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The Castles of Burgundy» Forums » General

Subject: Re-designing a main board. rss

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Jarek W
Poland
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Hi all.
Yesterday I've picked my copy of the game and as much as I liked the mechanics and gameplay, I was repulsed by the graphic design.
The game has its age and follows the "German school of aesthetics", so comparing to modern games it looses a few points.

The player boards and hexes are decent, although buildings could be more distinguishable just with a glance.

My biggest concern is the main board. There's too much going on there. Fiddly hex supplies arrangement, remainders of actions on each trade good space, bonus tiles arrangement, meandering point tracker and the general use of dull colors. Also there might be some spare space for workers and silvering supply, but it seems lots of players are using bags or inserts, so this may not be necessary.

So I plan to re-arrange the board, simplify it and add colors.
I did something similar with Rex board already.

I need some suggestions from seasoned players what to include/change.
Probably most of you are accustomed to the way the board looks, but I'll do it anyway
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Nick Shaw
United Kingdom
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Sounds like a good plan to me! Here are some suggestions:

Having all the bonus tiles in the same place. Currently they're split 50/50 between the top/bottom of the right-hand-side.

Non-meandering score track. I assume it was done like that so the spaces were big enough for the players' discs to fit in and still go up to 100, but there must be a better way (smaller discs for one!). Plus scores, in games I play at least, regularly go above 200. Would be nice to have some way to indicate that on the board, not using the single 100-chit-disc (which can only indicate >100).

Not sure how else to do the goods depots or the tile spaces. The black market being in the middle has no logical position, other than that it was the only space left to put it. Perhaps have that off to one side, then you can line up the depots in two rows of 3, for dice pips 1-3, 4-6. Might make things neater?
 
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Jarek W
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An early draft done in MS paint

Trade good depos have to be in such way you can easily determine neighboring ones for the sake of one knowledge.
So I'll play with hex-symmetry.



Black tiles - indeed, they don't need to be in the middle, I haven't thought about that, thanks!

What about scoring similar to Seasons' one, but ranging 0-50, with spaces to mark how many 50s did we get so far.
One system that would suit me, but not necessary even my game group, that I haven't seen in any game, would be three 0-9 scales to mark units, tens and hundreds.

Edit: I've found a great thread about keeping score: Every Score Keeping and Stat Tracking Method Known to Humankind
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Nick Shaw
United Kingdom
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Actually, an entirely separate score-track would free up more space on the main board anyway. Then you could do that score-track however you wanted, perhaps offering 0-50 or 0-100 on one side, and the 0-9, 10-90, 100-900 3-track on the reverse?...
 
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Colm McCarthy
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fizolof wrote:
The game has its age and follows the "German school of aesthetics", so comparing to modern games it looses a few points.


??? It was released in 2011.
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Jarek W
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Whoa, I haven't checked that.
This game reminded me of Thurn and Taxis so much, I assumed they were released the same time. My mistake.

... which is even worse
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Mark Palframan
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fizolof wrote:
Whoa, I haven't checked that.
This game reminded me of Thurn and Taxis so much, I assumed they were released the same time. My mistake.

... which is even worse


I would love to see a redesigned/themed Thurn and Taxis!
 
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Nate Dorward
Canada
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It is indeed a dull-looking game.
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Jarek W
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So, I tried to squeeze everything as much as possible and maintain a clear middle cross section (for easier gluing).
Turns out there's lots of space left - thus the areas for workers and silvering.

Of course the looks will improve
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chris thatcher
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Quote:
Of course the looks will improve


No!..the 18xx guys will love this!
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Nick Shaw
United Kingdom
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I assume the 10*10 white grid is the score track?

Looks nice! Certainly less intimidating looking than the current board.
 
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Mark L
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mpalframan wrote:
fizolof wrote:
Whoa, I haven't checked that.
This game reminded me of Thurn and Taxis so much, I assumed they were released the same time. My mistake.

... which is even worse


I would love to see a redesigned/themed Thurn and Taxis!


