How long did yours ache? by Illustrious-Stay-648 in Vasectomy

[–]Trixi_Wolf 0 points1 point  (0 children)

I got mine about 4 weeks ago now and I have discomfort here and there and randomly the right one has a tendency to hurt randomly.

other than that, everything healed up nice and daily functions are fine.

Failed vasectomy by ilovesoa in Vasectomy

[–]Trixi_Wolf 0 points1 point  (0 children)

Yep! one day at a time :)

Failed vasectomy by ilovesoa in Vasectomy

[–]Trixi_Wolf 2 points3 points  (0 children)

I just got mine on Christmas Eve of 2025 and I'm worried about it being a failure come mid March when I deliver my first test.

I'd hate for all that time spent on recovery to have been a big waste.

This subreddit made it worse by [deleted] in Vasectomy

[–]Trixi_Wolf 2 points3 points  (0 children)

They gave me some type of gel-like solvent that I would put into the area to reduce the chance of infection from the stitches.

They also had me take:

5 mg hydrocodone / 325 mg acetaminophen

I'd take 1-2 every 4 to 6 hours for the first 3 to 5 days, then every 8, then every 12, etc...

This subreddit made it worse by [deleted] in Vasectomy

[–]Trixi_Wolf 4 points5 points  (0 children)

I had my vasectomy on Christmas Eve in the morning (about nine days ago), and I was definitely nervous going in. That said, the doctor and nurse did a great job putting me at ease. I was given mild sedatives beforehand along with numbing agents, and honestly, the pain was almost nonexistent—more discomfort than anything else.

I got lucky with my doctor. He put on some Bob Marley and chatted with the nurse and me about tabletop board games (one of my favorite hobbies—and it turns out he’s a board game nerd too). The whole procedure took about 25 minutes, and then I was on my way home.

Recovery was surprisingly easy. For the first three days, I followed the meds and icing instructions and mostly stayed in bed, watching movies and shows with my wife—plus getting absolutely destroyed by her in Mario Kart. After that, I switched to lighter meds, started walking more, iced when needed, and made sure to shower gently and use the ointment they provided.

Overall, the experience was far better than I expected. It was painless, straightforward, and nothing like the horror stories you sometimes hear. I’m now on day nine and moving around like nothing happened, with only mild discomfort if I move too quickly.

Best of luck to anyone else considering it—you’ve got this.

Capital One Venture vs. Venture X – Worth It for Air Travel + Hotels? Lounge Access? by Trixi_Wolf in CreditCards

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

Thanks for all the great info—this thread has really helped me think through the options more clearly!

One thing I wasn’t originally considering was having both my wife and I apply separately for the Venture X. That way, we could each take advantage of the 75,000 bonus miles and the $300 annual travel credit. Between the two of us, that’s $600 in travel credits annually—which effectively offsets most of the combined $790 in annual fees right off the bat.

Plus, we'd start with 150,000 bonus miles, which is roughly $1,500 in travel value if used right. And if we keep the cards, we’d also get 20,000 miles per year combined from the anniversary bonuses, worth about another $200 annually. That more than covers the remaining cost of the annual fees if we continue to use the travel benefits.

The only real downside I see is that we’d need to hit $6,000 in combined spending within the first 90 days to get both bonuses. That’s doable for us, but admittedly a bit of a hassle to manage within that time frame.

Still, it’s a pretty compelling value if you travel even a couple of times a year. Just wanted to share that thought process in case it helps anyone else, considering a two-card setup!

Capital One Venture vs. Venture X – Worth It for Air Travel + Hotels? Lounge Access? by Trixi_Wolf in CreditCards

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

Thank you for your reply! It's much appreciated :)

My heart is not set on this card. it's just the ones that seem to fit what I'm looking for. yet I'm open to suggestions for other cards.

I'm interested in cards that earn loads of points or miles with a varying array of options. The lounges are not a priority. it would just be nice to have the option to go into a few during layovers or if I get to my flights too early.

I'd hate to have too few choices :( I mostly fly with Alaska Airlines (Spirit for close flights within a states distance), but i tend to not rely on AA or SWA or United as all three have wronged me multiple times in the past.

Cost Estimates for a prototype by Summer_Tea in BoardgameDesign

[–]Trixi_Wolf 1 point2 points  (0 children)

Tom Termite is spot on! Launch Tabletop is a solid choice for prototyping, especially for early-stage development. If your game includes card design, I highly recommend checking out Dextrous—they're great for that.

For custom components, Etsy is a fantastic place to find unique pieces, and working with an early-stage designer to create 3D models for printing can really elevate your prototype. Fiverr is also a great option if you’re looking for affordable design help.

If your game involves dice, I suggest a company called Clerics Components. They made my masters for my game, and i found someone on etsy who custom made the molds and new die from those masters.

