timothy Mayes
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Thanks so much. I've updated.
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Narrow Gate Games wrote:
gfrick67 wrote:

3. The people - Gypsy families vying to fleece the people of various villages through fortune telling, carnival acts, bare knuckle boxing, and some good old fashioned dirty deeds. Hand management with hidden placement to either bluff or overpower a selected act to gain the most money. Various towns with differing wants and interest make hand management an integral part of the game.
This theme may be a turn off and/or offensive for some people, so I wouldn't recommend it. I think the idea is good, but maybe a re-theme to some sort of nomads in a fictional world may be more appropriate.

Just my 2 cents.

Agreed
 
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Thanks to all those who have voted so far.
I'm keen to see how people go with their various designs as there have been several mentioned that I'm curious about and would love to follow their progress.
If anyone wants another set of eyes to look over rules or any text, let me know and I'll be happy to help out.
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That's a great point. I'd strongly suggest that anyone who posted (or is yet to post) provide links to the WIP threads or design blog for their games, if they have one, or if they don't have one, at least start one for the game of theirs that got the most votes!
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Maybe you could tell us which ones you liked the sound of, and if it's one of mine, it might give me the motivation to do a little work on it...?!?
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I edited my post to add my first blog post: an overview of Merchants of Rogue Light with some thoughts and clarifications. I'll try making a couple more posts this week with more drill down and thoughts behind my designs.

Link: https://boardgamegeek.com/blog/7970

if no one is interested in following up in my blog, that's cool. Everyone has been so great with providing responses already, I've already gotten so much awesome feedback. Thanks to all of you!
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jwarrend wrote:

2. The Palace of Dreams. Based on Ismail Kadare's book of the same title. The Sultan relies on the mysterious pronouncements of the 'palace of dreams' to set his policy. Influence the various tiers of the bureaucracy of the Palace that select and filter dreams to steer state policy towards your faction's goal.
This was my pick. The theme appealed to me, although I have not read the book (I have added it to my list of books to read). I’m curious about the idea faction alignment and 2 players winning. I think this could lead to some interesting in game decisions and interactions.

I agree with others that the theme of ‘The Mission’ may be off putting for some. Perhaps. A fictional setting would be more appropriate?
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jwarrend wrote:
The idea for this thread came out of a separate discussion.

Early in Chariots of Fire, the headmaster of Caius College exhorts the students of the incoming class to each find where his true chance for greatness lies, and to let nothing deter him in pursuit of his task.

Most designers have many ideas. Which ideas are the most promising? Which represent our "true chance for greatness"? And how does one find out?

That's what this thread is for. If you're a designer, in a single post, describe (up to) five early-stage ideas that you're contemplating, providing a couple of sentences about each one. Then, create a poll in the same post, with which the readers can select the one they find most interesting. (The more succinct your descriptions are, probably the more likely it is that people will read them and vote).

If people want to comment on the designs in this thread they can, or if you already have a WIP thread or blog post, feel free to link to it/them so discussions about specific games can be steered there.
This is a great idea, so thank you!
I read the other discussion and can say that I am in a similar situation (although apparently a bit less dire), trying to reach out here because it´s difficult to find testers/get feedback in real life.

klbush wrote:
Seems this type of poll might benefit from having more than one acceptable choice AND a none of the above in case you feel like they’re all stinkers. I’d have voted for 2 if possible for one of the posters.
These are my thoughts as well. Some of the polls only allow 1 answer where I would like to select multiple.

KaiHerbertz wrote:
tacomental wrote:

Not sure how to add a poll... New here
In the message editor, there is a row with commands. From the left it starts with "Bold" "Italics" "Underline" - the 13th item is a green checkmark. You need to left click the green checkmark symbol to add a poll.
Thanks for this.


So, in the spirit of the thread I voted for all the previous posters and will now start working on my own poll ... it might take a while.
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Nashman88 wrote:


2. Dice push your luck engine-building
Theme: currently norse mythological artifacts/runes etc
Mechanics: Players start with one card granting 3 dice, and allowing up to 3 dice to be placed to give 1 'honeydew' each (Yggdrasil sap).
On a player's turn, they take the number of dice granted by cards, and can take extra dice by giving up 2 honeydew per die (as many as they'd like).
They then place the dice on their cards, activating powers if the correct dice have been used to generate honeydew and perform other actions.
After this, they can pay honeydew to recruit new cards from a face-up pool. These cards are worth points and have other stronger abilities for generating extra dice and honeydew.
The game ends when a player reaches a certain point limit/card number limit (unclear yet).

