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Subject: WIP - Gelatinous Cube Dice (MintTin 2016 contest) contest ready rss

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mike heim
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Solo, low-ink, black and white, puzzle game. Easy to assemble.
An action point dungeon crawler where you assume the form of a gelatinous cube.

by Mike Heim

Materials Required

Mint Tin

1 six-sided die (ideally green or translucent, like a gelatinous cube), more dice are useful for setting up quicker, but not required.

15 small cubes (from Pandemic or other similar game).

Gelatinous Cube Rules v1120 PDF (2 pages)
Gelatinous Cube Cards v1120 PDF (4 pages)

It is very important to cut the corners off after cutting out these larger cards. Otherwise they might get stuck in the lip of the tin.

Image sample of v1120


This spoiler is merely thematic flavor-text
Spoiler (click to reveal)
“…Iximl zephracoxia dissimilarity!” you chant raising your wand into the air. You can feel yourself changing; the polymorph spell worked. The doubt after mumbling through some of the more difficult words leaves you as the mystical metamorphosis takes effect. Those adepts back at the tower won’t laugh at you any... wait a second…

Your arms begin to turn green and translucent, and before you can think about it any further the transformation is complete. You are a gelatinous cube. You cannot see or hear anything, just taste and feel. Your mind is being assailed by the gibbering language of this ooze. You must stay sharp, you must focus, you must complete your quest before the brainless blob consumes you entirely.


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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
SUMMARY OF VERSION CHANGES

Corrections to v0926
Cubes needed = 19
Level Card fixed (so that there is no regression of stats on level 6)

v0930 changes
* Only 7 Power Cards are in the game. Each are different.
* Rulesheet reformatted to fold and fit better in the tin.

v1003 changes (major revamp, 40% of rules have changed)
* No longer a timed puzzler -- it's a action point puzzler instead.
* Remove Wild and Focus stats
* Removed Power Cards
* Level progression is linear

v1010 changes
* Resistance does not feed into Health
* Levels of Dangers are now reworded....a level 2 Danger is now called a 2-hit Danger.
* Removed a wall from one Room B card to make it about the same difficulty as the other Room B cards.

v1011 changes
* Number of Room A cards increased to 30 (so that no Room card will ever be used twice in the same game).

v1018 changes
* Corrected some room cards that were missing numbers or doubled up with numbers.
* Increased level difficulty.

v1024 changes
* Reduced number of Room cards from 36 to 30.
* Added an Action Point Card.
* Shrunk the sizes of Cube Card and Level Card.
* Added 10 Power Cards so that players can customize their character cubes.

v1120 changes
* The entire game is setup at once instead of just setting up 5-card floors.
* Changed Action Card (9 for Room A, 12 for Room B, 22 for Room C).
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Benjamin Wack
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Nice ! You really have the knack for this.

Small issues :
- On most cards there is a stranded half "3" below the full one.
- In the rules the arrow for pointing to the exit on the sample room card is misplaced
- Setup, step 2 refers to a Spell Card (I guess it's the Power card)
- Step 6 is about the cubes from step 4, but inbetween I've read step 5 and looked at the level card, so it took me some time to put it all back together (especially since you begin with "roll a d6 for each" without recalling each what).
- Basic movement example : it's the 5 that's facing South and the 4 West (the remaining is correct)
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Thanks for the proofreading. I'll correct those.
They're mostly corrected now.
A couple of those threes keep showing up in PDF even though I don't see them in Word.
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Apologies for the Potato-vision resolution. I'll upload a better one eventually (wi-fi issues??)

It all fits in the tin, and can be set up to play within two minutes.




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Janice Turner
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
I'm intrigued with it being 60s! Should be just enough time to fit in between my 1 year old wanting more stories!

Happy to help test and review the rules
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Version 0930 is up
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Sean Äaberg
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
WOW! This looks really fun! Great idea!
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Benjamin Wack
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Ah, I was wondering about the decreasing stats from level 5 to level 6.
But now you need 19 cubes at the beginning of level 6, don't you ?
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Quinarbre wrote:
Ah, I was wondering about the decreasing stats from level 5 to level 6.
But now you need 19 cubes at the beginning of level 6, don't you ?


Correct, 19 cubes needed. 15 for your character and 4 for the level. Grr. I can't believed I missed that. Thanks, I'll fix it with the next update.

Also, there is no decrease in stats between ll 5 and 6. The photo in the first post is incorrect, but the stats on the card in the PDF are correct.
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Just dropping in to say I love the theme of this game, and I love gelatinous cubes!

(However, I despise games with timers... so the mechanics are not for me.)
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Janice Turner
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready

Just printed it all off and will give it a go.

I'm also not one for timers but it looks fun so want to give it a go anyway!

Will let you know how I get on
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
I would suggest doing a dry run in one room without a timer to get a feel for the mechanics.
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Janice Turner
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Summary of thoughts: It's a fun little game which would be good when traveling but the difficulty felt a bit random depending on your initial starting roll. The timer really adds pressure to the game but when you're new to it it really puts you at a disadvantage. I actually think I might prefer playing without the timer and just treat it as a puzzle and try to do it in the least number of moves/least damage, but then I don't usually like timed games. I'm only 3 rooms into the first level but have enough comments to get you thinking (and my daughter has now woken up so I'm out of time!).

