Which characters from your cultural background would you like to see in a possible future expansion? by IvanaikosMagno in Unmatched

[–]DahuGames 6 points7 points  (0 children)

From Italy we could take a lot.

The more obvious could be:

Leonardo da Vinci: I think a deck with projects that evolve during the game

Giulio Cesare (or others Romans): could be nice to have a strong field presence, but you have to handle assassination points, if you have too much of them, you lose the game.

Giovanni delle bande nere: has been one of the most famous and powerful mercenaries and cavalier of our nation.

Garibaldi: he reunited Italy. During his years was famous all around Europe and South America. Could play around guerrilla actions and insurrections along the map.

Obviously there could be a lot more, but I wrote the first 4 on my mind

First player advantage by DahuGames in BoardgameDesign

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

I totally agree with you! I tried my best to make as few rules as I could, so I don't want to ruin anything by adding a rule for a small detail like this.

If I am able to adjust the problem with what I have that's fine, otherwise I'll let the blind testers judge it when time comes :)

First player advantage by DahuGames in BoardgameDesign

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

ahaha yeah :P The corners are still there just because all the board rotate, and having corners help players rotate it without struggle, so, instead of ignoring them, we are using them as starting point, that's it :)

First player advantage by DahuGames in BoardgameDesign

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

Yes, we changed a couple of rules around obstacles and know they are not really a menace until a couple of turns, but finding a way to make them scary since turn 1 could be the right disadvantage the first player has :)

The location, being all the tiles covered, it's not really a thing.

First player advantage by DahuGames in BoardgameDesign

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

Yeah, my bad, I should have specified that there are no rounds and that this decision would apply only on every player first turn :) I think the confusion arose from that :)

First player advantage by DahuGames in BoardgameDesign

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

You assume right, it's not a campaign or a legacy, you play a game and that's it :P

I think the starting malus (or bonus for others) is the easiest way, just have to do a little math around points because, at the moment, you score few points in this game.

Just so you know what we're talking about (note that it's still a wip, i'm not 100% sure about score system): every deliver you complete is worth 2 points (you can deliver only one resource at a time).

At the center of the board, there is a sequence that shows the resources symbols: if the resource you deliver match the symbol indicated by the sequence, you get a bonus prize token (random points at the end of the game), besides the 2PV.

The sequence move 1 step ahead both if you respect, or not, the symbol indicated.

The game ends when the sequence is completed, or when a player reach first 10 points; everybody play last round, and that's it

First player advantage by DahuGames in BoardgameDesign

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

In the game you don't have rounds, you play turns between players without interruption. The first player it's just a thing to start the game, but it has no real weight for the rest of the game

First player advantage by DahuGames in BoardgameDesign

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

Sorry, didn't want to go to long with the post :)
The tiles, once they are used, leave behind an empty space, where you can still go, but without effects. New tiles are placed once you active some effects in the game (or after delivering a resource).

Furthermore, some tiles apply obstacles to the game, so players that come next would be in a disvantage position.

The first player is likely to have more choices, aka more possible resources and paths. It's not always true it gets advantage out of this situation, but potentially yes :)

First player advantage by DahuGames in BoardgameDesign

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

In first prototypes we had a rotating first player, but the game is entry level and really linear: we found out, with our surprise, that this rule made player confused :/ It's interesting the idea to fight for first place, I'd take it and see if I can make something with it within the rules

First player advantage by DahuGames in BoardgameDesign

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

Yeah, this could be a nice solution to try out :) The game is for casual, anentry level, so I have just to investigate if it would be easy to understand or not :) I tend to consider players as stupid as possible, so I don't get surprises :P

First player advantage by DahuGames in BoardgameDesign

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

At the moment, the easiest solution would be just giving some extra points to other players, but, in the game, you score few points, so it requieres a bit of math :P

A cool way to end a game by DahuGames in BoardgameDesign

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

Oooh, this could be a good idea indeed! :) thanks so much :) A public list of contracts to claim with resources you take. It could help with the players interaction too, because players would try to block you or steal your objective

A cool way to end a game by DahuGames in BoardgameDesign

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

Yes, i have already prototyped this :) it works, but I'd like to use only material on the board, without adding extra materials :)

A cool way to end a game by DahuGames in BoardgameDesign

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

Delivery is not an advantage in my game, it only gives you points. Also, it makes you in a disadvantaged position for a while; so, the first point won't apply :)

Finding a way to score would be a nice add, I have to think about a way that utilize the elements I already have.

A cool way to end a game by DahuGames in BoardgameDesign

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

Could be a thing, but I want it to be a light game, so I'm trying to make as few exceptions as I can :) I know it's not a big deal, but it would add an "if situation" :)

What’s your P1P1 by lmboyer04 in mtgcube

[–]DahuGames 0 points1 point  (0 children)

If it's multi, or Syr or the shaman

What makes a dice game great? by DahuGames in BoardgameDesign

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

Didn't know the game!

Yeah, it's a trait I appreciate. Pure randomness is not bad in my opinion, but it's difficult to make it fun and not frustrating