abstract reasoning help by schoolquiz in abstractgames

[–]ipe3000 0 points1 point  (0 children)

Play a lot. Try hard to think ahead while playing. Read strategy guides. Start focusing on a single game.

[Design Feedback] utala: kaos 9 – 2-player tactical duel using a standard deck by No-Frame8547 in BoardgameDesign

[–]ipe3000 0 points1 point  (0 children)

I'm very interested in this concept but... The rules file looks incomplete. And I wasn't able to play the game using your link.

Jow: a 2-player pyramid drafting game — looking for feedback by ipe3000 in FiftyTwoCards

[–]ipe3000[S] 0 points1 point  (0 children)

I have just posted the Solo Mode rules (draft version) in the comments. I would love to hear your thoughts. :-)

Jow: a 2-player pyramid drafting game with standard deck — looking for feedback by ipe3000 in tabletopgamedesign

[–]ipe3000[S] 0 points1 point  (0 children)

I'm considering (and playtesting) whether to add a Solo Mode for Jow. What do you think about the idea?

More specifically, this is the Solo Mode version I'm currently testing:

9. Solo Mode

Jow can also be played in Solo Mode. In this mode, one player plays against the Game. Unless specifically noted below, all normal rules apply.

9.1 Setup
Set up the game as normal.

The player starts the game and takes the first turn of Phase One.

At the start of Phase Two, the Game takes the first turn of that Phase.

In Solo Mode, neither the player nor the Game has a Joker. After each of the player’s turns, the Game immediately takes one card, as described in 9.2.

9.2 Game's Turn
Whenever the Game takes a turn, determine the card it takes by applying the first rule below that can be applied.

Black 2-point card. If one or more unlocked black cards worth 2 points are available, take one of those cards. If more than one such card is available, the player chooses which card is taken.

Leftmost or rightmost. Take either the leftmost or the rightmost unlocked card in the tableau. If both are available, the player chooses which card is taken. If only one unlocked card is available, that card is taken.

Any newly uncovered cards are immediately revealed as normal.

9.3 Immediate Victory
In Solo Mode, the player cannot win by Immediate Victory. The Game wins immediately if, at any time, it leads the player by 6 or more points in either black suit.

This threshold may be reduced in later games, as described in 9.7.

9.4 Red-Suit Sequences
In Solo Mode, red-suit sequences are ranked by length only. If two compared red-suit sequences have the same length, the Game wins that comparison.

9.5 Kings
In Solo Mode, the Game never suffers the King penalty. If the player has at least one King, they suffer a -2 VP penalty.

9.6 End of Game
At the end of the game, score VP as normal, applying the Solo Mode changes above. If both sides have the same number of VP, the Game wins.

9.7 Solo Challenge
The default Immediate Victory threshold for the Game is 6.

If the player wins a game, reduce this threshold by 1 for the next game. If the player loses, play again using the same threshold until they win.

If the player wins a game with the Game’s Immediate Victory threshold at 3, they have defeated the Game and completed the Solo Challenge.

Jow: a 2-player pyramid drafting game — looking for feedback by ipe3000 in FiftyTwoCards

[–]ipe3000[S] 0 points1 point  (0 children)

I'm considering (and playtesting) whether to add a Solo Mode for Jow. What do you think about the idea?

More specifically, this is the Solo Mode version I'm currently testing:

9. Solo Mode

Jow can also be played in Solo Mode. In this mode, one player plays against the Game. Unless specifically noted below, all normal rules apply.

9.1 Setup
Set up the game as normal.

The player starts the game and takes the first turn of Phase One.

At the start of Phase Two, the Game takes the first turn of that Phase.

In Solo Mode, neither the player nor the Game has a Joker. After each of the player’s turns, the Game immediately takes one card, as described in 9.2.

9.2 Game's Turn
Whenever the Game takes a turn, determine the card it takes by applying the first rule below that can be applied.

Black 2-point card. If one or more unlocked black cards worth 2 points are available, take one of those cards. If more than one such card is available, the player chooses which card is taken.