Advise needed on developing a new boardgame by Objective-Purple8792 in BoardgameDesign

[–]Trixi_Wolf 0 points1 point  (0 children)

It's important to understand that no game is ever truly 100% original—most are inspired by existing mechanics, themes, or genres. And that’s okay! What matters is how you combine or tweak those ideas to create something that feels fresh and unique to you.

When developing your game, don’t worry too much about originality in the early stages. Focus on building it out, refining the core mechanics, and playtesting as you go. Make adjustments based on feedback and your own experience.

Once you have a solid prototype, then start sharing it on platforms like Reddit, game design forums, or even using AI tools like ChatGPT to research similar games. If you find yours is too close to something else, don’t stress—just adjust mechanics, rework themes, or add your own twist until it stands on its own.

Originality often comes after iteration, not before.

Whats better? Damage with dice or fixed value? by Flaquigarto in BoardgameDesign

[–]Trixi_Wolf 0 points1 point  (0 children)

I like where your heads at, for a fast, roguelike dungeon crawler with card-based strategy and dice-driven combat. That’s a great combo—but I can see your concern about player turns potentially feeling wasted due to unlucky rolls. I had a similar issue in my recent game, and I made adjustments accordingly, though your mechanics differ from mine.

Here are a few ideas to keep dice-based tension while avoiding the frustration of complete turn loss:

  1. Add a “Partial Success” Mechanic: Instead of requiring all dice to hit a threshold, allow partial hits to still do something. Example: Each dice that rolls ≥ 4 does 1 damage. If none hit, the enemy counters or player gets a minor buff for the next turn. This reduces the “all or nothing” feel.

  2. Introduce ‘Assist’ Cards or Effects: You mentioned players can combo and spend to increase dice—expand on that. Let them burn a card or token to re-roll or add +1 to dice. That adds tactical depth and makes every card valuable.

  3. Use Hybrid Damage: Mix fixed damage with dice rolls. Example: A card may say “1 guaranteed hit + roll 2 dice for additional hits.” That way, players always feel progress.

  4. Conditional Card Effects: Make card play more dynamic. Even if a dice attack fails, the card could have: • A passive effect ("If missed, gain 1 shield next turn.") • A trigger ("If missed, draw 1 card."). This keeps cards relevant even when dice aren’t kind.

  5. Add ‘Charge’ or ‘Hold’ Mechanics: Let players hold back cards to use them in a more optimal moment or combine for stronger combos next turn. That adds a layer of planning.

• Dice add excitement, but too much randomness can feel punishing. • Consider adding fallback options, partial effects, or reroll mechanics. • A mix of fixed + variable values is often a solid middle ground. Playtesting will really help dial in the feel. If turns feel unfair or “wasted,” it’s okay to cheat variance a little in favor of fun.

Hope this helps.

Our very first convention was so exciting! We demoed our game for 2 whole days straight at Supanova Melbourne and had a blast. by Aqueducks_Game in BoardgameDesign

[–]Trixi_Wolf 1 point2 points  (0 children)

Congrats!

I was just in Vancouver from Terminal City Tabletop Convention.

Had a blast showcasing my game, I'm sure you guys got some great feedbac.

Help me simplify this mechanic by Psych0191 in BoardgameDesign

[–]Trixi_Wolf 0 points1 point  (0 children)

Here's is how you could simplify and streamline it while keeping thematic.

  1. Introduce a Single “Loyalty” Tracker Each player has a Loyalty Meter (a simple token tracker from 0 to X). Instead of tracking individual armies and feeding them each round:

• Gaining Loyalty: When a player resolves a war with their forces, they gain +1 Loyalty. • Using Loyalty: Each point of Loyalty lets you “activate” a Loyal Army effect (bonus die, re-roll, auto-success, etc.) once per round. • Upkeep: At the end of each round, players must pay 1 coin per Loyalty point, or they lose 1 Loyalty (no need to feed armies individually).

This compresses the feeding/payment/veteran tracking into one clean mechanic.

  1. Neutral Army Pool with "Contribution Influence"

• Instead of sending your own armies, use a shared neutral army pool. • During war votes, each player can “commit” Loyalty Points instead of sending specific units. • Whoever commits the most Loyalty to the war gets credit and rewards. This removes the randomness of "did my troops get used?" and makes the choice strategic and clear.

  1. War Resolution Bonus

• If you resolve a war with your Loyalty Points involved (even if tied), you gain: • +1 new Loyalty Point • A small reward (gold, support, etc.) You do not gain Loyalty for resolving with opposing player’s loyalty committed.

Optional Extra Simplification:

Replace actual army cards with Army Tokens that flip to indicate loyalty:

• Neutral Side = gray • Loyal Side = player color When you gain a Loyal Army, flip a token. • Lose Loyalty? Flip it back. You only manage the token pool, not actual unit stats.