FYI, my 'win/lose' stats are as follows:

- First room I managed in around 10s (after setup - I was still learning so didn't include this)
- Second room took 50s (inc. setup)
- 3rd room took 4 attempts but ultimately 35s (inc. setup)

I'll add photos of the setup later.

To make it easier to give playtest feedback I suggest you number the rooms, i.e. A1, A2, A3, etc.


I've a few questions/suggestions from the rules:

How to Lose
- Losing the entire game if you fail the time limit a single room seems a bit harsh. If you are playing with a timed mode perhaps you can take 1 damage to repeat a level and not be allowed to reset any of your stats when retrying a level.
- Consider including an untimed variant that is points based?

Game Setup
- An overall setup diagram would be helpful.
- Step 1: should the room stacks be placed face up or face down?
- Step 3: took me a few mins to work this out. Add 'See Level Reference Card'.
- Step 4: I suggest you reword "you increase on of your stats' to 'one of your stats is increased' as the form sounds like I choose but from what I can see its predetermined.

Cards
Room Card: What's the symbol in the top left corner on the A rooms? Also the exit arrow isn't very clear. Maybe an exit tile with larger icon?
Level Reference Card: The order of stats on the Level Reference card does not match the order on the Cube card. Would be more intuitive if they matched.

Level Setup and Play
- Step 1: Can you keep power cards between levels?
- Step 2: Which power card? the one in my hand from step 1 or a new on? The level reference card diagram says i draw a power card when stack is complete. What happens to the one from step 2?
- Step 3: A diagram would be nice but not essential.
- Points of damage you are using cube level and dangers level which is a little confusing. Perhaps dangers toughness instead?
- Step 5: why is setup included in 60s? why not just from step 7?
- Step 7: What orientation should I place the die? If I have a 1 on top can i choose which rotation to put it down on (i.e. if 1 on top can I put the 5 N or S or E or W?)

Advanced Movement
- The 2 paragraphs after advanced movement are not advanced movement? Need a better title so they are easier to find.
- Danger Damage: perhaps put how this works on the Cube card in the background so you don't have to refer to the rules when playing (particularly as it's timed!).

Between Rooms?
- There's a missing 'r': "Reset youR Resistance..."

Between Levels
- How do I save my progress?

Final Room
- Text is split: picture needs to be moved down 2 lines.

I hope you find this useful! I'll try and give it another go sometime during the week or next weekend

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Janice Turner
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Here are my setup photos:

Room 1:


Room 2:


Room 3:
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C. L.
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
I am also timer averse, but I tried a dry run last night without the timer just to see how the game worked. In the end I thought I would enjoy it as an action-point-limited game. I know it's a little early to introduce variants into a game-in-design, but limiting levels to a fixed number of cube flops could be fun. If you tried this route I would suggest slightly fewer dungeons per level. And of course, you'd need a way to tally flops, but dice are good for that and you left plenty of room in the tin for more dice.

The other thing I noted was that rolling one die multiple times to place hazzards and set the gel cube got old pretty fast, so I threw all the dice at once. Better that way.
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Janice Turner
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
GreenTea532 wrote:
I am also timer averse, but I tried a dry run last night without the timer just to see how the game worked. In the end I thought I would enjoy it as an action-point-limited game. I know it's a little early to introduce variants into a game-in-design, but limiting levels to a fixed number of cube flops could be fun. If you tried this route I would suggest slightly fewer dungeons per level. And of course, you'd need a way to tally flops, but dice are good for that and you left plenty of room in the tin for more dice.

The other thing I noted was that rolling one die multiple times to place hazzards and set the gel cube got old pretty fast, so I threw all the dice at once. Better that way.


Exactly my thinking. That would definitely be my preferred way of playing.

Also think it would lend itself well to an app game.
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
All of this feedback is great! I'm going to try to rework this as an action point game instead of timed.

Something like, you get so many moves, but then after that you lose a health per move. That would allow players to really slow it down and try to think of the most efficient way to get through your room.
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Janice Turner
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
kzinti wrote:
All of this feedback is great! I'm going to try to rework this as an action point game instead of timed.

Something like, you get so many moves, but then after that you lose a health per move. That would allow players to really slow it down and try to think of the most efficient way to get through your room.


I look forward to your new iteration!!
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
GreenTea532 wrote:
I am also timer averse [...]

With me it's more that timed situations cause too much anxiety - so it is best if I avoid timed games.

I like this idea though. And without a timer I'd be tempted to try it. I even have a couple of dice that looks like gelatinous cubes...
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
OK. Major revamp. It's not a timer-based puzzle anymore but an action point puzzler instead. This should allow people to take their time and consider multiple moves in advance to get through each room.

Thanks so much to dravvin for the clear feedback. And also, thanks for people who expressed interest in the theme of the game, but was adverse to the timed aspect. Hopefully an action point puzzler might be worth reconsideration.

Cheers!
MH
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
kzinti wrote:
Hopefully an action point puzzler might be worth reconsideration.

Yes! Will be printing this tomorrow.
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Janice Turner
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
Looking forward to trying the new version

Just had a really quick look at the rules. You say there's are 3 ways to lose but only list 1
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mike heim
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready
dravvin wrote:
Looking forward to trying the new version

Just had a really quick look at the rules. You say there's are 3 ways to lose but only list 1


Correct. There is just 1 now...lose all Health.
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Re: WIP - Gelatinous Cube Dice (MintTin 2016 contest) component ready


This room has two "5"s - is this correct?

And...



This room has no "4" - is that correct?
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