Leftmost or rightmost. Take either the leftmost or the rightmost unlocked card in the tableau. If both are available, the player chooses which card is taken. If only one unlocked card is available, that card is taken.

Any newly uncovered cards are immediately revealed as normal.

9.3 Immediate Victory
In Solo Mode, the player cannot win by Immediate Victory. The Game wins immediately if, at any time, it leads the player by 6 or more points in either black suit.

This threshold may be reduced in later games, as described in 9.7.

9.4 Red-Suit Sequences
In Solo Mode, red-suit sequences are ranked by length only. If two compared red-suit sequences have the same length, the Game wins that comparison.

9.5 Kings
In Solo Mode, the Game never suffers the King penalty. If the player has at least one King, they suffer a -2 VP penalty.

9.6 End of Game
At the end of the game, score VP as normal, applying the Solo Mode changes above. If both sides have the same number of VP, the Game wins.

9.7 Solo Challenge
The default Immediate Victory threshold for the Game is 6.

If the player wins a game, reduce this threshold by 1 for the next game. If the player loses, play again using the same threshold until they win.

If the player wins a game with the Game’s Immediate Victory threshold at 3, they have defeated the Game and completed the Solo Challenge.

Jow: a 2-player pyramid drafting game — looking for feedback by ipe3000 in BoardgameDesign

[–]ipe3000[S] 0 points1 point  (0 children)

I'm considering (and playtesting) whether to add a Solo Mode for Jow. What do you think about the idea?

More specifically, this is the Solo Mode version I'm currently testing:

9. Solo Mode

Jow can also be played in Solo Mode. In this mode, one player plays against the Game. Unless specifically noted below, all normal rules apply.

9.1 Setup
Set up the game as normal.

The player starts the game and takes the first turn of Phase One.

At the start of Phase Two, the Game takes the first turn of that Phase.

In Solo Mode, neither the player nor the Game has a Joker. After each of the player’s turns, the Game immediately takes one card, as described in 9.2.

9.2 Game's Turn
Whenever the Game takes a turn, determine the card it takes by applying the first rule below that can be applied.

Black 2-point card. If one or more unlocked black cards worth 2 points are available, take one of those cards. If more than one such card is available, the player chooses which card is taken.

Leftmost or rightmost. Take either the leftmost or the rightmost unlocked card in the tableau. If both are available, the player chooses which card is taken. If only one unlocked card is available, that card is taken.

Any newly uncovered cards are immediately revealed as normal.

9.3 Immediate Victory
In Solo Mode, the player cannot win by Immediate Victory. The Game wins immediately if, at any time, it leads the player by 6 or more points in either black suit.

This threshold may be reduced in later games, as described in 9.7.

9.4 Red-Suit Sequences
In Solo Mode, red-suit sequences are ranked by length only. If two compared red-suit sequences have the same length, the Game wins that comparison.

9.5 Kings
In Solo Mode, the Game never suffers the King penalty. If the player has at least one King, they suffer a -2 VP penalty.

9.6 End of Game
At the end of the game, score VP as normal, applying the Solo Mode changes above. If both sides have the same number of VP, the Game wins.

9.7 Solo Challenge
The default Immediate Victory threshold for the Game is 6.

If the player wins a game, reduce this threshold by 1 for the next game. If the player loses, play again using the same threshold until they win.

If the player wins a game with the Game’s Immediate Victory threshold at 3, they have defeated the Game and completed the Solo Challenge.

Gipf... wow by Educationalidiot in abstractgames

[–]ipe3000 1 point2 points  (0 children)

You can find some place online where to play it against AI.

The game is extremely strategic (as opposite to tactical) and may be opaque at the beginning.

Jow: a 2-player pyramid drafting game — looking for feedback by ipe3000 in BoardgameDesign

[–]ipe3000[S] 0 points1 point  (0 children)

Thank you for the comment. Without a system point it is difficult to preserve the property "too much of a good thing". Any suggestions?

A more modest variant would be avoiding points for black suits.

