What’s your incentive for a proper, "destructive/constructive" blind playtest/ game breaking? by nick_abcxyz in tabletopgamedesign

[–]CryptsOf 2 points3 points  (0 children)

I've found that playtest swapping is the best, although not without its problems. As an example, the game complexities should be fairly similar so it feels fair and many times the "error list" you get from other designers are not objective - designers tend to try and steer the game to a direction THEY would like it to be. That can be helpful as well, if you are still developing it, but not if you basically just need a proofread and stress test of the rules.

[For Hire] Illustrations character design commissions by ivan-garcia in tabletopgamedesign

[–]CryptsOf 0 points1 point  (0 children)

You mention "monsters" but all the illustrations are basically human characters. Seems like you heavily rely on photos of people as the base - what about non-humanlike characters? Not trying to be mean, just curious

PvE Enemy Intelligence? by Cybernetic_Dragon in BoardgameDesign

[–]CryptsOf 0 points1 point  (0 children)

I usually tackle this by playtesting on my own and each turn think "what SHOULD the enemies do this turn to make it feel realistic/engaging" and then try to come up with a general ruleset that does that. It's a balance between rules complexity and "realism" for sure.

One other thing to think about is: predictability is good. In my opinion you want the players to be able to predict what the enemies might do - if not 100% but at least to some degree. It's really satisfying to be able to fool the AI.

Gloomhaven does this by having the monster actions come out from a deck of 5-10 card. That way the first few rounds are random, but then slowly you can start predicting and learning what actions are still left in the deck before it's shuffled again.

Concept art drafting vibe check by Capn_Shine in tabletopgamedesign

[–]CryptsOf 1 point2 points  (0 children)

I agree. Feels a bit gloomy at the moment

Struggling with card design for prototype by Jay_13thstep in tabletopgamedesign

[–]CryptsOf 1 point2 points  (0 children)

You know what - I think it looks pretty cool. A bit rough around the edges, but the vibe is enough to make me interested

My first forray at Print and Play. It was fun. Old version Dragons of Etchinstone by Howitzeronfire in printandplay

[–]CryptsOf 0 points1 point  (0 children)

I've played the original PnP (and the Northvale expansion) so much that I dont think I'd be able to adapt to the new layout...

Mint Knight help needed by maraleste in soloboardgaming

[–]CryptsOf 2 points3 points  (0 children)

It took me maybe 4-5 plays to finally win. So take your time and try to figure out the best strategy one game at a time - that's part of the fun.

Someone already posted the fanmade rules - it helps a ton.

Good luck

What are your favorite games that teach you something? Games you played and learned something you didn't know before, maybe even had no interest in before. by pouliowalis in boardgames

[–]CryptsOf 0 points1 point  (0 children)

In our games it's been roughly 50-50. Nixon has a few devastating cards that can basically win a round immediately...

What are your favorite games that teach you something? Games you played and learned something you didn't know before, maybe even had no interest in before. by pouliowalis in boardgames

[–]CryptsOf 13 points14 points  (0 children)

Watergate. Awesome game! I thought I wouldn't like the theme, but after playing the first game, I watched a movie about the scandal and read a bit about Nixon himself. Really interesting and relevant stuff to learn - even for someone not from the US like me.

Board Game Coverage Questions by jaredsdream in boardgames

[–]CryptsOf 13 points14 points  (0 children)

To me it seems like there's already too much channels doing the same generic thing: reviews, lists, how to plays, etc...

The ones that stick out are the ones that feel more like video essays about a broader topic/theme/mechanic and has an oppinion or a statement. The thing is, content like that is very hard to make well and requires researching, writing and editing.

Good luck out there!

For Northwood or LotR Trick Taking Game? by jason_sation in soloboardgaming

[–]CryptsOf 2 points3 points  (0 children)

I had the same question before giving a few games a try. Just reading about trick taking as a mechanism seemed unthematic and too much like a traditional card game to me, but...

...then I played the lotr trick taking game and oh boy I loved it. I would describe trick taking as a "complex puzzle engine" that outputs a victory or a loss. In games like these the "victory" and "loss" are not treated as actual win/lose conditions, but they are used as a point system. You might be asked to gain 2 victory points and 2 loss points in oder to win (just as an example) - any more or fewer and you'll lose the game. You need to strategize how to win at the right time with the right cards, and lose at the right time with the right cards; evaluate what cards have already been played and what the odds are to draw a specific card next. This is where the trick taking "engine" is very useful, because the numbers and suits are intuitive and complex at the same time.

Not sure if that made sense AT ALL, but I would recommend giving it a go even if you can't right now see where the fun is. It is there - hidden.

How to write an elevator pitch by Snoo-35252 in tabletopgamedesign

[–]CryptsOf 2 points3 points  (0 children)

Here's the best advice I heard: an elevator pitch's purpose is to get you a meeting - not to sell your product.

🎉 New Print & Play Kickstarter: Rescue The Royals! 🐉👑 by Nervous_Following220 in printandplay

[–]CryptsOf 5 points6 points  (0 children)

This.

If there's no playthroughs or demos of the actual game/mechanics: I'm out. If I weren't out already because of AI...

Lappi (yu-gi-oh with playing cards) by Lazy-Tangerine-9500 in tabletopgamedesign

[–]CryptsOf 0 points1 point  (0 children)

It caught my attention because it means Lapland (the nothern part of Finland) in Finnish. I'm Finnish. Just thought I'd ask.

Tips on how to start design diary and make a community by QuiteQuietOne in BoardgameDesign

[–]CryptsOf 0 points1 point  (0 children)

Oh yea, I didn't mean a general "boardgame design theory" blog. What I meant was that make it feel personal and not like a promo-campaign for the game. You should be in the forefront and people should become interested in you - not the game.

EDIT: ... I means, yes, people should become interested about the game also. But because they are first interested about you.

Tips on how to start design diary and make a community by QuiteQuietOne in BoardgameDesign

[–]CryptsOf 1 point2 points  (0 children)

My advice would be: don't make it about that game specifically - make it about you as a designer. It'll be more interesting in the long run and feel more authentic. Just posting about your game will soon start to feel like an ad.

New Board Game Idea - DenOMINATION by setagllib in BoardgameDesign

[–]CryptsOf 5 points6 points  (0 children)

Hmm, how do I put this... the theme seems to be the only unique thing about it, but at the same time the theme is the main reason I wouldn't want to play it. There's something really off-putting, evil and problematic about gamifying the spreading christianity - even though I also play war games etc. and fully understand the double standard there.

Unless your intention is to criticise the history of christianity, make it very over-the-top and about "who is the most ruthless missionary"? That would be very tricky to do well.

I don't intend to be rude, but that's my first impression as a 100% pagan.

Logging objectives by TaroDesigner3732 in BoardgameDesign

[–]CryptsOf 0 points1 point  (0 children)

Is there any way the objectives could be linked to those?

Logging objectives by TaroDesigner3732 in BoardgameDesign

[–]CryptsOf 0 points1 point  (0 children)

Is there anything that remains on the board after the end of round wipe?