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Subject: Green Box of Games design contest summer 2018 rss

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Jørgen Brunborg-Næss
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Greetings, and welcome to the first ever Green Box of Games Design Contest!

The Green Box of Games is a game system, currently available in the “Second to None Edition”, published with the help of a Kickstarter campaign in 2017. The box comes with rules for 16 different games that you can play with the same components. In addition the Green Box Community Wiki holds rules for 37 different games, some original, some traditional and some adapted games, bringing the total number of available games up to 53. Included in the 37 games on the wiki are also 12 games created by backers of the Kickstarter campaign.

But all these games are obviously just the tip of an iceberg, merely examples of the game experiences that the Green Box of Games can provide. While there are many good games among them, I truly believe the best games for the Green Box have yet to be created.

And this, my friend, is where YOU come in!

Contest Timeline:

Contest starts: May 24th
Entry deadline: July 1st
Rule completion deadline: July 29th
Public voting starts: August 6th
Public voting complete: August 19th 25th
Jury voting starts: August 20th
Winners announced: August 26th

Voting form link:
>> https://docs.google.com/forms/d/e/1FAIpQLSddQBa6ya1QrCjQaFCR...


Entry requirements

gooGame must use only the standard components included in the Green Box of Games system: 36 tiles, 54 cards, 80 cubes, 2 dice

gooGame may use only some of the available components

gooParticipants must register their entries no later than July 1st, by replying to this thread, geekmailing me, or emailing contact@greenboxofgames.com. A registered entry must at least contain the name of the participant and the game, and a very short description of the idea.

gooA page for the game must be created on the Green Box Community Wiki as soon as possible after registry. I will help you do this if necessary.

gooThe game must not already be included in an official rulebook (including the Kickstarter games rulebook)

gooBoth fully original games and adaptations of other games are eligible. When adapting other games, please respect copyright (so do not copy/paste text or images), and give credit to original creators. Simple copies of existing games will not be accepted, some form of adaptation must take place to make your game unique.

gooYou can submit as many games as you want to, but one designer can only win in one category.

gooComplete rules must be made available on the wiki no later than July 29th.

gooThe Green Box of Games and all related material is available under a Creative Commons SA-BY-NC license (Share freely with attribution for non-commercial purposes), and all games and material submitted during this contest must be available under the same license, attributed to the respective creator.

Categories
Main categories:
Any one game can only be submitted to one main category.
d10-1Best original game
d10-2Best adapted game

Secondary categories:
Depending on the number of entries, a winner will be chosen in each of the following categories if the category has more than three entries.
Player count:
Any one game can be submitted to one of these categories.
d10-3Best solitaire game
d10-4Best game for 2 players only
d10-5Best game for 3-4 players
d10-6Best game for 5+ players

Game type:
Any one game can be submitted to one of these categories.
d10-7Best abstract/perfect information game
d10-8Best family game (requires a blend of luck and strategy, or mostly luck)
d10-9Best complex game
d10-0Best skill-based game (dexterity, memory etc)

Voting
Public voting will be handled through a Google Form, and will be available to anyone with an email address (that means friends and family can be invited...)
After public voting, the top 5 in each category will be subjected to jury voting. The “jury” consists of all members of the Green Box of Games Community Group on Facebook, where everyone taking part in the contest is encouraged to join. Jury voting will be handled with Polls in the group, starting with the main categories to make sure that the main winners are not included in final voting in the secondary categories.
Edit Aug 20th: Public voting extended for a week, "jury" voting is skipped.

Winners and prizes
One winner will be selected in each category, and the same game or designer can only win in one category.

All winners will receive one free physical copy of the Green Box of Games, delivered by mail anywhere in the world.

All entrants in the contest will get a link that enables online purchase of the Green Box at a strongly discounted price (i.e. to cover shipping and expenses).

Print-and-play available
If you do not currently own a Green Box of Games you can still participate! Print and play files, and other creative assets for making illustrations, are available here:
https://greenboxofgames.com/download-print-and-play/

More detailed descriptions of the components and their features can be found here:
https://greenboxofgames.com/about/

Existing rulebooks downloadable here:
https://www.boardgamegeek.com/boardgame/206591/green-box-gam...

