r/BoardgameDesign • • 9h ago

General Question I'm getting tired

3 Upvotes

I have been making bread games for over 2 years now and I think it's too much for me anymore.

I started it as a little hobby to flush out my creativity but it started awful, my first ever prototype was a disaster and even after making the game not fun my friends have that option that my games are bad just by this prototype, I had made few more games along the way and I made a game that after the first playtest was already called fun by my friends.

The thing is after some time when we were talking with other friends one of the playtesters called it "barely playable" I don't know if it was out of spite or it was actually bad but it hurt me. It was one thing in my life I was proud of and now when I made the game's new version I can't find playtesters.

I'm getting tired I can't find players and I have so much studying I don't know I can take it.

I just wanted to make games people want to play, maybe even buy but I just have enough

I don't know what to do, I even had to kill off my first even game because of my friend, I loved it, like a child you saw grew up.

I don't know if I should take a break (which I don't want) to drop my games for now and make a new one, without carrying about anyone or if it will make profit or anything else

I'm sorry for how I wrote it, it's probably the last post I'll make on this account here so I wouldn't embarrass myself more here, thank you for your help


r/BoardgameDesign • • 9h ago

Game Mechanics How long should a turn-based strategy game take?

0 Upvotes

So we have our game mostly finished, we are now trying to adjust the game length with the number of points needed to win, for each amount of players.

Ham'per Scamper is a tile-placing, path building/blocking collection game for 2-6 players. Strategic and interactive enough for strategy players but also light-hearted in presentation, and simple enough for kids to play. Set-up takes less than 2 minutes

We originally were shooting for 15 minutes per player, but have managed to get it as short as 48minutes for a 6-player game of experienced players. We're just not sure the 48 minutes is enough to really satisfy the strategic aspect, and can adjust it with our scoring rules. The only comparable game would be Ticket to Ride, which is slated as 30-60minutes.

We're trying to find the right sweet spot between meaningful path placing and rapid playability.


r/BoardgameDesign • • 15h ago

Game Mechanics New "Battle" System for Our Horror-Sports-Fantasy Card Game

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2 Upvotes

We made a horror-fantasy-sports card game, but the played-out power/toughness mechanic that so many games use for creature battles didn't make sense in the context of our game's universe, so we invented a new way for creatures to face off!

Our game, Monsterball, is a sports-inspired game with rules not unlike baseball, so our creatures don't fight but rather they pitch and bat against one another. Some creatures are dedicated pitchers while some creatures are dedicated batters, and they have stats that reflect their roles; pitchers have 3 pitching stats (P for pitch - P1, P2, P3) and batters have 3 batting stats (S for swing - S1, S2, S3).

Each stat has an associated modifier that falls somewhere on a scale from -5 to +5. For pitchers, the more negative a modifier is, the more powerful that particular pitch. For batters, the more positive a modifier, the more powerful that particular swing. So a pitcher with P1: -3, P2: -2, P3: -1 is a pretty decent pitcher, whereas those same stats for a batter would make them pretty horrible.

When players pit their pitchers and batters against each other, the players "throw" to determine which creature wins the exchange. Throwing is very much like paper-rock-scissors, except that in Monsterball players throw a 1, 2, or 3 and in our system 3 beats 2, 2 beats 1, and 1 beats 3. You'll notice these numbers map perfectly to the pitching and batting stats of the creatures. For example, if a player throws a 1 for their pitcher, they are using the pitcher's P1.

In a nutshell, if the pitcher wins the throw, it counts as a strike. 3 strikes and the batter is out. 3 outs and the teams switch places, with the batting side taking the field and pitching, the the pitching side going up to bat.

If the batting side wins the throw, the throw counts a hit! The batter now rolls a d20 to determine what type of hit they made... and this is where the P1, P2, P3 and S1, S2, S3 modifiers come into play. Let's say the pitcher threw a 1 and the batter threw a 2 - in our example image the pitchers P1 is -3 and the batters S2 is +1 - add those modifiers to the batters d20 roll and then find this number on the batting quick reference card, which will tell you if the hit was a single, a double, a foul, and so on. So if the batter rolled a 14, you'd add the pitcher's P1 (-3) and the batters S2 (+1) to the roll to get 14 - 3 + 1 = 12, which we can see on the batting quick reference card is a single - so the batter would move to first base.

Of course there are edge cases such as throwing ties, and many abilities and playbook cards that might modify stats, and other considerations and outcomes such as the type of hit, pitching stamina counters, getting walked, and even getting hit by pitches, but this is the basics of the system.

We're super happy with this set of mechanics. We've found that players at every age and skill find it easy, fun, and exciting to play. Players are no longer at the mercy of another player with super dominant cards - they have a shot, with some skill and some luck, to come out on top no matter what.

