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We thought we would have some fun this week and just share some thoughts on the taxonomy of board games. I know, total nerds right?
What do you think? What do you look for when classifying games? How should publishers describe their games?
#Raiders of the North Sea is a relatively light worker placement game. However, while worker placement classics like #Lords of Waterdeep or #Agricola (Revised Edition) (both games I like) generally have a system of only a limited number (often only one) worker can occupy a given action space and so once an opponent places their worker there it is off limits to you for that round, Raider's does things a little different: no one owns any specific workers, instead on your turn (you always start with one worker) you place that worker somewhere and perform that action and then take a worker already on the board on a different space also performing that action. The next player then does the same, but their options are a little different to yours as you have changed the board state. I think this is a slightly friendlier but not less tactical twist on the mechanic. As you can (almost) always do one thing that you want on your turn, but if both the spaces you want already contain workers (or both are empty) you cannot do both the things you want. So instead of in classic worker placement there being an initial race for the 'good' spaces and then each player deciding how to best utilise the scraps with their remaining worker for that round in Raider's you are forced to constantly be flexible with he ever changing board state (different coloured worker being more or less effective on certain spaces adds a nice extra layer to the decision making), every turn is a decision on what you want most. It also limits hate-placement: as taking/placing a worker might limit your opponents options to some extent you can't ever leave them with nothing useful to do which can often happen in other worker placements. While I don't think this is awful in other games, I do appreciate everyone feeling like they have agency all the time in this game.
What do you guys think of this take on worker placement?
While I love sci-fi and fantasy, Cthulhu and WWII and think they make for great board games, I do appreciate oming across a game whose theme is a little unexpected and refreshing (before I dive right back into space battles). So here is my list of games whose themes (at least at the time I first played them) were a it more unique.
5) #Tokaido - While not everyone's cup of tea, I think a game of just taking a pleasant journey (that isn't a race necessarily) through Japan and trying to have the nicest time and bring back some fun souvenirs is pretty great.
4) #Pandemic - Obviously now the world is full of Pandemic games (as well as a regular pandemic) but at the time I don't know that I'd come across anything similar to it. Working to slow down and cure a set of diseases, playing the well known classic heroes of the CDC, it was new and different and I am sure part of why it became the smash hit it did.
3) #Hanabi - A novel mechanic as well as a novel theme, playing a group of fairly incompetent firework show designers/engineers. While the theme is fairly loose, it is still pretty unique and I find it a very enjoyable game: the tension of wathcing someone explain how their about to make a horrendous mistake while not being able to say anything is hilarious.
2) #Magic Maze - Also on my list of games I like a lot more than I thought I might, mythical creatures trying to escap a mall. Not sure who signed off on that as a theme, but it's great. The game is so intense and fast paced and as you get further into the 'missions' the theme comes out more and more.
1) #Spirit Island - While it may seem a little more in line with more regular board game themes, I think the lateral step to not be the native population, or even a god. But the spirits of the island, literal forces of nature is pretty original. This isn't a game I have played (unlike the others) but one I very much want to.
I am sure there are even wilder and wackier themes out there, would love to hear about them as people's creativity is always fascinating to me.
If you were to design a game about some aspect of your life, what would it end up looking like? What mechanics and themes would represent you best?
1775: Rebellion Economic Variant
For this Variant Players will need to balance their finances when deploying troops and “garrisoning” armies.
1. At the beginning of the game the American Continental Army and British Regulars start with 10 silver and the Patriot Militia and Loyalist Militia start with 8 silver.
2. During the reinforcement stage you must spend 1 sliver for each army you bring in (up to 4 total).
3. You may skip a reinforcement stage to gain 3 silver (you may not exceed 10 silver per faction).
4. If you have no silver you must skip the reinforcement step
5. All fled troops are deployed without using silver
1. At the beginning of a factions turn they pay 1 silver for any areas where they have 4+ troops unites
2. Garrison cost is ignored if you control the colony
The playtest has ended, the players look at you and your game dismissively. What do you do?
We talk this week about 3 tips to maximize your playtest sessions and a basic progression of the playtest process.
What do you do to maximize your playtest sessions? Any tips or tricks you would like to share?
Also, if anyone is interested in joining one of our playtests, we are having one on Saturday @8:30pm. We will be playing Cult of the Deep, a hidden role dice game where you are a cultist trying to establish your faction's rise to power.
You will need Tabletop Simulator and Discord.
Sign up here! bagames.setmore.com
Way back when I first posted asking about Factions you'd make I shared a very base idea of something I'd like to create. I'm not so much worried about getting it into play as I am just interested in using my creative juices in regards to my favorite hobby. I have some ideas of how I'd like that faction to look but wanted to pick some brains to see what ya'll could add (it is far from complete).
