People are good at identifying problems with the design, but bad at coming up with solutions.
People are good at identifying problems with the design, but bad at coming up with solutions.
This is a problem throughout the rule book. Like "contest", "attack", and "defend". I think you need to define these terms based on the physical state of the game.
This is a problem throughout the rule book. Like "contest", "attack", and "defend". I think you need to define these terms based on the physical state of the game.
"If the defending player has more banners (including cases where the village has *no* attackers)."
or something to that effect.
"If the defending player has more banners (including cases where the village has *no* attackers)."
or something to that effect.
When you say "targeted by rival units" you don't specify which "rival units" you're referring to, making it imprecise. That part could actually use its own example.
When you say "targeted by rival units" you don't specify which "rival units" you're referring to, making it imprecise. That part could actually use its own example.
On this one, you could skip the jargon and just say what game state constitutes a "duel".
On this one, you could skip the jargon and just say what game state constitutes a "duel".
I have no idea what that means. Maybe explain how "protection" works and who's targeting who in this scenario.
I have no idea what that means. Maybe explain how "protection" works and who's targeting who in this scenario.
Your export isn't using real text. In production your PDF export needs to use real text so that people can search for terms. It should be a setting in your design software. Something like turning off "for print".
Your export isn't using real text. In production your PDF export needs to use real text so that people can search for terms. It should be a setting in your design software. Something like turning off "for print".
I read a rulebook that had 5 rules to explain a simple concept, and it still missed edge cases. I suggested the much simpler rule: "When you build, if you have more builders than buildings, gain a building."
I read a rulebook that had 5 rules to explain a simple concept, and it still missed edge cases. I suggested the much simpler rule: "When you build, if you have more builders than buildings, gain a building."
And making something a choice is simpler than specifying what to pick: "choose one to keep" rather than "keep the one that's X, Y, Z."
And making something a choice is simpler than specifying what to pick: "choose one to keep" rather than "keep the one that's X, Y, Z."
Combat is different though, in that usually only one player has to choose to start combat—the player who serves to benefit. When both players have to agree, that's when mutual benefit becomes a factor.
Combat is different though, in that usually only one player has to choose to start combat—the player who serves to benefit. When both players have to agree, that's when mutual benefit becomes a factor.
This isn't strictly necessary—if two players need each others resources a trade can still happen organically—but I suspect it's way easier to just tip the scales a bit.
This isn't strictly necessary—if two players need each others resources a trade can still happen organically—but I suspect it's way easier to just tip the scales a bit.
Trades in a zero sum game are theoretically always lopsided. Injecting a flat +1 into the equation fixes that.
🎲✂️ #BoardGameDesign
Trades in a zero sum game are theoretically always lopsided. Injecting a flat +1 into the equation fixes that.
🎲✂️ #BoardGameDesign
I wrote this because of a prototype I've been playing repeatedly. The designer is super appreciative, which is fine, but I had to explain that I wasn't really doing him a favor.
I wrote this because of a prototype I've been playing repeatedly. The designer is super appreciative, which is fine, but I had to explain that I wasn't really doing him a favor.
I have a bad tendency to work on games from existing IP. I'm a programmer with a degree in math. So I'm really good at honing ideas, but I need to get better at working on my own.
I have a bad tendency to work on games from existing IP. I'm a programmer with a degree in math. So I'm really good at honing ideas, but I need to get better at working on my own.
I then have maybe a couple of dozen shelved prototypes. That's where most of my thoughts come from.
I then have maybe a couple of dozen shelved prototypes. That's where most of my thoughts come from.
"I'm going to have to clear the wango cards from my play space? What the hell are wango cards and why are they in my play space?!"
🎲✂️
"I'm going to have to clear the wango cards from my play space? What the hell are wango cards and why are they in my play space?!"
🎲✂️
You often don't even have to say "skip this in the last round" because the end-game trigger has already stopped the game.
You often don't even have to say "skip this in the last round" because the end-game trigger has already stopped the game.