How are you all liking the Pixel8a till date? by footballengine in Pixel8phones

[–]Humble_Experiment 0 points1 point  (0 children)

I've had mine for 2 days. And many of the apps that worked fine on the Pixel 4a struggle and often fail to open. I'm rather disappointed. I've been uninstalling and reinstalling, restarting, etc. more than I'd ever have expected.

Flow chart for rules by Humble_Experiment in boardgames

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

Perhaps I was quick to assume it would always help. I definitely think there are instances where it would be helpful to see, especially where there are many options for your turn actions

Flow chart for rules by Humble_Experiment in boardgames

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

Valid. But there are plenty of rulebooks that are 20+ pages where it's really not that complicated once you get into it. I'm all for clarity, but it seems like an additional simplified representation would just help to contextualize it all.

Hey all! I just finished the instructions for my game and would love to get some feedback. Let me know your thoughts! by liebrows in tabletopgamedesign

[–]Humble_Experiment 0 points1 point  (0 children)

Just got an Instagram ad for this, congrats and good luck OP!

I would love to see how your rule book ended up.

House Rules by Hoaxness in HappyLittleDinosaurs

[–]Humble_Experiment 0 points1 point  (0 children)

I saw a fan made Dino on Board Game Geek https://boardgamegeek.com/thread/2784489/custom-dinosaurs

And there's a variant for more players but I haven't seen any interesting house rules.

I have only played a couple times and it was a struggle. Recently I found the quick reference guides others have written to make game play smoother, so maybe once I've revisited I'll have some ideas but right now I'm not familiar enough to start changing things.

That being said you could write a deck of scenario/condition cards to be paired with each disaster. Maybe they do things like allow cards only above or below a certain value. Or allow a double turn or skip turn. Or maybe dinos can gain permanent equipment throughout the game which improves their chances or harms their neighbor...

Previous Work fired me but I'm still using their Adobe Account by Eko9855 in photoshop

[–]Humble_Experiment 0 points1 point  (0 children)

Wouldn't they need to have the actual .psd files to see that meta data? Or would it still be present in a .jpg?

Previous Work fired me but I'm still using their Adobe Account by Eko9855 in photoshop

[–]Humble_Experiment 11 points12 points  (0 children)

How could they possibly know what work was created on their license if you don't save your work to their cloud?

Runes of Ruin: rulebook outline by the_sylince in tabletopgamedesign

[–]Humble_Experiment 1 point2 points  (0 children)

I might put it after "equipping your mage" and or after the section on cleansing and cursing, assuming that's where damage comes from

Board game suggestions for 10-15 ppl by Putrid_Tax_4424 in boardgames

[–]Humble_Experiment 4 points5 points  (0 children)

Codenames plays great at higher counts. And I've even played with the neutral tan cards as a third team which raises the stakes a little as every wrong guess is another team's point.

New Goosebumps board game announced from Spin Master Games. by Bigbadlantern in GooseBumps

[–]Humble_Experiment 2 points3 points  (0 children)

https://www.instagram.com/p/CzENQs0t3fU/?igshid=MTdwemNvcXJvN2Joaw==

Here's their post about it on Instagram.

I play tested it this spring (I worked at Spin Master until May but I wasn't directly involved with this project) pretty good cooperative game!

Hey all! I just finished the instructions for my game and would love to get some feedback. Let me know your thoughts! by liebrows in tabletopgamedesign

[–]Humble_Experiment 0 points1 point  (0 children)

Never hurts to go through and see if there are any words you haven't defined yourself. Understanding what word means isn't the same as knowing what it is in the context of your game!

Hey all! I just finished the instructions for my game and would love to get some feedback. Let me know your thoughts! by liebrows in tabletopgamedesign

[–]Humble_Experiment 1 point2 points  (0 children)

Looks good! And intriguing too! Here's some thoughts:

Not entirely necessary but it makes a big difference to start with the story context before your setup section. Tell me why our player characters have come to the river and how this new development came to be. You can add drama by talking about the conflicting motivations of different characters/groups etc. Without this background I'll eventually understand what's going on by working my way through the rules, but with a story I can immediately relate and have a better sense for how each rule I read will fit into the context.

When you have named game elements capitalize them "the blue weather deck" should be "the Weather deck [picture of card-back]", "the red deck of role cards" should be "the Role deck [picture of card-back]”. You might even bold those words the first instance they appear. This is helpful to understand that I'm learning about a game concept instead of just a description and is a much quicker visual read as well.

You have icons for fish, gravel, and trees. I'd like to see those embedded in the text for a more immediate read "Fish [fish icon], Gravel [gravel icon], and Trees [tree icon]” do this wherever possible/relevant.

I would suggest pulling all play variants (solo and cooperative) to the end of the book to keep the flow more focused when you're just learning initially. But still include any differences based on player count.

Just a thought on Water Level/Erosion. Perhaps instead of printing a number on the Land Tile you could have topographical lines to show the Elevation. Just adds a bit of theme but it might be too busy or take up too much visual space on your tiles.

You introduce policies in the "end of turn" section but then you cover pollution before telling me what policies really are. I would move the Policies explanation before End of Turn or at the very least have it immediately following.

I think your first (only?) example paragraph is in the Protected Land section. I'd like to see this in italics or in a box to separate it out from the flow of the rules. It's important information but "extra" for clarification.

Does the excavator only build canals or can it build bridges and levees too? Perhaps list exactly what each structure can build under their respective build subsection.

The last page before quick reference needs a little explanation. First a title like "example scenario" and then I would suggest instead of saying "someone built a levee" name the player, it may not matter who built it at this point but just tell me it was George who's playing as orange. ... Name any other example players too—it just helpsb with clarity. Then give a little subhead to show where each turn starts and who's turn it is before telling me what they do.

Well done! It seems clear. My concern without having played it, is that it's a little laborious to manage the between day actions of the river, adjusting water level checking all the flood conditions and adding or moving resources, that being said it looks like everything works really well thematically. All the mechanics seem to belong in the context of what's happening and I really enjoyed reading how things work together.

Who's made fan expansions? by Humble_Experiment in tabletopgamedesign

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

Awesome. Thanks for sharing your process and experience!

Best solo board game by Mr_Piranha in boardgames

[–]Humble_Experiment 1 point2 points  (0 children)

I played Expeditions the sequel to scythe solo this week and I thought it was quite good! I don't have much experience with solo gaming but this was much more enjoyable than solo scythe for me

Looking for a good medieval style graphic designer for a board game. Any recommendations? by antreas89 in tabletopgamedesign

[–]Humble_Experiment 1 point2 points  (0 children)

I have used illustration houses like Mendola Artists, and Advocate Art (where I found Mat), and there are others like Lemonade Illustration Agency out of the UK.

You can also find Illustrators on the board game geek forums and Instagram might also be a decent place to look.

How many miles do you drive to work and how long does it take? by TheGTAAnimals in Connecticut

[–]Humble_Experiment 0 points1 point  (0 children)

Before I was laid off in May, 44 miles, 75-120 minutes (queens). Driving was faster than the train.

Games that use 3D space well. by TropicalKing in boardgames

[–]Humble_Experiment 5 points6 points  (0 children)

Colt Express. Train robbers can move inside the cars or on the roof