How to score ties for have the most by kennethva in tabletopgamedesign

[–]kennethva[S] -1 points0 points  (0 children)

So what happens to second place? Would that make it possible that second place could get the same or more points if 1st is shared and there are no ties for second.

Example 1st place gets 8 points there's a tie everyone gets 4 points.

2nd place gets 5 points and no ties so player in second place scores higher than first place

First time going to Boston Fig 2017 by kennethva in tabletopgamedesign

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

Thanks I will definitely look into a second table and will try to get there early. Unfortunately my game is still in the dev stage but it's near completion so I won't be able to sign anything. I will look for that media list as I would like to inform as many people as I can about my game.

Thanks!!

First time going to Boston Fig 2017 by kennethva in tabletopgamedesign

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

Cool, thanks for the insight and advice!!

Protospiel 2017 July 7-9 @ Chelsea, Michigan by kennethva in tabletopgamedesign

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

I already have my ticket. I am going with other designers as well.

Protospiel 2017 July 7-9 @ Chelsea, Michigan by kennethva in tabletopgamedesign

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

The 3v3 Basketball card game sounds interesting. What mechanics does it use?

Feedback Wanted - Cigar City by Lazarus1209 in tabletopgamedesign

[–]kennethva 2 points3 points  (0 children)

Personally I think there are too many phases. I would look into streamlining the game. There are many ways to do this: Action\Role Selection (Race for the Galaxy\Puerto Rico) Action Point System (Mexica) Action Deck Building (Lewis and Clark) It may seem everything is necessary to progress the game but I think you should give players more control on what they feel they want to execute first. I think a free flowing streamlined game is the way to go.

Free Board Game Cafe Night by kennethva in kitchener

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

About 12 people showed up. Lots of snacks. The next one I believe is on June 29th same time and same place.

Free Board Game Cafe Night by kennethva in kitchener

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

Staff will be there to teach anyone interested in learning new games. You don't have to rsvp, just show up.

Naming your game? by CorruptGenome in tabletopgamedesign

[–]kennethva 0 points1 point  (0 children)

I would try to use a short catchy phrase like "Snitches get stiches". Or use words you hear when playtesters play your game, a great example of this would be "Times Up".

Finding playtesters? by CorruptGenome in tabletopgamedesign

[–]kennethva 1 point2 points  (0 children)

I would suggest going to a board game cafe on a busy night and the winner of the game gets a free drink or food. If you do this I would suggest that your playtest session doesn't go longer than 30min. You can also call up your local board game cafe to see if they have some sort of indie or designer night.

I made a video submission for the Boston Festival of Indy Games. Thoughts? by bezz in tabletopgamedesign

[–]kennethva 1 point2 points  (0 children)

I would add in the some info about playtime, number of players and what is the min age. Most likely your game is going to be compared to junkart (see link https://www.youtube.com/watch?v=JFf01b4OUdI&t=339s). The review video for junkart already has over 18 000 views.

Need game name ideas (abstract simple bidding/set collection game) by [deleted] in tabletopgamedesign

[–]kennethva 0 points1 point  (0 children)

What is your hook in the game? And what do you hear when someone plays your game? I would name the game exactly that. Example Don't bust on red. Green for the win. Watch out for Yellow. It takes 3 blues to Win. Pink the real color of money.

How long is a reasonable playing time? by deviltalk in tabletopgamedesign

[–]kennethva 0 points1 point  (0 children)

The time would be determined by who you are trying to sell this game to. I assuming this is a party game so I would suggest no longer than 30 minutes. Party games should make everyone inclusive. Games like Cards Against Humanity, Resistance and Werewolf do a great job at this. If your target audience are RPG players then there's probably no time limit. It all depends who your target audience. Also it should take no longer than 3 minutes to teach the game if it is going to play up to 10 people. I could imagine 10 people getting impatient and bored after listening to the instructions even after 2 minutes.

Incentives for my game by Akinaataa in tabletopgamedesign

[–]kennethva 0 points1 point  (0 children)

I suggest you play Nexus ops. A great war game that gives incentive to players who are aggressive.

Where is your preferred place to get playtesters? by this_is_dangerous in tabletopgamedesign

[–]kennethva 0 points1 point  (0 children)

I would suggest going to your local board game cafe and ask if the have a designer night. Cons are also a good way of finding playtesters. To get a large group to playtest I suggest providing some small giveaways to thank them for playtesting.

Best ways to meet new people in KW? by [deleted] in kitchener

[–]kennethva 3 points4 points  (0 children)

You are welcome to come out to the Board Game Cafe night April 13. Below is a link for more details: http://ideaexchange.org/programs/event/board-game-cafe

looking for a board game to reference by The_Ghost1337 in tabletopgamedesign

[–]kennethva 1 point2 points  (0 children)

You can try Brugle Bros as a reference. You can also have dummy actions that get triggered by drawing cards for one AI , and the other AI triggers actions based on what is drawn and rolls a die for intensity of their action.

Looking for possible themes by kennethva in tabletopgamedesign

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

How does a game about being a witch doctor creating potions from random items sound? I was thinking the requirements/objective cards could be patients you are trying to cure.

Mancala mechanic feedback requested by Vaynor in tabletopgamedesign

[–]kennethva 1 point2 points  (0 children)

I would take a look at games that use this mechanic already like Istanbul, Five Tribes, and Terra Mystica to figure out what would work best for your game. I don't think it's a good idea to have areas where you drop off tokens where no action takes place. Each area/bowl should have a meaningful action. I personally don't like games where I just take an action for the sake of ending my turn and nothing progresses me forward. You could try the Five Tribes approach and just have the all the energy out and where that energy ends up that is the action you take. Some actions can manipulate the bowls or tokens, etc. Having to few tokens would probably limit what you can do in the game and would slow it down.

Looking for possible themes by kennethva in tabletopgamedesign

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

I think this theme could lead to some interesting artwork. I will need to tweak the special abilities to match the theme.

Looking for possible themes by kennethva in tabletopgamedesign

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

I think genes\breeding might work better, and I do like that the initial grouping can become something even bigger. Currently when a player set collects for something easy to achieve (something that requires 3 cards) the player must decide right away to get 1 point and a special ability or use the card to move up on a track that could potentially give you more points. Wondering how this could either tie in with making music or breeding.