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Pinnacle - New Playtest Rules

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Noah McQ
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It's a Party Game

As much as I love questccg, I think he has the wrong idea. As a party game, it's imperative that Pinnacle doesn't have have too much mechanical depth: it can't have too many rules.

questccg wrote:
My own personal feeling (and this is my impressions only) is that the current proposed game is much too simple. When we discussed things like Networked Paths and things like "Optimal Play", that was starting to "beef-up" the design and make it into more adult content.

Is this a high-strategy game that needs to strive for "adult content"? Or do adults like to get together sometimes to enjoy a handful of good mechanics?
Steve wrote:
This gives off a re-skinned FAMILY FEUD vibe. That's not a bad thing.

People like Family Feud, and I imagine they'll want to interact with the core mechanic of Pinnacle.
This game reminds me most of Pictionary. The game is about drawing pictures under pressure, and the board and cards merely supplement that: telling you what to draw and not much else. I fear that oxygen tanks, avalanches (the Thin Air Zone, a little bit) detract from the core mechanic instead of guiding it. However,
Steve wrote:
Simply put, it follows the TRIVIAL PURSUIT path whereby once you know the answer, the challenge is gone.

Because of this, combined with the inability to conduct THOUSANDS of surveys, strategic depth will be what gives this sufficient replayability. The challenge will be minimizing mechanical depth (rules) and maximizing strategic depth (ways to use the rules). Off the dome, perhaps having simple beneficial/detrimental spaces players would want to try to land on/avoid so they would intentionally guess the 2nd or 3rd answer. Spaces like "send your opponent backwards" like questccg suggested.

Lastly, in my experience, it's highly frustrating to make no progress on a turn without consciously choosing a high-risk option. If the Thin Air Zone is able to reduce a team's movement to nothing, then the Thin Air Zone should be really small, like 3 successful movements at max

questccg
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Hmm... Maybe it's because you don't know...

The current proposed version has a LINEAR VICTORY TRACK (like Candyland) and a Deck of Question Cards. That's it. So if you want to play Family Feud ... Go for it. I'm just suggesting that a somewhat "beefed-up" version could attract more of a crowd.

Nobody is interested in games like "Candyland" and such. Even if the focus is ON the "Trivia", I've answered some Survey Questions and the content is very GenX or Boomers (older-style/content). One question was "Name one of the Bee Gees songs." Well the Bee Gees are not on Millennials and GenY playlists. I'm pretty sure about that.

So the "Trivia" portion is for an older aged group, not children.

Furthermore the IDEA of "Teams" rather than players is ALSO questionable. why? Because for there to be at MINIMUM 2 Teams, you need 4 Players. And so why not leave it as a 4 Player game...? Teams while the idea is Family Play... How often does Family get together to PLAY GAMES?!?!

It would be better to state from 2 to 4 Players, Team play for 6 or more players. Again... Will people rush to even PLAY this game if it's not FUN for all ages.

The idea of a Victory Track to keep position is acceptable. But that's virtually the ONLY component aside from the Deck of Question cards... Like @Steve suggested:

Steve wrote:
If this game is going to be about climbing a mountain of sorts, the path should be roughly pyramidic (Is that even a word?) as well. It isn't although, in the case of "A," it most definitely can be twisted to be that. "B" has some sort of alternating or branching paths and I don't know how difficult it would be in adapting that path to be more pyramidic.

That's what I suggested: a network path like a map or Graph that allows multiple paths to the summit.

The "Designer" says he prefers the LINEAR PATH. Again it's 100% the OP's game. I'm just explaining that how can @Noah McQ possibly make suggestions of the top of his hat without even playtesting the game.

Like the TAZ only being 3 nodes. How can you make any sense of such a "trivial" suggestion when you have not playtested the game to figure out that is the correct design direction?!?!

I propose IDEAS. Ideas to be tried and then figure out what to do with those ideas and how does the game mesh together.

I don't tell people to do "unproven" suggestions of having the TAZ only 3 spaces... Makes no sense to me and proves that you are TELLING the designer what he SHOULD DO. I don't do that. I suggest... It's the OP's design let them figure out what works best for them.

We can agree to disagree... I think the design is TOO SIMPLE.

I just recently threw out the IDEA of having TWO (2) DECKS:

#1> A Question Deck ... which has three (3) difficulties and ONE "Event" for only one of those difficulties.

#2> An Event Deck ... Which has a bunch of events and items to help the climbers (or hinder them too...)

All that is only ONE more DECK. And all of a sudden you have a WORLD of possibilities.

Again. This is an IDEA worthwhile trying and seeing if it works or not. Like I said... IMHO I think the current design is way too simple and it will get looked over when competing for time from other Family games.

That's just my opinion.

Sincerely.

questccg
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Please don't misquote me...

Noah McQ wrote:
Off the dome, perhaps having simple beneficial/detrimental spaces players would want to try to land on/avoid so they would intentionally guess the 2nd or 3rd answer. Spaces like "send your opponent backwards" like questccg suggested.

Please don't misquote me...

