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Proper game presentation, looking for advice

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Chordcommander
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Hello guys, I would like to collect some advice on how to present a game (to bring it to a wider audience, create some buzz and find playtesters) I’m currently working on to a) Online Boardgame Communities b) Publishers

I’ve tried a) at BGG but the post did not get any attention at all.
Note that I didn't create this thread to whine, just improve for next time! Now I’m well aware of the fact that the game/genre/artwork could just be bad/uninteresting/unappealing but as I could create a good deal of buzz in some german forums with people being willing to pnp and playtest my game, the lack of interest could also be a result of me presenting the game wrong/suboptimal and bad (english) communication on my part.

You could do me a great favor if you would have a short look at that post http://boardgamegeek.com/thread/1485192/moba-boardgame-needs-general-fee...
and give me some suggestions how to improve my presentation. I already thought about the following:

- Less text, start with the video http://youtu.be/NmrPJK03k3s (I already posted this video her and got great advice how to shorten/improve it, so I’m working on that right now)
- Start with this pdf as a hook http://moba-boardgame.jimdo.com/app/download/12689712322/MobaTeaser.pdf?... it is an intro, containing a little story of some game characters and explaining core features
- Present more images (heres a selection) http://moba-boardgame.jimdo.com/gallery/
- Start with a link to tabletopia bringing players directly into the game
- Start with something completely different
- Maybe the text sounded somehow rude/arrogant or was missleading because of lacking English, ore contained failed attempts to be funny :)
- Maybe the name of the game ("moba" which stands for massive outplay battle arena, with a hint to computer mobas) is just not as clever as I thought it is, or even off putting. I also have the suspicion, that the term Moba itself rises bad assoziations among board gamers of an agressive online computer game, so maybe I should avoid that and just talk about a skirmish game?

I already have a good working Tabletopia version https://beta.tabletopia.com/play/mobaboardgame-7g71kr/4E07GK
of the game to have a low entry barrier for playtesters, pnp files are online.

The same goes for approaching publishers or online reviewers, any suggestions, which of the materials I have, I should use as a hook for a submitting email (or if you would create something completely different) would be really helpful for me!

I know, that I can lead a happy life playing the game with my family and friends, without anybody knowing of it’s existence. But as I think I’m up to something (in my opinion the mechanics are quite unique/ fresh, and allow for a quite different gaming experience in a genre (skirmish combat) often considered rather static mechanicwise ( and the mechanics could be beneficial for a lot of games in that genre) I’d like to at least try my best to get it out to the people!

Any help would be very appreciated! Thanks for reading,

Chordcommander

Soulfinger
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As far as why your BGG post

As far as why your BGG post didn't get attention, I'd start with working on your initial pitch. The first sentence needs to be an attention grabber. The rest of the paragraph fans that initial spark of interest. No matter what else, it is difficult to generate interest without a good hook.

Yes, the title could be much better. To me, the MOBA comparison is an instant turn-off. It's like saying, "It is a tabletop game inspired by an RTS sub-genre that was inspired by tabletop gaming."

Chordcommander
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Thanks for your suggestion.

Thanks for your suggestion. Would you think the initial pitch should be gameplay related or rather a hint towards the setting/graphical side of the game? Maybe a combination?

I'll rethink the title, you are not the first person saying something like that...

The Professor
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Things to Consider

Welcome to the Forum!

I've read through the material at BGG and there some things I would suggest that you consider...

First, it's a wall of text. Most people want to read and capture the essence of something rather quickly. Long before anyone watches a two hour movie, they've witnessed the two-minute (or less) trailer and they make a decision as to whether they'll see the movie based on that trailer.
Use the same logic moving forward.

Second, have a copy of the rules for people to download...do not try to attempt to explain every nuance of the game in a series of paragraphs. As you're a first time designer, slowly build that community of interested individuals. Take the time to provide a bit of information and start a conversation. Don't expect that a conversation will simply appear out of thin air.

Finally, if you have more than a proof of concept, start a page on BGG for your game. You need not have a finished game, as evidenced by the hundreds added every year on Kickstarter. At least you'll have the ability to highlight some things about the game (keep it short) and start a Forum thread, where others can communicate. Unfortunately, your current thread is on the Board Game Design Forum where there's a bunch of others doing the same thing.

