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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Good ideas do come spontaneously, albeit inspired by random discussions among players, reactions to various situations in game, even playing other games and consuming various non-game media. Balancing Levers The idea of “post-balance” from this article’s title doesn’t mean no balance.

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Creating the Perfect Board Game Scoring System (Tasty Humans Pt. 2)

Brand Game Development

Creating a great scoring system in a board game can be a difficult process. Once you craft the basic concepts of your game and find the right mechanics to express them , you have to set rules. Scoring rules are among the most important, particularly in euro games. Need help on your board game? So how do you do it?

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

Tom Francis

What follows is how my first game of this iteration of Scavenger Chess played out… The board: littered with precious items and horsies. Board setup is random with some attempt at balance, plus a balancing rule: One player chooses which corner to start in, then the other player takes the first turn. Bugle is strong, though.

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Old World Designer Notes #2: City Sites

Designer Notes

The game, a historical 4X set in classical antiquity, released on July 1, 2021, and is available for purchase here. One challenge that has haunted all Civilization games since the beginning is Infinite City Sleaze (ICS). The following is an excerpt from the Designer Notes for Old World.

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Morphblade And Imbroglio: Making A Game To Test A Critique

Tom Francis

I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. Not: “The game has these flaws, I will fix them!”

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A Simple Approach to Player-Designed Robots

Grid Sage Games

As I’ve stated many times before, my first influence for Cogmind was the original BattleTech board game , where my friends and I wouldn’t just take stock mechs, but designed our own based on the rules, selecting the right combo of weapons, heat sinks, armor, and special tech. That’d be fun, but overboard. *Oh

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Marvel Snap - The Definitive Deconstruction

Deconstructor of Fun

Fastforward to September of 2022 and the game, Marvel Snap, is finally out globally after a considerable amount of time in soft launch. What I mean by that it is easy to pick up and play, which for a card game is no small feat. Most importantly, the game was and is performing! What’s the best way to describe Marvel Snap?

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