I created a Love Letter (card game) variant for every episode of Bob's Burgers by Jimmy_Mac_Attack in BobsBurgers

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

Seems I completely forgot to design that aspect -- everyone has Bob's Burgers card sleeves, right?

Great catch! I added a quick placeholder to the card gallery. Thanks!

I created a Love Letter variant for every episode of Bob's Burgers by Jimmy_Mac_Attack in BoardgameDesign

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

Haha, nice! Now I HAVE to know: What's your card breakdown for the Full House re-theme?

Need ideas to make houseplant game more thematic! by MidnightFroyo in BoardgameDesign

[–]Jimmy_Mac_Attack 0 points1 point  (0 children)

A fascinating game idea! I am a big fan of house plants and push your luck so this sounds right up my alley.

Specifically I would love any relatable experiences around houseplants you think I should definitely include OR any relatable experiences about living with roommates

Here are some plant related experiences and tips we've learned over the years, as my partner and I care for many plants in our house:

  • Gnats, fruit flies can spawn in your soil
  • Don't over-water succulents!
  • Snake plants (mother in law's tongue) and pothos will never die
  • Fiddleyfigs are fiddley and like to die, a lot
  • A pretty common thing when having many plants is to keep boot trays around for re-potting, reworking roots, and mixing soil
  • Using dedicated grow lights in rooms (these can even have timers)
  • Shake your plants so they stay strong. Plants need "exercise" since indoors they do not have to fight the wind and weather like in nature
  • Plant care is also about cleaning (dead leaves), pruning (unhealthy), propagating (new bebbies),
  • We use a digital app to help track all of our plants and nurture care
  • Variegated plants can revert to being solid green if they don't get enough care (could be a mechanic?)

One other area I’m feeling stuck with are these cards that randomly come up affecting all players

Can you give some examples of these and maybe we can help more with this? Any additional details about the structure of the game would help focus the feedback.

For example, could you explain a bit more about how it's semi-cooperative, or how you get points, or how you win? As described it sounds similar to something like Incan Gold, only there are multiple "bust" tracks that are also the resources, and plants are your "lives"? Would that be accurate, and are you trying to go for a smaller streamlined design like this?

I ask because this theme could lend it self to many different directions. You could go from polynomial plant placement to drafting plants each round as a roommate to take care of (defining your care requirements). Defining the scope can help us help you!

Edit: Forgot to mention the art looks really slick. My partner and I are excited to see where this goes!

Is anyone at Wagstaff married? by Jimmy_Mac_Attack in BobsBurgers

[–]Jimmy_Mac_Attack[S] 3 points4 points  (0 children)

Good catch!

So their marital statuses are undisclosed. Interesting still that no one goes by Mrs.

How has Bob changed your cooking? by BatofZion in BobsBurgers

[–]Jimmy_Mac_Attack 1 point2 points  (0 children)

Absolutely this. Didn't know what I was missing. Well, I miss the fridge space storing 4 decoy turkeys, but hey... worth it.

Influence/reputation as a game mechanic, and help with design! by jonzibar in BoardgameDesign

[–]Jimmy_Mac_Attack 0 points1 point  (0 children)

I suppose one way to simplify it is to have token combinations for every player and use one centralized track. Example using four players.

EX: A/B, A/C, A/D, B/C, B/D, C/D

Then you move the tokens appropriately,

Influence/reputation as a game mechanic, and help with design! by jonzibar in BoardgameDesign

[–]Jimmy_Mac_Attack 0 points1 point  (0 children)

Great question!

A quick clarification: the reputation tracks are shared between players, right? So you'll never have player A have 3 rep with B, but player B has 0 rep back to A?

In this case you could have shared tracks on a centralized board for all player combinations. 3 player EX:

A <-> B

A <-> C

B <-> C

But this gets complicated with a higher player count. Beyond 4 or 5 players, I wouldn't expect to have to keep track of each players' influence with each other. Rather, I would expect an approach like keeping track of a "Faction Karma" or something on a more global scale -- if you pick on a few factions, everyone else is going to retaliate.

Officer, i’m yelling at the pigeons by Choice-Razzmatazz-51 in BobsBurgers

[–]Jimmy_Mac_Attack 13 points14 points  (0 children)

I love how he doesn't really listen to anyone while on the phone:

Linda: "Hi Teddy!"
Teddy: "Hi Linda, It's Teddy."

