game in stores, you bet I’ll be picking it up.

Season’s Games

board games

Woo-hoo! I was able to get some board game time under my belt. Elizabeth Hargrave’s Finspan got review-bombed before it even hit the shelves. I enjoyed Wyrmspan and have 3D printed resources I bought from someone in my hometown. I decided I’d collect everything in the Span series. Finspan is more streamlined than Wyrmspan and features an open hand mechanic. Players dive into the water, gather resources, and complete objectives. There are a finite number of turns each round (or week), so the game doesn’t drag.

One of my favorite things about Finspan is the attention to detail. The designers tried to be as scientifically accurate as possible to the real-world fish featured in the game. There are some artistic liberties, but you can find all of the fish in Finspan in our oceans today.

Video games

My Pokémon addiction returned when I spotted Pokémon Shining Pearl at my local GameStop. I don’t always keep up with the latest Pokémon games, but I’ll play a new one (well, new to me) every few years. Pokémon Shining Pearl is similar to previous games in the Pokémon franchise, but it features a location called the Grand Underground. After players complete the main game and unlock the National Pokédex, they may access a wider variety of Pokémon. There are way more legendary Pokémon to catch in Pokémon Shining Pearl than I’m used to in previous games, so that’s been a blast.

Kyra Kyle again. That does it for this month’s Whatcha Playing. What games have you been playing? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.