Anyway, I'm currently serving as a Developer on three separate projects at the moment, so reach out to me if you want a bit more specific assistance.

Cheers,
Joe

andymakespasta
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I think a certain amount of

I think a certain amount of novelty is required to grab people's attention nowadays.

We've been seeing a lot of "MOBA inspired" board games which are not that welly designed recently, and it's sort of a turn-off for people on this site.

Also, your theme seems to be fairly standard, nothing that screams creativity.

Without actually playing the game, nobody is actually going to know how it plays, and every fifth rate designer thinks their game is tactically deep and has interesting mechanics.

So in general, from your initial post, nothing stands out as exceptional, so nobody bothered to respond.

And that's the truth of the market. You need to stand out, and your game doesn't really do that. Having a better presentation helps, but marketing goes beyond writing a good pitch; a good designer should tweak their game so it can be more visible.

As for writing the pitch, the golden rule is to think from the buyer's perspective. Instead of saying why YOU designed the rules the way you did, rephrase everything so they describe how the rules would facilitate THE PLAYER having fun games.

Taking a sentence from your BGG page:

"2. Combat: I wanted combat to be engaging but not predetermined and not completely random, hitting or dodging attacks should feel rewarding."

a suggested replacement would be: scrap the whole line, it doesn't appeal to the buyers' values at all. Bad choice of example, take the next line:

"I came up with the following system: attacker and defender have an amount of attack cards and defense cards depending on unit type and the selected action card selected."

suggested edit: rephrase to exclude the designer, and appeal to good gameplay.

"Units with unique choices for defense and attack depending on action cards allows for many interesting match-ups and replayability."

Also, the focal point of your combat system is the bluffing and double guessing component, so make sure to tell people right off the bat. Most people don't have the time to slog through a wall of text.

In summary, write from the player's perspective, keep it short and sweet, and consider changing the theme to stand out more.

Soulfinger
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Chordcommander wrote:Thanks

Chordcommander wrote:
Thanks for your suggestion. Would you think the initial pitch should be gameplay related or rather a hint towards the setting/graphical side of the game? Maybe a combination?

I'll rethink the title, you are not the first person saying something like that...

Take a look at some of the successful Kickstarters and take notes on what they did. There are different approaches. You'll want to find what plays to your strengths.

ElKobold
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Soulfinger wrote:To me, the

Soulfinger wrote:
To me, the MOBA comparison is an instant turn-off. It's like saying, "It is a tabletop game inspired by an RTS sub-genre that was inspired by tabletop gaming."

I imagine you might not be in the target audience. I.e. you probably don't play Dota etc, right?

We've presented our project at Essen this year. There were numerous people who would drop lines like 'Hey, you have a tabletop MOBA? I`m playing < insert computer MOBA name here >'.

Thing is, that while there seems to be a tonn of tabletop MOBA works in progress, there's not a single actual tabletop MOBA on the marker right now.

Rum & Bones is not a MOBA in my personal opinion - it's a dice fest.
With the genre itself being on the rise in the PC market it still puzzles me why.

I think the main turn-off in this case is love-or-hate kind of art style.

radioactivemouse
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The best advertising...

The best advertising is just plain word of mouth, by that I mean YOUR mouth. While posting on forums, showing people your rules online, and making videos sound like a good idea, if you really want to convince people, you'll have to do it face to face.

At least that's my philosophy.

No one can better explain your game than you can, so why not go TO people and convince them personally?

I'm not a fan of the phrase, "If you build it, they will come". By just putting it out there, you can't force people to take the time out to care. You can't even know who sees it, who plays your game, or even who reads your rules...unless they tell you.

When I made my game, I was resolved to go to as many conventions, game stores, and events as I humanly could to show people my game. Many times I've sat for hours hoping someone would walk by, sometimes I've demoed my game with a nonstop string of people that want to play. But I've realized that the only way to know for sure if people will see my game is if I put myself in situations where I get people to see it.