I voted for this in your poll, which is interesting because dice building and push your luck are not usually what I gravitate towards.
I love the theme (Norse mythology) and how cards could determine number of dice. I also see this as being something that could be a filler or a meatier game depending on how you approach things during development. Do you see there being multiple colors of dice, with each being compatible for different actions and abilities? Or perhaps a set number of dice for each round?
 
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XendoBreckett wrote:

Dockside - A Tabletop Arcade and Anti-Legacy Game, where the game pieces are recyclable, and the games within are infinitely replayable, but various micro games are unlocked through play. Dockside is a game about a seaside town, and predominantly features games about fishing/cargo shipment/small-town living in a semi-modern fictional environment. If continued, small expansions will include other cities, but points between microgames can be cumulative, allowing you to unlock a variety of additional content. Link to Dockside.

I voted Dockside. I love the idea of anti-legacy and the idea of micro games within a game. I really like the theme as well, I love the idea of a game set in a small Harbour side town and the art that might accompany it.
 
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OK, here goes.
While the OP states early-stage developments/ideas, I have several projects that are more near to end-stage development. I don´t think that should be a problem, I just would like to get a hint as to what to focus on.

1) RECKON
- Late stage/needs more playtesting, especially with more than 2 players/might need more theme to make it interesting -
An abstract game with chesslike pieces of four types/sizes on a circular board with pathways for movement. The most important part of the game is the programmable movement, which makes it a game of anticipation rather than reaction. Pieces can capture other pieces that are the same size or smaller, except the smallest, which can capture the biggest.

2) THE TRICKDAY KING
- Mid stage/most recent project/PnP ready/needs a lot of playtesting -
An assymetric tricktaking game for 3 players. The Goblin player has 60 cards with very low to medium combat value, relies on secrecy and luck to win tricks. The Orc player has 36 cards with low to high combat value, is able to calculate better with the information at hand. The Troll player has 18 cards with medium to very high combat value, is allowed to play cards of other players.
https://boardgamegeek.com/thread/1969240/trickday-king-trick...

3) CARNIVAL CARNAGE
- Mid stage/PnP almost ready -
A competitive card battle game where 2 to 4 players are fighting a host of the Undead in a medieval fantasy setting. Players compose their garrisons. There are 12 different units (3 ranks of infantry, ranged, clergy and cavalry). Units can get promoted during the game. On their turns players perform actions with their own units and then continue to perform actions with the dead units. VP can be earned for defeating dead units, keeping a large garrison with high ranking units and selecting events.

4) DISCLOSURE
- Early stage/first tests looked promising/large project with many gamepieces -
A dice placement game with dice manipulation, resource management and engine building. Players are the AI in charge of Draconian battleships in the near vicinity of planet Earth. Their objective is to host the agents who have descended into the 3rd dimension and guide them on their mission to subjugate the human race and establish a colony among them. Players have their own playerboards (the spaceships) where they can require resources (energy, equipment, intelligence, infinity loops) and there is a central board where dice can be used for missions to earn disclosure points. Every round each player receives 1 shuttle (die), which will be manned by 1 to 6 Draconian entities. A Specialist (1) should be equally useful as a Task Force (6). When the combined total of disclosure points reaches a threshold the inevitable succes of the mission is established and the AI who contributed the most will be maintained, the others will be deleted. EDIT: link to WIP: https://boardgamegeek.com/thread/1987239/wip-disclosure-leag...

5) BOARDSPORT
- Early stage/few playtests/small and easy -
Abstract 2 player game on a triangular grid. Each player has a number (11) of discs (or sporters). One starts with 3 pawns (balls) worth 1 point. The other starts with 1 pawn worth 2 points. On their turn a player may do 3 actions. The actions are: Move a disc to an adjacent field (either with or without a pawn on top), move a pawn from 1 disc to another (either adjacent or across) or steal a pawn from an adjacent disc owned by the other player. The player who gets the most points to the other side of the board wins.

Poll
Please rate these games!
  YAY!!! OK! Hmmm Meh Bleeeh!
1) RECKON
2) THE TRICKDAY KING
3) CARNIVAL CARNAGE
4) DISCLOSURE
5) BOARDSPORT
      20 answers
Poll created by Leon Feargus
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Different colours of dice is definitely something I’ve floated around my head.

In an ideal world, I wouldn’t use numbers but symbols. Possibly symbols for strength, speed, distance and magic, along with a wild symbol (which needs to have matching non-wild?) and maybe just honeydew itself.

