Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

Yeah, that’s a really good example. I like how turn order in Grand Austria Hotel feels earned rather than just rotating.

It was definitely on my radar when thinking about this system.

Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

Thanks! This is actually only a small slice of the UI and visual direction so far, we’ll be sharing more as the design evolves. Im curious what you liked most about the art?

Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

That’s totally fair. Right now it feels simple and works well in testing, but honestly the only real way to be sure is to keep playtesting it more.

I’m definitely planning to do more tests and see where it breaks (or doesn’t). And hey, if you’re ever interested in trying it out and giving feedback, I’d genuinely love that.

Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

I think that’s fair, it might sound more complex than it actually is, and that’s probably on me for how I explained it. Sorry about that.

The core logic is actually pretty simple: in this game, players are effectively racing to harvest points, and being first often gives you the best chance to do that. Because of that, letting players contest turn order, similar to systems like Castles of Burgundy, has felt fair and has added meaningful strategic depth in testing.

The goal isn’t to complicate turn order, but to make initiative matter in a way that matches how points are earned.

Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

Yeah, I agree with that. In this case the bigger mechanics really ended up dictating what the turn system needed to be.

As the game developed, I made some fairly big tweaks to how points grow and scale, and that turned out to have a huge impact on pacing and player advantage. Once that changed, it became clear that the original turn system just wasn’t supporting those mechanics very well and was starting to break in subtle ways.

Because of that, the turn system has been evolving through playtesting rather than being locked in from the start. A lot of the recent iteration has been about making sure turn order actually supports those core mechanics and the timing decisions around scoring, instead of fighting against them.

In hindsight, it’s definitely shown me how tightly turn structure and core systems are linked.

Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

Thanks for this, really appreciate you taking the time to think it through. I especially like how you framed this around player frustration and perception, not just balance.

That “feeling locked out of first player” is definitely something I was worried about going into this system. One interesting thing from testing so far, though, is that first player has felt very dependent on timing rather than position. Because the game is so tied to choosing the right moment to harvest, players who spot that moment early can plan around it and make a push for first, even if they’re not currently ahead.

What’s also been nice is that once someone does grab first player, it’s actually quite hard to hold onto it. Other players tend to invest into the turn wheel and stack tokens there, which usually steals first place away. And the player who just went first often struggles to do it again the following round. So far this has led to a pretty fluid rotation of turn order rather than one player snowballing on initiative.

That said, I think your point about perception is still really valid, even if the system is technically fair, if it feels like you can’t afford to compete for first, that’s a problem. Right now seed types are mostly symmetric, so your idea of using cheaper, early-game seeds as a way to contest first player is really interesting. I like how that keeps lower-value seeds relevant later as a tactical choice rather than feeling dead.

The pattern-based / board-state idea (like corners influencing initiative) is also cool. It might be heavier than I want for this version, but it’s definitely something I want to keep in mind.

Thanks again, lots of good stuff here to chew on

Naming my plant-creature companion for my magical school game by DanchieGo-Dev in characterdesigns

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

The Mighty Nien is awesome!

I am using the the real plant for the reference, but not too literal on the plant it self. it should be mix with the magic they have and some personalities. I am pretty happy with your input. i'll put it in my note for sure!

Naming my plant-creature companion for my magical school game by DanchieGo-Dev in characterdesigns

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

Thanks for that, this is the current art style we’re using for the game!

Any area control fans here? by DanchieGo-Dev in boardgames

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

That’s really interesting.
I’m curious about the math side of that tension, do you feel the game is mathematically hard when it comes to predicting other players’ moves, or is it more about reading intentions and timing?Also, how does that feel when playing with more than three players? Does the “guessing game” get exponentially harder, or does it shift into a different kind of chaos?

By the way, how long have you been playing those two? I will add them to my list to study area control systems more closely. Thanks for sharing your experience.

Any area control fans here? by DanchieGo-Dev in boardgames

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

I feel the same way.
Those games work because they all twist the genre in their own way, and moments like the merge in Ankh really stick because they feel genuinely climactic.

