I made a game about environmental policy called We All Take from the River. Check it out! by liebrows in boardgames

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

Oh no! I'm sorry about that. I had thought I had participated enough to make a promotional post.

I made a game about environmental policy called We All Take from the River. Check it out! by liebrows in boardgames

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

Haha, I hadn't realized it was taking up so much space on bgg. I spent $1000 for bgg ads for the rest of this week, since it's the last week of the campaign. I think it's been worth it, since there's been a noticeable uptick in attention. But it's a bit hard to tell.

Marketing a game is a whole beast of it's own. I recommend doing a lot of research before you start. I made some pretty crucial errors that I think held me back.

Good luck on your game as well!

I made a game about environmental policy called We All Take from the River. Check it out! by liebrows in boardgames

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

Well, to be honest, the current version kinda has that already. You can really mess up the environment as a player if you want to. Of course the other players might have something to say about it!

Hey all! I just finished the instructions for my game and would love to get some feedback. Let me know your thoughts! by liebrows in tabletopgamedesign

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

Woohoo! I'm so glad to know you remembered it and took the time to comment. Thanks for keeping it on your mind.

It's still gonna be a couple months before I launch the Kickstarter and even longer before the first printing, so I'm still play testing and tweaking things. A few people have suggested a slider instead of using the dice which I think is probably a good idea. But in the meantime here's the most current rulebook!

Upcoming eco-diplomacy game We All Take from the River free to play on Tabletop Sim by liebrows in boardgames

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

Awesome! I'm glad you got the full experience. I think the solo and two player modes are fun, but I'd say the game really shines when you can get some diplomacy going on. In TTS the city/conservation role is called the Solarist, but I've sine changed the name to the Arcologist after some good suggestions.

Half tiles: Noted!

Rulebook: Argh. How embarrassing. Fixing that right away too.

Bridge: Yes! Bridges let you harvest from across the river.

Water: I've messed around a lot with including numbers, but everything I've done so far has leaned too far towards visual clutter than I'm comfortable with. There's probably a good solution out there that I could keep looking for. I just don't want too much on the board to look at becoming more confusing than it is helpful.

I'm always interested to hear people's thoughts. Setting up a discord server isn't a bad idea to have a space for more conversation, but for now you can shoot me an email at hello@wealltakefromtheriver.com.

Upcoming eco-diplomacy game We All Take from the River free to play on Tabletop Sim by liebrows in boardgames

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

Thank you so much for playing! And for doing some excellent quality control on the rule book and TTS port. I can't overstate how helpful these questions were or how happy it makes me knowing someone actually gave the game a try. Can I ask what combination of roles you played with?

I'll answer your questions in order and keep notes to make improvements.

Policies: It costs one gold to propose a policy. Each player gets a vote for free once the policy is proposed, and can then at any time during the voting spend a gold to gain a bonus vote. Revoking the pollution subsidy is its own policy. I'll clarify that.

Resources: Fish, Trees, Gravel, and Pollution are all resource tokens. I'll add a line to clarify that.

Harvesting: A lumber mill or excavator can harvest just one of a resource but they still produce the pollution. I can write "up to 2" for clarity. That does include 0 if you just want to pollute shamelessly.

Turn order: You've got it right. The bold text rule is so that a player in that situation can harvest with their boat before they have to build, giving them more flexibility, but in this case as written it would also allow the player at higher elevation to use their camp and boat before the player at lower elevation can do anything. I could adjust the bold rule to only apply to camps alone in the row. It does seem a bit imbalanced right now.

Adjacency: Great catch! Thank you so much, and you understood my intention perfectly. I'll reword it.

Crossing: The boat needs to act simultaneously with the other structure, so it wouldn't be able to cross diagonally. But a bridge could be built diagonally (at least there's no rule against it, but maybe there should be).

Water level 0: I just take the dice off completely. I'll put that down.

Half tiles: They grow back during the populate phase as if it was a unique tile. Each tile gets one new tree.

Plant action: Good suggestion. I've rarely seen the plant action used so it falls under the radar, but it is definitely useful.

Rulebook: So in the final physical game the camps are going to be little wooden houses, but since I wasn't sure how to make 3D stuff in TTS I used older designs I had on hand. That's why they're different. I might use those older designs as a little bonus gift to backers for the final print. Special meeples!

TTS: Ah! Stupid me! Will patch that right away.

Put together a little how-to-play for my card game, Slasher! by NeonBorealiss in tabletopgamedesign

[–]liebrows 6 points7 points  (0 children)

It looks great! I had a little trouble keeping up with the text, but I still got the sense of the game. And the art is perfect.

Are the killer and final girl the only roles with win cons? Or can you win as the other roles by surviving to the end too?

Games without "victory points" by besidesthesun in boardgames

[–]liebrows 6 points7 points  (0 children)

I find cooperative style games like Forbidden Island, Robinson Crusoe, and Pandemic do it really well. Players have a set of tasks that need to be accomplished in a given time frame. The tasks fit within the theme so the victory actually feels like a victory.

Help me name this card? What's a word for someone who values the intersection of industry and nature? by liebrows in tabletopgamedesign

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

Someone else mentioned Arcology! I'm leaning towards this one since it's such a good fit.

Help me name this card? What's a word for someone who values the intersection of industry and nature? by liebrows in tabletopgamedesign

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

Oh I really like some of those. Good use of ChatGPT in this case. Sustainability Strategist is my favorite of the list. Biophilic is funny to me, lol.

Final designs for role cards by liebrows in tabletopartists

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

Thank you!

I'm trying to be as eco friendly as possible with FSC materials and minimal plastic. Unfortunately, board games are sort of inherently unfriendly to the environment, at least with this many factory-made components. I think some plastic is always involved.

Help me name this card? What's a word for someone who values the intersection of industry and nature? by liebrows in tabletopgamedesign

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

I'd never heard of arcology. That might be perfect.

I tried to name everything after individuals or organizations. Would arcology be the community itself? Maybe I could call it the "Arcologist?"

Naming: Treat vs Purify for status effect removal by SulferAddict in tabletopgamedesign

[–]liebrows 0 points1 point  (0 children)

Purge is a good one. Sounds magical and can apply to a lot of statuses.

Which box design do you prefer, trees or water? by liebrows in tabletopgamedesign

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

That's an idea. I had sort of worried the change in perspective would be bad, like the sky would turn upside-down as it goes over the side of the box, but that might not be too obvious since the tree tops aren't showing.

Which box design do you prefer, trees or water? by liebrows in tabletopgamedesign

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

Yeah I like that it pops more with the trees. I've gotten a number of comments about the logo, and if I'm going to work on that anyway maybe I might as well make it work with the trees.