davidryanandersson

u/davidryanandersson


r/boardgames•

I love games that allow players to surprise and deceive one another. Hidden movement, blind bidding, facedown tokens, counterspells, trap cards, all veey juicy.

What are some other really unique and creative ways games have let you be sneaky and misleading?

I'm not including social deduction games for this because I'm more interested in hard mechanics instead of politicking.

Thanks!

1517

r/homemadeTCGs•

I feel like no matter what the system is it's inevitable that you see the same kinds of mechanical archetypes show up across different games: recursion, tribal, aristocrats, tank, voltron, etc. It's common to find some version of these mechanics in all tcgs if they last long enough.

What are some card games with archetypes that feel totally unique to that game?

For example, Arkham Horror LCG uses a customizable bag of tokens instead of dice, and several different archetypes exist around the fact that you can manipulate what tokens are in the bag and what they do when drawn.

1710

r/BoardgameDesign•

I love card games, and no matter what the system is it's inevitable that you see the same kinds of mechanical archetypes show up across multiple games: recursion, tribal, aristocrats, tank, voltron, etc. It's common to find some version of these mechanics in all card games if they last long enough.

What are some card games with archetypes that feel totally unique to that game?

For example, Arkham Horror LCG uses a customizable bag of tokens instead of dice, and several different archetypes exist around the fact that you can manipulate what tokens are in the bag and what they do when drawn.

00

I have a medium weight game that centers around asymmetric yet customizable factions. The amount of potential to playtest and balance the game is probably infinite.

I don't want to waste time fine-tuning numbers for a game that I otherwise believe is very playable and enjoyable if I can't find a publisher.

How normal is it to sign with the qualifier that there is still a lot of room to test the balance?

118

I know that everyone hates when a game is clearly designed for a group of players, and shoehorns in a 2-player variant just to say it supports all player counts.

But does anyone have any examples of 2-player variants they actually really like?

This isn't just games that work well at 2. I mean there are additional rules necessary to support a 2-player game.

Thanks!

622

I've been thinking about the strategy circle (i.e. Rush is weak against tanking, tanking is weak against long-term econ focus, and econ is weak against rushing).

But in my game, there is no way to rush the end game. The game will continue no matter what, and players who are at a disadvantage early can still refocus and be generally fine.

Are there games with unconventional approaches to a "rush" strategy? Like claiming lots of small batches of VP early, or accumulating lots of resources early and hope your early advantage carries you through the end game?

36

I'm designing a medium weight area control game with asymmetric factions. I have 4 factions designed for beginner players and 4 for expert players.

These factions CAN be played by anyone, the difference is how deep your understanding of the rules should be to pilot them.

For example, "beginner" factions are more reactive and tactical rather than strategic. They are less reliant on combos or timing windows.

"Expert" factions ask you to consider the rules and resources of the game in new unexpected ways, and allow for more complex interactions with more mental load.

And what I've found is that new players playing simply can be just as competitive as an expert with their complex factions.

37

r/boardgames•

I feel like there are a lot of games that are not originally asymmetric but add some kind of unique player powers in the expansion.

7 Wonders Leader cards

Clank Adventuring Party adds unique characters and starting decks

Viticulture Tuscany adds the mother and father abilities

Lost Ruins of Arnak has Expedition Leaders.

What are some examples of these kinds of expansions done right, where they really change how you approach the base game?

630

r/gamedesign•

I feel like Boss Rush games have been quietly exploring some interesting design space and I'm interested in making one myself.

But I've found it surprisingly difficult to find resources about what people enjoy about the genre or design principles of the genre. Does anyone know where I could find some?

Thanks!

1413

r/boardgames•

Boss Rush games have become their own genre the past few years in video games. Are there any examples of board games with the same structure? Where a single playthrough is just facing off against a string of several "boss fights"?

I can think of some that come close like KDM or Kinfire.

Thanks!

1116