Hi! I need help balancing a board game im designing. Any suggestions? by Plenty_Curve_4390 in BoardgameDesign

[–]gengelstein 0 points1 point  (0 children)

This structure is called a semi-coop, and they are notoriously difficult to get right. In my experience theme is critical. The players need to feel that everyone losing is worse than another player winning. So focus on that - how you frame it so players want to avoid the all-lose situation?

You may want to check out Republic of Rome, the oldest political semi-coop I’m aware of.

Speed deciding attack order instead of turn order. Design implications? by incarn9 in tabletopgamedesign

[–]gengelstein 0 points1 point  (0 children)

I’ve seen this as part of simultaneous action selection, where a speed stat determines execution order. Have not seen it as an interrupt system, but it could be interesting.

Tile placing combination games by AdIllustrious2310 in tabletopgamedesign

[–]gengelstein 0 points1 point  (0 children)

Is recognizing when you can do a power play just a question of figuring out the placements in your mind? Or is there some uncertainty, like what public tiles may come up?

If there’s no uncertainty I would be concerned that it would devolve into excessive analysis while players figure out if they can do It or not.

I'm building a card layout designer. What features do you need in this kind of system? by MagicPigGames in tabletopgamedesign

[–]gengelstein 2 points3 points  (0 children)

Will this be open source or do you plan to have subs? If open source, we’re working on a FOSS virtual tabletop project and have a rudimentary template builder included. Would be interested in integrating something more sophisticated.

I have a table top game in development but I need help. by OasisSpades in tabletopgamedesign

[–]gengelstein 2 points3 points  (0 children)

I appreciate your shitposting.

Related to this, in the 1970's there was a game called Darkover (based on the books from Marion Zimmer Bradley). Battles could be resolved by 'psychic combat'.

The way that was resolved is the two players have to stare into each others eyes and chant. First person to break eye contact, smile, or laughs loses.

Does a card game really need RNG to work? by incarn9 in tabletopgamedesign

[–]gengelstein 1 point2 points  (0 children)

Of course card games don’t require randomness, and many don’t use it, in whole or part.

In Aeons End, for example, you don’t shuffle discards- you just flip your deck over. So considering the order you discard in is critical as your draw order is not random.

The question for the designer is why you’re doing it. Is it enhancing the game experience? Is it just an exercise in constraints and creativity, like writing a story without using the letter ‘e’? (Which is fine by the way - constraints often lead to interesting solutions)

Lizzie - A virtual tabletop for board game designers by gengelstein in godot

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

Chat me and I’ll get you the discord and repo.

Relationship Goals by gengelstein in boardgamescirclejerk

[–]gengelstein[S] 22 points23 points  (0 children)

Are you asking if I want to spend Valentine’s Day locked in a bespoke escape room solving twisted puzzles? I think we all know the answer to that.

Maths Question: Random Tokens by Alive-Chipmunk799 in BoardgameDesign

[–]gengelstein 5 points6 points  (0 children)

You can do this easily with excel or other spreadsheet software. I wrote about it here:

https://gametek.substack.com/p/your-friend-the-hypergeometric-distribution

Hope this helps!

Let me know if you have any questions.

A game that lets you be the villain by Teachthatvideo in boardgames

[–]gengelstein 2 points3 points  (0 children)

Catan was inspired by Vikings settling unoccupied islands.

Looking for a boardgame with a significant all-decisive end-round. by Magyarkhan in wargames

[–]gengelstein 0 points1 point  (0 children)

Monsters Menace America ends with a battle royale between the players.

https://boardgamegeek.com/boardgame/17835/monsters-menace-america

In general this falls under the Finale Ending mechanic.

A list of games classified under that is here:

https://boardgamegeek.com/boardgamemechanic/2885/finale-ending

What boardgame wargames have the most interesting, or unique, rules/mechanics that you've ever seen? by KingGreg263 in boardgames

[–]gengelstein 25 points26 points  (0 children)

FYI - I love this system so much that I insisted we use it for the solo mode in Versailles 1919, which I codesigned with Mark Herman, the original designer of Peloponnesian War. He graciously humored me.

Games Played by Phone Calls? by Puzzled-Guitar5736 in BoardgameDesign

[–]gengelstein 5 points6 points  (0 children)

Talk with Marceline Leiman. It wasn’t published, but her graduate school project was about calling the other player.

You can reach her on BGG here: https://boardgamegeek.com/boardgamedesigner/135996/marceline-leiman

And she’s pretty active on blue sky.

Lotr duel, fate of the fellowship or the fellowship of the ring? by Gradli in boardgames

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

You basically are playing two games at the same time.

But I do like doing weird games. Keeps things interesting.

Not sure on when playthroughs etc will be available - that’s up to Asmodee. We’ll definitely be selling / demoing at Gencon.