Lots of other games available on the wiki:
https://greenbox.wikia.com/wiki/

Green Box Community Group on Facebook:
https://www.facebook.com/groups/1301361446631696/
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Jørgen Brunborg-Næss
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Vote here:

https://docs.google.com/forms/d/e/1FAIpQLSddQBa6ya1QrCjQaFCR...

Wiki page for list of entries:
https://greenbox.wikia.com/wiki/Category:Contest_summer_2018

List of entries, final:

Coordinates
Designer: Yury Milovidov
Categories: Original, 5 players, Family
https://greenbox.wikia.com/wiki/Coordinates

Push
Designer: Vegard Farstad
Categories: Original, 2 players, abstract
https://greenbox.wikia.com/wiki/Push

King's Valley
Designer: Mitsuo Yamamoto
Categories: Adapted, 2 players, abstract
https://greenbox.wikia.com/wiki/King%27s_Valley

Jump
Designer: Mitsuo Yamamoto
Categories: Adapted, 2 players, abstract
https://greenbox.wikia.com/wiki/Jump

OKI
Designer: Mitsuo Yamamoto
Categories: Original, 3-4 players, abstract
https://greenbox.wikia.com/wiki/OKI

Snatch
Designer: Yury Milovidov
Categories: Original, 2 players, Family
https://greenbox.wikia.com/wiki/Snatch

NIM
Designer: Vegard Farstad
Categories: Adapted, 2 players, abstract
https://greenbox.wikia.com/wiki/NIM

Gridblock
Designer: Andre Heines
Categories: Original, 3-4 players, Family
https://greenbox.wikia.com/wiki/Gridblock

Green Port
Designer: Pedro Dias
Categories: Adapted, 3-4 players, Family
https://greenbox.wikia.com/wiki/Green_Port

Matchmaker
Designer: Stephen Jennings
Categories: Original, 5 players, Family
https://greenbox.wikia.com/wiki/Matchmaker

Sixteen Stone
Designer: Gary Boyd
Categories: Adapted, 2 player, abstract
https://greenbox.wikia.com/wiki/Sixteen_Stone

Business Casual
Designer: Elliot Anderson
Categories: Original, 2 players, Abstract
https://greenbox.wikia.com/wiki/Business_Casual

Berries of Faith
Designer: Kyrre Havik Eriksen
Categories: Original, 3-4 players, Family
https://greenbox.wikia.com/wiki/Berries_of_Faith

Swarm
Designer: Nicki Loyd
Categories: Original, 2 players, Family
https://greenbox.wikia.com/wiki/Swarm

Incomplete/withdrawn from contest:

Ditlana
Designer: Asa Zeren
Categories: Original, ?, ?
https://greenbox.wikia.com/wiki/Ditlana

Sarves
Designer: Ole Andreas Hoen
Categories: Original, 3-4 players, Family
https://greenbox.wikia.com/wiki/Sarves

 
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Jørgen Brunborg-Næss
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Winners and voting results by category

Notes on scoring: Voters were allowed to vote for first, second and third places in all categories. First place votes scored 4 points, second 2 and third 1. Several voters only selected games for the first place in different categories, and these votes scored 2 points (the difference between first and second). A total of 25 people voted.

Notes on selecting winners: The contest rules state that any one contestant can only win in one category. To achieve this, I first selected winners in the Original/Adapted categories, then in the 2-player/3+ categories, and finally in the Abstract/Family categories. Games who had already won a category were disqualified from winning another, even if they received more votes in that category.

d10-1 Best Original Game:

Winner: Gridblock
Designer: André Heines
https://greenbox.wikia.com/wiki/Gridblock

Scores:
Gridblock 28
Matchmaker 23
Rush Maze 21
Business Casual 17
Snatch 12
OKI 11
Push 9
Coordinates 8
Swarm 7

d10-2 Best Adapted Game:

Winner: Green Port
Designer: Pedro Dias
https://greenbox.wikia.com/wiki/Green_Port

Scores:
Green Port 48
King's Valley 31
Jump 16
Sixteen Stone 13
NIM 8

d10-4 Best 2-player only Game:

