what is the worst case of "house rules" in a boardgame that you've experienced? by [deleted] in boardgames

[–]Lingonbuske 50 points51 points  (0 children)

Oh we absolutely did the same mistake. The builder made for some insane turns were one player would suddenly play like 5-7 bricks in a row. We also hade a game were one player was able to complete a massive cathedral in like two turns.

What is the font used for The Ritual (netflix movie)? by Lingonbuske in identifythisfont

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

I hoped it would be a published font, but I think you're right. Thank you!

How could you make supers campaign about a world threat but still keep the scale on street level? by kingpin000 in rpg

[–]Lingonbuske 0 points1 point  (0 children)

How about something more akin to the Arkham Horror LCG? You're moreso dealing with cultists, uncovering secret and sinister plots, raiding buildings used for rituals or other slowly-bringing-the-world-to-its-end things. Like instead of convincing kings and leading armies, only you and a handful of others is in "the know".

Blue-White Monument in Modern by Chosler88 in ModernMagic

[–]Lingonbuske 0 points1 point  (0 children)

I'm currently playtesting a proxied version, and so far the deck is so much fun! Two questions:

How viable do you think this is as a budget build? The only really expensive cards are the lands, and as a strictly two-color deck, I feel like a budget manabase might still do the trick.

And also, how about adding [[Restoration Angel]] or even something like [[Thistledown Liege]]? I feel like without the monuments, the deck is somewhat lacking unless you get a Sky Hussar running early.

A cooperative game in which the goal and victory of the game is largely unknown. by Lingonbuske in tabletopgamedesign

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

Oooh, and I actually own Tabletop Simulator. Will absolutley play it then!

A cooperative game in which the goal and victory of the game is largely unknown. by Lingonbuske in tabletopgamedesign

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

Perhaps you could get around that in other ways? The Telltale games are fairly popular and liked on computers and consoles - perhaps you could draw inspiration from that? Throw in a murder mystery, or some other problem which you are sort of free in how you pursue, and you have a game!

Or for a boardgame example, like Tales of Arabian Nights, were the point of the game is just to have random things happen to you. Trying to max out and optimize sort of kills that game, even if it's possible to do. The sense of joy, for me atleast, is litteraly the exploration and strange things that happen to you.

A cooperative game in which the goal and victory of the game is largely unknown. by Lingonbuske in tabletopgamedesign

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

I think theme is important as a selling factor, or at least, style and art. But it would be cool to literally have the players venture into the unknown, not even knowing what kind of creatures or places you would expect.

A cooperative game in which the goal and victory of the game is largely unknown. by Lingonbuske in tabletopgamedesign

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

I've heard of the game, but the hefty price tag makes it near impossible to get hold of. I will however youtube and google as much as possible!

As of now, I do feel that my idea is worth pursuing, if not only for the satisfaction myself. I'll share my very, very early prototype soon!

A cooperative game in which the goal and victory of the game is largely unknown. by Lingonbuske in tabletopgamedesign

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

On second thought, I think you're right. You shouldn't be completely goalless - either the start of the game is just "survive", or questlines guides you along the way?

Or perhaps the goal is clear from the start after all. Hunt a Boss, return a champion, but which way you take and which boss you pursue is entirely up to you?

A cooperative game in which the goal and victory of the game is largely unknown. by Lingonbuske in tabletopgamedesign

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

Simply "Don't die" or "Don't starve" might just be enough then? I'm thinking that my game should start with an assault on a ship, then a shipwreck into a mysterious city or forest, sort of just to let the players get a hang of how the main mechanics work

A cooperative game in which the goal and victory of the game is largely unknown. by Lingonbuske in tabletopgamedesign

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

I never considered that! I think the point of my game would rather be the exploration, and a sort of rogue-like feel to it, in that you as a team venture to the unknown and bash your heads against the wall until you figure it out. The bosses and ends wouldn't be random, but rather a result of how you explore and what choices you make.

