Skip to Content
 

senorbaub's blog

Who's Eating Who?

So I recently outed myself on BGG as someone who doesn't like negotiation games (http://boardgamegeek.com/article/15756181#15756181) and, of course, after mulling this topic over for some time I thought of a game concept in which negaotiation might appeal more to me. I generally think of negotiation games being about a power struggle but what if it was instead about survival? The example I'm thinking of is a game where the players are a group of predator animals that are stalking a herd of prey animals which is made up of different species.

Lawn Care Tycoon

So a theme that I thought of recently that might make an interesting card game is the lawn care business. The specific context I'm thinking of is a teenage kid running his own small lawn care business during summer break. The game elements would include equipment such as watering can, garden hose, hedge clippers, lawn mower, shovel, wheelbarrow, rake, trowel, etc. and customers who have different types of yard work they want done such as the flowers watered, hedges trimmed, lawn mowed, trees mulched, leaves raked, etc.

A mining game-working out the next idea

So I've been working on a tile-laying game idea that I had a while ago where the players are digging a mine in search of jewels. I've figured out an abstract way to find out how many jewels are in a *pocket* when it is tapped but I'm kind of stuck on where to go next. My original vision for the game involved uncovering pockets of jewels (check) and then the players deploying workers to collect them. Sort of a worker placement/pickup and deliver system. One idea is that the players would need to setup shelters in the mines before they can deploy their workers but that's about it.

Gimmicky Mechanic/Cool Theme Mashups

So lately I've been thinking about how some classic games with *gimmicky* mechanics could be used for something more thematic-possibly borrowing from an already established theme or game system. One example can be found in a forum topic I posted about using the 'Jumpin' Monkeys' mechanic for an area control game. I never really fleshed the idea out but hopefully you get the idea. http://www.bgdf.com/node/7705

new Labyrintheus layout

Labyrintheus Layout 2.0

After some old fashioned trial and error I have a new layout design for Labyrintheus. Now instead of the 80+ tiles needed to build the space station during setup there are 7 hex clusters. All six sides of the clusters fit with the other clusters (not just the shape but the wall pattern) so there are many layout possibilities. The teleporter and terminal rooms (which I've inked in black already) are currently marked with T and during game setup a teleporter or terminal tile would go on those spaces (one of each per cluster).

Looking for middle ground

close up of Labyrintheus prototype

Of my current board game projects the one that I thought was the furthest along in development got knocked down a few pegs this weekend after some constructive feedback here on BGDF. The layout of the game is a space station made up of hex shapes with different wall/entry configurations. The current prototype has each of those hexes (80+) as a separate tile which are all placed during setup. The nice thing about individual tiles is that it's easier (at least for the designer) to ensure that walls and entries line up. The downside is long setup time.

Syndicate content


by Dr. Radut