Winner: Business Casual
Designer: Elliot Anderson
https://greenbox.wikia.com/wiki/Business_Casual

Scores:
Business Casual 24
Push 17
King's Valley 16
Snatch 13
Swarm 12
Jump 11
NIM 10
Sixteen Stone 7

d10-5 Best game for 3+ players

Winner: Matchmaker
Designer: Stephen Jennings
https://greenbox.wikia.com/wiki/Matchmaker

Scores:
Green Port 26
Matchmaker 25
Gridblock 19
Rush Maze 19
OKI 15
Coordinates 10

d10-7 Best Abstract Game:

Winner: OKI
Designer: Mitsuo Yamamoto
https://greenbox.wikia.com/wiki/OKI

Scores:
OKI 27
Business Casual 26
King's Valley 18
Jump 15
Sixteen Stone 10
Push 7
NIM 6

d10-8 Best Family Game:

Winner: Rush Maze

Designer: Kyrre Havik Eriksen
https://greenbox.wikia.com/wiki/Rush_maze

Scores:
Matchmaker 26
Gridblock 22
Rush Maze 21
Snatch 19
Green Port 17
Coordinates 9
Swarm 9
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Jørgen Brunborg-Næss
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We are now at 5 entries, and I am confident that there will be a few more. My personal goal is 10 entries, and if that goal is reached I will definitely create a new rulebook and have it printed in limited quantity in time for Essen. All participants will get it for free by mail.

The entry registration deadline is only three days off, but the requirements for registration is simply a name and a one sentence deacription of the idea (and I won't sue you if you decide to change this later ). After that you have the whole month of july to become "contest ready"
 
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Benson Wolfe
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Just created a starter page on the wiki for my entry--Business Casual. Will complete and refine as I work out the details on the rules!

Categories:

Original Game
2p-Only
Abstract/Perfect Information

Thanks for the contest!
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Jørgen Brunborg-Næss
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9 - nine - entries, and counting
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Jørgen Brunborg-Næss
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Oh, no, left one out, so that's 10 actually!!
goo goo goo goo goo goo goo goo goo goo
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Jørgen Brunborg-Næss
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14 entries from 10 individual designers, and still a few.hours left to go!!
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Stephen Jennings
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Matchmaker:
Best Original Game Idea (to my knowledge, though there are a lot of memory games so maybe it's more like a best variation, will let you decide once I finish fleshing it out)
Best Game for 5+ Players
Best skill based Game


Test your memory as you try to be the closest matchmaker each round. Try to match up from memory what you saw before it all turns over and your memory is tested.
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Jørgen Brunborg-Næss
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So the total list came in at 16 entries from 12 designers. A big thank you to everyone getting involved!

All games have a wiki page where the designer can work on completing the rules. After July 28th there should be no more changes, allowing people to playtest and evaluate each game as it stands. I will get back to the process of voting in early August.

If you consider your game(s) to be ready for playtesting prior to July 28th (maybe they are already?), you may announce this here or in another appropriate channel (Facebook, Geekmail, email). I will separate the list of entries to highlight the games that are ready for testing.

To those of you following the contest who have not submitted your own games, I hope you will participate by testing and providing feedback on the submitted games, and by casting your vote for the best games!
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Gary Boyd
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16 Entries? That segues perfectly into my game introduction.

If anyone would like to play the game, Sixteen Stone is an abstract played on a 5x5 grid and it's ready to play. You can read the rules on the Greenbox Wiki or download the rulebook from the Sixteen Stone game entry on BGG.
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Pedro Dias
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Hi all,
I hope your design process is going well.

I have recently updated the rules for my game, Green Port.
It's a 2 to 4 players push-your-luck game inspired by Port Royal.
It's still a WIP, but the core mechanism is already there and I feel like no major change is coming.

I have added the latest rules to the Wiki (See Edit). Don't be scared by the size, I just tried to be as detailed as possible as I aimed it at people who are not familiar with the Port Royal push-your-luck mechanism.


You can find the rules here:
https://greenbox.wikia.com/wiki/Green_Port

If you decide to try it out I would love to hear your feedback!