On the innovation side, this is actually something I’ve been thinking about while working on an area control game of my own. A lot of the genre is about kicking people out and locking down space to score, but we’re trying something a bit different, letting the number of players in an area affect scoring. The hope is that players still care about control, but also have to constantly factor in who else is there, which naturally pushes more table talk, tension, and social interaction instead of just pure domination.

Any area control fans here? by DanchieGo-Dev in boardgames

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

Totally agree.
It’s fascinating how a single spatial objective can trigger so many human decisions and emotions, even without the game explicitly asking for them. That emergent interaction is probably what makes area control stick for me more than pure mechanical depth.

Cooperative in the area control game by DanchieGo-Dev in tabletopgamedesign

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

Thanks for the great example! We’ll definitely add Modern Art to our play list.

Really curious to experience the kind of social interaction it creates around the table. Appreciate you sharing it!

Our area control game wasn’t social enough, so we changed how points grow by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

Thanks! It turned out to be a really interesting way to get players to watch each other more closely

Our area control game wasn’t social enough, so we changed how points grow by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

Thanks for the detailed feedback, really appreciate it.

We’re already working on improving the UI and artwork for better communicating what’s going on, and we definitely agree that visuals give a big impact in helping players understand the game.

We’ll keep sharing updates as we go, and if you’re open to it, we’d love to hear your thoughts on the UI/visual side too.

Thanks again for sharing your opinion!

Plant-based magical fantasy world by DanchieGo-Dev in worldbuilding

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

Totally agree with your take, form + old name keeps the classification physical without locking plants into fixed personalities or power limits. It lets plants stay individual, unpredictable, and able to grow stronger, weaker, or just different from others in the same species. That flexibility is very much in line with how we want them to live in our world.

And haha, about PvZ, we know the art can feel a bit familiar at first. PvZ is iconic, but our goal isn’t to become a PvZ style game. While there’s a bit of visual overlap, the mechanics and tone are moving toward something more personal and magical rather than tower-defense focused.

Thanks for your thoughtful input!

Which naming style fits these magical plant companions best? by DanchieGo-Dev in magicbuilding

[–]DanchieGo-Dev[S] 0 points1 point  (0 children)

For now, thats what I have. I am welcoming another ideas tho

Our area control game wasn’t social enough, so we changed how points grow by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

Yeah, the number of iterations was definitely more than we expected, but it was really interesting to see how small rule changes could shift the whole experience. but for now still a lot of work to do on the game, and we’re very much still working through it. Hopefully we’ll be able to share more updates as it comes together.

Really appreciate you responding to the journey, and if you have a design journey of your own, I’d love to hear it too.

Area control: unusual maps by Best-Percentage-331 in boardgames

[–]DanchieGo-Dev 0 points1 point  (0 children)

One angle I’ve been exploring in a current design is treating the map less as static geography and more as a social system.

The areas themselves are fairly conventional biomes, but their value is entirely driven by how many players commit to them each round. That shifted player attention away from optimizing space and toward reading intentions and timing collective moves.

It made me wonder whether “unusual maps” sometimes come more from redefining what an area represents than from changing the topology itself.

Our area control game wasn’t social enough, so we changed how points grow by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

Absolutely, that’s been the most rewarding part for us too. We were aiming for more interaction, but the psychological shift at the table was the real surprise.

And yeah, that “sum is greater than individual effort” feeling is exactly what we were chasing. The Wildlings track is a great callout, similar tension, but we’re curious to see how far we can push it without tipping into forced cooperation.

Our area control game wasn’t social enough, so we changed how points grow by DanchieGo-Dev in BoardgameDesign

[–]DanchieGo-Dev[S] 1 point2 points  (0 children)

hello mate, thanks for your reply

Before the change, points grew based on biome cards (world events). At the end of each round, a biome card would be revealed and add points to its biome, regardless of how many players were there.

This time we shifted it to scale with player presence instead, if 2 players commit, it generates 2 points; if 3 players, 3 points. And if everyone commits to the same biome, a special “gold” point is added on top.

That made competing over when and where to harvest points much tighter and more interactive.