I said having Event Cards which lead to some ACTION (Bonuses or Penalties) could be good for the game. But I would put those events INTO a SEPARATE DECK. Why because nobody is going to play "Trivia Candyland". It's too infantile.

Like I said ... SOLELY focusing on the Questions is the WRONG strategy. I've already explained that he would need to "Reverse" his way of thinking when it comes to the Trivia Questions themselves.

Instead of "Name of song sung by the Bee Gees." I stated that it would be better to "Name of song sung by Taylor Swift." She's got over 100+ songs in her catalog already. And that's something "kids", "Millennials" and "GenYs" could be more interested in.

One question even I could not answer: "Name someone who has lived over 100 years dead or alive." IDK ANYONE BY NAME who has lived so long. They're obviously NOT the most FAMOUS of people. Because I haven't heard of ANY of them. Yeah there is a on online Wiki with a list of them (dead or alive). But again, I have yet to have even heard their names... Nobody FAMOUS that I know of...

So the Trivia is not the "hottest" thing going for the game either. Yeah it MAY be "Family Feud"-like... But do you see KIDS on Family Feud??? No... It's mostly for ADULTS. Same for the direction of this TRIVIA Game. But... Wait a minute... We said it's NOT FOR ADULTS!?!? Well then who the heck is this game supposed to be FOR???

I don't want to discuss it more... Because @Raydad909 has yet to report back and tell us what he thinks (other than telling me in a PM that the game will have a linear track and a deck of questions). Something I already told him that I think is TOO SIMPLE.

It's no point to discuss further ... Because there is no clear direction. Until the OP comes back and tells us what HE wants to do...

Sincerely.

Note #1: And I wouldn't put ALL the Events into the rulebook. Right now he has 2 to 3 spaces that he put into the rulebook. To explain them because you cannot figure them out from the Track. If he makes Events a separate Deck... Where on each card he can explain each one in detail there will be no need to have a section in the rulebook listing each event. KISS.

Raydad909
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We're still talking about

We're still talking about this? I better get back over here, then! Sorry for being AWOL.

Say, shoutout to Noah for joining the conversation. Check your PM's when you get the chance, I sent you an updated copy of the rulebook.

That's right, I've made some changes, including eliminating the oxygen tanks, turning the bonus spaces (the special icons) into chips that you can place face down at the start of each game to increase re-playability, and (I think) we made the Thin Air Zone a bit simpler to win so it's not too much of a slog. Here's what the new mountain looks like:

https://drive.google.com/file/d/1qsr2a9Ow2ncP_2TyB9mBiUT2vRTjR-TA/view?u...

Still debating on how many dots should be on the board. I'm thinking 8 in the Base Camp, 7 in the Ice Wall, and 4 in Thin Air (plus the Summit). Of course, playtesting will help me decide on if the game needs to be sped up or slowed down.

BTW, if anyone wants to help me playtest Pinnacle or take one of the surveys for the game (or both), feel free to drop me a PM.

questccg
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Let me be "constructive" instead of "critical"...

This is about the "Question" cards. I was thinking since I took multiple surveys you may want to INDICATE on the front of the card ... AGE GROUP. What do I mean?

questccg wrote:
What I mean is on the Question-side (not the answers) you put at the bottom of the card the RECOMMENDED AGE for the all THREE (3) Questions.

Why do this??? Well because IF your intent is to have a FAMILY game with TEAMS (I have my own opinion about this... But this is not the place for that...), it will help CHILDREN to become more INVOLVED in the game. Like "For ages 9+" is a kids question and the TEAM can ask their child (in their team) to know what they think is an appropriate response.

Again the reasoning is to encourage ALL players to HAVE FUN. And that means answering and guessing questions correctly. Sort of a bit like "quarterbacking" but to help CHILDREN (or kids) be more involved in the game.

SECONDLY...

This method of identifying the AGE of each Question Card is GOOD... Because it allows you to BALANCE the game. So you can figure out which cards belong to which category of players. And it allows you to BUILD "better" surveys knowing that ONE (1) SURVEY is for Millennials and another is for GenX. etc. etc.

Again all ideas to HELP improve your process, the game itself and ensure that there is some kind of "balance" so that everyone can be included in the Question phase of the game... Knowing who knows what answers.

Like I saw a question: "Name an animal in the Farmer in the dell." That could be a KIDS question or not. Depending on how the child was brought up. I've heard the song but "guessed" COW ... Because it's a kids song and it's got to have a COW or a PIG or a HORSE... One of those.

But STATING the AGE of the Questions on a CARD could go a LONG way in IMPROVING the game making it more FUN because sometimes you may be getting too many ADULT questions and kids may not be a part of the FUN.

Again just some extra ideas.

Cheers!