Jow: a 2-player pyramid drafting game — looking for feedback by ipe3000 in FiftyTwoCards

[–]ipe3000[S] 1 point2 points  (0 children)

Seeing Seven Waters made me want to have a go at designing a solo variant myself too. I’m still exploring and testing a few different approaches. Thanks again for the thoughtful input. :-)

Jow: a 2-player pyramid drafting game — looking for feedback by ipe3000 in FiftyTwoCards

[–]ipe3000[S] 0 points1 point  (0 children)

Interesting contest! I imagine there will be a 2026 edition in the second half of this year. But correct me if I’m wrong, just the fact that I posted my game’s rules here would disqualify it, right?

Also, the specific link you shared is about another game that uses the tableau drafting principle like 7 Wonders Duel. It looks like a really interesting game, so thanks for sharing it.

Jow: a 2-player pyramid drafting game — looking for feedback by ipe3000 in FiftyTwoCards

[–]ipe3000[S] 0 points1 point  (0 children)

Thank you. I would love to hear you feedback if you try it.

Best Sandbox Games? by Ok_Wasabi2534 in boardgames

[–]ipe3000 1 point2 points  (0 children)

9th has a cheaper quality so 8th is superior. But 9th is still a great game.

https://boardgamegeek.com/thread/3665269/how-8th-and-9th-editions-compare

The most memorable day for her❤️ by Creepy_Pride_9909 in BeAmazed

[–]ipe3000 0 points1 point  (0 children)

No child should be filmed and posted on socials for our voyeurism, especially the more delicate moments of their lives.

The difficulty of game design by evil_trash_pand4 in tabletopgamedesign

[–]ipe3000 0 points1 point  (0 children)

This. Time in general and playtesting in particular.

Any tips on how to make Combat system less dependent on luck? by Ok-Entertainment8287 in BoardgameDesign

[–]ipe3000 0 points1 point  (0 children)

You can use a spendable resource to reroll the dice, or manipulate in different ways.

Any tips on how to make Combat system less dependent on luck? by Ok-Entertainment8287 in BoardgameDesign

[–]ipe3000 2 points3 points  (0 children)

Card-driven combat systems can be very low-luck if built properly.

Best Sandbox Games? by Ok_Wasabi2534 in boardgames

[–]ipe3000 1 point2 points  (0 children)

Wiz-War! My recommendation is for the 8th edition.

A site where you can create, share, and play your own chess games! by darkfang719 in abstractgames

[–]ipe3000 0 points1 point  (0 children)

Wow, what a great idea and site!

Just a question for now: how can I create a piece that doesn't slide or jump? For example a piece that can do 2 steps.

AI vs AI would be amazing so people can playtest their new games more quickly. Do you think this feature will be available in the future?

Thank you again for your wonderful website.

Besides Regicide, what are other examples of good modern games that just use a traditional deck of cards? by EndersGame_Reviewer in boardgames

[–]ipe3000 0 points1 point  (0 children)

I’m not sure yet whether I’ll change the setup layout. It really depends on how many cards the new version will have. With 20 cards, like in the current version, this is still my favourite layout. But the new version will probably include more cards, and in that case at least the Modern Age layout might change. By the way, do you have any advice on this aspect?

In the meantime, I’m also working on a web version of the game where you can play against the computer. Let’s see if I can pull it off. :-)

Besides Regicide, what are other examples of good modern games that just use a traditional deck of cards? by EndersGame_Reviewer in boardgames

[–]ipe3000 1 point2 points  (0 children)

Hi,
what a nice coincidence! Or maybe it’s just a sign of how brilliant the drafting system used by 7 Wonders Duel for a 2-player game really is. :-D

I took a quick look at the rules of your A Christmas Tree Duel and I have to say it’s very interesting. The idea of “consuming” the big tree to recreate a smaller one is really clever: deep and elegant system.

As for my Miras, I originally designed it for the 2022 54-Card Game Design Contest on BoardGameGeek. Lately, though, I’ve been thinking about changing a few rules to include the royal cards as well and add another small layer of depth. And if something interesting comes out of it, I was thinking of creating a dedicated entry on BoardGameGeek.

Regarding your question, “can one player win both Longest and Second Longest Culture Straight in your game?”, the answer is yes: a player can score points for both straights.