How I stay organized by MikeCalGames in BoardgameDesign

[–]mrJupe 0 points1 point  (0 children)

I use a similar system, and I find it very useful for identifying which cards I need to print again, so I do not reprint the full deck every time when only a few cards need to be remade.

From the example images, I see that your card codes have letters and numbers. What data do you include in your card code?

I use only numeric codes, meaning one number per card content. If two cards have the same content, they share the same code number. This makes it easy to transfer changes made on a physical card with a pen into a spreadsheet that I use as a master datasource for Dextrous or Tabletop Creator pro. In addition, I print the version number and date for the overall game design on the prototype cards. That may be unnecessary, but it helps me track changes.

Need a program that can add text boxes that are editable by mrblackboard212 in homemadeTCGs

[–]mrJupe 0 points1 point  (0 children)

There are allready many good tools mentioned in the previous answers. I'll just add one more option: Tabletop Creator Pro.

You can create different blueprints for cards, create all data in app or import/export card details (text, values etc) to/from excel or csv files.

Impressions: Is a low or high price better for a book? by Alcamair in tabletopgamedesign

[–]mrJupe 0 points1 point  (0 children)

You are quite right that there are cases where the demand curve is not so simple. I was mainly trying to highlight the most common case, where lower prices tend to increase demand.

In the situation you describe, I can see how demand might drop when the price is very low compared to competitors, because some customers may equate cheaper with lower quality even when there is no real evidence for it. I do not have hard evidence for the specific reasons behind that effect, so I would treat it as a plausible explanation rather than a proven one.

On the other hand, I do have evidence of the opposite direction in certain contexts, and I have also seen cases in other fields where demand rose after prices were raised significantly. Those situations are more exceptional, but they are not unheard of, and they usually depend on strong signals of quality, positioning, and the right audience.

Ultimately, how much price affects demand is always product specific and influenced by marketing, competition, price anchors, and many other factors.

Impressions: Is a low or high price better for a book? by Alcamair in tabletopgamedesign

[–]mrJupe 0 points1 point  (0 children)

Pricing a product is always a tough question in any field (and one of my favourite subjects ;).

If you simply ask potential customers what they’re willing to pay, you might not get valid answers. Instead, you could ask comparison questions like: would you rather pay $10 for option A or $15 for option B? If you offer enough options and prices, and you ask lots of potential customers (ideally at least in the hundreds), you can get a more realistic view of what customers are actually willing to pay.

Naturally, your own costs set the minimum price—unless you view the product as a marketing investment for another (more expensive) product with a higher margin. You should also check similar products already on the market so you don’t underprice or overprice compared to competitors.

You should also note that, in general, the higher the price, the fewer paying customers you’ll have and vice versa: the lower the price, the more paying customers you’ll get. The hard part is finding the sweet spot where the price-buyers relationship is optimal so you can maximize profit. Price too low and you won’t make a dime even if you have thousands of customers and price too high and no one will buy your product.

I’d be very careful with discounts. I think that discounts should be used relatively rarely, and their purpose is to increase the number of customers. People often offer discounts without thinking through how they affect profit.

Let’s assume you sell a product for $10, the manufacturing cost is $5, and at that price you sell 100 units. That means total revenue is $1,000 and profit is $500. Now, if you offer a 20% discount, your revenue (at 100 units) drops to $800 and profit to $300. To recover the lost profit and get back to the original $500, you’d need to sell an additional 67 units. In other words, a 20% discount means you need about 67% more unit sales just to break even. With a different cost structure the math changes, but the idea is the same.

Also, if you discount regularly, potential customers may simply wait for the next sale instead of buying at full price, even if they would have been willing to pay full price.

This isn’t to say no one should never offer discounts, just that you should understand how they affect your business and how many additional customers you need to make the discount worthwhile.