Noah McQ
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Rulebook Version 7

I checked those PMs, and yes, I saw that new rulebook. You might want to share it here for everyone's collective scrutiny. I like what was done with the chips: opportunities for bonus questions that the team has some control over whether to risk it. and the Dummy Chips for shocking twists

Raydad909
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First off, Noah, thanks for

First off, Noah, I'm glad you liked my new chips angle. Second, I'll abide to your request over sharing the updated rulebook. The link to it you'll find below:

https://docs.google.com/document/d/1r_Amzs8InRvFqKvCW5pNC6OFvnQTEl6R/edi...

questccg
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Pinnacle and Card counts

I just saw that Veritasium made a Trivia Board Game called: "Elements of Truth".

Anyways it's a Party/Trivia game with over 800 questions on cards in various Categories... For people with big brains (like scientists, mathematicians, engineers, etc. etc.)

The thing I took away is that they have 800 questions which begs to differ with "Pinnacle": do you have around 800 questions???

I'm guessing that would mean about over 250+ questions coming at three (3) per card.

Just some world news that could affect how you make your game. Here is the TIMESTAMPED Video/URL:

https://www.youtube.com/watch?v=HBluLfX2F_k&t=2653s

Take a LOOK, they made around $1.0M+ USD in sales... 13,000+ backers. Guess you might want to take this into consideration!

Cheers.

Note #1: After taking a deeper look... You could get by with around 200 cards or 600 questions (based on how that Party/Trivia game did). I don't know what your pool of cards is... But something along those lines would be good considering that you have a different style of game.

Note #2: And I would guess these a people who KNOW what works and required for some replayability. I mean they are Scientists, Mathematicians and Engineers... So they are some of the brightest people out-there. If they say that their "cheapest" offer is 200 Question cards ... Well then I think Pinnacle should have at minimum 200 Questions cards with three (3) levels of difficulty on the cards themselves... That makes for a total of 600 Questions... Not a BIG as Trivial Pursuit... But never-the-less I'm pretty sure these guys playtested that lowest reward tier too...

Raydad909
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Let's talk card count!

Thanks for bringing this to my attention, questcq! Doing some research on "Elements of Truth", which I never heard of before this posting, it sounds like it's Wits & Wagers: Discovery Channel Edition. However, if you're into that sort of thing, I guess it might be worth your time.

As for how many cards we'll have, I'm thinking we'll have 150 cards with 3 questions each on it. Doing some quick multiplication, that comes out to 450 questions. You think that would be enough for a first run or you feel we should have more?

questccg
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Card count

I think 150 cards with 3 questions each is REASONABLE. 450 Questions with 1,350 answers is GOOD IMHO. Since in the Green Zone (Basecamp) you only need 1 of 3 answers to move forwards, that's great because you don't need to have the Pinnacle Answer to move forwards.

Sounds good to me! Cheers.

questccg
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Everything looks good...

But I saw that in the RULES you made the Pinnacle Answer in the TAZ = +2 Movement. Seeing as the LAST version of the board (or Mountain) was that there were ONLY "3 Spaces" at the top... I would have the Pinnacle Answer by only +1.

IDK it's your call. And playtesting will reveal what works best.

I'm just saying I don't like "overly-easy" ending which just ruin the game because it only takes 1 correct answer.

How? Well on the Mountain wall earn +2 Spaces and move up into the TAZ by +2. Gives you only 1 Space and the Summit. My guess that's only ONE (1) correct HARD question and so it requires only ONE (1) GOOD ANSWER and that team wins (with the +2 movement in the TAZ).

But I get that the STALLING in the TAZ is also a problem. Could this be a sort of "catch-up mechanic"??? Making the game tighter and harder to win... IDK.

However this is a question of playtesting and seeing different ways of going up the mountain.

I'm not saying YOU SHOULD change the TAZ movement rules... I'm just saying maybe playtest a few variations and let us know what YOU FEEL is BEST.

Cheers!

Raydad909
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Rule Revamp

Funny you mentioned the Pinnacle rules because I spent part of my weekend rewriting them a bit. Don't worry, all the mountain sections and their point values are still intact. The main changes involve making the
Mountain Movement Reference Card essential and killing off the "Shrinking Mountain" sudden death. That has now been replaced with "The Summit Challenge"...and it sounds similar to what "questccg" recommend in his previous post. So maybe he was on to something.

That said, here's the link to my latest draft of the rules. Tell me what you think:

https://docs.google.com/document/d/1icGiV-YBNHjvHKtnI53VGqRsGhduIB9c/edi...

In case you're wondering what the gameboard looks like (Note: It's not the final product)...
https://drive.google.com/file/d/1qsr2a9Ow2ncP_2TyB9mBiUT2vRTjR-TA/view?u...

questccg
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Ok... I've re-read the Summit Challenge twice and...

I'm still not sure I understand HOW(?) this challenge is supposed to work. Looks like there are a bunch of OPTIONS and it's a bit UNCLEAR about HOW TO WIN. Sorry that's just me re-reading this section a couple of times and NOT being sure.

***

So when a Team reaches the SUMMIT, they must ANSWER one (1) Red Question and give 1 of the Top 3 Answers.

This does not GUARANTEE a Win... Now the "stealing" the victory is perhaps a bit confusing. Let me continue my thought process and we'll see HOW(?) it is meant to work.

