I have a packaging/distribution/mess problem.
So, I've created a really fun game about chemistry, where the players try to create molecules (indicated on their goal card; don't worry, no chemistry knowledge required) with the pieces found in a stack of atoms. I want there to be a large amount of atoms available to the players in specific proportions (I have that already figured out), but I don't want drawing from the deck to be a problem.
Let me explain further. I want the deck to be haxagonal (so there's enough bonding sites for the atoms), and I want some molecules to incorporate a large number of atoms (up to 25). This means that I can't have the hexes be too huge. However, I don't want the inside of the box to be a mess when I actually produce/prototype it.
My prototypes up until this point have been basically note cards (cut in half), but the molecules turn out the be ugly and huge, and don't actually look like molecules you'd see on the goal cards or in chemistry books/wikipedia.
I've found that The Game Crafter makes "shards", but they're really tiny, and a hundred of them would make a big mess when packaging, and wouldn't stack well into a deck. To get an idea of how large these "shards" are, visit here: https://www.thegamecrafter.com/publish/product/HexShard
If any of you have ever made something similar an could help me out, I'd appreciate it.
Thanks,
-Ruy343
Mr. Orangebeard,
The game plays by the players selecting chemical goals worth a certain amount of victory points (a la Ticket to Ride) and collecting atoms they need to assemble the molecule. The players can start from anywhere in the molecule, and can trade with other players for atoms they need. This creates an interesting amount of perceived need, and the values of each of the atoms fluctuates throughout the game (Sometimes, even though carbon atoms are really common, they're really valuable because you're all building very carbon-heavy molecules. This occurs more frequently with oxygen and nitrogen, however.).
Additionally, there is another deck of actions cards that allow for you to interact with the other players (letting you steal chemicals from their workbench, unbond an atom from their molecule, or bond an atom into the wrong spot). The objective card is kept secret (though that might change) so the players could try to get away with a smaller molecule before getting picked on.
There are also illegal molecules (I'm steering away from illicit drugs, but I do know their chemical structures - I'm a physiology major). Completion of these lets you break the game in a small way, like drawing extra cards, having more storage on your workbench, or being able to do mean things more easily.
Anyways, that's how it plays. Thank you to the man above me for pointing out the chipboard hexes: I'll look into that (though it'll raise production costs). Maybe I should put chipboard hexes like that into a bag with a drawstring in my earliest versions of the game?
Thank you for your responses up until this point. Any critiques or ideas for the game design are welcome. I have spent many hours on this (looking up chemicals, planning out balance, playtesting, etc. and I really can't wait to bring this to the next level).
EDIT: AnonymousMagic: I don't know of any other companies that would accept submissions for the Print-on-Demand business model, and since I'm a poor college student, I don't have a whole lot of money that I can put in to get myself started. Do you know anything on the subject?