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The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Tom Francis

And their mounted Bishop grabs the Flame: like Frost, but ignites tiles: units on burning tiles must move or die at the end of their turn. Enemies can move onto (but not through) empty fortified tiles to clear them, but they can’t enter occupied fortified tiles. Friends can move freely through them.

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10 Elements of Good Game Design

Brand Game Development

In Tasty Humans , points are earned by monsters for eating people and arranging their body part tiles in certain ways in the monster’s stomach. There are limits to exactly how you can place tiles, and you don’t always get what you want. If you hate the game you’re playtesting, do something different.

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Bringing it Together – The Board Game as a Project

Brand Game Development

Drapple is an abstract, tile-laying gardening game. Every iteration of each game has to be created somehow and there are A LOT of iterations – usually a new one after each playtest, especially in the beginning. I also try to go to as many conventions as I can and playtest as much as possible.

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building a better drafting game

Interesting Choices

Not long after that I started working on a game (then called City Draft) that would be strongly inspired by a few key influences: 7 Wonders for the mechanics and structure, Carcassonne for the idea of placing tiles in a grid, and SimCity for the theme. Science is purely all or nothing. Few viable paths to victory.

Build 40
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I Make Board Games in Tabletop Simulator (A Guest Post)

Brand Game Development

Shuffling decks, dealing tiles, and assigning first player at a push of a button is very useful. Tabletop Simulator doesn’t just let people play before pledging, it’s also a great place to design and playtest games. Tabletop Simulator allows you to script functions within the game.

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indiecade + board game designs update

Interesting Choices

Also wanted to give a quick update on my various boardgame designs: City Draft - This 7 Wonders inspired drafting game is consistently liked in playtests and has been improving slowly and steadily. I thought I was onto something here after I hit a design breakthrough a few weeks ago but I'm getting discouraged again based on recent playtests.

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A dramatic design shift for Spellstorm

Keith Burgun

At different parts of the bridge there were investment tiles, so on a basic level the premise was kind of, “do I move to a relatively unsafe investment tile, or do I BUMP?” You win by bumping the opponent into damage areas, dealing damage to them until their health reached zero, before they could do it to you.