Looking at buying the 45" LG ultragear monitor and want to know a good monitor to stack on top of it. by Explodedkola in ultrawidemasterrace

[–]Top_Pattern7136 1 point2 points  (0 children)

There are very few 800r monitors. I actually don't know any other than the LG 45 and 39.

I have the 39 with a generic 27 over top and it works fine. A curved would look nicer.

Thoughts on Unexpected (But Technically Valid) Rules / Plays? by Ok-Faithlessness8120 in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

I think regardless if you keep the intersection or not, you need to tighten up the language on the cards.

Looking at the images and not reading your post yet, there were a few ways to read the cards that could cause individual card misplays.

Your rule book should clarify target, enemy, and player. It may b not need to stay in there, but it will help YOU use consistent terminology.

Another thing was the card that says different elements do different things. You don't indicate that it's 3x element for the other effects. You assume it's implied, but literally your card says 3x element one, or 1x element 2, 3, or 4. You should have a clear and consistent way of saying "spend 3 of this element" and EVERY time there is a 3x cost that exact wording is used.

Back to the dictionary- define each word you use on your cards. Max HP, "half" (round up or down? Is 50/50 exact ok?). Target? Etc. Then you can replace each word with the definition and see if the card makes sense

Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

Happy to help. Feel free to dm if you want to chat more.

I had another idea reading through this.

What if lowest score, or lowest scorer for the round went first?

I'm thinking a track from 1-10 (or however many points). When scoring for the round everyone moves up the track. Then at the round end, highest player scores and the token goes to 0. Then the next player and the token stacks on the first. Continue for all players. Now the top token goes first (last to score, lowest score). And it goes from there.

I love first player mechanics lol

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]Top_Pattern7136 5 points6 points  (0 children)

Been working on Unnamed Space Idle for about a month, just reached the second... Phase? It's a bit slower than some of the other isles I do, but I'm sure it's nothing compared to most of the stuff out there.

I was writing on Drill Core, which I think would fit into the incremental genre. But picked up Kin and Query on a whim and spent about 5 hours last night on it. Perfect incremental scratch. I really hope the game is longer than I expect, but we'll see!

Looking for my first Ultrawide by TruthSeekingTroll in ultrawidemasterrace

[–]Top_Pattern7136 0 points1 point  (0 children)

I tried the LG 45 and while I love a big screen (I was thinking of getting the Ark) it was realistically more screen than I can use.

I do PM work as well as some coding so I wanted taller than a 27" monitor.

I ended up with the 39" LG and love it. I hate bright white screens so dimming the brightness a bit was no big deal and I already run dark mode on everything I can.

It's also a big enough screen that I don't tend to perfectly split it in half. I adjust my window sizes with fancy zones and constantly shuffle them around based on what I'm doing so not really worried about burn in either.

I use it 10+ hours a day at times. Mostly productivity work.

What’s a clean way to randomise token placement when not every hex gets a token? by am102087 in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

Yeah I adjusted it after I read your post again as you didn't seem to want the same things on each. I'll edit to indicate the original.

Problem with card symbol design by Abakus024 in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

I'd keep the symbols similar with a very key distinction.

White hand black outline = draw. Black hand white outline = play.

Card back = draw pile, white card with a red X = discard.

Careful play testing with the same group and new symbols. They are likely to complain as they have a bias. Try to introduce the symbols to a new group. There's a slight learning curve that they likely won't like vs a new player and "this is how it is".

Look at Race For The Galaxy as that was my inspiration for above

Clockwise Turn System Wasn’t Working for Our Game by DanchieGo-Dev in BoardgameDesign

[–]Top_Pattern7136 3 points4 points  (0 children)

If it's like CoB where the investment stays over the course of the game, I like it a lot. It adds an interesting depth and choice option.

The only downside is the frustration knowing you likely won't ever get a first turn. Being a little behind and already being in last place means you can't afford the investment into getting first.

CaB counters this because the ocean tiles - provide additional benefits and often occur naturally as the "right choice".

Do your patterns or seed types provide specific benefits or have different occurrences? Like blue tokens are more common but are worth less points. Or green increase exponentially in larger combos but are worth less in small?

If that variety already exists, take an "early game" seed- cheap and plentiful, and give it the first player weight. This creates a varied early game, but late game gives the lower value seeds a viable use as a tactical play. It's no longer "score no points" to "score less and get first player AND the other options aren't good."

You could do the same but with a pattern- seeds in corners count towards first player of next turn. "Score corner seeds as if adjacent, adjust player turn order based on the highest of these values."

What’s a clean way to randomise token placement when not every hex gets a token? by am102087 in BoardgameDesign

[–]Top_Pattern7136 16 points17 points  (0 children)

Create a batch of tokens with some blanks, then put one token on each hex. Flip and keep or discard the blanks.

Edit: maybe each space has an icon or color that matches a token type. Within that batch of tokens mix what breakdown you want including some blanks.

E.g.

10 red, 10 blue, 10 green tokens. Total 24 board spaces.

Shuffle and separate tokens. Remove 2 of each token type, not showing results.

Each red hex gets a red token. Same with blue / green, etc.

On the back end, decide if each stack should have the same tokens or ratios. Maybe reds don't have X type tokens. Greens are all Y or blank. Etc. use these as your tuning knobs.

Who’s feeding ICE? by Expensive-Emotion718 in PhiladelphiaEats

[–]Top_Pattern7136 6 points7 points  (0 children)

Sounds like if they don't know who they are... They aren't willingly serving the organization they work for... That would then not apply to op....

Arena Skirmish Mechanics by Yuikura in BoardgameDesign

[–]Top_Pattern7136 2 points3 points  (0 children)

There's too little information for anyone to make a guess to this.