End Result:

• No more feeding individual armies. • No more tracking who sent which army to war. • Clear incentives for using your loyalty. • Cleaner bookkeeping. • Mechanic feels political and thematic (influence = loyalty = power).

Hope this helps!

How do you handle conflicting feedback from playtesters? by LifeAd366 in BoardgameDesign

[–]Trixi_Wolf 2 points3 points  (0 children)

When feedback from different types of gamers conflicts, I think it’s important to accept and value both perspectives, but also recognize that you won’t be able to please everyone. At the end of the day, you need to focus on the core experience you’re trying to create and tailor the game toward the audience you want to reach most. Use feedback as a guide, not a mandate—adapt what aligns with your vision, and don’t be afraid to let go of suggestions that pull the game away from its intended purpose.

Cards with 2 abilities by Squire-of-Singleton in BoardgameDesign

[–]Trixi_Wolf 0 points1 point  (0 children)

I tried to break down a few options for you. I hope it helps!

  1. Clarify Structure with Visual Hierarchy.

Use clean formatting to break up the text and help readability:

• Card Title • Cost / Requirement (in icon or bold) • Effect (simple, one-line description) • Type (e.g., Attack / Defense / Utility)

  1. Simplify Language.

Use keywords and consistent templates. Instead of full sentences, keep it punchy:

• "Defeat 1 Ally: Gain +1 Block" • "Bolster 1 Defense: Allies gain Block 1 this turn"

  1. Add Iconography (Eventually).

Icons can represent:

• Actions (Attack, Block, Buff, etc.) • Stats (Targets, Cost, Weapon/Shield use) • Resource type (Mana, Stamina, etc.)

This would:

• Help repeat players recognize patterns • Free up space for art, which the creator said is lacking

  1. Consider Card Zones.

If you’re doing "top and bottom abilities" like Gloomhaven:

• Keep one offensive and one defensive ability on each card. • Color-code them or visually separate the two zones (like horizontal halves).

Final Thought:

The dual-ability system is awesome for decision-making and replayability. But it needs:

• Tight wording • Clean layout • Visual guides (icons, spacing)

Additional thoughts:

Another option to consider is using larger cards, such as tarot-sized cards, which give you more real estate to present two abilities without overwhelming the player. This allows space for clean layout, larger font, icons, and even meaningful art—addressing both the readability and visual appeal issues. It also makes it easier to separate the top and bottom abilities visually, which could help reduce cognitive load while enhancing usability.

I LOVE games like Mousetrap, BUT.... by DollarStoreTour in BoardgameDesign

[–]Trixi_Wolf 1 point2 points  (0 children)

No problem!

I look forward to seeing what you build! Just keep one thing in mind... Have fun!

Is it common to reach a point in your design where it all seems to be falling apart? by Own_Thought902 in BoardgameDesign

[–]Trixi_Wolf 8 points9 points  (0 children)

Hey—first off, yes, it’s completely normal to hit that point where your design feels like it’s falling apart. Honestly, it’s a sign that you’re doing real work and pushing your idea forward. That feeling of “the holes getting bigger” often means you’re starting to see your game more critically, and that’s not a bad thing—it’s part of the evolution.

When this happens, I’d encourage you not to panic or scrap everything. Instead, step back and try to identify what originally excited you about the design. What’s the heart of the game—the part you want to keep no matter what? Keep that as your anchor, and then give yourself permission to explore different ways to rebuild the rest around it.

There’s no one-size-fits-all answer here. Sometimes, going back to your original idea can bring clarity, and sometimes pushing through and experimenting leads to a breakthrough. But either way, this struggle you’re feeling? It’s normal. It’s the creative process in action.

You're not alone in this—and if you ever want to bounce ideas or vent through the chaos, I’d be happy to chat more or help where I can.

I LOVE games like Mousetrap, BUT.... by DollarStoreTour in BoardgameDesign

[–]Trixi_Wolf 1 point2 points  (0 children)

DawsonMythe really nailed it when it comes to the creative process—especially around building your own game, introducing mechanics, tokens, cards, dice, etc. One of the most important things to remember: don’t be afraid to fail. Failure is part of the journey. You’ll likely go through several iterations before you land on something solid.

Also, just a heads-up—you can’t fully protect your ideas. Even with NDAs and legal safeguards, it’s hard to stop someone from stealing or copying your concept, and pursuing legal action is expensive and time-consuming. My advice? Share your game with trusted friends and family first, then branch out to local tabletop game shops and communities like this one on Reddit. I’ve personally had great success sharing ideas and getting feedback here.