My game got to #7 on BGG Con 2015 Geek Hotlist and had some time on the BGG Hotness list. It didn't happen because I posted something on boardgamegeek, I didn't post rules hoping people would see it, I bought a ticket, went to BGG Con, demoed my game at my booth every hour the exhibit hall was open, and I fought for every vote.

It's the harder route, but it's the most guaranteed one.

As far as finding play testers, you gotta use your resources. Find game nights, friends, family, anyone. Then go to places where complete strangers will play your game (I went to several video game conferences and showed my game to people in line). I am privileged to work at a college; I just had my students playtest my game during their game club (that I started). Again, word of mouth.

Telling someone about your game from your own mouth is way better advertising than any post, video, or rules doc you could post.

Chordcommander
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OK, lots of good stuff and

OK, lots of good stuff and advice here, thanks!

As radioactivemouse suggested I already did some advertising and playtesting here in Germany and it worked quite well - i could create some (local) buzz and people liked the game. However the reason, why I originally decided to write the rules in english first, was to get access to gaming comunities in other countries (I honestly thought that target audience for my game would be bigger in US than in Germany as most playgroups / forums in Germany that i know are rather Euro-Game orientated as oposed to BGG which seems to be kind of half half.) The other thing is, that maybe I won't find my target audience in board game forums at all, maybe I should try to contact people in computer forums to get better results.

@Elkobold: I got one question concerning the artstyle you mentioned: do you think the art looks kind of unprofessional/incoherent or is it really the (cartoony) style that you don't like? My impression is that my artstyle is kind of recognizeable at leasat - that could be a good thing, right? Thing is I did all art myself and I'm not a professional artist nor do I want/can I afford one.

I'm not sure if I should change the name, but until now I have the impression that most people lose interest as soon as I mention "Moba" (which is hard to avoid as it is the title of the game :)). Maybe advertising the game as a skirmish combat game would be better.

@ professor: Very good stuff, thanks! I'll try to create a new hook and post that here. Problem is, as not being super comfortable with the language it's kind of hard to find the right tone - sometimes nuances can make a sentence appear quite arrogant or even rude. I'll work something out!

If anyone has a good example for a great initial pitch (maybe of a game you did yourself, it would be super cool if you could post a link here as inspiration).

Last thing, I want to say is that I'm quite glad that my thread about lacking attention did get some attention itself (otherwise, that would be a really sad story) ;). this seems to be a great community and I'm looking forward to chat on with you guys (not only asking for advice, but giving some too!). Thanks!

X3M
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I don't care about poor

I don't care about poor english, nor do others. As long as you get the message across. I watched your video
https://www.youtube.com/watch?v=NmrPJK03k3s&feature=youtu.be
and have some things that "irritate" me or are needed in your explanation.
But in overall, you did a decent job already. So don't get down by my post, okay?

1 - You sssss and fffff a bit to much.
2 - You sound monotone. Do you like your game yourself? Go and like your own game. Play it, while explaining what you do. And be happy or sad when something happens. People play games for getting emotions.
3 - Don't tell viewers that it is fun. Never ever do that! Instead: Show them that it is fun.
4 - Sometimes you go too fast, and sometimes too slow. It might sound right to you, but others have not yet grasped what you are telling.
5 - Add subtitles, so that people watching the video can read and/or even pause when a rule is explained. Make sure the subtitle is not in your way.
6 - First explain what you could do at a certain moment. Then how to do it. What the consequences could be. And finally doing it while bearing the consequences.
7 - Just practise a lot first in explaining the game. And know for sure that players can play the game too, after watching your video.
8 - You are pointing with your mouse. But that is sometimes insufficient. You could add in animated arrows and/or circles that highlight the area for attention?

***

PS. I am interested in a PnP. Because it does look good. Where to get it?

And as a fellow hexagon board user. I always wonder if you did your art yourself, or that you borrowed it from others?

ElKobold
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Chordcommander

Chordcommander wrote:

@Elkobold: I got one question concerning the artstyle you mentioned: do you think the art looks kind of unprofessional/incoherent or is it really the (cartoony) style that you don't like? My impression is that my artstyle is kind of recognizeable at leasat - that could be a good thing, right? Thing is I did all art myself and I'm not a professional artist nor do I want/can I afford one.

