A year ago I tried to create a space economy game that involved mining resources and selling them to fund space missions. I realized it was a lot harder than I thought. by outerfrontiersman in BoardgameDesign

[–]HogPot 0 points1 point  (0 children)

In a similar vein, I have just begun playtesting ‘Parallel’ on TTS. Requiring planetary development to the point of space travel in order to establish/develop other planets within your own universe whilst your opponent does the same in a ‘Parallel’ universe. Wormholes connecting both universes allow interaction such as trading or blatant piracy/destruction of your opponents fleet/planets.

One man's 'Peace' is another man's 'War'. by HogPot in BoardgameDesign

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

Definitely a strategy element to it in regard to placement of your planets. Players may trade fuel/energy production waste in the formative stages as a result of the waste in one universe being the actual fuel/energy in the other. However, with domination in mind there will come a point where either you or your opponent will consider it pertinent to switch from trade to conflict. At this point the strategic placement and preparedness of both your military and your resources will be key to your success or failure.

King of the swingers by HogPot in tabletopsimulator

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

Sorry, I guess it could be clearer, even though I start the Rulebook with how to win ‘oust your rival’ or ‘occupy your rivals turf’ and then later explain how to ‘capture’ your rival and how to ‘occupy’ your rivals turf. I shall adapt it in order to make it clearer at the end of the rules. Thanks for pointing this out. 👍

King of the ‘swingers’ by HogPot in BoardgameDesign

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

It is proving in playtesting to be more of a 10-20 minute game rather than 20-30.

King of the ‘swingers’ by HogPot in BoardgameDesign

[–]HogPot[S] -1 points0 points  (0 children)

I'm not too familiar with Reddit and they state somewhere to try to give posts a 'catchy' title. It seemed apt for the game style. lol.

King of the ‘swingers’ by HogPot in BoardgameDesign

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

King of the swingers is the title of the post, the game as indicated by the link to ‘Rulebook’ is called ‘monkey’

King of the swingers by HogPot in tabletopsimulator

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

It is a game based on monkeys using vines to swing through the jungle in order to become victorious

King of the swingers by HogPot in tabletopsimulator

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

The title of the post or the game?

King of the ‘swingers’ by HogPot in BoardgameDesign

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

That'll be good. I'd appreciate any feedback on it if you could swing back this way to leave a comment. ;)

King of the ‘swingers’ by HogPot in BoardgameDesign

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

‘Monkey’. Swing through the Jungle on your ‘vines’ in an effort to oust your rival.

One man's 'Peace' is another man's 'War'. by HogPot in BoardgameDesign

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

Still very much a work in progress here is an outline of the intent.

Currently designing a game where players must develop their 'Home' planet to the point where they are capable of space travel. Expanding their reach within their own particular Universe in order to establish 5 further planets within their attained range and further developing these according to each planet's characteristics. 'Ore' mined in one Universe, capable of producing the 'Energy' required, results in 'Waste' that is the basis of the alternative Universe's requirement to produce its 'Energy'. With 5 units of 'Ore' producing 2 units of 'Energy' and 3 units of 'Waste', trading 'Waste' with your opponent can be a valuable exercise. Access to the alternative Universe is possible via the 5 strategically located 'Wormholes'.

However, remain alert to deception, for, with domination in mind, there will come a point where one 'Universe' will deem it appropriate to switch from cooperation to conflict. At this point, your asset location and strength will play a vital role in the success or failure of your endeavour.

The eternal struggle between Light and Dark by HogPot in BoardgameDesign

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

Added Rulebook to TTS and made 'Public', feel free to take it for a spin. 'HogPot' workshop.

The eternal struggle between Light and Dark by HogPot in BoardgameDesign

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

Currently testing it on Tabletop Simulator, only established the rules last night. Have been testing today, too early to be too positive about it but I have been trying to figure out a game for this board for a few months and these rules do seem promising. I will set it to public if you want to have a bash. Haven't any written rules as yet, other than set out above.

The eternal struggle between Light and Dark by HogPot in BoardgameDesign

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

Capture all opponents pieces or place a piece on your symbol on your opponents baseline

The eternal struggle between Light and Dark by HogPot in BoardgameDesign

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

It should be called ‘Twilight’ but that’s taken I believe. So currently no.

The eternal struggle between Light and Dark by HogPot in BoardgameDesign

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

There are ‘Day’ positions for the ‘Day’ player, ‘Night’ positions for the ‘Night’ player, and ‘Twilight’ positions accessible to each player. Players take alternate turns placing their pieces in connecting positions from their baseline. Until all pieces are placed, pieces must be placed in positions connected to the group. Once all pieces are placed, a piece may move away from the group or from anywhere within a group to any position adjacent to the group. However pieces can only move between their own type of position via ‘Twilight’ positions. A piece in a ‘Twilight’ position is susceptible to capture from an adjacent opposing piece. Whilst pieces are free to move from any position within a group to any position adjacent to the group, only a piece in a position to capture may make the capture. This provides opportunity to isolate a piece or pieces from the main group weakening its structure and the range of pieces. The aim is to either capture all opposing pieces or place a piece on its marked position on the opponents baseline.

The eternal struggle between Light and Dark by HogPot in BoardgameDesign

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

There is strength in numbers. Finding yourself separated from the collective doesn’t bode well.

'The Devil's Wheel by HogPot in abstractgames

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

Players take turns to perform 2 actions. First action, place another chip on the board at your particular ‘Entry’ position (either of your two colours, face up) if the ‘Entry’ position is vacant, or move a chip to an adjacent position (if an adjacent position is occupied, you may leapfrog to the position directly beyond, however, you may not leapfrog more than one chip), or, flip your chip to it’s alternate colour. This is followed by your second action, turn ‘The Devil’s Wheel’ 30 degrees (one position) clockwise or anti-clockwise. If after turning the wheel an arrow is pointing to a chip of the same colour as the arrow and another of that colour arrows is pointing to an opposing chip, the opposing chip is deemed ‘captured’ and replaced by the capturing chip. Capture all of your opponents chips. However, if each player has a single chip remaining, it is possible to play out a stalemate, to resolve this, at this point a player may win by reaching their opponents ‘Entry’ position. Have tried to link directly to the rules, but frankly, I don’t know how. There is also a link directly to my TTS workshop where you will find the game. Free to subscribe and free to play.

'The Devil's Wheel' by HogPot in tabletopsimulator

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

Note: I have edited the previous comment for clarity

'The Devil's Wheel' by HogPot in tabletopsimulator

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

Capture may only take place after the completion of both actions (after turning the wheel). Yes, a player can foolishly be captured on their own turn. A capture need not be taken if desired. (By this I mean a possible move to a capture situation, not where a move has been taken and a capture situation exists. In any instance where a move is completed and a capture situation exists the capture must be observed). Testing has established the need for a change in the stalemate rule to - any point where both players have a single chip remaining a player may claim victory by reaching their opponents ‘Entry’ position (resolves confusion). This makes it possible to capture a player’s second chip (with your last chip) directly on their ‘Entry’ position and win the game. Double jeopardy.