So where the confusion lies... Has to do with the OPPOSING Team being the READER and the Pinnacle Answer being chosen by the eligible winning Team.

***

So IF the Team at the SUMMIT chooses the #1 Answer... The Opposing Team gets to STEAL??? Remember they are the READERS for the SUMMIT Team's Answer.

Do you choose another Red Question and have the SUMMIT Team become the READER role to ensure fairness?!

But that's not the only confusion that I get...

***

If the SUMMIT team is "blocked" by the Opposing Team ANSWERING the Pinnacle Answer from a "NEW Question Card" (This is introduced for fairness as the Stealing team - the READER got to see all the ANSWERS to the SUMMIT Question) but this can ONLY be done ONCE.

So if you reach the SUMMIT TWICE (2x) You cannot be blocked a second time. Only once.

***

I've proposed some refinements for fairness (Switching of READER role when the NEW Steal Question is chosen) and as you stated REQUIRES the Pinnacle Answer to Block the opposing Team.

***

This is how I interpreted the rules. Maybe I misunderstood something because I felt like the "Steal" was a bit unclear WHO DOES WHAT. It's clear that it can ONLY occur ONCE (1x) but the logistics of the Question and the switching of roles was a bit unclear.

If you have additional questions or my feedback is unclear, please reply to this comment and I will do my best to explain the challenge that I raised.

Cheers!

Note #1: And if you are unsure... I can simply state that in a game where there are only 2-Players (1 per Team) this means that the READER of the SUMMIT Question knows all the ANSWERS when he confirms that the LEADING Team (or Player) guesses one of the 3 correct SUMMIT answers. For this to work you would need to REVERSE the Roles and have the LEADING player ask a NEW question and require the "stealing" Team to get the Pinnacle Answer (#1 on the NEW question) in order to "steal" the Victory!

Raydad909
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Maybe some of the language in

Maybe some of the language in the SUMMIT section was a bit confusion. I have updated it a bit in the Word doc in the hopes that it's a bit clearer. Maybe I should put in a short "For a two-player game" section as well?

"Questccg", if you're reading this, your feedback was a bit unclear. If you'd like to explain the challenge you raised, I'd love to hear it.

questccg
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I have re-read the rules and...

Let me explain because I checked the rule AGAIN and the confusion is still there. To recap, it goes something like this:

#1> The Climbing Team reaches the SUMMIT. Time for the SUMMIT CHALLENGE.

#2> The Climbing Team answers are a QUESTION. If they Answer with the #1 (Pinnacle) Answer, they WIN the game. If they Answer with the #2 or #3 the opposing Team can answer the Pinnacle Answer to STEAL.

That's where there is a PROBLEM. The opponent is the READER and he ALREADY knows the answers for the SUMMIT Challenge Question. Do you see my point???

#3> Instead the READER should be the Climbing Team and a NEW Question should be asked of the "Steal" Team ... Only a Pinnacle answer (#1) will suffice.

#4> If the "Steal" Team gets the Pinnacle answer, the SUMMIT Team goes back 2 spaces...

Do you understand NOW??? The issue is with the READER seeing all the answers and knowing the Pinnacle Answer on the Question for the SUMMIT Challenge.

I don't think I can explain it any CLEARER. The process is broken if the READERS do NOT switch roles and a NEW "Steal" Question Card is chosen...

Raydad909
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OK, OK...I catch your drift.

OK, OK...I catch your drift. After some deliberation, I thought up of a trio of alternatives. Feel free to tell me which one you like best: 

Alternative #1:  Keep the rules I have in the current draft as is. The only amendment I'd make is that in a "Summit Steal" situation, I'll write in that The Reader (who knows the answer) CAN'T participate in the steal. Only the reader's teammate(s), who haven't seen the card yet, are the only ones allowed to attempt it. Only in a two-player (1-on-1) game would the new question rule "questccg" brought up would go into effect. 

Alternative #2: We simplify it a bit. Instead of a steal, when a team reaches the summit, they get one final question from the Thin Air Zone. To win, they MUST provide the Pinnacle (#1) answer.

* If you get #1: You win immediately.
* If you get #2 or #3: You don't win, but you stay on the Summit ("stalling" in Thin Air, so to speak).
* If you miss the list: Move back 2 spaces.

If a team moves back two spaces, but reaches the Summit a second time (or any subsequent attempts), naming any of the Top 3 answers wins the game. 

Alternative #3: Scrap the Summit rule altogether and bring back the "Shrinking Mountain" rule. When you reach the summit, you win. That's it. The end. Hey, it works for Chutes & Ladders when you hit the #100 square.

questccg
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I like Alternative #2... It's the most NATURAL

So yeah I think Alternative #2 which is a bit STANDARD makes it a better candidate for a replacement to "stealing".

- If you get the Pinnacle Answer (#1) that Team wins.

- If you get #2 or #3 you don't win but you stay in position for a RETRY.

- If you Miss the list: Move back 2 spaces.