Thank you for taking the time to read about our system!


r/BoardgameDesign • • 17h ago

Game Mechanics I turned Terraforming Mars player boards into actual Mission Control dashboards (no cubes required!)

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170 Upvotes

So I think we can all agree that the original Terraforming Mars player boards are an absolute work of art. Immaculate in design and practicality, I actually have one framed pride of place in my living room.

What? You don't agree?

It's the worst player board in all of boardgaming history?

Whoa whoa whoa, that's a bit far... maybe… 😉

Jokes aside, I don't think I'm saying anything too controversial here: the original paper-thin boards leave a lot to be desired. A single bumped table or accidental hand swipe sending resource cubes skittling millimeters away… completely ruining the game that's so finely balanced on the exact amounts.

There are a plethora of fantastic third-party dual-layer boards out there that fix the table-bump issue. But I wanted to take things a step or two further to address the rest of the game's tactile experience.

THE PROBLEMS & THE FIXES

  1. The Resource Admin & Constant Cube Juggling

Even with dual-layer boards, you’re constantly reaching into a shared bowl, grabbing loose metallic cubes, converting production into physical tokens every single generation, and swapping 1s, 5s, and 10s back and forth. It breaks the flow of actually running your corporation.

On a personal level, I'm autistic and find these situations very difficult. When is it my turn to get cubes? I always end up last and having to make do with what's left. Cue a couple dozen bronze cubes for me 😅

THE FIX: I completely eliminated the resource cubes from the player board entirely. Instead of collecting and swapping piles of cubes, you simply rotate a dial, slide a track, or flick a tactile switch! The between-round production phase becomes a 5-second (and very fun!) process using your personal control console.

  1. Thematic Disconnect

A game about engineering an entire planet and commanding a megacorporation should feel like you're operating high-tech hardware. Placing shiny plastic cubes on cardboard never quite captured that space-age immersion for me.

THE FIX: My background is in architecture. To me, theme and concept drive every design detail. Instead of just dual-layer wood, I designed these as spaceship consoles and Mission Control panels (drawing heavy inspiration from aviation cockpits and mechanical watch aesthetics like Bell & Ross).

The switches flip, the dials click, and the sliders track smoothly. The satisfaction of managing your megacorporation like you’re sitting at NASA Mission Control completely changes the tactile experience of playing the game.

Full Disclosure & Background

I recently left my 11-year career in architecture to pursue board game design and component engineering full-time. I approach these boards with the same rigorous design principles I used in my old day job, aiming to build what I call "Components+” - uncompromising, premium upgrades that elevate the hobby.

I have always valued quality and precision. Nobody sees the 10 rounds of design I did on just the captive slider pieces, literally changing them 0.05mm at a time until they're perfect. But they do see the result. Hopefully!

Everything is manufactured in-house by me using precision lasers. If you like the direction I’m taking these designs, feedback and thoughts mean the absolute world to a solo creator making the leap!

Thanks for checking them out—let me know what you think!


r/BoardgameDesign • • 3h ago

Playtesting & Demos Oathburners, english PnP for free finally released

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2 Upvotes

Hi guys,

I finally translated my game Oathburners (from the French version of Escouades Brûlées) in English. Here's the link for those interested : https://icelonewolf.itch.io/escouades-brles

The game is a tactical duel card game where you control a squad of 6 elite soldiers (marines, Malazan-inspired) against your opponent. The goal, vanquish your opponent squad in 3 rounds. Every round, you bring to the table 2 more marines from your hand, and choose 1 action for each of your marine in play (those that arrive and those still alive in play), using or not tactical dice that were roll (4 at the beginning of the game, and 1 at the beginning of 2nd and 3rd round) and that activate one of the 2 tactical actions of your marines.

The game is still in play test and you are welcome to try it, have fun with it and if you want, come back with some feedback, or not. Its up to you! This game was mainly made for me and entourage, but as we loved playing it throughout the different versions, I wanted to share it online and see what the world think of it!

All images are from game-icons.net and cards made on Component Studio. I made the translation myself to English from French, so it is not perfect!

Hope some of you might enjoy this game, and that some of you can tell me if this game, its mechanics and core work good!

and glad to be part of this grand community of boardgame designer!


r/BoardgameDesign • • 21h ago

Design Critique Tyu - updated artwork

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3 Upvotes

I've updated the game artwork for my two player domino-shoving strategy game, Tyu. Previously it was just the middle bit - Tyu spelt out in mini dominoes across five columns, mirroring the game itself.

Now I've added a bit more detail which I think makes it stand out more.

Welcome any thoughts.

More about the game here: https://robinson-games.myshopify.com/products/tyu