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Hello World s(^_^)-d

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pfiidude
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Joined: 01/02/2014

Howdy all,

My name's Andrew, and I am a video game design student in Austin, Texas. Me and some peers are trying our hand at designing board games, which has brought us to this forum \o/ Yay!

So far, our most difficult task has been scaling back. In Video Games you can code away to your heart’s content on rules and mechanics, but I find with board games your players are your code, and you can only place so much of a burden on them. ^_^ we have found simplicity is key.

Still, we are having a blast doing this! And would love some thoughts on the problems below...

Our current project is a Dungeon Crawler game placed in a DnD like setting. Our twist is it is played entirely with cards, no dice!

However, our biggest issue right now is with difficulty scaling. The mechanic we have in place is a creature spawn deck. Draw two cards, choose one, play it. Once you hit a boss, you stop drawing spawns, and players win if they can kill it.

Because of this, we have run into quite a few problems with difficulty. What if the boss comes out to early? What if players have no life by the time the boss comes around? I would love some thoughts on how to flesh this mechanic out. I must admit, good or bad, we are kind of sold on the deck of cards idea. ^_^ But I know there must be a better way to do this and still keep the cards.

thoughts?

Tbone
Tbone's picture
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Joined: 02/18/2013
Maybe

Depending on what experience/level your character is that's what the boss would be based off of? Is there XP? Also, getting fixed is dangerous. Ruling out mechanics that cards aren't capable of can be hard once farther down the road. Always leave room for other components. Good luck to ya! Board games to me can be more exciting than video games ^_^

pfiidude
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Joined: 01/02/2014
Thanks.

Thank you. We have loot dropping after every kill... or atleast a loot chest. Perhaps we will have players collect the loot tokens and have the bosses stats dependent on how many loot tokens have been claimed.

Apreciate it, and we will keep our minds open. I more meant that we didn't want to toss out cards as a mechanic than anything related to their functions. But I understand where you are coming from. Looking forward to discussing it more here once it is further fleshed out. Peace ^_^

Shoe
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Joined: 12/21/2012
Check out Hunter's Guild.

Check out Hunter's Guild. They have a similar concept as a frame of reference.

http://boardgamegeek.com/boardgame/140829/hunters-guild

jhrrsn
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Joined: 01/03/2014
Split decks/running away

Have you considered using a split deck mechanic like the Pathfinder card game? So, you could split the deck into 'rooms' and shuffle the boss into the last deck faced.

Also, hi!

Jack

jvallerand
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Joined: 10/12/2013
Or just "shuffle the boss

Or just "shuffle the boss card with the last 10 cards"? Ghost Stories does exactly that, and multiple others have that "End of Game" card shuffled in with the last few cards (of course, none come to mind...).

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