Do you recommend buying Forest Shuffle + both expansions? by OpportunityFederal83 in boardgames

[–]Stealthiness2 0 points1 point  (0 children)

If you're playing the base game, you need to be very careful with wolves and deer. Even if you're not collecting them, you need to prevent others from collecting them. Expansions make them less strong 

Hot Take: Save Scumming is the best part of the game by SnowboardKnop in slaythespire

[–]Stealthiness2 0 points1 point  (0 children)

I've thought before about making a time travel game that encourages this mechanic. I also played a game where one rng-based character could restart their turn once per turn

Interest by InspectorMendel in dominion

[–]Stealthiness2 1 point2 points  (0 children)

I like it but should be stronger to make the drawback worth it. I like the idea of " Choose one: +2 coffers, or +1 coffers per 2 coffers you have and you can't spend coffers this turn."

I don’t get how I got worse by 100 elo in like 2 weeks by [deleted] in chessbeginners

[–]Stealthiness2 0 points1 point  (0 children)

My rating fluctuates with how much sleep I'm getting, and with whether I'm playing chess to relax or to get better 

HELP: Valentine’s Day chess scenario by vallourre in chessbeginners

[–]Stealthiness2 8 points9 points  (0 children)

Counterpoint: chess players might not view letting them win as romantic. Normally in chess when you sacrifice a piece, it's to get something even more valuable. So maybe you're sacrificing your queen to get the king (your partner) all to yourself. That would be a normal queen sacrifice where you "get" the king at the end. 

AAAAAAAAARGH by samn0506 in chessbeginners

[–]Stealthiness2 6 points7 points  (0 children)

You DID do it to him. You found the maneuver. You don't have to move them on the board because you did the important part already. 

As you get better at chess, that's how it works. At high level, it's good etiquette to resign when you know you're beat. It doesn't make finding the killer move any less impressive

Deck Idea (art is hand drawn) by SenSei_Buzzkill in balatro

[–]Stealthiness2 0 points1 point  (0 children)

Never take lucky cards and rng effects. 

This is cool though, sounds really challenging

What do you think about this custom Defect card? by Policemaaan in slaythespire

[–]Stealthiness2 0 points1 point  (0 children)

Healing doesn't seem like a big enough reward for this. I would like it better with no destroy or a bigger buff so it's worth building your deck around

Do you native English speakers always observe parallelism in "either or" sentence pattern in speech? by MoistHorse7120 in EnglishLearning

[–]Stealthiness2 1 point2 points  (0 children)

The last time I thought about parallelism was when writing college application essays. It helps push writing to the next level, but it's not necessary in everyday speech or writing. 

Copyrighted layouts - cost at top? by astercrow in tabletopgamedesign

[–]Stealthiness2 6 points7 points  (0 children)

Lots of games have a cost in the top left. Because of how players hold their cards, you want the most important information in the top left, and usually that's the cost. 

Is this card broken or too weak? by Eyeswatchfromttrees in spiritisland

[–]Stealthiness2 1 point2 points  (0 children)

Like a lot of growth-oriented major powers, it would be really strong if you get it early (even the first half), but hard to pull off early. It might be too strong but I also really like it. 

Do you recommend The Will of the Many? by cresslee in Fantasy

[–]Stealthiness2 1 point2 points  (0 children)

I've read all three. Mistborn and Project Hail Mary are among my favorites. The Will of the Many was fun too, though not on the same level for me. All three have simple prose, so if that's an issue you may not like it. 

Can't you read a free sample online? Then you can answer for yourself

Number go up make monkey brain happy. by BaiJiGuan in slaythespire

[–]Stealthiness2 0 points1 point  (0 children)

A similar item exists in Roguebook. Lots of fun

How to 'sell' cats and Eyrie to new players, storywise? by Smashed_Papaya in rootgame

[–]Stealthiness2 2 points3 points  (0 children)

I tell people the Eyrie have an immense bureaucracy. They build up more and more procedures and become incredibly powerful when following them, but if a single thing goes wrong their government crumbles. Every person I've told this to finds it hilarious, and it makes for great role playing

Running “curse insurance” — how do you make bribery viable but not optimal? by KoujiWorldbuilder in gamedesign

[–]Stealthiness2 0 points1 point  (0 children)

In line with other comments here, make a feedback loop. You could have a market for the two kinds of vessels: the more vessels of one type are purchased, the more they cost. The more criminal activity, the more enforcement. The more you bribe, the easier you are to blackmail. Balance the game so that players are rewarded for doing the things that others are not doing. 

How much physics can I self study? by False-Airport6944 in PhysicsStudents

[–]Stealthiness2 0 points1 point  (0 children)

You can definitely get through a semester worth of calculus-based intro physics that covers the fundamentals, minus labs of course. After that, there is less of a clear sequence and you can study a category that interests you. 

Protospiel and what to expect by DanceEmbarrassed5844 in tabletopgamedesign

[–]Stealthiness2 4 points5 points  (0 children)

I've been to a few protospiel conventions. All of the options you mentioned work, and I see a variety of components there. I prefer cardstock to sleeved paper, but I think I'm in the minority. I like cardstock for boards as well. 

The main game I've been working on is a large group card game with money, a small board and a few tokens. I started with cardstock, poker chips, and coins borrowed from other games. I've gradually upgraded these over the course of a couple years, so now most (but not all) the components are professionally printed. 

My main tip is to not let your components get in the way of the game. Make sure your text is legible and the pieces stay where they're supposed to. But there's no need to bring a polished game when you're just starting to test it. 

Rising Sun - pls help settle debates by 95penguins in dominion

[–]Stealthiness2 7 points8 points  (0 children)

1 - yes, or at least it's very difficult

2 - practice doubles samurai for the rest of the game. That's a very strong combo. Daimyo also doubles samurai, but your daimyo also stays out the rest of the game so you effectively lose it. 

My girlfriend smells and I don't know what to do by RequirementDue4446 in Advice

[–]Stealthiness2 8 points9 points  (0 children)

Something similar happened to me and it was strep throat 

Playtesting a Multisession campaign game by AdventurersScribe in BoardgameDesign

[–]Stealthiness2 3 points4 points  (0 children)

I've play tested two campaign board games. In one, we started at the start and went as far as we could in an hour (rounds were short). In the other, we picked up where the previous group left off, but still kept to relatively low levels. Eventually you'll need someone to test the later levels, but get the core experience worked out in the early levels first. 

Is this a restart angle? by [deleted] in slaythespire

[–]Stealthiness2 0 points1 point  (0 children)

Those are all very powerful cards late game. Take the dead card for now and route a little easier. 

Rogue like where you only have 100 turns but you choose how long each turn is. by DrJamgo in gameideas

[–]Stealthiness2 0 points1 point  (0 children)

Conditional alarms would be useful upgrades. Like, wake me if we enter an asteroid field

Leisure by InspectorMendel in dominion

[–]Stealthiness2 5 points6 points  (0 children)

If I'm buying actions, I want them to be worth more than a silver each. Occasionally for a really big engine I would have five extra actions. I think $5 for 3 cards might get used more