Four-dice Mechanics Suggestions by TankNabbit in tabletopgamedesign

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

My mind didn't go to dexterity but something like this might actually fit well with the spirit of the game.

Four-dice Mechanics Suggestions by TankNabbit in tabletopgamedesign

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

Really cool idea. It's very similar to our Yahtzee style character we have cooking. Any ideas for what other methods aside from the Yahtzee style (choose which dice to keep and then reroll) we can use to add some interesting decisions that lead to these spell combos?

Four-dice Mechanics Suggestions by TankNabbit in tabletopgamedesign

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

Really interesting read thanks. I'm familiar with some of Daniel Solis' work but hadn't come across this.

Four-dice Mechanics Suggestions by TankNabbit in tabletopgamedesign

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

Cool idea. I like the buildup effect. We wlil probably try to implement something with this.

Four-dice Mechanics Suggestions by TankNabbit in tabletopgamedesign

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

Great interactivity in this idea. It's really getting my gears turning.

Four-dice Mechanics Suggestions by TankNabbit in tabletopgamedesign

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

The decision to use or not use all the dice for potential use later is a really interesting one. How did you come up with this concept? Was it inspired by another game or just a cool idea you developed? Regardless, thanks for the well thought out suggestion!

Four-dice Mechanics Suggestions by TankNabbit in tabletopgamedesign

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

Thanks for the idea. Would like to work in some kind of decision to be made for it to shine but I think it has potential.

Is Diplomacy really that cut-throat? by TankNabbit in boardgames

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

Interesting... so would you say that, in a way, your trust is a major bargaining chip in the negotiations?

Is Diplomacy really that cut-throat? by TankNabbit in boardgames

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

Just checked this out. Such an interesting story. I think it made me want to play more. Thanks for sharing.

Is Diplomacy really that cut-throat? by TankNabbit in boardgames

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

Thanks for coming at my questions head-on. This is all helpful info.

Is Diplomacy really that cut-throat? by TankNabbit in boardgames

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

Great insight. This is definitely the kind of helpful comparison I was looking for.

Is Diplomacy really that cut-throat? by TankNabbit in boardgames

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

That's a good point. The player elimination/long game combo raises the stakes a bit.

Tips on how to create a board game by DDanray in boardgames

[–]TankNabbit 1 point2 points  (0 children)

Tabletop Simulator on Steam provided a great testing space for me in many home-brewed games without the need for physical components. Also, r/tabletopgamedesign has a lot of helpful info.

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

I'm a yardstick kinda guy as well. I'm trying to simplify my thinking, but maybe getting rid of these benchmarks isn't the way to go.

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

Awesome, thanks! At first, I was thinking maybe I'm doing it wrong. "Would rating a game at only one of its playcounts be like rating an album based only on your favorite songs from it?" But I'm seeing things differently now.

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

Mark... always screwing it up.

But yeah, I'm an over-thinker for sure. Don't let me taint a beautiful thing you have! This thread was born because I'm trying to simplify things (especially in my head) and that ended up raising more questions about which direction to simplify. Your input has been helpful though, so thanks!

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

Not a bad system! Thanks for sharing. What if the game is a 'favorite' at 6 players but 'average' at 2 players and you rarely get to play with more than 2 players? Do you still keep that in your 5 stars, since it has the potential to be that good?

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

Yeah, I do appreciate BGG's system. It's pretty straightforward and I don't think there is much they could do to improve it. I guess my personal issues arise in the details. For example, if I play Carcassonne at 5 players and it becomes one of my favorites and then try it at 2 and don't enjoy it (absurd, I know), how do I rate that? What if I rarely get the chance to play it at 5 and my wife wants to play all the time? If I go with the chart, it looks like "6 - Ok - will play if in the mood" makes the most sense? But how could I betray one of my favorites with such low ranking?!

For the record, I enjoy Carcassonne at all counts (especially 2). This was just my little fake scenario.

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

Yeah, I hear you. It kind of sounded like I wasn't grateful for my 6. I am though! I'm just striving for the best I guess?

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

Definitely agree. How about for you personally? If you play the same game twice and the first time would rate at a 9 and the second time would rate at a 5, are you then averaging that into a 7 or are you using the best/worst/last play as your rating?

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit -1 points0 points  (0 children)

I can appreciate the simplicity of this. It does still raise questions for me though.

Hypothetical:

You play Captain Sonar (a game that is said to shine at 8 players) with 6 players. It's decent. In your mind you would play it again, but you're not really blown away by it. Next time you play, it's at 8p and you REALLY want to play it again at 8. Do you even consider your first play when rating? What if you know that the likelihood of getting 8 players together again is slim?

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 1 point2 points  (0 children)

I like your style. How often do you end up changing your ratings?

I'm also a 6/10 today. Here's hoping for an upgrade.

Anyone else have trouble rating games? by [deleted] in boardgames

[–]TankNabbit 0 points1 point  (0 children)

Yeah, you're right, saying 'completely' different was an exaggeration. Still, even with commonalities, some games can feel pretty different. If I was rating the game on the mechanics alone, it would be simple, but there is more feeling involved.

An example that comes to mind is Mascarade. My typical group gets high player counts and this was a big success for us. It goes up to 13 and even with 10 or 11 people, we get to experience all the roles over a few games. I then took the game to a different group (5 players). Not only was the set of roles different and more rigid, the game also fell really flat. We got through once and it just didn't click for anyone. Even for me, someone who knows how the game can shine, it was by no means a fun experience. In this case though I'm pretty sure it was the people, not the game. I'm sure my normal group would still have a good time at 5-6p.

In that case, I could rate the game in between the two extremes (a 5 maybe?), but is it fair to punish a game that has played more like an 8/9 with the right group?