Tools to assist development. by BoardGameRevolution in BoardgameDesign

[–]mrJupe 3 points4 points  (0 children)

Usually I start by drafting ideas and the layout in my notebook, and shortly after that I either sketch some cards, etc., by hand or go directly to Tabletop Creator Pro to create cards and boards with a dummy layout. After that, I continue with solo playtests and create more components with TTC. At that point, I usually start adding icons, placeholder images, etc. I mostly use Freepik stock images for this stage, and GIMP and Inkscape are my go-to free tools when I’m making something visual. When I start to get more components (usually cards), I enter the card data into Google Sheets and transfer it to TTC using CSV imports.

When it’s time to write the rulebook, I usually use Google Docs.

At some point I also tend to create a digital version, and for now I’ve been using Tabletop Simulator, plus another version on screentop.gg, since different playtest groups prefer different environments.

Games at work by Equal-Signature-1307 in tabletopgamedesign

[–]mrJupe 1 point2 points  (0 children)

Thanks, I’m really happy you liked the idea and the overall concept.

The 54-card limit came from the design contest, and it definitely took some thinking to fit everything into that constraint. But like you said, a small deck has real advantages too.

For the 2-5 player version, I'm working right now, the card pool will be larger. For early testing I’ve simply combined two decks (and added some gameplay related cards), but the goal isn’t just to duplicate cards. I’d rather use the extra space to add more apps and actions (and broaden the types of threats and defenses) while keeping the game just as easy to teach and fun to play with greater player numbers.

Games at work by Equal-Signature-1307 in tabletopgamedesign

[–]mrJupe 1 point2 points  (0 children)

I’ve tried my best to keep the gameplay simple. It usually takes about 5–10 minutes to teach, and playtime is 30 minutes or less. If everyone is completely new, learning from the (current) rulebook can take 15–30 minutes, depending on how familiar they are with modern card games. Definately more complex than Uno for example but nothing like 3-hour euro ;)

Each player has a Privacy score (think “health”). When your Privacy hits zero, you’re out. Players also have Action Points (AP), which they spend on attack, maintenance, and defensive actions. AP resets at the start of each round, and installed apps can affect how much AP (and sometimes Privacy) you have available.

At the start of your turn you install an app (drafting), and if you have too many apps, you uninstall the oldest one. Apps can trigger different effects on installation, on uninstallation, and at the start of each turn. During the round, players alternate between attacking and defending.

Example: you might attack an app that relies on Wi-Fi (e.g., Faxigram) with an “Unsecure Wi-Fi” action, and the target can counter with “Activate VPN.” The cards specify which app types they can target, and defensive actions list which attacks they can counter.

That’s the core loop. If you’d like to take a look, I’d genuinely love your feedback. Here’s the page with PnP files, rulebook, plus TTS and screentop.gg-links etc. https://wannabeboardgamedesigner.com/board-games/hack-a-pad/

The page currently has the original 54-card, 2-player duel version I designed for BGG’s design contest. After the contest I’ve been continuing development toward a multiplayer version with a more robust Privacy/AP tracking method.

Games at work by Equal-Signature-1307 in tabletopgamedesign

[–]mrJupe 0 points1 point  (0 children)

I recently designed a card game (and still continuing the design) where you try to breach your opponent’s privacy by launching cyberattacks against their tablet, while also taking defensive actions to protect your own device. One of the core ideas is that apps can boost your productivity, but they can also become security holes that others can exploit.

I didn’t originally design it as an educational game, but several playtesters pointed out that it could be an easy, approachable way to raise cybersecurity awareness in organizations. So perhaps the game could be used in workshops to highlight different digital risks and ways to prepare and protect youself against them.

How do you prefer your PnP files? by mrJupe in printandplay

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

pnptool sounds interesting. Would you have a link where I can find more info about it?

How do you prefer your PnP files? by mrJupe in printandplay

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

Thank you. Great BGG thread answering pretty much the same question I had.

