Ken R
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The most accurate non electronic football experience, set in a fantasy world. We are just entering play testing and need your feedback. Player skills are derived from actual NFL Player stats. Though the players themselves have fantasy names and appearances each player can with a little skill be mapped to the player they get their skills from. The name of the game is not yet set in stone thus the title of this thread. Those who help playtest will get an opportunity to vote on one of several names that we are choosing from. So please let us know if you are interested in play testing.

Now for the game...
It is football so it is meant for two players though there are rules to play 4 players with two players working together with their own gameplan and roster for either the Offense or the Defense.

PFF is a card game but will not be randomized. A New Owner Kit (starter set) will include everything you need to play, two teams, Playmat, Dice, and field/Clock dial.

PFF has everything real professional football has. Instant replay, Plays that do not have a fixed result, Players that actually react to the defender persuing them. QB's that may or may not complete their passes based on their skills and targets position. Environments, Team coheasion (Players just play better when they know their teammates), Penalites, Motion, Play Action, Audibles. You name it this game has it and its all designed to make the gameplan desck building and team formation strategy matter. There are even environment and stadium cards, Home field advantage and special skills that players may inately possess or show in the form of Skill Flashes (moments of exception talent).

We would like to invite everyone interested in the progress of our game to follow our twitter feed where we will post questions and occasional images of game parts to solicit your opinions on several aspects of the game. Our Twitter address is @ActiveMindsGame.

Please feel free to post here there or email us any feedback you would like to provide. Questions are definately welcome.
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Ken R
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Re: Fan-To-Z Football or something like that...
how important is actual players as pieces on the field to realism to a game of football?

Current incarnation of our game has player cards that when folded act as pieces on the field and move through spaces and interact with defenders and blockers on the field.

We are considering a change that would not have this high detail of interaction but would keep the more important aspect as bonuses and enhancements when trying to avoid tackles.

Is the gain of faster and more streamlined plays worth the loss of full movement of pieces and the realism that comes with it?
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Nate K
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Re: Fan-To-Z Football or something like that...
Taxeon wrote:

Is the gain of faster and more streamlined plays worth the loss of full movement of pieces and the realism that comes with it?


Depends on the kind of game you're trying to make. If you're trying to make a fast and streamlined game that plays quickly and abstracts a lot of concepts, then this is the way to go. If you're trying to provide a high level of detail and simulation, then you'll want to keep the player pieces. Both are good, but your choice will affect the kind of player you're targeting.

I will say that faster, more streamlined games are more popular now than plodding, heavy-simulation games.
 
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Ken R
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Re: New game Fan-To-Z Football Feed back please.
Plays with player movement are about a minute which results in a game about 90 minutes long. A game without movement could be about 30 percent shorter allowing for more games and more efficient tournament play.

So I would not say the movement creates a prodding game just a more complex one. We are planning league/Tournament rules and possible rankings on our website so we don't want the length of game to be a deterent.

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