The basic die (representing a basic runestone) would be one of each, but then there would be different colours:
Red: Rune of Might (weighted towards strength and honeydew)
Blue: Rune of Flight (weighted towards speed and distance)
Green: Rune of Light (weighted towards magic and wilds)

It’s a thought, anyway.

Sadly, this is probably the game of the four which is hardest to knock up a prototype for - I don’t have a lot of dice. I know I could use numbers as symbol placeholders to test, but still.

For others who are interested, the dynamic worker placement game now has a basic prototype file, and once I’ve printed and played once I’ll create a WIP thread.
 
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Spidernikii wrote:
Thanks to all those who have voted so far.
I'm keen to see how people go with their various designs as there have been several mentioned that I'm curious about and would love to follow their progress.
Yes, thanks to the voters.

As for where it's going with mine. Just about in the same order I planned, actually.

I have WIP threads about 2 of the game. The Rush and On the Ropes. They haven't been updated for a year cause I had too many projects going to get back to them, but I'll be back to The Rush soon. I really want to get that one going, and it seems the voters like the idea too.
 
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KarmikazeKidd wrote:

Wingframe - Racing game in the vein of F-Zero, Podracing, and Extreme G. The game is set up for a progression style league series, and heavy customization of the Wingframes and their pilots. Played on a grid-free, interactive map. Movement is somewhat similar to a combination of X-Wing and Armada.(Early playtesting, still assessing mechanics)

Wingframe got a vote from me. I like the customization aspect and the idea of a progression style league series seems to make me think of a replayable legacy style game, without the usual legacy aspects (destroying components)
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I'm going to try and elaborate as to why I voted the way I did on each poll. It may not be much but any kind of feedback is good feedback IMO. I Realised that replaying to every poll individually could not only get time consuming, but maybe also irritating for others on this thread, so will try multiple answers in 1 post and see how that works.

shagens wrote:

Merchants of Rogue Light:
Players are merchants in a fantasy town with a dungeon problem. Questing heroes visit the town in search of tackling the town dungeon, but heroes are not very smart and need help equipping themselves for the challenges ahead. Each player takes on the role of a shop owner which specializes in one type of good (weapons, armors, consumables, etc.) Players hire workers who can be placed on action spaces to source local materials, help upgrade the shop, restock inventory, or trade materials at the market. Each shop type has a starter deck of products they can create, but have limited shelf space to fill.
Got my vote - Sounds like something I would enjoy. The concept of playing the role of a shop owner is interesting. I've always thought that if a town has requested the help of adventurers then they should also be trying to help out said adventurers as much as possible. And, I like the idea of a frequently changing dungeon which adds replayability.

dtwiley wrote:

2. "Out of Gas" - Tentative name stemming from the Firefly episode that inspired the theme. Solo sci-fi game where you are injured and regain consciousness in your ship to find that you're locked in the back part and all life support systems here have been shut off. There is a limited supply of oxygen, you're bleeding out, you need to find a way to regain heat before you freeze, and there are some goons you've got to get even with who have commandeered your ship. This will combine the excellent deckbuilding design of Friday and add several levels of resource management, movement throughout the ship, tough decisions to make, and all leading up to one big battle.
You had me at Firefly (possibly the greatest show in the history of television), plus its a great episode.
I also like the idea of this as a game in general. I tend to do most of my gaming solo.

gfrick67 wrote:

2. The Coven of the Waning Moon - Witches in a colonial era village completing task through casting spells while trying to remain unknown to the council seeking to stamp out witch craft. A push your luck mechanism to gather ingredients from the forest, and a hand management aspect to gather the most renown to become the new leader of the coven. Multiple characters with differing strengths and weaknesses to increase difficultly and replay-ability
I think it's an interesting idea and theme. The idea of gathering ingredients from the forest (and possibly nearby villages?) could be interesting. This one got my vote. I can see multiple aspects to this as a game, with gathering spell ingredients, crafting spells, attending coven meetings (not the right word I know) and all the while trying to hide your true identify while (I assume) going about daily life in the village.

tenpointgames wrote:
Gold rush game (WIP title: The Rush)
Players take on roles of people settling in and building up a mining camp, or just play it as a stand-alone mining game. Press-your-luck dice rolling to try for a bigger haul in the mining claim.
I liked this one purely for the combination of theme and genre. I think its a good example of the right combination. Push your luck and Gold Mining. I think it could work both ways (building up the camp and stand alone mining).
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Spidernikii wrote:
KarmikazeKidd wrote:

Wingframe - Racing game in the vein of F-Zero, Podracing, and Extreme G. The game is set up for a progression style league series, and heavy customization of the Wingframes and their pilots. Played on a grid-free, interactive map. Movement is somewhat similar to a combination of X-Wing and Armada.(Early playtesting, still assessing mechanics)

Wingframe got a vote from me. I like the customization aspect and the idea of a progression style league series seems to make me think of a replayable legacy style game, without the usual legacy aspects (destroying components)
I appreciate the vote, and the explanation of why you chose that option. It's always helpful to know which aspect of a design draws people in the most.