Personally, I think it looks much better than Castles of Burgundy...

 
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Adam
United States
South Lyon
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njshaw2 wrote:
Plus scores, in games I play at least, regularly go above 200. Would be nice to have some way to indicate that on the board, not using the single 100-chit-disc (which can only indicate >100).


Isn't the 100-chit-disc double sided with one side saying 100+ and the other saying 200+? I'm not at home to check my copy, but that's my recollection.
 
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Nick Shaw
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Mantheron wrote:
njshaw2 wrote:
Plus scores, in games I play at least, regularly go above 200. Would be nice to have some way to indicate that on the board, not using the single 100-chit-disc (which can only indicate >100).


Isn't the 100-chit-disc double sided with one side saying 100+ and the other saying 200+? I'm not at home to check my copy, but that's my recollection.


Hmm, I thought it said 100 on both sides. Shows how much attention I was paying when I played it the other week. I'll have to double-check that too now!
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Jarek W
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Work in progress



I've added places for those 100/200 points tiles.
I think I'll replace ellipses for workers and silver with squares or circles.

Any suggestions?
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Bryan Thunkd
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Florence
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fizolof wrote:
Any suggestions?
Ditch the background image.
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Colm McCarthy
United States
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Thunkd wrote:
fizolof wrote:
Any suggestions?
Ditch the background image.


Indeed. And isn't that Neuschwanstein in Bavaria?
 
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Jarek W
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Thunkd wrote:
fizolof wrote:
Any suggestions?
Ditch the background image.


Ditch completely? I thought about making it less visible and saturated, but to cut it?
So what would be a better background?

colmmccarthy wrote:
Thunkd wrote:
fizolof wrote:
Any suggestions?
Ditch the background image.


Indeed. And isn't that Neuschwanstein in Bavaria?


Yep, one of a few castle images I've found that suited me, that are available on CC0 license.
Again, subject to change.
 
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Nick Shaw
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fizolof wrote:
Ditch completely? I thought about making it less visible and saturated, but to cut it?
So what would be a better background?


I actually like the picture, but I think making it less visible would be a good idea, otherwise it distracts from the actual functional parts of the board.
 
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Bryan Thunkd
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fizolof wrote:
Thunkd wrote:
fizolof wrote:
Any suggestions?
Ditch the background image.


Ditch completely? I thought about making it less visible and saturated, but to cut it?
So what would be a better background?
Yes, completely. You really don't want anything in the background that is worth looking at as it will compete for the focus of attention, making it harder to distinguish the board features. Even if you decide you do want an image, it should be the last thing you add after you get all the other features worked out.

But seriously, all that image does for me is make it harder for me to tell what else is going on. It makes it harder to distinguish all the non-photo bits and all the non-photo bits make it hard to distinguish the photo. If I try parsing it too long, I start getting a headache. I guess you're going for pretty, but as most of the castle is obscured it doesn't really look good at all. All I see is a big jumble that looks bad.
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Stephen Jacobsen
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colmmccarthy wrote:
Thunkd wrote:
fizolof wrote:
Any suggestions?
Ditch the background image.


Indeed. And isn't that Neuschwanstein in Bavaria?


The theme is so cohesive and rich, this game couldn't possibly take place anywhere other than Burgundy.
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Dave Daley
Canada
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Personally, I think the board needs one single improvement : Set the saturation on the tile placements to 25% (Make them much more grey).

Because the tiles are no brighter than the "dummies" on the board, when you are playing the game, it makes it very difficult to see what's available. Greying the board tiles out would make the actual tiles "pop".
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Colm McCarthy
United States
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SJacobsen159 wrote:
colmmccarthy wrote:
Thunkd wrote:
fizolof wrote:
Any suggestions?
Ditch the background image.


Indeed. And isn't that Neuschwanstein in Bavaria?


The theme is so cohesive and rich, this game couldn't possibly take place anywhere other than Burgundy.


Indeed it could. Except it doesn't.
 
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