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Fledgling Board Game Designer here!

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PaulG
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Joined: 07/21/2012

Hello all!

My name is Paul, and my first foray into game design was a Pokemon board game. It was a Pokeball shaped map, and you walked around, compared your total Pokemon value to the ones on the board, if you were high enough, you won. The Elite Four were in the middle. If you beat a wild pokemon, you captured it and added it to your roster. Simple, straightforward, and actually fun (for someone of my age at the time). I still have the board lying around, somewhere.

I designed my first real game (one that involved decisions) while at a summer camp when I was 12. It was a CCG, that played a bit like Pokemon meets Magic on a 4x3 grid. It involved elementals and magic, but it was complicated and I never got to try it.

My second game was also a "CCG", based in mythology, designed in high school. There were three factions, the Greeks, Egyptians, and Norse. You started with a God (of your choice, each had different powers and life totals), and could recruit soldiers, monsters, and other Gods to your side. I still have the cards. It actually played pretty darn well, except for snowballing and the fact that army sizes could become absurd. I may look into the game again in the future.

Now that I'm older and more analytical, I've decided to try this again. I've designed two working prototypes, both deck-building games. Here are the BGG links: http://www.boardgamegeek.com/boardgame/138754/mages-in-the-marketplace and http://www.boardgamegeek.com/boardgame/140136/sovereign-a-deck-building-.... I have no art as of yet, but the basic game descriptions are included there.

So... Where do I go next?

Thanks,
Paul

kpres
kpres's picture
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Joined: 04/20/2013
me too

I'm basically where you're at, too. I've got a few successful prototypes, but no art. What I'm doing is just playtesting. I found that as I'm playtesting, I start to add new components to the game to replace the ones that just don't seem fun enough. It's good to playtest because you get to experiment and try to maximize the fun. Until you can get art, keep playtesting. That's what I'm doing, anyways.

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