Midnight Mayhem - This Faction Political Personality would be Anarchy (as such they interrupt every other faction to create chaos).
Traits (the characteristics at the top of the board):
Nightmare - All actions take place at the beginning of another factions Evening Phase.
Copy Cat - Uses the current faction for purposes of movement and battling.
Assassin - If a faction has a single warrior in a clearing you may remove it without battling instead of using the battle action.
Limited - Can not rule a clearing.
Actions (remember there is no need for Phases because of the Nightmare Trait) (Take any 2 actions):
Battle - In clearing with pieces of the current faction (you may Battle other factions as long as they have pieces in that clearing).
Move - Into or out of a clearing ruled by the current faction (this would have normal movement rules but it would be based on the current faction, not Midnight Mayhem)
Wreak Havoc - Remove two warriors to steal a card from the current faction
Tree Fort - Place a Fort in a clearing ruled by the current faction. (This would be a token). Forts take building spots but do not count toward rule. (I'm thinking this limits their ability to rule, but still has an impact on other players)
Craft - Using Forts
Recruit - Place one warrior in a clearing ruled by the active Faction (and one warrior in each of the clearings matching that clearing)
My brother and I wrote an article about what jobs are needed in order to produce a board game and let me tell you, it's a humbling experience. To all of you board game publishers who work with too few team members but still manage to make incredible games, I salute you!
So what members of a team do you need in order get a game produced? How many jobs do you cover on your team? Can you be a team of one?
Curious as to people who have done this before or have worked on projects where you needed more team members but there were never enough. How do you deal with the stress of it?
I am working on a design for Edo's Stuck at Home design contest and was hoping for some feedback on the title. I asked this question in the Love Thy Nerd Facebook group and narrowed down the choices here to the most popular ones.
Simple Farm - supposed to be an homage to the old computer game Sim Farm but makes the game sound too simple I think
Agrinomics - on the other hand is a good descriptor of the game but makes it sound heavier than it is.
What does historical fashion, wood fired pizza, and board games have in common? Well, good research is needed!
Also, to celebrate us getting over 100 followers on Facebook, we are giving away a PC game, For The King, a strategic RPG that blends tabletop and roguelike elements in a challenging adventure. To enter, you need to be signed up for our newsletter. Drawing will take place on March 31, 2020, 2pm Central.
Edo of Pencil First Games is hosting a game design contest. There will be three categories (solo, 2-player, and more than two player), and the winner of each category will get $250 and five runners up (runner ups?) will get $50. Not too shabby! I thought some of you might be interested. Watch the video in the link for all the rules, which are also in the description of the video (so you don't have to watch the whole thing).
I think I'll try my hand at this one. It's a good excuse to work on something again, and sometimes I need a kick to the pants. Will you be giving it a go?
Having trouble finding that one true artist? Worried if you will be a perfect match? Check out part 1 of a series to help you find that one artist who will complete your game.
What do you guys think? I started writing and it ended up way bigger than one blog could really contain so I am splitting it into parts.
Game Design contest: Design a game using ONLY the pieces of Monopoly,Yahtzee and a deck of cards. Try to get as far from those games as you possibly can. But use those as your base and pieces.... "Game Recycling" I'll see if I can come up with a prize.... Maybe I'll make a custom trophy!
Everybody loves minis. Is that true? When you look at Kickstarter’s statistics you’ll notice that the most successful projects are almost exclusively games with dozens if not hundreds of miniatures. Nearly all monthly top sellers are drowning in minis.
On the other hand: starting a discussion on forums or FB board game groups shows a completely different outlook. Most threads about the topic turn into heated discussions and tons of people claim they’ve had enough of miniature-heavy games. Others argue that minis enhance their experiences and wouldn’t be so eager to back a game that lacks them.
Genesis of Minis
Miniatures that we know from modern board games (especially the Kickstarter ones) have their roots in wargames. 3D minis have usually served decorative purposes. Their functions could have easily been replaced with tokens showing their size or the direction that they are facing. Still, adding them to games made them look like realistic, tiny battlefields which was additionally valuable for collectors. Titles like the immortal...
The Board Game Workshop is hosting another board game design contest this year. I was a judge last year, and signed up to be one again this year. If you have a design you've been working on, please submit! Or if you want to judge, sign up! Or, if you want to do both...that's possible too! I might be submitting a design this year (we'll see how it goes...). Anyway, more info below! Hope to see some familiar
[Raiders of the North Sea]
[Pandemic, Tokaido, Hanabi, Spirit Island, Magic Maze]
[Root: The Riverfolk Expansion, Root, Root: The Underworld Expansion]
$47,974 / $547
A highly detailed 28-mm-scale 3d-printable spaceship, crew miniatures and print planning tools for your home 3D printer
Ends in 7 daysSee Kickstarter