***

My only difference is that this is the ONLY way to win. The "done it once so I don't need to do it again" confuses me. I'd keep it STANDARD that to WIN THE GAME you MUST "answer the Pinnacle Answer".

But my variation IS:

questccg wrote:
Each time you ATTEMPT to WIN by guessing the Pinnacle Answer, you go DOWN a difficulty level.

So FIRST TIME is RED, SECOND TIME is YELLOW and THIRD TIME is GREEN. Making it easier and easier to WIN...

Something like that could be KEWL and be in-spirit with what you wanted some kind of RETRY but a bit easier...

Let me know if this alternative works for you:

So it's like ALTERNATIVE #2 with REPEAT questions being less and less difficult.

Cheers!

Note #1: This means that the SUMMIT Team gets "stalled" and the opposing team can reach the SUMMIT while the original team is waiting to answer a Pinnacle Answer... It's like a STALL (rather than a "Steal")...

Raydad909
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Interesting, interesting, I'm

Interesting, interesting, I'm intrigued.

So I've spent the entire afternoon writing and rewriting rules and came up with not one, but TWO different rules for THE SUMMIT section of the rulebook. Here's what I came up with; comments on them are welcome:

THE SUMMIT #1

Reaching the summit puts your team one answer away from victory. However, the mountain guards its peak fiercely. 

The Summit Challenge
When your team reaches the Summit: 

• The Reader draws a new Thin Air Zone (red) question.

• Your team gives one final answer. 

Name the Pinnacle (#1) Answer → You win instantly.

If your answer is #2 or #3 → The mountain wobbles…and the other team gets one last chance to steal the victory. Enter…

The Summit Steal 

A Steal is triggered when the climbing team gives a #2 or #3 answer.

During a Steal:
• Only players who have not seen the answers may attempt the steal (In 2-player games, see "1-on-1 Summit" for the alternate Steal rule).

• The Reader may not participate.

• The opposing team gets one guess at the Pinnacle Answer.
If they succeed, The climbing team is knocked off the summit and moves back 2 spaces. Play then continues. 

If they fail or choose not to steal, The climbing team wins the game.

Final Ascent (Loop-Breaker)

If a team reaches the Summit again, the mountain relents. 

On any second Summit attempt, naming any Top 3 answer wins the game. 
No Summit Steal is allowed.

2-PLAYER SUMMIT STEAL (1-on-1) 
In a two-player game, the Reader already knows the answer, so a normal Steal isn't possible. If the climbing team gives a #2 or #3 answer: 

1. The Reader draws a new card and reads the Thin Air (Red) question to themselves. 

2. The Reader then attempts to name the Pinnacle (#1) answer to that new question. 

If the Reader succeeds: The Steal works! The climbing player moves back 2 spaces. 

If the Reader fails: The climbing player wins immediately.

****************
THE SUMMIT #2

Reaching the summit puts your team one answer away from victory. However, Mount Versurveyus has one final demand: To win the game, you must nail one more Pinnacle Answer.

THE FINAL CHALLENGE
When your team reaches the Summit: 
• The Reader draws a new Thin Air Zone (red) question.

• Your team gives one final answer, aiming for the Pinnacle (#1). 

If you give the Pinnacle Answer → You win immediately. 

The mountain is conquered. Glory is yours. But if not...

HANGING AT THE SUMMIT (The Stall)
Every time a team attempts to win and fails to name the Pinnacle Answer, the next attempt becomes more forgiving.

Think of it as the crowd widening.

• First attempt → Thin Air (Red) question

• Second attempt → Ice Wall (Yellow) question

• Third attempt and beyond → Base Camp (Green) question 

You still must name the Pinnacle Answer to win, but the question gets more obvious as the mountain wears down.

WHILE YOU’RE HANGING…
While one team is Hanging at the Summit:

• The opposing team continues taking turns as normal.

• They may climb the mountain and even reach the Summit themselves.

• It’s entirely possible for both teams to be fighting for the final answer.

questccg
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I think SUMMIT #1 is complicated for no added value

My choice is SUMMIT #2. Sounds more logical in how there doesn't need to be a 1 vs. 1 version in 2-Player games for SUMMIT #1 to work.

I usually prefer mechanics that are UNIFORM. That's my personal preference. I don't like "outliers" or special conditions (like it's normally like THIS but in one case it's like THAT...)

But that's just my opinion.

You do what is best for your game. I'm just expressing an opinion... Maybe @Noah McQ can chime in with his input.

Maybe PM him ... As I have not seen him for a while. Only IF you want a 2nd opinion. Since he is the only other member that contributed to your game. Or @Steve too... You could PM him too... Since he too manifested some interest in your progress too...

You've got a couple people you can ask what THEY think is better.

Cheers!

questccg
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Have any of your playtest come to some conclusions???

Just wondering if you had the chance to review the options and try to see which is best for YOUR game. Haven't heard back from you... So I was wondering if you have had the chance to test both of those two (2) SUMMIT Challenges???

Hoping you are developing your game with each new playtest and solidifying the "core" experience with the SUMMIT Challenges (which works better and which you prefer...)