@jwarrend - I didn't bother initially because two of them have been up on the forums here for a while to extremely limited input/feedback. I went and posted them on BGDF as well, and it fell to 0 response. I've basically just assumed that either the ideas are that poor, or I'm that bad at getting the idea across.

But hey, there seems to be a lot of traffic here, so perhaps this will help. Thanks again for making a fun thread that generated the traffic and interest.

Honorbound - https://boardgamegeek.com/thread/1958369/wip-honorbound-sci-...

Wingframe - https://boardgamegeek.com/article/28458899#28458899
 
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As requested, I've posted up the WIP thread for Orbits [thread=28912659]here.[/thread] Very early on in the process, but I should have a basic board template ready for it pretty quickly.
 
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A WIP thread will be coming for my dynamic worker placement game (working title: One Man's Trash), but I'm going to hold off for a couple of days.

Namely because I'm thinking of using this game for the upcoming League of Workshop:
https://boardgamegeek.com/thread/1977363/league-designers-wo...

I'd recommend to others to consider doing the same!
 
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Spidernikii wrote:
I'm going to try and elaborate as to why I voted the way I did on each poll. It may not be much but any kind of feedback is good feedback IMO. I Realised that replaying to every poll individually could not only get time consuming, but maybe also irritating for others on this thread, so will try multiple answers in 1 post and see how that works.

dtwiley wrote:

2. "Out of Gas" - Tentative name stemming from the Firefly episode that inspired the theme. Solo sci-fi game where you are injured and regain consciousness in your ship to find that you're locked in the back part and all life support systems here have been shut off. There is a limited supply of oxygen, you're bleeding out, you need to find a way to regain heat before you freeze, and there are some goons you've got to get even with who have commandeered your ship. This will combine the excellent deckbuilding design of Friday and add several levels of resource management, movement throughout the ship, tough decisions to make, and all leading up to one big battle.
You had me at Firefly (possibly the greatest show in the history of television), plus its a great episode.
I also like the idea of this as a game in general. I tend to do most of my gaming solo.
Thanks much for the specific feedback. I like hearing that feedback, and since the overwhelming majority of people have voted for that one it is the first functional prototype I'll be making. Look for a WIP thread to appear as soon as I have said prototype constructed and a better working name decided upon. I've got about 25% of the cards needed so far, just have to figure out what goes into each of the different "room" decks.
 
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1. Alpha - A 2-4 player exploration/survival game where each player controls a wolf pack. Starting with two alpha wolves, you breed and grow your pups, hunt for food, and avoid losing juveniles. Largest pack at game end wins. Hextile board, hidden at start.

2. Cradle of Culture - Pure solitaire civilization game with hextile board, exploration, tech tree, two AI "Rivals". Develop population, settlements, specialize labor and gather tech and build monuments and cities to end with more Culture than the AI Rivals.

3. Holmgard - 1-2 player game where you start with 2 boats at the mouth of a river. Sail up the river, disembark your clans, interact with locals (trade, pillage, conquer, settle). Be the most effective and make your mark on this newly discovered riverland.

4. War Scout - Pure solitaire game series, where you play a group of scouts during a war. Multiple wars / sides possible, mission-based, hextile exploration.

5. Rise of Buddhism - 2 - 4 player area majority / influence / trade / conflict game. Play a kingdom in 5th century BCE India. Expand territory, trade, conflict. As Buddhism arises, adapt to new situation. The Buddha himself is a time tracker as he moves across the board. Where Buddhism spreads, conflict becomes less viable, trade more so.

Poll: Which Game Design Should I Pursue?
Vote for the single game which you would most like to play!
Which game would you most like playing, based on brief summary above?
Alpha
Cradle of Culture
Holmgard
War Scout
Rise of Buddhism
      29 answers
Poll created by hieronymus71
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Thank you all for a) starting this thread and b) voting on my designs.
Plus, alerting me to the League, which I will join to get Rise of Buddhism off the ground.

Thanks again everyone!
 
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This is a great idea! Thanks for starting this.