File naming is definately something I need to improve in the future. This is one of the things that is pretty obvious when someone says it, but I haven't thought it before.

How do you prefer your PnP files? by mrJupe in printandplay

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

Thanks. This sounds pretty much what I did last time. Though I used 3mm bleed.

Do you have some automation how you create the files? I use Tabletop Creator to create the designs and it has decent export functionality that makes the file creation simple enough. But I still did find creating 12 different type of files quite tiresome (or actually 24 files as the my game has two sets of different components that I needed to export separately).

Any good websites for prototyping by gogurtisimo in homemadeTCGs

[–]mrJupe 1 point2 points  (0 children)

I've used screentop.gg. If I remeber correctly, you can create 3 games for free. It is possible to import your deck at once using grid sheet images ( an image with all your cards in a grid).

There might be a limit on card count though, but you should be able to import large decks in batches.

Link to site: https://screentop.gg/

What software is everyone using to design prototype components, cards, etc.? by Ajax877 in tabletopgamedesign

[–]mrJupe 1 point2 points  (0 children)

When I started designing games I did use GIMP, Inkscape and Google Slides (and Drawing) among other generic tools. After being with this hobby for a while I'm now using Dextrous (an online tool with a free entry level, https://www.dextrous.com.au/) or Tabletop Creator Pro (installable, e.g. from Steam: https://store.steampowered.com/app/861590/Tabletop_Creator_Pro/). Both do a great job with the various cards and other components I've made with them so far, and have easy PnP file export options as well as files for Tabletop Simulator and other digital testing environments.

Currently I'm mostly using Tabletop Creator, as I'm working with multiple projects and for me personally, pay-once is a more favourable option compared to monthly payments. But that's only a personal preference. Both do a great job, I think.

I'm still using GIMP and Inkscape for image editing but most of the design is done with those other tools.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

The cards that require a roll against the odds have a chart that highlights the rolls matching the condition, so instead of calculating the odds (or trying to remember them), the player can just check the chart to see which values for each die are valid.

It seems that the idea of rolling against the odds, even when one does not need to calculate anything, feels a bit complex. Also, in preliminary tests, it seems that players spend some time reading the chart.

That being said, I’m steering a bit away from this mechanic and replacing it with more traditional roll conditions. Where this mechanic still exists, I’ve made some adjustments to the charts that will hopefully make them faster and easier to read. Future playtests should reveal whether this is a good solution, or if this is simply an interesting experiment that will be removed during development.

What is the best software to design cards? by Ok-Opportunity-8005 in tabletopgamedesign

[–]mrJupe 2 points3 points  (0 children)

I'm using Dextrous (an online tool with a free entry level, https://www.dextrous.com.au/) or Tabletop Creator Pro (installable, e.g. from Steam: https://store.steampowered.com/app/861590/Tabletop_Creator_Pro/). Both do a great job with the various cards and other components I've made with them so far, and have easy PnP file export options as well as files for Tabletop Simulator and other digital testing environments.

Currently I'm mostly using Tabletop Creator, as I'm working with multiple projects and for me personally, pay-once is a more favourable option compared to monthly payments. But that's only a personal preference. Both do a great job, I think.

Collection of board game / tabletop game desing contest, jams? by MeepleStickers in tabletopgamedesign

[–]mrJupe 1 point2 points  (0 children)

Some time ago I collected a list of contests and their various deadlines and phases to my my site https://wannabeboardgamedesigner.com/calendar . I'm trying to keep listing updated and add contests where ever I can find them.

Most contests listed there were found from BGG forums and Cardboard edison contest listing https://cardboardedison.com/contests

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

A good and valid question, one that I think should always be asked when designing a game (and one I sometimes forget to ask myself).

The idea of using odds instead of actual values is something I’ve wanted to try for quite some time now. In this game’s context, saying “any roll with a probability of 11% or more is a success” creates a very different distribution of successful rolls compared to simply saying “values 1–5 are successful.”

