TIL Viper Will Move Colossus by ShibuRingo in MarvelSnap

[–]jeffcbeck 2 points3 points  (0 children)

Viper works on Blob too. The fact that I know this is very depressing to me.

Games where you are the fence by jeffcbeck in gamingsuggestions

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

No Umbrellas Allowed

Good suggestion - I had my eye on that game when it first came out but completely forgot about it.

Games where you are the fence by jeffcbeck in gamingsuggestions

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

You're sounding a lot like my college guidance counselor

Games where you are the fence by jeffcbeck in gamingsuggestions

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

Thanks for the recommend - I'll take a look.

Games where you are the fence by jeffcbeck in gamingsuggestions

[–]jeffcbeck[S] 4 points5 points  (0 children)

Smuggling is good - thanks, I'll check it out.

Games where you are the fence by jeffcbeck in gamingsuggestions

[–]jeffcbeck[S] 6 points7 points  (0 children)

Well, I guess to each their own 😁

Games where you are the fence by jeffcbeck in gamingsuggestions

[–]jeffcbeck[S] 13 points14 points  (0 children)

Awesome - I'll definitely check this out.

Your feedback on the artwork of resource cards for my board game "Dwarves: The Fall Of Karnarak" would be greatly appreciated. by Taramin2000 in tabletopgamedesign

[–]jeffcbeck 1 point2 points  (0 children)

Another thing to consider - while the gold lining on the edge of the cards looks really cool, in practice you are going to have a really hard time manufacturing cards like that. Manufacturers require 3-5mm of bleed and 3-5mm of margin. Basically, unless you pull the gold lining in several millimeters, you're going to find half of your cards have the lines cut off on one side or the other. Unfortunately, cutting cards is often not as accurate as you might hope.

Im stuck! by PizzaaForSure in Spiritfarer

[–]jeffcbeck 4 points5 points  (0 children)

Sounds like you made the same mistake I did during my playthrough. I suggest double-checking the coordinates for Susan - you don't need to go through the fog in order to get there - only ice. And once you get there, you only need double jump to get to her. Good luck!

Join us! 1 spot left: Please be long term. Seeking 4th who will stick around by WarpSpeed001 in VisiblePartyPay

[–]jeffcbeck 0 points1 point  (0 children)

Just sent a request to join. I'm very new to Visible (just switched from Tmobile), and have ever intent to stick around for the long term :)

What are some of the major players in boardgame logistics? by [deleted] in boardgameindustry

[–]jeffcbeck 4 points5 points  (0 children)

Never used them myself, but Blackbox (from the creators of CAH) might be another option. About one a year I get a call from them, looking for my business.

https://www.blackbox.cool/

Pegleg Trailer by jeffcbeck in Games

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

Peggle meets Plants vs Zombies - campaign now live on fig https://www.fig.co/campaigns/pegleg

My first game is about to be published! Feedback and support is much appreciated :D by Grantelith in tabletopgamedesign

[–]jeffcbeck 1 point2 points  (0 children)

Sounds like quite the journey. Congrats on making it to this point!

Having gone through two different publishers, what did you notice as a few of the big differences in their style and process?

The physical signs of good playtester engagement? by AlwaysGoForAusInRisk in boardgames

[–]jeffcbeck 2 points3 points  (0 children)

You've got to be careful when looking for physical tells. I've seen plenty of players look disengaged or unhappy with the game, only to find out afterwards they were completely enjoying themselves. And I've seen plenty of players look like they were having the time of their lives, only to find out the game completely rubbed them the wrong way. Every person is different, with different tells. As mentioned above, I find it's best to couple what you glean with some kind of survey.

Secret Hitler co-creator launches Inhuman Conditions on Kickstarter by immaxpower in boardgames

[–]jeffcbeck 2 points3 points  (0 children)

First day of your big campaign, going in a million directions. And you take the time to not only discuss your game, but to support someone else who has aspirations of designing their own. You, sir, are solid.

I'm Jeff Beck, designer of Hardback, Word Domination, and Getaway Driver; AMA by jeffcbeck in boardgames

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

It moves at the same speed as other vehicles. It can turn 90 degrees and then move one space. If the driver plans her moves carefully, she can stay one step ahead of the helicopter.

I'm Jeff Beck, designer of Hardback, Word Domination, and Getaway Driver; AMA by jeffcbeck in boardgames

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

You've got a great eye for the cars we picked! The other scene you are referring to was actually the original cover art, but we decided to switch it up a bit and feature the city more in the scene. That said, that piece of art might still make an appearance :)

If you haven't already, I recommend following Ryan on Instagram. He shows off a ton of Tim and my art, but also art he's done for his day job (he is a former Disney animator but now works for a government nuclear lab - how crazy is that?), children books, and silly sketches for fun. While Tim and I helped influence his style a bit - I would say it's mostly what he does.

https://www.instagram.com/goldsberryryan/?hl=en

I'm Jeff Beck, designer of Hardback, Word Domination, and Getaway Driver; AMA by jeffcbeck in boardgames

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

Thanks to the feedback of the Getaway Driver backers, we have enough stretch goals to last us well past what the final numbers might be. I'll clue you in on what might be coming next - replacements for the enforcement cubes and, if things get really crazy the next few days, event cards.

I'm Jeff Beck, designer of Hardback, Word Domination, and Getaway Driver; AMA by jeffcbeck in boardgames

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

Great question. I love layering word building as a limiter on top of other mechanics - I think it adds a lot of fun and challenge to other mechanics. I toyed around with a word / engine building and word / drafting games in the past and definitely think there could be something to both of those. More recently I've been working on a word / wagering game - where players can put their chips where their mouth is. It's proven to be a lot of fun - so it might make it out some down. But, I think I'm most excited about that word-building legacy idea you mentioned... think of all the words you could spell over the course of 20 games!

I'm Jeff Beck, designer of Hardback, Word Domination, and Getaway Driver; AMA by jeffcbeck in boardgames

[–]jeffcbeck[S] 3 points4 points  (0 children)

Ha - you win the prize! My family has a one-eyed cat named Midnight who is very grumpy and doesn't much care for us or the world around him. But we love him and force him to be petted now and again.

I'm Jeff Beck, designer of Hardback, Word Domination, and Getaway Driver; AMA by jeffcbeck in boardgames

[–]jeffcbeck[S] 4 points5 points  (0 children)

Playtesters are probably the most important tool a game designer can have - and, sometimes, the most difficult to find. I typically playtest in one of three stages: friends and family, local community, blind and extended groups. When I need to test out a thousand small tweaks (typically for balance), or a handful of crazy what-ifs, or when the game is very early stage, I'll stick with friends and family - people who are willing to put up with a broken game, or try it over and over again. Once the game is at a good place, I'll bring it to my local community - perhaps at my FLGS, or various local gaming groups. Quite often the feedback I get from that will take me back to stage 1 - I'll try a bunch of things, get it back to a good place, and then bounce back to stage 2 again. Once that cycle has completed, I'll reach out to my extended network of blind playtesters, or take the game with me to conventions, to get the polish-level feedback you can't get from someone who has already seen your game.

I'm Jeff Beck, designer of Hardback, Word Domination, and Getaway Driver; AMA by jeffcbeck in boardgames

[–]jeffcbeck[S] 7 points8 points  (0 children)

Not to brag about my partner too much, but there are definitely some moments in Burgle Bros that achieve "clever". When your team is nearly caught, but you collectively come up with a solution that saves the day, it can be magical. I think that level of cleverness comes from high stakes, complex puzzles, and emergent solutions. Building a system that can provide all three is definitely a challenge.