Sincerely.

Raydad909
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Playtests, conclusions, & observations

Hi! A few days ago, I finally got around to doing some playtests for Pinnacle where a great time was had by all. My group found the rules easy to understand and I enjoyed seeing the shock on people’s faces when some of the answers they gave didn’t make the Top 3, reinforcing that “emotional roller coaster” for the game that I’m looking for. Don’t worry, I tried my best to find questions where, even if they missed, they can look at charted answers and say, “OK, fair enough”.

Oddly enough, the highlight of the game for me wasn’t actually climbing the mountain, though that part was plenty of fun, but the lively debates sparked by the questions. The back‑and‑forth over what might land in the #1 spot led to some genuinely great (and often hilarious) conversations. The “Family Feud”–ish prompts really pulled their weight, especially once we started reworking how each one ranked across Base Camp, Ice Wall, and Thin Air. It’s funny to think I initially resisted categorizing the questions, because now I can see how essential it is. Those tiers give the game both its challenge and its personality. As for which Summit Challenge I choose. I was digging #1 (the steal thing sounded intriguing) until this rule in the second Summit attempt:

"Naming any Top 3 answer wins the game."

For a game whose whole identity is to get the #1 answer, that rule to me felt like a cop out. At least in #2, the question gets easier, but at least the spirit of the game stays intact. Not to mention, the question getting easier thing is a bit of a built-in “circuit breaker”. Long story short, I’m going with Summit #2 and it worked well in our play tests. We did three of them and in all three, the summit question was won on the Base Camp question. Yep, it took at least three tries to win (Heck, in one of those playlists, it took four). 

My only gripe is that for a game that’s supposed to go about 25-30 minutes, the average length of the three playtests was about 35-40 minutes. The only saving grace was that my groups were engaged throughout the whole game, so they didn’t mind going a little longer. However, one game went through close to 40 questions. So, I might have to cut out a space or two in the Base Camp & Ice Wall sections (Thin Air is fine). 

Right now, there are 8 spaces in both the Base Camp and Ice Wall sections. I thinking about trimming it down 7 for both (taking out a space in each section) or keep Base Camp at 8 and just trim Ice Wall to 7. Any numerical combination suggestions on how to slightly trim the gameboard are more than welcome.

I feel that this game is ~90% there now. We’ve come a long way from Pinnacle 1.0 and that...I’m quite proud of :-).

Raydad909
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Another Bonus Chip?

One more question for the panel: Should I replace one of the dummy chips with another movement burst chip? For example, we can replace a dummy chip (the other would stay) with a second Yeti Gamble or Sudden Avalanche?

Personally, I feel the Avalanche chip might be the best one to double up. Yeti Gamble is too potent to have twice, IMO. Just thinking out loud here.

questccg
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Well I'm glad you figured out what works!

So one thing about the duration... You can put "~30 minutes" or "30 minutes appx." Depending where you want the indicator. On a BOX you could use either "~30 minutes" or "30+ minutes" and in the rulebook you can use "approximately 30 minutes" or "30 minutes appx.", etc. etc. And that solves you issue. It's AROUND 30 minutes... But you can explain it depends on the Teams playing and how they come to a decision on Answers to Question. The longer the discussion or deliberation ... The longer the gameplay time.

Alternatively... And you MAY or MAY NOT like the idea... IDK you very well. But you seem open to suggestions: use a SAND TIMER of 60 seconds for discussion. That means that at 40 Questions, the game lasts about 40 minutes. This is a cool COMPONENT and it serves a REAL purpose: to prevent discussions from going on forever.

One (1) Minute timing per question is enough and it can be policed by the player who reads the question.

So that's a bit my take on HOW(?) to FOCUS Players. add a bit more pressure and not have games going on forever because people take like 2-Minutes to answer ONE question. Secondly, I've shown HOW(?) you can rate the play time to 30 minutes plus... Given the context whether on the BOX or in the RULEBOOK.

***

Your second issue about reducing the spaces... 8 - 7 - 3 might be okay. BUT I think my suggestion of the "Sand Timer" will go a better distance if used in that context if a game requires 30 questions, it's about 30 minutes in play.

Where I would cut a space would be at the END of the Ice Wall (Last space connecting to the TAZ)... That makes the appearance look streamlined and it doesn't affect (much) the design of the board.

***

I will also answer about the "Chips". And my answer is: "I'm not sure!?" I have never been a fan of that concept ... But here are some of my recommendations and that MAY help you figure out what works best for YOUR game.

#1> I would have a collection of "Chips". Maybe at most 10 Chips.

#2> I would choose each team to pick two (2) "Chips" and place them in any space below the TAZ.

#3> That means that 4 spaces have a "Chip". Which is reasonable and that it's not a big "stretch" to include them.

#4> That 40% of of 10 (100%). Which is reasonable for replayability.

#5> You only have 5 tokens per the rulebook. That TO ME seems TOO LITTLE. And so I'm going to recommend some more as follows:

2x - No Effect: (2 out of 10 = 20%) and it means Tactically at least TWO (2) "Chip" will have an event.

