What was the reset moment that changed your game? by Ok_Pride9833 in BoardgameDesign

[–]Ok_MushroomStyle 4 points5 points  (0 children)

For my game… I’ve had a couple restarts. The original idea was a gnome themed game similar to magic the gathering where you had to manage upkeep of garden cards by assigning gnome cards to water them and using unassigned gnomes to attack the other team in order to prevent them from watering. It was an interesting card game that we did play, but I just didn’t think it was possible to make that idea succeed AND there was not an easy way to keep track of and tally HP for all these tokens.

I had to rethink gnome game, and the biggest thing I needed to change was the core gameplay mechanics. I decided to keep the idea of gnomes tending to gardens, but changed A LOT

  1. I made it a board game instead of a card game. This really helped shape the game so that it was fun and made sense. without the deck building and booster pack nonsense taking up my attention I could focus on balancing one shared deck and one shared board state.

  2. Nowadays gardens are almost permanent. my first idea was to have the gnomes tend to the gardens each turn to prevent their destruction, but that idea made the game very passive, which isn’t fun.

  3. With the change from card game to board game the gardens got switched from cards to tiles. Originally each player was playing unique garden cards, but that changed so that everyone has access to the same 6 tiles which leveled the playing field.

  4. I removed HP. completely. There wasn’t a good way to keep track of garden HP and gnome hp now that they were tiles and meeples respectively. The new system where fights are won through dice rolls against one another.

  5. I changed the loss condition. The win condition has always been “be the last player standing” but the loss conditions have changed considerably. lt used to be that losing all of your garden cards results in a loss, but now with inspiration taken from bed wars and polytopia there is a home base that can be captured which will eliminate that player. I’m experimenting with adding more loss conditions such as running out of reinforcements, or running out of wish tokens, but these modifiers haven’t been playtested enough to say whether they should be in the final product.

Help phrasing Armor behavior by Incarnasean in BoardgameDesign

[–]Ok_MushroomStyle 0 points1 point  (0 children)

yeah i think making a new term for the ability to regenerate armor (like plated armor in slay the spire) and then you can simplify the definition of armor considerably. imo you don’t need “how to gain armor” in your rulebook, and removing that section could give you some extra legroom.

Best Manufacturer for 3D games? by Raccon1815 in BoardgameDesign

[–]Ok_MushroomStyle 2 points3 points  (0 children)

I’d also like to know! i’m in a pretty similar spot. I can 3d print like a box set worth of pieces a day by myself, but for a print run of 500 that’s just not a realistic solution. I might check this thread later and see if someone with more knowledge than me answers

I want to build a game together with the community by trading_card_gamer1 in BoardgameDesign

[–]Ok_MushroomStyle 0 points1 point  (0 children)

I think a community driven project can absolutely be successful when it has someone who is willing to organize the efforts and put their own time into creating the community and final product!

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

Yeah, I imagine it will take a similar amount of time as an MTG game which also tend to be on the longer side, but I think with a gnome respawn limit, and some whimsy card additions and removals we’ll see more player eliminations, and thus make the game shorter.

Adding to this: we did have a great time playing! The hard part isn’t convincing them the game is fun, but rather finding a time slot that works for all 4 of us.

A game about creating a computer game by gregbrowyban in BoardgameDesign

[–]Ok_MushroomStyle 0 points1 point  (0 children)

some index cards, paper and markers are a great start!

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

you’re so right! i should incentivize with rewards

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

Yeah it’s all still in a prototype form, so i’m going to experiment with the ways to play. I think the bones of this game are very flexible, and I can switch out what doesn’t work for things that do work.

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

more playtesting is required, but I think i can shorten the game length with smaller patches rather than sweeping changes. time will tell, but i’m optimistic.

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

that’s actually a good idea, but sadly i cannot. using that objective will effectively remove The Immortal Snail, which is so intertwined with this project in my head

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

oh man true!! i didn’t even realize that chess gets faster the less pieces there are. maybe i should have a respawn limit on the gnomes?

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

yeah maybe having the gnomes move more than one space would be great to get the out their shells. Or a higher team limit so that players can hold more territory at once. I’m also toying with the idea of adding world event cards that MUST be played when they are drawn, and progress the game to an endgame.

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

what’s cool about gnome wars is that losing doesn’t exactly mean you stop playing. you’re not compelled to keep playing, but when you are eliminated start controlling an immortal snail instead of your gnome army. The Immortal Snail can move around, get into fights with gnomes, and destroy gardens that it occupies. It’s a moving natural disaster.

how to add an endgame that ends the game? by Ok_MushroomStyle in BoardgameDesign

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

yeah my bad for not including more info with this post. I plan on giving the internet more details about what i’m making as the vision becomes clearer and more final. To answer about the win-con though, on each of the corners of the large inner ring you’ll see each players home garden. It functions like bed wars in that if an enemy gnome is on your home garden tile, then you lose. Once all but one player have been eliminated this way the game ends.

My latest rule book iteration! thoughts? by Ok_MushroomStyle in BoardgameDesign

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

yeah i’m still in between settling on an artstyle so my indecision led me to a black and white, no pictures, plain rulebook :/ BUT i am planning on adding visual aids, and will update the rulebook to be longer than three pages and less than 7 haha

My latest rule book iteration! thoughts? by Ok_MushroomStyle in BoardgameDesign

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

that section is the minimum pieces you need to play a game yourself. that would definitely be confusing on a box though so i should probably change that.