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Forget about Tiger's re-return - Pocket Sports Golf never left!


New courses, new cards, new pay format for 4 players - that makes an awesome Foursome!

Stories in Games (again)

In a 2011 survey published by Josiah Lebowitz and Chris Klug, people who identified themselves as "gamers" were asked to provide the three most important factors when determining whether or not to purchase a game. The most popular response? 52% of all respondents included "story" as one of the three most important factors. The second most popular determining factor was "gameplay mechanics", ranking in at 42%. Genre came in third at 37%.

Quest Adventure Cards v2.0: Card Diagrams

I know that I had "virtually" set-in-stone my card layout for the game... But I'm not 100% certain about it. It's not that I don't like it, it's because of new ideas that change how I perceive the game needs to be setup.


Greetings! I am a newbie to the BGDF. I am not a professional designer, although I do have one minor publishing credit. Until I retired, I was a computer hardware design engineer. Ironically, I worked on the processor designs for the XBOX360 and the Playstation3, but I rarely if ever play console games.

BGDL 9 - Stephen Buonocore: How to Get Your Game Published

Stephen Buonocore, president of Stronghold Games, goes into all of the ins and outs of researching publishers, contacting publishers, and pitching your game. We talk in depth on how to do things the right way to give your game the best chance of being signed.

Then, Stephen closes the conversation with a couple funny stories about some epic game pitch fails.

Check out the episode here:

The Game Crafter is partnering up with Jonathan Gilmour!

The Game Crafter - TGC is partnering up with Jonathan Gilmour on his new Make/100 Kickstarter campaign

We are excited to announce that The Game Crafter is working with Jonathan Gilmour (Co-Designer of Dead of Winter) on his new “Make/100 Hand made board games” Kickstarter campaign. We will be producing 100 copies of this limited edition game at our print on demand board game manufacturing facility in Madison, Wisconsin.

BG Mechanics - #5 The Turncoat!

The Turncoat (Traitor Mechanic)

Let me start out with a rant about how this is not a mechanic… no that won't do, as I want you to actually listen to what I have to say on this point.... Humm, what if I said that I am a traitor to all game designers by thinking this is not a mechanic… no, that won’t do either… THIS IS NOT A BOARD GAME MECHANIC!!! (I am joking)

The traitor “mechanic” is actually just a simple a variant of the variable player powers or player roles mechanic(s) designed to create an asymmetric player role whose purpose is to instigate conflict and add intrigue to the game. There I said it...

Quest Adventure Cards v2.0: Building your storyline

I have been thinking "on" and "off" about "Quest AC2". I know that I have narrowed the game's layout and it can be seen here:

This is just an "example" layout. But it generally follows that the game will have four (4) Tracks, the topmost controlled by the opponent and then other three (3) Tracks controlled by the player.

Each player chooses one "Heroism" card and plays it into Track #2.

What happens NEXT is my problem. Let me explain some more and maybe we can find an answer together...

For each "Heroism" you play, the opposite end of the card (180 degrees) has another "Symbol". So if the "Heroism" symbol is a 2 "Hearts", this means that the opposite symbol can be 3 "Dark Virtue".

A "Challenge" could have 2 "Light Virtue", and offer the opponent 1 "Gold".

So far all of this works... Even "Boons" work too.

BG Mechanics - #4 Action Points

Action Point Allowance Systems

For many years games would only let players take the same action over and over each turn, in chess that action is to move one piece. Then games started letting players pick from a short list of actions but they still could only do one of those actions each turn. While things keep changing, many games still use the pick one from a list of actions mechanic, and for those games, it can (and often does) work well. Over the years designers have begun to introduce the idea that players could take several actions in the same turn, this has given players the ability to do more combinations and feel that they have more control over what was going on in the game.

Deciding how many actions the players get each turn and how other players should be able to react to this string of actions has also evolved over time. Some games let players do one action for each of their game pieces on the board, while others limit the player's total actions per turn to a set amount. Many worker placement games have players taking turns up to the limit of workers (actions) they have left each round. All of these are the foundation pieces for what has now become known as the Action Point Allowance System or just the Action Point (AP) mechanic for short.

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by Dr. Radut