Edit - I have now added Quick Rules for an easier start https://greenbox.wikia.com/wiki/Green_Port#Quick_Rules

-------------
gwarv for Design Challenge purposes I will leave the information here:
Main Category: Best adapted game
Secondary Category - Player Count: Best game for 3-4 players
Secondary Category - Game type: Best family game (requires a blend of luck and strategy, or mostly luck)





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Jørgen Brunborg-Næss
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So many great games submitted to this contest!

I've updated the list above to separate the 11 games I consider to be ready for playtesting, and of these I have currently tested 6 with my kids.


Coordinates (Yury Milovidov)
A luck-based game that my kids enjoyed more than me ;-) It works fairly well, but might need some tweaking. I would suggest adding some kind of rule that allows you to take single tiles on other events. Like when you play a card that enables new tiles to be revealed, you are allowed to take a single tile with the same symbol you played.


Matchmaker (Stephen Jennings)
A nice variation of the "Kim's Game" memory exercise. It is mainly skill-based, so like many similar games requires compatible levels of skill (memory) for all players to enjoy it. Playing with my 9- and 11-year old I made an adjustment to the rules before the first game: Only remember the colours and symbols, ignore the numbers. This turned out to be plenty difficult, so I would suggest adding the hig/low numbers rule as optional. As the game progressed we realized that the 10 second time slot for memorizing needs to be adjusted to the number of cards (as determined by dice), so we tried 2 seconds pr card (counting seconds one-and-two-and-three up to the number of cards). This worked well, keeping it difficult to even get 2-3 cards right, and not making 11-12 cards quite as impossible :-)


OKI (Mitsuo Yamamoto)
This is a fun little game that can and should be played many times in a row. My kids had trouble grasping the strategy, so we moved to NIM to get the basics in place.


NIM (Vegard Farstad)
This was my kids favourite this session, and I expect they will be playing it a lot over the next days :-)


Push (Vegard Farstad)
Fresh take on the n-in-a-row genre. Tried it with a 4x4 grid, which quickly turned into a draw (see picture), but it works better with 5x5 or 6x6. Vegard, I remember you had another idea where players started placing cubes of their colour while shifting and pushing tiles in the grid, which I think is a more interesting game.


King's Valley (Mitsuo Yamamoto)
I really enjoyed this game. I was surprised at how quick it was, our first games were over in 4-5 moves. We discovered that some openings are just pure suicide (see image), and several positions two moves in that need to be avoided. I expect many opening combinations are "solved" and have distinct winning strategies for one player, but it is interesting to explore these and try to find openings that are not instant wins or losses. It's like a middle point between chess and tic-tac-toe.
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Jørgen Brunborg-Næss
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Three more games tested!


Jump (Mitsuo Yamamoto)
Basically a variation on Halma/Chinese Checkers, but the board setup makes it a tight, quick and rewarding experience, much like Mitsuos other games.


Snatch (Yury Milovidov)
It's a dice game, and while I personally would rather play Yahtzee, my 9-year-old loved it. And it does have some tactical choices near the end. Anyway, the Green Box idea is to provide all sorts of games for all sorts of people, so quick luck-based games definitely have their place.


Gridblocked (André Heines)
This game is definitely one of my favourites in the contest. It plays to many of the fundamental strengths in the Green Box (random board setup, matching cards to tiles, splitting the deck to give each player a balanced hand of cards), while maintaining simplicity and elegance. Also a nice blend of luck and tactics that makes for a good family game. André has suggested a 6x6 grid board, but my kids quickly wanted to try a more free-form layout, and I think this improves the game, especially the replay value, and utilizes another of the Green Box core features. All 36 tiles are too much for a two-player game, and maybe even for 4 players. I would suggest 18, 24 and 30 tiles respectively for 2,3,4 players.
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André Heines
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Well, I somehow managed to finalize the rules for Gridblock, including some variants and optional rules, like variable grid layout, additional blocking mechanism and special optional ending condition. Choose you complexity level!
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Nicki Lloyd
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A little close to deadline but I have now updated the wiki entry for Swarm as it is now finished 😁
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Jørgen Brunborg-Næss
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I've tested four more games, Swarm, Sixteen Stone, Rush Maze and Business Casual.