2x - Need Oxygen: (2 out of 10 = 20%) and it means that the team SKIPS their TURN.

2x - Yeti Gamble: (2 out of 10 = 20%) and as you have in the rules. YEAH I wasn't sure about these "Chips" but I like the VARIABILITY and REPLAYABILITY aspect of them.

2x - Avalanche!: (2 out of 10 = 20%) and as you have in the rules.

2x - No Peak-ing: (2 out of 10 = 20%) and as you have in the rules.

What am I getting at??? Well each token has a 20% possibility out of 10 (100%) to be chosen. I'm not going to go into probability calculations but these are my RECOMMENDATIONS based on a review of the rules.

And as I said "I was NOT a FAN of these 'Chips'..." You won me over by their ADDED VALUE to the game in making it more replayable.

***

So that would mean 10 chips in total, 2 of each and each TEAM picks TWO (2) and places them where they would like at the START of the game.

And know that I am proud about how you've taken the game and improved it to suit your players and focus on a more "Party Game" aspect. I'm sorry if I felt a bit "pushy" about the "networked board", I just thought it was cool. And you managed to find something that WORKS "for your game"!

Again congratulations on your hard work and perseverance... It looks FAR better than the LINEAR PATH that you had in the beginning (2 paths straight up).

Also kudos for recognizing what WORKS and what DOESN'T ... Like I say we offer IDEAS but ultimately it is up the the Designer to figure out what works BEST. And I think that cutting one (1) SPACE from the game will shorten the game a bit... But I feel like you should consider the "Sand Timer" because IT WILL reduce discussion time and FORCE teams to work UNDER PRESSURE.

You're CLIMBINB a MOUNTAIN... No time for Jibber-Jabber... Got 1 minutes to get an ANSWER! Hehehe.

***

Again if you don't like the "Sand Timer" (And you can buy one from "The Game Crafter" (TGC)) they have 30 second, 60 seconds and 90 seconds timers. I would recommend 60 seconds... But you can also see IF you want SPEEDIER and higher pressure games with 30 seconds.

ALTERNATIVELY... You can have TWO (2) Sand Timers: 30 seconds and 60 seconds. The 30 Second Timer is a PRESSURE COOKER and make for more INTENSE games. The 60 Second Time is a NORMAL self-regulating timer to ensure teams don't debate for too much time.

***

I would recommend NOT making a DECISION ... Unless you PLAYTEST BOTH Sand Timers. They're like ~$5.00 (Red and Blue) and you can SEE IF it makes sense to use them... But KNOW that at 60 seconds... You will dramatically reduce the time to 30 minutes of gameplay. The 30 second Timers is crazy pressure ... But that might attract some people who like PLAYING under pressure. Just like Pictionary...

***

Again please share with us your THOUGHTS and tell us YOUR decisions that you make pending the review and TRYING to the various suggestions that I have come up for you based on my own experience. And I've been doing it for over 10-Years so ... I don't offer BAD advice. It's just YOU need to figure out what works for YOUR game.

Best!

questccg
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Hear me out BEFORE making a decision...

I have been thinking about your "30 Minutes" playtime dilemma. And I THINK you should USE the "30 Second" Timer. Why? My reasoning goes as follows:

- First if a game takes 40 questions about ~20 questions per Team. 40 x 0.5 = 20 minutes of deliberation/discussion time.

- Secondly the game takes a couple of minutes to SETUP with the "Chips" and placement. I would say that adds about 1 to 2 minutes.

- Thirdly each question has to be read out. That could take like 10 to 15 seconds each time x 40 questions = 10 minutes.

- Fourthly movement on the board takes up some time too. Maybe like 1 to 2 minutes more.

If YOU ADD all that up that's: 20 minutes + 2 minutes + 10 minutes + 2 minutes = 34 minutes. So I would say "~30 Minutes" or "30+ Minutes".

***

Yes it makes the players work under tighter PRESSURE. But it works for the duration of the GAME which is around that "sweet-spot of 30 minutes.

Cheers.

Note #1: If you do the MATH for the "60 second" Timer it would go like this:

40 minutes for questions + 2 minutes for "Chip" Setup + 10 minutes for reading questions + 2 minutes for movement = 54 minutes and THEREFORE ~60 minutes for gameplay time.

I THINK this is too HIGH. At least from what you've stated with regards to your OWN personal feelings about this topic. You said you WANTED it to be a ~30 minute game... The "30 Second" Sand Timer makes for better TIME if that is your GOAL.

Note #2: Again your Teams are climbing a MOUNTAIN... No time for Jibber-Jabber... Questions needs to answered by all and a quick deliberation as to which answer is the most appropriate... Hehehe!

questccg
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* BUMP *

Well I just was curious if any advancement in terms of PLAYTESTING the use of the Sand Timers...

BTW IF you order JUST one (1) or two (2) Sand Timers from "The Game Crafter" (TGC), you are put on the PARTS ORDER LIST which is usually processed in a day or two... You don't need to WAIT one-month's worth of time.

