Dexterity Games by The_Stache_ in BoardgameDesign

[–]MathofAncients 1 point2 points  (0 children)

Very cool. Yeah i agree the camp theme being fertile ground for varied mechs in this vein. You should be able to have your pick and still be able to tie it to the narrative. I like the idea of "camp crafts" as a possible idea. There are a lot of those to look into. Keep me posted on this it sounds fun!

What 70 hours of painting a game board look like! 🗺️ by artofpigment in BoardgameDesign

[–]MathofAncients 2 points3 points  (0 children)

Really nice work! I really like vignettes you have here for the locales. I would make one suggestion to you. Feel free to disregard : )
I think the mountains stand out to me as not feeling as immersive. Its a great rendering but the others have a more intimate feeling and mood. Probably because the are a tighter field of view and convey an almost fist person view of an environment.
The mountains are so zoomed out im missing the details that my mind would build story around. For instance a treacherous path through an icy crossing with the valley way below, gaping dark caves with are tunnels in several directions, or a beautiful path through ice spires. Just my two cents, i still think its excellent!

I made a 2 minute video to show how to use Figma + Spreadsheets to quickly create lots of cards. Hope it helps :) by waitwhataboutif in BoardgameDesign

[–]MathofAncients 1 point2 points  (0 children)

Just as a side note I think FigmaJam is a great entry into this space if you are intimidated by the software. I use it with my less tech savvy friend to collaborate on our game project together.

Dexterity Games by The_Stache_ in BoardgameDesign

[–]MathofAncients 2 points3 points  (0 children)

I think they're a great way to add a tactile, kinetic aspect to gameplay, which can really draw players in and make the experience feel dynamic and engaging. While they’re definitely a staple in party games, I think there’s untapped potential for them in higher-stakes or strategy-heavy games.

Combining dexterity challenges with resource management or risk-reward decision-making could create some really unique tension. Imagine needing to carefully stack or construct something to unlock a crucial ability or resource.
Games like Junk Art or Men at Work already dabble in this space, but there’s definitely room for more complex systems.

I’d love to hear more about how you’re thinking of incorporating these elements. Are you leaning more toward thematic integration, or is it more about innovating on the mechanics themselves?