I'm not sure if I should change the name, but until now I have the impression that most people lose interest as soon as I mention "Moba" (which is hard to avoid as it is the title of the game :)). Maybe advertising the game as a skirmish combat game would be better.

Don't get me wrong - for a self made game, the artwork that you have is very much sufficient. Great job there.

Thing is, people in general are quite picky nowadays. Just look at the quality of artwork in your average (successful) KS project. The bar is raised very high at the moment. This becomes relevant if you ever decide to go KS way. In which case, I would suggest hiring an artist. To do at least _some_ artwork.
If you'll try to go through the publishers - then ignore this advise. They will have their own vision of the artwork most likely.
Then again, if you plan to go through publishers, don't bother about people ignoring your forum posts. Write directly to publishers.

And yeah, I would probably change the name. MOBA is a genre. While you probably want your game to have some sort of unique atmosphere.

P.S: Warning: you need quite substantial amount of money to run a successful KS. We're talking thousands here. Which you might lose if it doesn't go well.

Chordcommander
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@ ElKobold: Sorry I think you

@ ElKobold: Sorry I think you didn't get the question. I wanted to know if you don't like the quaility (proffessional execution) of the art or the style (like very cartoony with big outlines etc.). After your last post, I think you meant lack of quality/prefessionality, am I right? No worries, I'm happy you guys give me some feedback - that's all fine! I don't plan to kickstart this , maybe I'll try to submitt it to some publishers after excessive playtesting.
My main goal is the folowing: I think I have a game here that plays really unique and the tention it can build up is crazy, and that is something only few games achieve nowadays. I know that he setting is quite generic, the art isn't topnotch/outstanding,and there is a total lack of background/story but it has something gameplaywise that no other (skirmish games) out there offer atm in my opinion. That's why I want to geet it played some more, to gather feedback and improve it further, publishing or kickstarting isn't at the agenda atm. (on the other hand, you can count me in when you kickstart, love the theme and graphics of guardians of atlantis!)

@ x3m: good stuff here, I already put up the video for review here, and some suggestions you stated were there already, so you definitly have some points there! I'll redo the video completely, probably.
Regarding playesting and pnp files, they are here: http://moba-boardgame.jimdo.com/downloads/
Consider to wait as I will redo the files,soon, according to some feedback I already got from German playtesters. I'll send you a PN when the new files are on!Note that you can playtest on Tabletopia too! (I did all art of the game myself, without exception. If you would like to use some for your own game feel free to PN me, I can give you everything as PSD files to use for your games as well!)
Regarding PnP I have some more plans. I already built 5 high quality prototypes (laminated figures and map, sleeved cards etc.) and gave them to playtesters and friends as christmas-presents. I wrote the folowing inside the box:

https://image.jimcdn.com/app/cms/image/transf/dimension=890x10000:format...

Let's see if that works! Now my offer: If you want to playtest my game, consider doing it as Nomad game, passing it on to friends after you tried it out (and let the game travel through your country!). If you have a game, you want to get playtested, i'll PnP and playtest it myself, making it another Nomad game, starting it traveling through Germany! Interested?

ElKobold
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Chordcommander wrote:I wrote

Chordcommander wrote:
I wrote the folowing inside the box:
https://image.jimcdn.com/app/cms/image/transf/dimension=890x10000:format...

This is such a cool idea. I wonder if it will work :)

X3M
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ElKobold wrote:Chordcommander

ElKobold wrote:
Chordcommander wrote:
I wrote the folowing inside the box:
https://image.jimcdn.com/app/cms/image/transf/dimension=890x10000:format...

This is such a cool idea. I wonder if it will work :)

It is brilliant if you need play testers.

You could even make it so that you can keep track somewhere how your boxes travel through the country. How many are you planning on?

***

I'll await your PM before downloading the PNP.

Further, I am not interested in your art ;)
Instead, I am interested in your choices for your art. Why you have chosen the art as it is?

Soulfinger
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ElKobold wrote:I imagine you

ElKobold wrote:
I imagine you might not be in the target audience. I.e. you probably don't play Dota etc, right?