Also curious about YOUR THOUGHT???

Any early impressions? Do you think this will solve your issues?? I can honestly say that IMHP ensuring the discussion phase of each question is narrowed down to something REASONABLE, will result in short play time. And I think this was ONE (1) of your primary concerns.

Just curious...?

Raydad909
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Sand Timers, eh?

So I thought about the sand timer thing and...I don't see it working. Why? Because (IMO) I feel the deliberations is perhaps the best part of the game and a timer would cut into that...that and a sand timer would just be an added expense if I decided to use a company like The Game Crafter to print it. However, I could see some getting annoyed over the deliberations going to long. So, I think it would be better as a house rule than a mandatory rule. If you want to do it, knock yourself out, but it's your call.

That said, I've updated the rulebook a little bit. The playtests opened my eyes to codifying some things. Give it a read and tell me what you think. Honestly, I feel the only thing I need to tighten up is how to make The Summit Section not as "bulky sounding", you know what I mean?

https://drive.google.com/file/d/1CEL8SZBytVBdgklhOvqNX3ps5KEgeTJT/view?u...

In addition, I’m planning to shorten the mountain track to speed up the game. Right now, there are 8 spaces in Base Camp, 8 in Ice Wall, and 3 in TAZ. I want to cut that down to a 7/7/3 layout. In other words, one space from both Base Camp and Ice Wall will be axed. That’s where I need your help: Look at the gameboard in the link below and tell me which two numbered circles I should cut so the board still looks balanced and professional.

https://drive.google.com/file/d/1kSx6c3ER3Wutx0HfzEwYIqWOssfIMMsS/view?u...

questccg
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Just TRY IT OUT using a SmartPhone...

Raydad909 wrote:
Because (IMO) I feel the deliberations is perhaps the best part of the game and a timer would cut into that...

Yeah it would add more PRESSURE to the game. I already explained how 40 Questions at 1:00 per question equals 50 Minutes of Game Time. If you want the game to be UNDER 30 minutes you NEED to ensure that deliberations ONLY takes about 30 seconds per question. That makes the numbers work for 30 minutes + plus some prep time to setup.

At the moment, you have ZERO (0) way in CONTROLLING the time it takes to deliberate. And TIME is of the essence ESPECIALLY if you want to keep a match around the 30 Minute duration.

Raydad909 wrote:
... That and a sand timer would just be an added expense if I decided to use a company like The Game Crafter to print it. However, I could see some getting annoyed over the deliberations going to long. So, I think it would be better as a house rule than a mandatory rule. If you want to do it, knock yourself out, but it's your call.

My recommendation is... If you are too cheap to spend $5 Bucks to order a 30-Second Timer... Make a PLAYTEST using a SmartPhone with a 30-Second Timer from the Clock App in the SmartPhone. Most newer SmartPhones have a TIMER.

Raydad909 wrote:
So I thought about the sand timer thing and...I don't see it working.

TRY IT OUT! And then get back to me. Seems like you are IGNORING the MATH and the fact that IF you want the game to be played in AROUND 30 Minutes... You will need to CONTROL the major TIME CONSUMER which is deliberations.

I don't know how you can make decisions without first TESTING the idea first. You were against Question Levels and that works great. At first you were against the Board being more than two (2) tracks and that's working out BETTER.

TRY IT WITH A SMARTPHONE if you want to save the $5 bucks.

And then IF it works you can ADD a Sand Timer Component to the game. For under $5 bucks... Yes I realize that it's an ADDED EXPENSE... But one that could be ESSENTIAL in ensuring that the match doesn't go much more that 30 minutes.

That's all I have to say on this matter.

Note #1: Your Family Feud Style Question are always TIMED in that Game Show. You have Seconds to ANSWER. 30 Seconds per question is MORE than enough. Even Stealing a Question requires a huddle of 5 to 10 seconds before Steve asks: "What's your family's answer?"... This is just a way to ENSURE the game doesn't last forever. Or hover more around the 60 minute time to play...

Raydad909
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New (and improved?) Rulebook

Welcome to another episode of "Let's Throw This On The Wall & See If It Sticks".

So, I've spent the last couple of days working on the rules for Pinnacle. Don't worry, the core of the game is still intact. Rather, I've added some new sections namely THE CLIFF NOTES and LEARN THE GAME. I don't know if a game like Pinnacle needs onboarding, but that's where you guys come in. I need a second pair of eyes. Take a look (link below) and tell me...is it necessary or is it bloat? I even thought about putting an turn example, but talked myself out of it after remembering that in my playtesting, the game was pretty intuitive to learn.

https://docs.google.com/document/d/1KN7Fff5IdUi-u1N5uPW-RJ0mGR2g9mj9/edi...

Additionally, here's what the last page of instructions (known as THE FIELD GUIDE) looks like. This is where the Mountain Zone and Bonus Chip charts live...now with graphs!
https://drive.google.com/file/d/1wBZM5KBFq7URcGyMlOUXvf9WzfgLISLU/view?u...

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