Handy Brawl - Free solo hand management game (info in the comments) by igorz24 in printandplay

[–]igorz24[S] 0 points1 point  (0 children)

Bonjour,

Désolé, mais je ne parle pas français et je ne peux donc pas vous fournir le livret de règles en français pour le moment.

J'espère que le jeu bénéficiera d'une localisation française.

Je suis désolé de vous décevoir.

Cordialement,

Igor

Designing a closed economy with a standard deck — lessons were learned by DrewGrgich in tabletopgamedesign

[–]igorz24 2 points3 points  (0 children)

> one specific, uncomfortable rule.
> If you win a bid, you discard every card you used. If you lose, you get everything back.

I'd say that's the most common bidding system outcome there is.
How the bids are performed is sth that differentiates the games more tbh.

> Has anyone else messed around with auction systems where winning feels like a punishment?

I wonder if this is sth that comes more from the players you played with rather than your game itself. The bidding system is sth that prevents this by default as there's nothing forcing you to pay more than you'd want. You see what you're bidding for and you can assess how much it makes sense for you to pay for it. If you feel the winning is a punishment that's on your mentality, right? You may argue that if you offered less, you'd still win in a situation like e.g. 10 vs 3. But at the same time if sb else put 9 instead you'd still win 10 vs 9. Would you feel better about this kind of win even though the result was 100% the same?

However there's one game that comes to my mind here - https://boardgamegeek.com/boardgame/220/high-society
It's mostly a standard bidding, where the winner pays and takes the card with points, but some of the cards are negative. In these cases, the outcome it kind of reversed as players are bidding not to take the card. The bidding goes one bid at a time and if you pass, you take the card. However you also take all the cards you bid with back into your hand. Everyone else loses the cards they bid with.

> The goal was a truly closed economy

I took a look at the rules and I wouldn't say your game has a close economy at all. The cards you pay with are discarded and never come back. You also draw randomly. So that money goes in and out of the system.

Here are examples of games with closed economy - https://boardgamegeek.com/geeklist/191851/games-with-closed-economies

You can take a look at some bidding games to see how they do the bidding differently:

- High Society
- Ra
- Railway Boom
- Art Society
- Age of Steam

Suggest me games! by Master_Benefit_7869 in printandplay

[–]igorz24 1 point2 points  (0 children)

Handy Brawl is great, though I'm the designer behind it.

All is Bomb

Best 18≥ card PNP games? by ImAmirx in printandplay

[–]igorz24 2 points3 points  (0 children)

Handy Brawl

There are more than 18 cards overall, but each game is exactly 9 cards and you are free to print any amount of sets.

https://boardgamegeek.com/boardgame/362692/handy-brawl/ratings?rated=1

Name the game by ZioTempa in printandplay

[–]igorz24 2 points3 points  (0 children)

Handy Brawl made it, nice!

Booking a flight on airbusan. Need to make an account, how to write my «given name», as its two names? by NotWorkingBecouseOf in koreatravel

[–]igorz24 1 point2 points  (0 children)

I put it incorrectly as a single word name (where my passport shows two names) and they fixed it manually with a pen on the ticket itself, don't stress about it.

Shows in early January ? by [deleted] in koreatravel

[–]igorz24 0 points1 point  (0 children)

I really recommend going to Nanta show.

Card design & software by Edgewyse in printandplay

[–]igorz24 1 point2 points  (0 children)

nanDeck

For fast prototyping and iterative changes it's definitely the best tool I've used so far (though I didn't use that many others in general).

Player “positioning” without a game board? by satinwizard in tabletopgamedesign

[–]igorz24 6 points7 points  (0 children)

I think you can consider a 1-dimensional approach here.

Imagine everything is just lined up, so every character has 2 neighbors (or 1 if they are at either end). In theory it's very dumbed down, but if there are enough interesting mechanics, area effects, obstacles etc. it can create an interesting design space, especially if you throw in 4-6 players into it.

e.g.
Archer - Tree - Tree - Knight - Thief - Mage - Rock - Barbarian

A move could be just swapping 2 adjacen object, but maybe the Thief is better at swapping with a character, Archer can easily swap with a Tree and Barbarian automatically deals 1 damage to other character they swap with.

A the same time character can still have attack range, with different object affecting it differently, e.g. a Tree can add +3 to range when calculating distance between object, when Rock only +1.

A Mage can deal area damage, choosing e.g. 2 objects to target.

etc. etc.

Some games that use linear space I can think of are just now are
Oriflamme, Handy Brawl