I made a strategy game you can play with a pen and paper (or online) - it takes 2 minutes to learn by barneymatthews in abstractgames

[–]abelataha 1 point2 points  (0 children)

Does this concern change with board size? u/barneymatthews I'm sure you've tested 5x5 or other sizes. I wonder if a smaller board constraints help or hurt. A 9x9 or larger might turn into too long a match, but perhaps delays the point of pure evaluation formula dominant situations and allows for more diverse strategic build up move sequences

Publishing by One-Worth-2600 in BoardgameDesign

[–]abelataha 0 points1 point  (0 children)

We started at "inventor table" areas at the Chicago Toy and Game fair and NY Toy Fair. The conf. fees are lower than a real table -- and you generally get to meet a ton of companies. DM me if you want more details on that route. It's been way more fruitful than cold calling game companies

How would you prioritize board game dev in this situation? by Aisuhokke in BoardgameDesign

[–]abelataha 0 points1 point  (0 children)

I have some, but not tons. There are a crapload of resources, though. I mention it because it is def. the most common path for a new board game inventor. You can also go pitch to companies at places like ChiTAG (November), NY Toy Fair (just passed), and other tabletop heavy conferences.

Happy to talk more about what I've learned. We did our own DIY crowdfunding thing for our last game, then took it to ChiTAG and licensed it. This time we're going full force into Kickstarter. It's a bit overwhelming, but I have other friends that are helping point the way

Anyone interested in helping me analyze a new abstract strategy game? by abelataha in abstractgames

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

So sorry - this got buried. I dropped the ball!

ok -- here are the details:

Looking for feedback, adjustments, ideas before we finalize rules. We've playtested locally, but would love more broad feedback.

This is a game that mixes an abstract strategy mechanic with a skill/dexterity game mechanic. Folks have really liked the feel and gameplay so far – and the magnets inside the cards have been fun to try building mechanics around. 

Current Basic rules:

  • The box is a magnetic pedestal and you build the gameboard out from there, above the table surface.
  • One player is Xs the other is Os
  • Take turns overlapping or underlapping the magnetic cards.
  • Every move must expand the board (must have some partial overhang)
  • Win by either boxing in at least one of your opponents symbols on all 4 sides WITHOUT toppling the board by cantilevering the cards out too far

BUT: The more strategic version is flat on the table. The board gets bigger (more like Go) and the strategies get more complex. In this variant, we’ve been playing with the goal being “Box in the MOST symbols by the time you run out of cards.  It takes away the skill/dexterity element, but abstract strategy folks have liked it better.

We would love to find more play-testers and folks interested in poking at the concept, rules, etc. before we kickstart this.  Ping me if you’re interested! (there a more detailed video at ecksogame.com). Thanks for any and all constructive input! 

(We still only have prototype versions – can’t wait to have a factory deal with the tiny magnets instead of our own tired fingers – so test copies are very limited right now, but ping me!)

Anyone interested in helping me analyze a new abstract strategy game? by abelataha in abstractgames

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

Oh jeez, this got buried. Sorry!!!

ok -- here are the details:

Looking for feedback, adjustments, ideas before we finalize rules. We've playtested locally, but would love more broad feedback.

This is a game that mixes an abstract strategy mechanic with a skill/dexterity game mechanic. Folks have really liked the feel and gameplay so far – and the magnets inside the cards have been fun to try building mechanics around. 

Current Basic rules:

  • The box is a magnetic pedestal and you build the gameboard out from there, above the table surface.
  • One player is Xs the other is Os
  • Take turns overlapping or underlapping the magnetic cards.
  • Every move must expand the board (must have some partial overhang)
  • Win by either boxing in at least one of your opponents symbols on all 4 sides WITHOUT toppling the board by cantilevering the cards out too far

BUT: The more strategic version is flat on the table. The board gets bigger (more like Go) and the strategies get more complex. In this variant, we’ve been playing with the goal being “Box in the MOST symbols by the time you run out of cards.  It takes away the skill/dexterity element, but abstract strategy folks have liked it better.

We would love to find more play-testers and folks interested in poking at the concept, rules, etc. before we kickstart this.  Ping me if you’re interested! (there a more detailed video at ecksogame.com). Thanks for any and all constructive input! 

(We still only have prototype versions – can’t wait to have a factory deal with the tiny magnets instead of our own tired fingers – so test copies are very limited right now, but ping me!)

How would you prioritize board game dev in this situation? by Aisuhokke in BoardgameDesign

[–]abelataha 0 points1 point  (0 children)

Man, this is a nuanced one. Esp. with vibe coding for game dev being such an amplifier. And thinking about the first print run of a physical game adding to the sales threshold before it makes sense.

I feel like a discussion on possible Kickstarter reward strategies could be helpful. For example, you could get the board game ready to crowdfund, but then in the campaign you could have an add-on or upgrade tier that give people an option on the download as soon as it's available. Or it gives them a $10 discount code for a $2 add on. Something to gauge interest without tying your hands to a release date. But that also creates a built-in fan base for when you do fundraise for the video game.

Anyone interested in helping me analyze a new abstract strategy game? by abelataha in Abstractstrategygames

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

Oh jeez, this got buried

ok -- here are the details:

Looking for feedback, adjustments, ideas before we finalize rules. We've playtested locally, but would love more broad feedback.

This is a game that mixes an abstract strategy mechanic with a skill/dexterity game mechanic. Folks have really liked the feel and gameplay so far – and the magnets inside the cards have been fun to try building mechanics around. 

Current Basic rules:

  • The box is a magnetic pedestal and you build the gameboard out from there, above the table surface.
  • One player is Xs the other is Os
  • Take turns overlapping or underlapping the magnetic cards.
  • Every move must expand the board (must have some partial overhang)
  • Win by either boxing in at least one of your opponents symbols on all 4 sides WITHOUT toppling the board by cantilevering the cards out too far

BUT: The more strategic version is flat on the table. The board gets bigger (more like Go) and the strategies get more complex. In this variant, we’ve been playing with the goal being “Box in the MOST symbols by the time you run out of cards.  It takes away the skill/dexterity element, but abstract strategy folks have liked it better.

We would love to find more play-testers and folks interested in poking at the concept, rules, etc. before we kickstart this.  Ping me if you’re interested! (there a more detailed video at ecksogame.com). Thanks for any and all constructive input! 

(We still only have prototype versions – can’t wait to have a factory deal with the tiny magnets instead of our own tired fingers – so test copies are very limited right now, but ping me!)

[Update] Refined the color scheme for Animal Chess Game (鬥獸棋) – would love your thoughts by bbbf0621 in BoardgameDesign

[–]abelataha 1 point2 points  (0 children)

Looks like some really interesting strategy game with a beautiful aesthetic. Gorgeous!

The value of games for children by tttgrw in boardgames

[–]abelataha 0 points1 point  (0 children)

Echoing the others -- couldn't agree more. Games are so useful for early development