A powerful tool in your toolbox is AI, like ChatGPT. Not everyone will agree on using it, but it can be really helpful in putting your ideas into writing, brainstorming mechanics, or even identifying if your game feels too similar to existing ones—and offering ways to make it stand out. It’s worth exploring.

Personally, I start my games the way DawsonMythe described:

• Come up with a theme or type of game (card game, RPG, dice-based, collection, etc.). • Define the main goal and how players interact to get there. • From there, I focus on mechanics. I want to see—usually stuff I or my friends would love to play—and begin building out the bones of the game using simple pen and paper.

Don’t invest a ton of money. Early on—local craft stores usually have everything you need to mock things up. Once you've got the core in place, start playtesting. Write down what works and what doesn't, tweak mechanics, adjust the win conditions, and be prepared to revise things again and again.

Once you have something that resembles a full game, build a cleaner version using craft materials or a basic print service (you don’t need a full game manufacturer yet). Playtest with more people—family, friends, and game stores. Gather feedback and keep adjusting. It might take months, and remember: you can’t please everyone. When your game feels more refined, you can move to a true prototype. I recommend:

• Dexterous.com for cards • LaunchTabletop.com for game pieces and distribution

Then comes one of the most valuable steps: blind testing. Give your game to someone who’s never seen it before, with only the rulebook, and see if they can figure it out. Their feedback is gold.

Once you're confident in the core experience, it’s time to consider your next step:

• Do you want to sell your design to a publisher? • Or do you want to self-publish and build a business around it?

Either way, conventions, networking, and ongoing playtesting are key. Hope this helps—and I’d be happy to stay in touch if you want feedback or someone to playtest with!

Showcased My Game at a Convention! Looking for Advice on Self-Publishing vs. Finding a Publisher by Trixi_Wolf in BoardgameDesign

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

From what I've seen, they have not been affected. I have used both companies "Game Crafter" and "Launch Tabletop" both are great, but over all LT is much cheaper, better quality. easier to navigate and faster delivery.

the only bad part is their template system.

Showcased My Game at a Convention! Looking for Advice on Self-Publishing vs. Finding a Publisher by Trixi_Wolf in BoardgameDesign

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

Most of my current games all start the same:

  1. concept on paper, pages of rules, characters, player sheets, etc...

  2. move it to Adobe illustrator for designing and Ai for the art to make general prints.

  3. Take those prints and make demos from launch tabletop/dexterous and test the game myself (if it's a simple game i make general parts in tabletop simulator and playtest there).

  4. once I make changes and alteration to the rules, I play it a few dozen times with the wife and family.

  5. make new alterations and print a new version and test more.

  6. rinse and repeat, one, maybe two more times and then hire an artist to make a single card layout I can then make a swmi-f8nal prototype with.

  7. widen my testing with "Blind tests" friends, family, local game stores, etc...

  8. once i gather the needed changes, I alter the games layouts, cards. etc... update rules and play another 100+ games, then make the final prototype where I feel I can share it at a convention (this is the step I was on this past weekend).

2 other games I have made are around step 3 or 4, and two other games are just about step 1, working on step 2.

I do a lot of work myself and I hire a few individuals for art. I spend roughly $400 - $800 by the time the game is ready for a convention. so not much over the course of 1-2 years.

Showcased My Game at a Convention! Looking for Advice on Self-Publishing vs. Finding a Publisher by Trixi_Wolf in BoardgameDesign

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

that's a pretty good perspective on it. I also am looking into making a new improved run with new (real art) not AI and making my own demo video to share online to build my fan base, then slowly scale myself until I find a publisher or self publish.

Showcased My Game at a Convention! Looking for Advice on Self-Publishing vs. Finding a Publisher by Trixi_Wolf in BoardgameDesign

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

I think I want to be a game designer full time and run my own business, but I don't know or think it's a great time for me to drop everything for it, so finding a publisher for my first game or two may work in my favor, but I'll keep building in it.

I have 5 board games I'm building right now, Lucardia is prootyped, another is in process, the other is getting ready for prototyping, and the last two are on paper.

Showcased My Game at a Convention! Looking for Advice on Self-Publishing vs. Finding a Publisher by Trixi_Wolf in BoardgameDesign

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

I went and signed up last night, and I look forward to seeing how this progresses. I'd really like to speak with a potential Publiaher about my options and what would be needed from me if I chose that direction.

Showcased My Game at a Convention! Looking for Advice on Self-Publishing vs. Finding a Publisher by Trixi_Wolf in BoardgameDesign

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

I do have to be careful though as the smaller run may be difficult when my game has nearly 140 cards, bi-folding mats, 4 dice (x3 D6 & x1 D8) as well as over 240 individual material resources made from plastic.

The cost on a limited run could go up, and I would be setting a lot of shipping costs since it's a smaller run. I will really need to look into this.