Swarm (Nicki Lloyd)
When I read the rules I didn't think capturing a single piece by enclosing it on either side would feel like "swarming". However, when we started playing I realized that on high die rolls and with chain reaction effects I could capture 3 or 4 pieces in the same turn, and that really did feel like my swarm was dominating the other.
I do feel that the game needs to mature a bit, because we discovered that the best defensive strategy is to arrange your cubes in a straight line across the board, and there is no way to break through that even with diagonal moves. With 7 cubes you can also easily have a secure frontline that can advanced slowly. And if you have an 8th cube on the board, this can just move around behind the line to spend movement points you don't need. This turns the whole game into a stalemate that either gives victory to the player rolling the most 1's (to get cubes onto the board), or the dice rolls somehow force one player to open up at some point, which should pretty much guarantee victory to the opponent. So I think you need some kind of special move to break through an enemy line, for instance by jumping across by spending additional movement points, or sacrificing one of your own to take out an opponent. The basic dice/movement/swarming concepts are good and fun, so I think it has the potential to be a very good game!

Sixteen Stone (Gary Boyd)
An intriguing abstract which seemed a bit static at first, both players just pushing a bit back and forth and getting pieces back on the board as soon as they were captured, but when we started figuring out the possible ways to combine pushing and moving to capture, and then sacrificing pieces at the right time for the extra advantage, it became a lot more interesting and proivided a real strategic challenge.

Rush Maze (Kyrre H. Eriksen)
A simpe game of matching symbols on your hand to symbols on the board. It's a card game based on blind draws, so it's going to be quite random, but there is some tactics involved in choosing when to play cards and when to keep them to prepare for future rounds. Tried it with two players only, and expect it to be even more enjoyable with 4.

Business Casual (Elliot Anderson)
This game uses the pip value of the symbols (like Elliots previous game King's Ransom), and you have to place them next to each other in a way that scores you more points than the opponent. If the numerical difference is odd, the highest number wins, if even the lowest number wins. Takes some time to get into the mindset of this calculation, but after a few rounds it flows smoothly. A quick game that you can play several rounds of. One point in the rules that might be unclear: Can you really place tiles anywhere, or do they have to be connected to another previously placed tile? Also, a tuning of the setup might be nice to make sure the new hires arrive early and the boss arrives late.

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Gary Boyd
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You have the wrong designer for Sixteen Stone. That may have been my fault. It's designed by me, Gary Boyd. Thanks for taking the time to play it and provide feedback.

Cheers,
Gary
 
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Jørgen Brunborg-Næss
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debiant wrote:
You have the wrong designer for Sixteen Stone. That may have been my fault. It's designed by me, Gary Boyd. Thanks for taking the time to play it and provide feedback.

Cheers,
Gary


Oops, Gary, terribly sorry about that, got your name mixed up with another participant in the contest. Error corrected blushwhistle
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Benson Wolfe
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Gwarv wrote:


Business Casual (Elliot Anderson)
This game uses the pip value of the symbols (like Elliots previous game King's Ransom), and you have to place them next to each other in a way that scores you more points than the opponent. If the numerical difference is odd, the highest number wins, if even the lowest number wins. Takes some time to get into the mindset of this calculation, but after a few rounds it flows smoothly. A quick game that you can play several rounds of. One point in the rules that might be unclear: Can you really place tiles anywhere, or do they have to be connected to another previously placed tile? Also, a tuning of the setup might be nice to make sure the new hires arrive early and the boss arrives late.



Thanks for the playtesting and the feedback! I've clarified on the wiki that a new tile may be placed in *any* open space (whether or not adjacent to an existing worker), subject only to the New Hire and Boss rules.

I'll take a look at tweaking the setup to get the New Hires out early. Because scoring more than one side at a time is so important in the game, we've had some fun forcing difficult choices on one's opponent with a late-game New Hire.
 
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Jørgen Brunborg-Næss
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captainexpert wrote:


Thanks for the playtesting and the feedback! I've clarified on the wiki that a new tile may be placed in *any* open space (whether or not adjacent to an existing worker), subject only to the New Hire and Boss rules.