Quite possibly. I think the closest thing that I play, outside of vanilla RTS, is Castlestorm on the Xbox. I expect that the MOBA comparison has more weight for the 18-35 crowd. My nephews are certainly into DoTA. For me though, when I see a tabletop game compared to a video game or other medium, I want to also see an analogy to the tabletop skirmish market. That way, I know that the designer is familiar with both markets and not just a console player ready to redesign the wheel. I see that problem a lot with younger people getting into role playing games. They create content with digital constraints in mind. It can take a while to appreciate the advantages of tabletop design.

radioactivemouse wrote:
I'm not a fan of the phrase, "If you build it, they will come".

I dunno. I think that's what the architect had in mind when constructing the Playboy Mansion.

ElKobold wrote:
Thing is, people in general are quite picky nowadays. Just look at the quality of artwork in your average (successful) KS project. The bar is raised very high at the moment. This becomes relevant if you ever decide to go KS way. In which case, I would suggest hiring an artist. To do at least _some_ artwork.

I sort of disagree on this one. The illustrations aren't going to float if this is a rules heavy, $60+ skirmish game, but for the lighter $35 and under market, it's perfect. Kind of reminds me of a more cartoony version of the original Chaos Marauders illustrations, and I certainly prefer it to the art for games like Munchkin. I've seen Kickstarters fund with far worse.

That said, professional box art laid out by a good graphic designer would be nice. The illustrations are generic and Warhammer derivative, but that could be an asset if this is the sort of game that Kings of War and Age of Sigmar players can play in under an hour. Still that means the game has to be FUN, in all capital letters, as the theme doesn't set it apart and the art isn't good enough to drive sales. Keep the costs down, match the art with a casual tone and easy rules, and I don't see a problem.

The title though . . .

Chordcommander
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I'm not sure what production

I'm not sure what production cost should be estimated for 1 board (about DinA2 size), 1 trackboard about Din A 4, 10 Standees, 60 cardboard tokens and 80 cards and a rulebook, but that probably is going below 35 dollars, I suppose.

Right now, there are the first two "Nomad" Prototypes on their way. But I'm in the process of doing about 3 or 4 more. Want to have 10 at least. I'll let you guys know, if it works ;). I'll do a thread on BGG and I will offer an exchange program, so I will print someones stuff, test it and pass it on to friends and vice versa. Going to expand intercontinental ;)(seriously, I have no idea if something like that can work, but I will find out.)

About artwork, it's just that I love this cartoony stuff (so the decision was not made considering future target audience, just personal taste - there is a lot cartoony stuff out there but I don't like this Chibi-Anime stuff...) and it is the only kind of art I can do. Check out my very first gaming project, similair style (I'm planing on doing a kind of "future spin of" using art from my previous project later):
https://image.jimcdn.com/app/cms/image/transf/dimension=597x10000:format...

https://image.jimcdn.com/app/cms/image/transf/dimension=597x10000:format...

https://image.jimcdn.com/app/cms/image/transf/dimension=390x10000:format...

https://image.jimcdn.com/app/cms/image/transf/dimension=360x10000:format...

I have to add one thing: I totally overestimated the power of a digital version. I did a nice plugin for Tabletopia (people just have to click the link to get straight into the game)and even in German forums, where people wanted to playtest (and are printing PnPs atm) nobody wanted to try it out. I still did not ask in the Tabletopia community though.

ElKobold
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Chordcommander wrote:I'm not

Chordcommander wrote:
I'm not sure what production cost should be estimated for 1 board (about DinA2 size), 1 trackboard about Din A 4, 10 Standees, 60 cardboard tokens and 80 cards and a rulebook, but that probably is going below 35 dollars, I suppose.

Somewhere between 10 and 15$.

Chordcommander
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I worked on some new

@ElKobold: Wow, that's really far cheaper than I thought. Is it for producing a certain minimum number?

I worked on some new "attention grabbing" - pitches considering your advice and came up with that one:

http://moba-boardgame.jimdo.com/app/download/12724137922/Pitchline.pdf?t...

Would you consider that as an improvement? Does it sound too arrogant/casual?

ElKobold
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Chordcommander

Chordcommander wrote:
@ElKobold: Wow, that's really far cheaper than I thought. Is it for producing a certain minimum number?

1K minimum.
The more you produce, the cheaper. Considerably cheaper.