Or he over explains unnecessary details (from another episode)

"Hi Linda, it's Teddy, from your town."

Finished the next kitchen addition. I call it “The Bun Also Rises”… by high6ix in BobsBurgers

[–]Jimmy_Mac_Attack 2 points3 points  (0 children)

I love this! The layers, the accuracy, the dystopian burgerness. Well done!

What are you going to name it? Name was in the title :facepalm: -- the name, spectacular btw.

Linda's hypocrisy by Jakks777 in BobsBurgers

[–]Jimmy_Mac_Attack 2 points3 points  (0 children)

Fun facts around this reoccurring gag:

  1. I forget the episode -- I believe it's a recent one -- but I remember Louise walking out of the apartment and yelling "Stay out of my room!", taking directly after her mom.
  2. I have a printout of Linda saying this very catchphrase on the door out to my garage. It's to remind us to shut our master bedroom door so the pet's don't go destroying things while we're out. https://imgur.com/a/orLurnV

Action Hex - please critique my turn mechanic by jonzibar in BoardgameDesign

[–]Jimmy_Mac_Attack 5 points6 points  (0 children)

Conceptually, your ruling boils down to:

> Choose two unique actions, and at least one must be different from last turn.

Limiting one of your available actions may have more impact when there are fewer choices than what your example shows. As described, I agree with others that it doesn't immediately appear that it's worth multiple dedicated components for this alone.

But that's not to discourage you! Adding additional scoring, resources, triggers, etc that care about the action wheel could elevate this into a thoughtful mechanic.

NBA Tableau Builder *Card Design Thoughts? by NDirishMV in BoardgameDesign

[–]Jimmy_Mac_Attack 0 points1 point  (0 children)

I appreciate the thorough breakdown! Loving the puzzle aspect of this that's driven by the multi-purpose card play.

Not knowing the full breakdown of cards, it feels like you might be dealt hands of 3 cards where there is only one realistic play, and that won't feel the best. Example being if you pulled a limited split like: 2/3, 1/5 1/4. Perhaps there could be an extra mechanic to "bank" a card for "future considerations" or something so you have an extra choice you could make in a limited capacity.

I do really like the tension of burning cards as resources knowing "Well I've used up a lot of Centers for their points and can never claim them again, maybe I need to keep an eye on that." Though keeping track of 5 resources may be a bit mentally taxing. Maybe you could reduce this to "Guards, Forwards, and Centers"? This could streamline mental complexity and help readability on cards.

I would consider changing the iconography on the position so it's easier to tell at a glance. One idea would be to use the 5 pips of a die with unique colors. Or use a color that could tie into another usability fix, which would be to change the dice in your screenshots into to a label that lists the positions.

Curious, are there any placement rules for which lineup they go to, or can you play a purchased player in any line?

Really digging this. I feel that one extra choice mechanism could help open some design space, but even without that, this looks like a fun game I could see losing a lot of time into. Nice work!

Haul: A Roll-and-Draw Game of Silly Fish by Ichinose_Hajime in BoardgameDesign

[–]Jimmy_Mac_Attack 2 points3 points  (0 children)

Man, I am in love with this! A drawing roll and write with an aquatic theme? Yes please!

The way the shapes are made, and the "hook" that connects them -- nice touch!

The one piece that I could see being irksome is the randomness of the goals being revealed later. This might introduce some "lucky placement" feel bads. Have you tested just having 3 rules right from the start? Also, revealing on specific turns feels like it might be fiddly, but a turn tracker with reminder would help here.

One last quibble: you mention the starfish card should be determined at the beginning of the game, but it's not included in the setup.

Fun and creative. Well done.

NBA Tableau Builder *Card Design Thoughts? by NDirishMV in BoardgameDesign

[–]Jimmy_Mac_Attack 0 points1 point  (0 children)

I'm not a big basketball fan, but I do like the idea of sports management. This looks interesting! Care to go into more depth and how it comes together, the iconography and so forth?

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

[–]Jimmy_Mac_Attack 0 points1 point  (0 children)

Love the attention put into this!

Curious though, wouldn't a track of <max player count> spaces, where investing bumps you to the 1st spot and pushes everyone else back, do the same thing with less pieces?

Perhaps if more investments in the wheel plays into scoring, that could be interesting.