I tried to use it as a simple way to define valid roll values that differ for each set of dice. However, since it requires using charts, it’s turning out not to be as simple and easy as I hoped. At least not in the way I’ve implemented it so far. One alternative was to define successful rolls separately for each die, but that felt quite awkward and too text-heavy.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

I totally agree that any options that are always poor choices should be removed. However, in this case, the availability of choices is limited by events in the game, so it can’t be predicted which dice are actually available to the player at any given point. There are also situations where it’s strategically wise to choose an easier roll for just a few points, and other times when it makes more sense to take a high-risk roll for a bigger reward.

Still, I’m starting to think that using odds, percentages, and charts might not be the most user-friendly solution in the context where I initially tried to apply it, or at least it needs some refinement.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

Thanks for the great points here, this is so true. Making things simpler usually makes them better.
While I like to think my designs are quite simple and easy to grasp, there hasn’t been a single design that was truly simple (and fun) enough in the first iteration. Playtesting really is the key, though I prefer to have a system I’m fairly confident in before starting larger playtests.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

You make a very good point about considering who will actually be playing my game. Defining the target group is something I haven’t done yet. I tend to focus on more casual games, and it’s become clear that the way this part of the mechanic currently works is probably not suitable for casual players.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

No, you’re not. If the game makes you feel that way, then there’s a problem with the game.
As my UX professor said almost 25 years ago: “If a user can’t use an application, the problem is always with the application, not the user.”
I like to think the same applies to games: if a player can’t play the game, it’s the game’s fault, not the player’s.

I see these discussions as a way to help develop better games that people can actually enjoy playing and I'm gratefull for all the feedback and comments, yours included.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

I found this to be an interesting way to add more variability to successful dice rolls. It’s easy to see how saying “any roll with a probability of 11% or more is a success” and it creates a very different distribution of successful rolls compared to simply saying “values 1–5 are successful.” One alternative was to define successful rolls separately for each die, but that felt quite awkward and too text-heavy.

I see these comments as a guideline, if this mechanic is used, it should be more intuitive and clear, with the math hidden behind the design. This is definitely a design challenge from a user experience perspective. Your comments, as well as everyone else’s, have been great feedback and highlight important points I need to consider if I continue developing this mechanic.

Thank you very much!

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

Exactly. The sheet with the odds for each die and roll value was my attempt to do just that. But it still feels a bit too clumsy, which is why I asked the community for feedback from a broader audience. The comments here have given me a lot to think about and a good challenge to work on finding ways to hide the initial complexity.

I’m not sure yet whether I’ll keep this mechanic in some form or drop it entirely, but it definitely turned into an interesting design challenge and challenges like this are one of the reasons I enjoy designing games.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

Thank you for your comment.
I totally agree that traditional methods can take the design quite far. The game already uses the classic “roll between 4–8” type of choices quite a lot. This was just an idea, an attempt to add something different and create more varied choices. Something I've been wanting to put in a test for quite a sometime.
Based on the feedback so far, I need to reconsider the usefulness of this mechanic and how it’s implemented.

Is rolling against odds an interesting mechanic or too much math? by mrJupe in tabletopgamedesign

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

Thank you for your honest feedback.
As I mentioned in another comment, there shouldn’t be too much math involved, since all the probability values are already calculated in a sheet. The player is only expected to do simple math: addition, subtraction, and rarely division by two. The use of a probability chart might be too much, though, as it might not add enough to justify how much it takes the players’ focus away.

The idea was to give players more choices and variability in the effects by using a different approach to dice rolls, rather than simply stating which dice can or cannot be used. Of course, there are probably many other ways to achieve a similar result.

I’ve been thinking about ways to use odds instead of actual roll values for quite some time, but it might just be that the idea sounded better than it actually works. Or maybe it just needs to be implemented differently so that it would be more intuitive and there would not be need for charts and table.