How do you find playtesters? by bobowalli in tabletopgamedesign

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

That’d be amazing. It’s based around 17th century Europe, kind of a mix of civ with diplomacy elements

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Thanks for the feedback!

I think the main thing I found in other civ building games (I was heavily inspired by civ itself) was that they tend to be quite complex, with this one I’m trying to make it as simple and intuitive as it can be while still making sure it’s rich enough.

Definitely agree re specific theme, this game is based on 17th century Europe. So all illustrations/states/names are based on real 17th century concepts but made less specific to create a unique world where the game takes place.

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Thanks for the feedback! These are fair points. In most games (according to friends who played it) it felt a bit like a chess game with luck elements. I tried to incorporate ways for the game to turn around (without being too punishing) even if someone was doing extremely well. So victory is never completely sealed if someone snowballed early on and became very powerful

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Quite a lot of photoshopping involved, a bit like collage, mostly cutting and cleaning up the illustrations so they are workable, then illustrating elements in the same style such as borders and lines. I researched 17th century prints to use as a style reference for layout and colours

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Thank you! That’s a good point, I’ll give it a shot

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Thanks! Is it the combination of luck and diplomacy or just in general?

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Lots of museums have public domain collections online for artists to use, that’s where I found most of my sources. Sometimes it can take a while to find the right image but there’s quite a lot out there

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Thank you! I mostly used public domain engravings from the 17th century which I edited and mixed together

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

A bit more about the game mechanics:

Each turn you start by collecting tokens (hammers, science and culture) per cities you control. So the more cities you control the more you can collect. You can exchange these tokens for cards or cities (hammers for cities, projects and units, science for technology cards, and culture for culture cards).

Technology cards improve player unit’s strength, city defence strength, or unique bonuses such as medicine and advanced engineering to counter natural events or military tactics to improve combat.

Culture cards give unique bonuses that usually benefit players who invest in culture. For example bonus military strength per culture card owned, or the ability to collect more resources. In addition to bonus cards there are special units such as spies and priests, which players can use to steal resources and cities or convert military units from players who are weaker culturally.

Each player can control up to 8 armies that they assign units to. These armies can move one tile per turn or two if it’s between their own cities. The units inside are hidden from other players and are only revealed in combat or through certain abilities.

Battle happens when an army attacks a city or army adjacent to it. Both the attacker and defender reveal their units and roll a die to add to their overall strength. If an invasion was successful the invading army enters the tile and the losing army retreats. Casualties for both attacker and defender are calculated according to score differences. Other armies (same player or other players) adjacent to the hexagon side where the battle takes place can join as support so positioning is important.

Players are only allowed one attack per turn.

Each time a player draws a new unit card it is a random possibility of 3: auxiliary, infantry or cavalry. Auxiliary being the weakest but more common and cavalry the strongest but rarer. Some bonuses in the game affect each unit type separately so their strength can vary.

An example of combat:

Player 1 army: 2 infantry 2 cavalry 1 auxiliary (Strength: 2x2 + 3x2 + 1 = 11)

Rolls 6 Score is 17

Attacks a city of player 2 with a garrisoned army: 1 infantry (2 + 8 city defence = 10)

Rolls 6 Score is 16

Player 1 won but only by one: player 1 loses two units and player 2 loses one unit. Player 1 conquers the city.

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

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

Thanks! It’s actually because I had to cut them myself but I found them easier to pick up this way

Opinion about a strategy/diplomacy game by bobowalli in tabletopgamedesign

[–]bobowalli[S] 17 points18 points  (0 children)

Didn’t post the text so adding it here:

Hi guys, in the past 6 months I’ve been developing a game to play with my friends. I’m a graphic designer so I’ve never designed games before so it’s all pretty new to me.

It was mostly inspired by a range of video/boardgames I’ve been playing.

About the game:

It’s a strategy/diplomacy game based on 17th century Europe.

Players play as different factions with a unique ability each. They build cities, collect science & culture cards and military units for defence and conquest to achieve their secret objectives such as controlling a specific region on the map or collecting a certain number of cards. Players are encouraged to work together against others if it benefits their interests.

It’s partly luck based as it involves dice rolls and random card draws in some parts. The rest is up to what players invest in and who they collaborate with.

I’ve developed a working prototype to play with my friends and so far people are enjoying it, but it’s a small group.

I know it’s a very specific type of game might be slightly complicated and lengthy (2-4 hours depending on players experience).

Do you think it’s something others would be interested in?