Are you sure about this? We've had more fun when new tiles must be adjacent to an existing one. With free placements we placed most tiles far apart in the beginning to avoid giving points to the opponent, resulting in very few points scored in total and a rather random endgame when the gaps were closed.

captainexpert wrote:

I'll take a look at tweaking the setup to get the New Hires out early. Because scoring more than one side at a time is so important in the game, we've had some fun forcing difficult choices on one's opponent with a late-game New Hire.


I guess sending in the boss late is more important than the new hires early. An early boss placed near the center of the board made for very limited choices and less fun :-)
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Pedro Dias
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I am dropping my thoughts (originally posted to Facebook) on Business Casual here because Gwarv pointed out that the designer captainexpert is active here but no on Facebook.


Quote:
I played Business Casual (design by Elliot Anderson), the designer doesn't seem to be a member, so I am afraid my report might fall on deaf hears, but maybe others find it interesting.
(Similar to what Jörgen already said) in the beginning it is a bit hard to get around the point calculation, but once you do that the game flows quite well. I actually would suggest that instead of "high/low value wins" it should say "you get a point"/ "your opponent gets a point" as this is what actually happens and it would make it easier to reason with sometimes
I also believe placing the cubes on top of the tiles could be replaced with just putting them somewhere else. This is actually only a "problem" because we were playing in a towel, meaning the cubes would fall around. However, in a flat surface they do look better on the tile-board
All in all I enjoyed the game even though for me it was sometimes hard to remember the proper calculation (my girlfriend had an easier time with it though).

PS: to any reader, I am the designer of Green Port and it looks like I am the only one here who played it. I would very much welcome any type of feedback
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Jørgen Brunborg-Næss
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Voting starts now!

https://docs.google.com/forms/d/e/1FAIpQLSddQBa6ya1QrCjQaFCR...

In the form you can pick your three favourite games in 6 different categories. You are not absolutely required to complete the full list of selections, nor are you required to playtest all games in the contest before giving your vote, but I do hope you take the time to check out as many games as possible and give your votes to all the games you like.

There is only one vote per person, but you can come back and edit your response later.

Designers can vote for their own games, and it's ok to invite your friends to vote as well. But again I urge everyone who is voting to check out as many as you can of the entries.

The final deadline for voting is August 19th at 23:59 Central European Time.
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Benson Wolfe
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pedias wrote:
I am dropping my thoughts (originally posted to Facebook) on Business Casual here because Gwarv pointed out that the designer captainexpert is active here but no on Facebook.


Thanks for the feedback--and for re-posting it here!

pedias wrote:
PS: to any reader, I am the designer of Green Port and it looks like I am the only one here who played it. I would very much welcome any type of feedback


We enjoyed Green Port--great use of the various components! Our one thought was that the Police (black-rimmed cards) tended to show up a little too frequently--more often than not before a pair of any other color was revealed. Maybe there could be a way to mitigate that at a cost--perhaps having the option once per turn to spend two units of any color to "distract" the officer and allow the active player to keep drawing cards?
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Benson Wolfe
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Gwarv wrote:
captainexpert wrote:


Thanks for the playtesting and the feedback! I've clarified on the wiki that a new tile may be placed in *any* open space (whether or not adjacent to an existing worker), subject only to the New Hire and Boss rules.


Are you sure about this? We've had more fun when new tiles must be adjacent to an existing one. With free placements we placed most tiles far apart in the beginning to avoid giving points to the opponent, resulting in very few points scored in total and a rather random endgame when the gaps were closed.


Well, I thought I was. Initially the rules required placement adjacent to an existing piece if possible. There was a reason I moved away from that, but I can't recall exactly why--there were several iterations of the office space along the way. In our group the remote placements were less frequent--since they invariably result in "0" points, and usually at least "1" is possible early in the game without too much overt risk. That may be the result of different playing styles between your test group and mine, and I'll try to give it another look.

I also got the sense that free placement left a little more room for counting tiles when the stack gets short, and taking a chance on what sequence the remaining values would appear--i.e., I'll drop the 5 here, you'll have two viable placement options for the currently-visible 2, and I'm gambling the second to last tile will be a 3 instead of the 4.

Thanks for the feedback, as always. I'll go back and see if we have more "fun" the other way.
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