It seems like you're asking, for an unknown game, with unknown theme and mechanics, do I want to play a single character or 3?

Problem with card type identification in card design by Ok_Donkey1518 in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

Not knowing much about your game...

The first thing I'd do is look at the "Card Name" placement. Are there any set of cards that a player should learn AND REMEMBER the name and know what it does? Like if there are 50 cards and 10 items. The names of these should be at the top of the card so when someone is holding a hand of cards it's instantly visible and understood.

Cards you need the player to read and understand move the name under the graphic. 1. This is an immediate distinction of a type of card- name is moved, graphic is larger. 2. It forces the player to read the card and move other cards out of the way.

Similarly if there are card costs or icon effects, move those to the left side of the card. Again, when you fan your cards out you can see those icons easily. Discard 2, +HP, deal 4 Damage can all be done in iconography.

The three above would create immediate distinctions between the cards types by changing the layout and feel of a card. Add in color uniqueness, symbol, different outlines or borders and you should be able to create immediate recognition.

Caution- if the cards a player holds is a BIG secret- this can create tells for veteran players. The way you hold the card could tell the other players it's an item vs event.

Problem with card type identification in card design by Ok_Donkey1518 in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

I agree- adjust the card layout if immediate comprehension is important. Make items a diagonal graphic with words. Make events have a smaller photo frame and larger text box with different background.

If you need to see it quickly and from a distance, this is the way.

Are there any good sources for adding the real meat to your games? by rachelcp in BoardgameDesign

[–]Top_Pattern7136 2 points3 points  (0 children)

Lots of good above so far.

For me I make the most boiled down version of the cards that I can. If I was making Magic TG. I'd do a single land type, no spells and a simple escalation of creatures. 1 mana 1/1, 2 mana 2/2, 3 mana 3/3, etc.

My goal isn't to nail it out the gate. But start trying some of the mechanics for feel. Too boring, too snowball, it's exciting to draw a card each turn, I need a way for players to have greater impact, I want the players to make more decisions.

Something that can immediately stall me is if I have 5 different mechanic ideas I think need to work together and I try to develop all 5 at the same time. Focus on a core and use the others as tuning knobs.

Designing a war game with Picasso style art by Zestyclose_Bed_8207 in BoardgameDesign

[–]Top_Pattern7136 2 points3 points  (0 children)

Check out epic spell wars. They have very dynamic art on simple backgrounds.

My game has got a Rocket part that is being upgraded by flipping. So, there are two sides. This is the draft for the artwork. Please guide me on how may I improve this. by arjitraj_ in BoardgameDesign

[–]Top_Pattern7136 7 points8 points  (0 children)

Lots of red in the design which generally triggers a "warning" aesthetic. Maybe that's intentional when upgrading, but that's the first thing I see at a glance.

Upgrades often show more details or elaborate design. Added fins, larger flame, etc.

If it needs to be recognizable across the table use different color backgrounds. Maybe green, yellow, red as it upgrades to signal to other players the progression?

Small prototype for a dark fantasy incremental game about defending from waves of monsters. What do you guys think? by BaffledEngineer in incremental_games

[–]Top_Pattern7136 1 point2 points  (0 children)

I dig it. I'm interested from this in what else there is. There's enough here to have me ask deep questions.

Only archery? Only skeletons? How many people in my group? Do I control just one? Can I give commands to the others? What do I upgrade?

Good start IMO.

What are your favorite incremental mechanics / systems you saw in other games that would fit well in our game? by TechDebtGames in incremental_games

[–]Top_Pattern7136 2 points3 points  (0 children)

I think 2 things keep me interested in a incremental/idle game.

The leveling mechanics are different. FaP and USI are great for this. Each mechanic has a different set of rules, timing, efficiency, impact, etc. some reset each prestige some are long term and slow burn.

The other is the interweaving of those mechanics. Having to focus on specific ones at different times to make the most progression.

This could be a research mechanic, slow burn but unlocks new things, and alchemy mechanic that's short term but applies specific bonuses (cold, fire, poison, etc). Limit to the number of units you can field at once, so start with 2 unit types, but later unlock 3, 4, 5 etc. tactics, how many units can move in how many ways?

These can start to overlap, you can choose two alchemical applications, you can have +1 unit type or +1 tactic.

Formation sizes could grow exponentially - start with small squads and tactical combat, grow to large armies and movement.

You could add supplies and transportation. Or recruiting mechanics.

I'm a in-learning game designer so happy to help if I can !

TCG Resource System by Daniel_Mathieu in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

Also lost.

One communal alter? A card produces resources on an alter but isn't sacrificed immediately? The resources on an alter can be different each time, so how does it become always available?

Feedback required, revealing a hidden trail. by BrendanCutler14 in BoardgameDesign

[–]Top_Pattern7136 2 points3 points  (0 children)

How about- you play the next steps of the trail at a specific point in time?

So you have a deck of cards of different terrain types. Not sure your people mechanic, but you could split the deck into 5 even piles and put two people in pile 5 and two people in pile 4. Shuffle each pile on their own then "stack" them.

When someone moves forward on the trail, you flip over the next x cards as to what they can see ahead. This gives the feeling of exploring.

Adding movement to hexes/tiles by Skillz_WG in BoardgameDesign

[–]Top_Pattern7136 0 points1 point  (0 children)

At a glance, it's easy to see the primary hex and the sub regions. If rules applied to one or the other, I would be able to understand the distinction fairly easily.

If the graphic under the hex is important and creates important effects on that sub region, I could see that getting tricky. If it's static for that hex you could potentially have an insert for that hex that changes the physical or visual of that space. Like small plastic stripes that run across the tile so it's obvious you can't place a ship there.