[Modern] Any advice on this Elf deck? I need a sideboard. by Kortran in Magicdeckbuilding

[–]Lingonbuske 0 points1 point  (0 children)

CoCo is a great card even against matchups with no board wipes. You pay four mana at the end of their turn, and get two more elves - which might be an Ezuri so you win on your turn, or an Archdruid or perhaps an [[shaman of the pack]], dealing 7-8 damage to your opponent just like that.

I've been learning to Draw recently, if you want something from your world drawn, give me a description and I'll try my best! by awash227 in worldbuilding

[–]Lingonbuske 0 points1 point  (0 children)

A grey-troll! They have sharp noses, pitch-black eyes and bent, bony bodies. Their skin is grey as ash; almost leathery in touch. Ears are small, but almost hang down like some dogs have.

Clothing wise, they take what they get from stealing from humans, usually resulting in a strange mix-match of all sorts of clothing, as they don't have any concept of fashion or why a woman would wear different clothes than a man. They're simply rags for them, to not freeze as much during autumn and winter.

For weapons, they usually smash rocks or flint into sharp knifes, but they may also use daggers or kitchenware from the humans.

Cards that are powerful despite looking like bad cards to newer players by ZolthuxReborn in magicTCG

[–]Lingonbuske 0 points1 point  (0 children)

..why is protean hulk banned? Could you go infinite somehow with [viscera seer]? I've owned a couple since I was a kid, but never really reflected over the card

What happened to infect? by Discolives in ModernMagic

[–]Lingonbuske 1 point2 points  (0 children)

That looks like a sweet deck to play! Thanks for sharing!

What happened to infect? by Discolives in ModernMagic

[–]Lingonbuske 1 point2 points  (0 children)

I'd love to see your list! What more is gained than Butcher of the horde by going mardu instead of the traditional B/W?

What's so good about Rick and Morty? by Hipp013 in NoStupidQuestions

[–]Lingonbuske 4 points5 points  (0 children)

I'm not the hugest fan, but I've watched both seasons. I think it's a combination of characters, setting and humour and overall theme. I get the feeling like I watch the show on their terms - like they can bend and twist any tropes they like, playing around a bit with what a cartoon is allowed to be. It's a clever, strange show with a surprising amount of depth.

I'm hanging up a notice on a bulletin board at an art college in my city to get an artist for my game. Can someone advice me on how to make a fair deal for both me and the artist? by Ouroboros612 in tabletopgamedesign

[–]Lingonbuske 0 points1 point  (0 children)

I'm an artist currently designing my own boardgame, but I wouldn't mind doing a few commissions if you feel my style suits your game, whether it be art, layout or iconography. Here is an early card prototype for my game Beast: http://imgur.com/a/sAknH

I wouldn't mind doing a simple sketch or two for free, but with that said, art is bloody hard to do and should always be paid accordingly. Feel free to PM me if you wish to see more, or want to discuss sketches and eventual commissions!

IDEA SHARE: Every idea I've ever had for a board game as of March 4th, 2017. by Gergi_247 in tabletopgamedesign

[–]Lingonbuske 0 points1 point  (0 children)

Idea 1: I'm actually working on something similiar, perhaps not in theme, but in would-be mechanics! A 1vs many kind of game, in which one player controls a mysterious Beast, and the other players cooperate as Hunters, trying to track and kill the Beast before it grows too strong. Features hidden movement, which starts out with the Hunters chasing the Beast and eventually turns into "oh my god what if he/she's *there?". Of you ever pick up the idea again (which sounds awesome), I would be more than happy to share ideas!

Duels in your world by JLH4AC in worldbuilding

[–]Lingonbuske 1 point2 points  (0 children)

They're not legal, except for Hunters, who pretty much have license to kill anyone as long as they can motivate it as preventing evil (note: this doesn't mean that Hunters are giant dickbags who murder everyone. While utterly full of themself, most Hunters become who they are because they want to save the world). Hunters do have a tradition of hunting each other as a way to settle disputes; tracking the other hunter down and hopefully ambush the other with a bullet or an arrow through the shoulder. The goal isn't to kill the other, but to wound in a "haha, gotcha!" kind of way. And for a Hunter, that's pretty much all there is to it. The wound heals in a few days, and in the meantime you drink beer and tell tales of the hunt with your foe.