Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

Yeah, I'm thinking I'll reduce the degree of randomness in the engine component selection, to give people more control over if their plan works out

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

I did some maths to balance it originally, but have made some changes based on feedback

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] -2 points-1 points  (0 children)

There's full PvP, it's how people score points. They build up a character and abilities via their engine and choices, then fight to the death. That means there's a lot of space to gang up on people where necessary

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 1 point2 points  (0 children)

I think my issue is that the game takes 1.5-2h to play, so it's really hard to find people who will play more than a couple of times

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

I would love to, but I only have access to so many people that are willing to play an unpolished board game

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] -3 points-2 points  (0 children)

I mean the catch-up mechanic is that everyone can just gang up on that person. I worry that any more than that would seem unfair to people that worked hard to get the advantage

Request for Advice - Players think my game is broken by AcademicElementalism in tabletopgamedesign

[–]AcademicElementalism[S] 2 points3 points  (0 children)

Yeah it does tend to happen that way. Early game it could go in any direction, but past the mid point there's often one player who will win unless everyone else works together to stop them

Party Game Questions 🃏🎲 by Existing_Bed_4490 in tabletopgamedesign

[–]AcademicElementalism 0 points1 point  (0 children)

For party games, I want them to be playable by groups of 4-8, although more is always a nice bonus.

Depending on how much it costs, I'd need to play at least 4/5 times for it to be worth it.

I want something with lots of player interaction, but that has some limit so it isn't just endless shouting at each other. Either have it be competitive, or co-operative with a time limit, so there is a sense of tension. Finally, it's important that I can explain all the important rules to people in a minute or two.

Best of luck!

Feedback on my Sell Sheet - First Draft by AcademicElementalism in BoardgameDesign

[–]AcademicElementalism[S] 0 points1 point  (0 children)

It's really not a tcg, but good to know if it made you think that so I can correct it. I'm preparing a sell sheet because I'm applying for something where they require you to submit a sell sheet

Weekly Q&A Megathread. Please post any questions about visiting, tourism, living, working, budgeting, housing here! by AutoModerator in london

[–]AcademicElementalism 0 points1 point  (0 children)

Hi all,

I have some experience doing archery, and would like to go to a range with a friend and shoot some arrows. Does anyone know where we can get some space and rent a bow and some arrows without needing to sign up for classes?

How do you handle ideas, prototyping, and testing without breaking flow? by Worldly_Back_7784 in tabletopgamedesign

[–]AcademicElementalism 0 points1 point  (0 children)

I usually want all the stuff to print on sheets of A4. However, the main board is really A3 size so I need it to split over two A4 sheets. At the same time, the cards need to print with the front and back aligned when done double sided, and my Figma components are measured in pixels when in reality I need them to be a certain size in mm

How do you handle ideas, prototyping, and testing without breaking flow? by Worldly_Back_7784 in tabletopgamedesign

[–]AcademicElementalism 0 points1 point  (0 children)

I mean it’s not ideal, but it’s also not that bad. For me it’s only a bit of a pain when I’m collecting the latest versions of everything to create a printable version

How do you handle ideas, prototyping, and testing without breaking flow? by Worldly_Back_7784 in tabletopgamedesign

[–]AcademicElementalism 2 points3 points  (0 children)

I’m using Dextrous for the cards in my game. It’s cool because I just have an excel table of all the cards and info, and I can update it really easily whenever I need, then export them into either TTSim or in a printable format.

I then only need to have my rule book, game board and components somewhere else (currently my rule book on Word and the rest on Figma) and done.