X3M
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Looking at your game as we speak

I have some pointers on your PnP game.

The art is great. I love it.
The turn order of actions is also displayed in a refreshing way. Kids can follow this.

***

Print 1

The board is debatable in a minor aspect.

I have noticed that all the special locations have a picture placed on the board already. However, you see them sideways, while the rest of the board is top view.

If you want players to place a side view piece of the special location on the board. Either replace the symbols on the board. Or make them much smaller in such that they disappear when the standing piece is placed.

Of course you are using simple 2D pictures to stand up. Perhaps in the future, you can upgrade this to using one of the 2:
http://etc.usf.edu/clipart/42800/42812/frust-hex17_42812_md.gif
I am studying these myself for one of my games. Not sure yet if I can make them strong.

I noticed the art not really following the terrain. But I guess it is not really needed this time.

***

Print 2

I can tell you use a program like word, before turning the files into PDF. The mistakes are in your tables where you placed the pictures of the items.
The most obvious one is the portal.
But several health icon's are shifted too.

Either correct this.
Or
Turn the table in an entire bleeding zone.

Why?
Cutting round corners is a NOGO for most people any way.
I too discarded this and kept the unfinished square cuts for now. Having round corners takes about twice as long as cutting up the entire table into squares to start with.

There is one picture that needs modification itself.
The "round forbidden" icon is not centred in the square.
It hurts my eye's. :)

***

print 3

I had trouble cutting the cards. The white side is less to almost not visible when cutting. Perhaps you could give it a colour instead? Or going from dark grey to light grey?

PS. I did print everything in colour.

I can hardly tell it is the body that you are aiming at with that card. Perhaps letting it look more like a blouse?
The brains too, give a bit more curve inside it. After all, you have given the head an eye.

***

print 4

Again the light side of the cards cause me trouble. I honestly don't know what to suggest. This time I have to admit, it looks good as it is. And darkening everything would damage the looks.

Quote:
Perhaps someone else can suggest on that.

Battle roar is missing some text. :)
How about
"ROAAAARRR!!!"
???

:)

Flame spear looks like a lighting spear. Either change the name to lighting spear. Or give the colour orange to yellow instead of purple.

I think the middle finger has to go. How about a creature shouting !@#$ of some sort?

The portal is missing the little dude talking?

***

print 5

Again the white side. O well.

***

I have yet to play the game. But by watching the pieces. I think I can guess certain aspects :) That is a good sign. I hope that I am correct, because that would be very good.

I also like the targeting system. If this is the unique system you talked about. I have to disappoint you, I have seen this before.

And 1 more thing. If possible. Also make a total PDF with all the pages.

Chordcommander
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Awesome that you are giving

Awesome that you are giving this a try! Valuable feedback, too!

Print 1: I wanted the the PnP board version be playable without (optional) 2d standees, that's why I made the pictures of the buildings rather big. Do you think making the buildings smaller wouldn't hurt the possibility to play without printing/cutting the sideway standees?

I quite like the look of the 2dimensional standees (I made a prototype with thick wooden figures which look really cool), I think flat figures fit well into the cartoony setting. Can you show a finished figure using the standee you suggested?

Print 2: For the tokens: The shape of the token indicates, when the token is removed, so this is important. In my prototype all tokens are cut accurate, but I thought for PnP-files it would be better to just do a table, so that every token is on a square and cutting htem is easy. I'll place all tokens in the center! I'll fix the wrong picture, too.

Print 3: Would it help to add cropmarks to the file? Or full cutting lines?

Hitsymbols: problem is, these appear on every attack card in a small version, too, so adding details is difficult.

Print 4: I'll change Battle roar. Is a middle finger too ofensive?
The portal is a wild card, which can be used by every hero. Should I placew a question mark or silluehtte inside the circle?

Yes, the targeting system is one of the unique things here. Freebooter's fate (miniatures game with stunning miniatures) uses a similair system. Do you know any other games?

