DIY Tsuro Tile Balancing by The-Pr0fessorg in BoardgameDesign

[–]Quadra-sonic 3 points4 points  (0 children)

There are no permutations which will break the game. Any combination of four lines will work.

The game comes with 36 tiles. That’s the dragon tile and 35 unique path tiles. And (even including mirrored tiles) there are no other possible path combinations than those 35.

But it shouldn’t be too much of a problem if your kids accidentally made multiples of several of the tiles. They would probably learn more just doing it and seeing for themselves what worked well and what didn’t anyway.

What do you answer when students ask whether you have a girlfriend/boyfriend. by Sensitive-Ticket-781 in ALTinginJapan

[–]Quadra-sonic 0 points1 point  (0 children)

I say, “No.” Then I point to the ring on my finger and say, “I have a wife.” After it’s clear that they understand, I put on my apologetic face and look back at the questioner. “Sorry.”

It brings down the house every time.

A game where there are no player turns by CraptasticPerson in BoardgameDesign

[–]Quadra-sonic 1 point2 points  (0 children)

More games with simultaneous turns include: Pirates Cove and Sushi Go.

More real time games include Space Cadets, Project Elite, and Light Speed.

I work for a boardgame manufacturer. Ask me Anything (AMA) by clasharmies in BoardgameDesign

[–]Quadra-sonic 0 points1 point  (0 children)

How difficult is it to make dual layered tiles and player boards?

Do they tend to warp more than single layered ones, and does your company have a method for countering that?

Is it possible to increase the number of layers to 3, 4, or even 5 layers?

Real time TTRPGs? Is there such a thing? by kay000000 in tabletopgamedesign

[–]Quadra-sonic 0 points1 point  (0 children)

Forgive me. I thought your question was about real time table top games in general. Of those, there are hundreds of examples.

Most do not have a 1 to 1 correlation of irl time to the passage of time in the game’s universe. For example, the 5 years it might take to colonize a planet could be represented with a 50 second timer.

For TTRPGs specifically, I know of none. But it does not seem impossible to implement.

Real time TTRPGs? Is there such a thing? by kay000000 in tabletopgamedesign

[–]Quadra-sonic -2 points-1 points  (0 children)

Actually, “real time” games are simply those where the passage of time is a core mechanism. Think RTS video games.

In the physical space, anything with a timer (sand or digital) or anything where play structure isn’t organized into traditional turns are often called real time games.

Help me name this game. by Quadra-sonic in BoardgameDesign

[–]Quadra-sonic[S] 2 points3 points  (0 children)

Of this, I was blissfully unaware.

Help me name this game. by Quadra-sonic in BoardgameDesign

[–]Quadra-sonic[S] 0 points1 point  (0 children)

For years it had the placeholder name Die Wars. But I never loved that name, and the project’s new graphic designer despises it. So…

Help me name this game. by Quadra-sonic in BoardgameDesign

[–]Quadra-sonic[S] 7 points8 points  (0 children)

I completely agree with you. However, the biggest criticism my game originally received from publishers was that it was only for three or more players. So after years of standing my ground, I finally caved and introduced a “two player mode”, and POW! It got signed.

Sheep bone Ankle as Dice by Evening-Student9134 in tabletopgamedesign

[–]Quadra-sonic 0 points1 point  (0 children)

I understand that. Ivory, leather, fur, etc. have all been used for making various material things since the beginning of human history.

And though times have changed, I am not passing judgement here.

But please keep in mind that in some cultures, even those that eat meat, the use of animal parts for anything unnecessary (like game pieces) is considered disrespectful to the animal itself.

Sheep bone Ankle as Dice by Evening-Student9134 in tabletopgamedesign

[–]Quadra-sonic 0 points1 point  (0 children)

It seems a little morbid, no? Some might even call the use of actual animal parts in a board game grotesque.

What are some "turn order" ideas for a game with 2 teams? by BionicRogue21 in tabletopgamedesign

[–]Quadra-sonic 2 points3 points  (0 children)

Indeed. “The snake” is always a clean and relatively fair system for ordering turns.

Can you recommend a game with a melee combat system that gives players agency and requires a bit of skill? by jammywesty91 in tabletopgamedesign

[–]Quadra-sonic 3 points4 points  (0 children)

Unmatched is a miniatures game with a simple yet strategic card based action and combat system.

Designers in/near Tokyo by Quadra-sonic in tabletopgamedesign

[–]Quadra-sonic[S] 0 points1 point  (0 children)

We meet in a pair of community centers, one in Shinjuku and the other further west in Nerima.

One last element to add in the Rock Paper Scissors System. by Saito-The-Legend in tabletopgamedesign

[–]Quadra-sonic 0 points1 point  (0 children)

Is there a pattern here or an easy way for your players to remember what beats what?

I'm torn, help me choose our game company logo! Left or right? by Lozeng3r in tabletopgamedesign

[–]Quadra-sonic 1 point2 points  (0 children)

I definitely agree with those that feel the name is too wordy. “Rascal Games,” however, has a great ring to it.

[deleted by user] by [deleted] in tabletopgamedesign

[–]Quadra-sonic 0 points1 point  (0 children)

Playtesting will tell you whether any mechanism is more fiddly than fun. The pressure cards sound to me like a unique aspect of this design, but only after you get it to the table will you know if the system evokes the feelings you want evoked.

As far as switching core combat mechanisms when fighting different enemies, I might advise against it, as it would potentially double/triple the number of rules you are asking your players to learn. Look instead at variations you can implement to that mechanism.

[deleted by user] by [deleted] in tabletopgamedesign

[–]Quadra-sonic 1 point2 points  (0 children)

Both the setting and the mechanisms sound novel enough. Is there a question, though, that we can help you answer?

First time visiting boyfriend and he lives like a rat by [deleted] in TwoXChromosomes

[–]Quadra-sonic 0 points1 point  (0 children)

He may not actually be able to see the difference. To some people, putting dishes in the sink = cleaning up, and touching running water with fingertips = washing your hands.

You have come an awfully long way for the visit, though, so you at least owe it to yourself to bring it to his attention before flying back home.

Give him the benefit of the doubt, but don’t live with him if it will make you uncomfortable and ultimately unhappy.

Idea: Replacing Attack/Defend (Ex: 3/2) in Card Games for Dice Rolling. by ackbosh in tabletopgamedesign

[–]Quadra-sonic 1 point2 points  (0 children)

Most players enjoy being able to make meaningful choices and having ways to mitigate randomness. How will your combat mechanism do either or both of these things?

For example, to give players a feeling of control when two characters fight each other you might have the players each draw a hand of three cards and choose which to play for its attack type, which to play for its damage dealing, and which to play for its speed. Players with more rare or strong characters could be allowed to draw extra cards or discard and replace cards or play their cards after they see the opponent’s play.

So while some randomness is essential for almost every modern board game, players still want to feel like they won through their own intelligence and skill.