1. The Dynasties: (3-5 player)Medieval character-driven dice game where players attempt to create the most successful family dynasty. All players are in the same kingdom vying for positions as king, duke, etc. Each character has specific strengths and weaknesses that can change as they grow older. Character life is represented through dice (which are used to take actions), once a character is out of dice they die and an heir takes over. Game is meant to be played over several sessions (your characters would carry over from game to game). Game would include a history book where you record your dynasty, and can remember the great kings and the total losers.

2. Gods of Aeinor: (2-5 player) Players control gods who work together to create a world. Players begin by creating world, and eventually create races that grow and fight with each other. Races are controlled by Automa decks, and can only be somewhat influenced by the Gods. Players are vying for influence with the greatest races and hoping to be able to positively influence the course of events to give their race(s) and advantage. All actions are taken using multi-use "power" cards, which also act as a game currency. Players must be constantly fighting the tension of gaining points for themselves vs. getting more "power" cards to use later.

3. Modern Builders: (2-4 players) Cross of a deck-builder and a Euro. Players must use cards in their deck to blind-bid on construction projects(worth points) against other players. Low bid wins, but the lower the bid is, the more risk is involved in the project. Risk can cause negative effects that hinder your progress, and give bonuses to the players with the least amounts of risk. Players must balance a fine-line of winning bids, while avoiding (or finding ways to manage) too much risk that can bog them down. Winning player is decided by the total value of all projects built.

[on poll, 5 is most interested, 0 is least interested)

Poll: Game Design Poll
Rank the games on how interested you would be:
  The Dynasties Gods of Aeinor Modern Builders
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5
      21 answers
Poll created by robertbiang
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I have to say, I'm the most interested in Dynasties, as that gives me a bit of a Rogue Legacy vibe. Add in a mechanic where you can upgrade some basic stats after each generation, and I think you'll have a rather entertaining game to be going on with. You'll want a way to play the game as a single session without requiring an entire campaign, but I think the idea would really shine in the full campaign play.
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Magius wrote:

4) Outer Worlds - Space themed pick up and deliver game with exploration and ship upgrades where you select the best route to maximize profits each turn, with each turn adding another stop in the order. Each planet allows you to buy some resources for cheap, and buys other resources for a lot (1 to buy, 3 to sell compared to 2/2 for selling to the home market), but only has a limited number of slots for each. Exploration gives some extra money in exchange for taking on additional risk.
If you haven't already, you might look at Perry Rhodan: The Cosmic League. It's a great game and I love it but it does sound very similar to Outer Worlds. Not necessarily a bad thing, but I thought you might like to know.
 
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Okay, I'll bite.

1. Manaforge: Dark Magic. [In design] An expansion for my recent game Manaforge. Trying to up the game's player interaction. Adding a black die with effects that disrupt other players. More item cards with effects that trigger when opponents do certain actions. Currently looking at various other bits, like shadow tokens that can be spent to slow down opponent's engines and an alignment track that allows players to descend down the path to darkness, giving both bonuses and penalties.

2. Suicidal Cabbages. [Shelved, development stalled] Play as a head of cabbage trying to shred yourself into coleslaw. Time and hand management, and set collection. Get points for reducing your hit points to zero using tool cards, and collect coleslaw ingredient cards for bonus points. Game was playable but never quite hit the 'fun' point.

3. Sky Pirates. [In development] Steampunk theme, hidden information, area control, filler length card game. Pirates in airships raiding locations to gain treasure. Play airship cards face down into stacks; cards have combat values, most power gets the location's treasure. Ships power and the location they're attacking are hidden until a player uses one of a limited number of 'scout' actions to reveal. Once all cards are played, flip everything up and figure out who got the loot.

4. Starbase Epsilon. [Concept] Worker placement plus deck building. Command one of multiple teams of engineers repairing a derelict starbase. Your deck is your crew of engineers. Play a worker token and a card to assign an engineer to make repairs. Fire (trash) engineers from your deck and hire (gain) better ones. Deal with random events (meteors, aliens, distress calls). Impress the head boss to score points, or shift blame to another team when something goes wrong.

5. Standing Room. [Concept] A card game that doesn't use a table. Cards are keyed to player colors; you're trying to get your cards in the draw deck flipped over. One player at a time is the dealer and is in charge of holding the draw deck. (The deck is their 'hand'.) Other players get hands of cards. All players are trying to insert cards of their color into the deck face up while preventing other players from doing so. The dealer role changes hands periodically. First player with X cards of their color flipped up in the deck wins.

Poll
Do any of these ideas sound appealing?
  Yes Maybe No
Manaforge: Dark Magic
Suicidal Cabbages
Sky Pirates
Starbase Epsilon
Stanbding Room
      26 answers
Poll created by Firewind42
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