But I still think, that I have some innivative features here. First, in Freebooters Fate the effects if you attack an arm/leg or whatever don't really vary that much. You mostly do damage (sometimes you can inactivate an enemy weapon). In my game effects vary extremely depending on hitzones (like 3 damage on the head, 1 on torso, and a slow on legs) so depending on the situation this will create very interesting choices (do I defend the legs, to secure an objective and risk heavy damage...).
Second, and that's the big one in my opinion, you can attack the same zone twice for double damage/effects (however defending the zone with just one card will cancel all effects). Imagine a situation, where the attacker has 2 cards and the defender 1. Now, as the attacker you could go full risk, and attack the head twice, or you can play it safer and distribute attacks on different zones (and the opponent can block maximum one)! Interesting choices here again, as well as some risk-management.

Have fun, trying out the game, and thanks again for your suggestions!

X3M
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Chordcommander wrote:Awesome

Chordcommander wrote:
Awesome that you are giving this a try! Valuable feedback, too!

No problem.

Chordcommander wrote:

Print 1: I wanted the the PnP board version be playable without (optional) 2d standees, that's why I made the pictures of the buildings rather big. Do you think making the buildings smaller wouldn't hurt the possibility to play without printing/cutting the sideway standees?

I didn't think that way. It makes sense now why they are so big.

Chordcommander wrote:

I quite like the look of the 2dimensional standees (I made a prototype with thick wooden figures which look really cool), I think flat figures fit well into the cartoony setting. Can you show a finished figure using the standee you suggested?

No, sorry. It is on my agenda. However, it has absolute no priority. And it is still in the earliest stages of experimenting. For example, I don't know yet how to keep it intact while only using paper.

Chordcommander wrote:

Print 3: Would it help to add cropmarks to the file? Or full cutting lines?

Right, having a dark background for the paper with cards, or having a different background with cropmarks, would do too. That would be your solution to all those prints with a white side for the cards.

Chordcommander wrote:

Hitsymbols: problem is, these appear on every attack card in a small version, too, so adding details is difficult.

To bad.
Only do it if there is a way around all the trouble. Its no big loss.

Chordcommander wrote:

Print 4: I'll change Battle roar. Is a middle finger too ofensive?
The portal is a wild card, which can be used by every hero. Should I placew a question mark or silluehtte inside the circle?

If you want to go public with the game. Some companies might be... wanting to remove the middle finger. However, I personally have no trouble with it.
Didn't know yet that the protal is for all hero's. In that case, remove the circle if possible.

Chordcommander wrote:

Yes, the targeting system is one of the unique things here. Freebooter's fate (miniatures game with stunning miniatures) uses a similair system. Do you know any other games?

Well, I know of 2 RTS video games. And my own board game.
1 - Wyrmsun.
It allows you to attack an opponent from the front, sides or back. Even diagonal has effect.
Although, it is not well implemented with the game style it holds. You cannot go tactical by attacking the flanks when units are dead within a few hits any way.
2 - C&C3/Kanes Wrath. Where Wyrmsun had the idea from. Has a much better implementation.
3 - My board game: Instead of attacking a part of 1 enemy. You attack a part of a squad. Some have better defences. Others have better attack strength. But in overall, the defence is tight at first. But with certain cards, you can attack the back or flank. In other words, attacking the head. In order to attack the legs, you need to have sufficient stuff in the way. A different tactic, but worthwhile learning. After all, a trapped unit is doomed.

Chordcommander wrote:

Have fun, trying out the game, and thanks again for your suggestions!

Once again, no problem.
Instead of a wall of tekst, you also have good pictures. And a good set of pieces.

The only one thing that remains is, me reading your rulebook. Than comment on the game mechanics. But that is, not possible this week. Social/work life and it is christmass time ;)

Chordcommander
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Joined: 12/08/2015
Sure take your time, there is

Sure take your time, there is absolutley no hurry! Until then I'm gonna have quick start rules and cheat sheets ready, so that my playtesters can feel comfortable! Whenever you got something to test/discuss, let me know, I'll do what I can!
Here are some pictures of my deluxe prototype, I think the wooden pseudo 2D figures look good, so I don't feel the need to make them more 3d ;)

https://image.jimcdn.com/app/cms/image/transf/none/path/sde28e7ba9e785af...

https://image.jimcdn.com/app/cms/image/transf/none/path/sde28e7ba9e785af...

Have some nice christmas days!

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