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I dare you to read my Rules!!

Your time is extremely valuable...Thank you!!!! Please make any comments you feel are appropriate concerning the Rules, Art, Theme, Concept and anything else you have in mind...in what ever detail. If I can return the favor and review your project please PM me. Note: Check page numbers as you read the rules!!

Very Respectfully Evan

Game Board
Game Rules
Naughty or Nice Cards

Comments

Hi evansmind. I don't mind a

Hi evansmind.

I don't mind a roll and move game at all - especially at Christmas! :)
I'll play Ludo, snakes and ladders, Snail Trail (by Ravensburger...a sweet mix of the two published in the 1980s)

One thing those games have in common is simplicity. For me, the charm of a roll and move game is that it's easy, simple, and takes no brain work. That leaves room for fun trash talking, engaging with the joys of luck, and having very clear and simple hopes and fears about what might happen next.

I think you know what I'm about to say now? :)

Mate, I think the rules are too complex for what you want to achieve. Would the experience be less fun if the game contained much less....much less...I don't know....just much LESS!

I might be wrong about that. It's hard to tell without playtesting it. If you've played it and enjoyed it then that's proof enough that it works.

But what I AM sure about is that the graphic design of the board should be toned down a bit. A little bit of serenity to go with the Christmas vibe perhaps. Getting rid of the blizzard effect would help make it less fussy. Maybe just the odd snowflake instead? My overall impression is that it reminds me of an over-decorated Christmas tree. You've sort of filled every space with something. I'm not a graphic designer but I was given some lessons at art college - I remember something about the value of empty spaces. I think you need some.

Well, I hope that helped a bit?

Tim, thank you for your

Tim, thank you for your comments. The game board is busy. I hope to find a way to tone it down a bit. I like the idea of eliminating the Snow. The Rules without doubt seem complicated, and long but the game in play is as simple as any other Roll and Move. This has been the conundrum for me over the years. I will produce a Rules Video to break players fear of reading all those rules but at this point the game is Finished. I appreciate your comments and time. Thank You.

I just "updated" your links...

In your original post, I updated your links to be more "user-friendly". I hope you don't mind. They now use the < anchor > tag and will automatically open up a NEW "tab" in your browser simply by clicking on the link.

As far as your game is concerned... I like the snow on the board but NOT the snow in the rulebook... The board looks crowded — but that is in essence the reality of the Christmas Holiday Season. So the board, in my opinion, is fine. But your rulebook has too much snow and it is too chaotic!

I would rework the rulebook ... because that's just plain BACKGROUND "aesthetics". That can be reworked with not too much effort. And I'm sure you can come up with something like white "snowflakes" of different sizes and only a couple (like maybe 5 or 6). That may work.

Regarding the rules themselves, I didn't read... I was scarred off by the snowy background ... Arghh ... I was like "run away before the blizzard gets you!" :P

It's both a "Roll & Move" game and also an -opoly game too. I know it's very different from Monopoly... But what you should figure out... To me, is that I get the impression that you are a "one-trick-poney"! You need to either A> shelve this design and move on to something new B> get this game published or Kickstarted.

The problem I see is that this is a very SEASONAL game. Which is BAD. People will only want to play it around Christmas time (mostly). That's why I'm not dismissing that you have designed a very thorough seasonal game... But for your next game, try something with more general appeal. Whatever the theme is, go with something that people will want to play all year round.

That's why I see it performing BAD on Kickstarter ... BUT you may want to do something Fancy and KS it in December ... and do like the 25 days of Christmas (literally) for the KS campaign. December 25 as being the Final Day of your KS...

The ultimate Christmas Present would be the KS reaching it's goal! And then wait for like 8 months and ship to backers in September to November and get another Holiday BUZZ the subsequent year ... again people playing the game in December...

Could work... maybe.

I'll maybe read over the rules on Sunday... If I'm having a quiet day. I don't really enjoy reading rulebooks. But I might give it a read. I think from your earlier threads ... it has something to do with collecting Christmas Presents in preparation for Christmas... (I think).

Anyway if this game is done... (Almost ... I think the rulebook just in terms of the background needs a bit of *fixing*) ... But the game is pretty much solid and you've got a decision to make: KS it or shelve it.

Sincerely.

It's certainly Christmasy. I

It's certainly Christmasy. I won't argue with you there! :)

About the rules, evansmind. Quest has incomparably more experience than me, so his comments if/ when he gets a chance to read them will be more meaningful than these, but I read them through 3 or 4 times last night for what it's worth:

https://www.hasbro.com/common/instruct/monins.pdf

Comparing the amount of content of your rule book with that of monopoly might explain where I'm coming from, since they are both light, roll and move family games where you do stuff with money and draw cards. The similarity in SCALE is really what I'm referring to here.

I'm only mentioning this since Quest mentioned you might want to go commercial with it? The rules MIGHT be an obstacle to gaining instant appeal (Although I did read them, I had to arm myself with a beer first!)

For me, a seasonal game is not a bad idea. Several of my family's games only ever saw the light of day at Christmas anyway. :) I love Christmas and would buy a Christmas themed game. I'd probably be tempted by something a little more tranquil.

With all that said, best of luck. It's a well-intentioned game. I'm just not sure about how well a KS would go...

Questccg

Questccg, thank you for updating my links. I'd love to learn how to add the anchor Tag and make that happen for next time I post?

-Besides the snow in the rules what else do you think is making it to chaotic?

-I am venturing this game on my own, and funding it with my own Cash. This process for me has been time consuming enough that I don't want to add finding a publisher or Crowd Funding. The crowd funding alone is learning a whole new skill set that I hope to stay clear of. I gather the difficulty of crowd funding thanks to many of your posts here on BGDF!! BTW great idea on the 25 days of Christmas Kickstarter!!

-I do have a new game in the pipe line, but I'm holding off until I get Holiday Fever manufactured before I dedicate too much time to Game #2.
For me I see this Seasonal idea as the greatest shortfall in games, and I developed Holiday Fever to directly compete with Monopoly during the Holiday Season!! I know that is bold, but I think I have a good idea, and created a very well thought out game to attack a very neglected niche market in the board game industry. The bridge will be rules comprehension which I want to address by creating a well thought out Rules Video.

-Please read the rules. I respect your opinion and creativity as probably the most active member of BGDF!! Thank you for your comments!!

Tim

Tim, thank you for reading through the rules. I just quickly read the Monopoly rules skipping most the intro, and the speed rules at the end...it took me 11 min. Without reading the instructions for the board spaces, Holiday Fever rules should take about 6-7 min to get playing!! I hope to be in direct competition with Monopoly during the Holiday Season!!! I always wanted to slay a Giant!!

Please tell me more about what you thought about the game when you finished your beer and the Rules? Anything come to mind, like.. dislike? Which part made you think the game was less than Tranquil? Did anything confuse you? Did anything make you think "Wow this is cool"? Thank you for your time with my game.

evansmind244 wrote:Tim, thank

evansmind244 wrote:
Tim, thank you for reading through the rules. I just quickly read the Monopoly rules skipping most the intro, and the speed rules at the end...it took me 11 min. Without reading the instructions for the board spaces, Holiday Fever rules should take about 6-7 min to get playing!! I hope to be in direct competition with Monopoly during the Holiday Season!!! I always wanted to slay a Giant!!

Please tell me more about what you thought about the game when you finished your beer and the Rules? Anything come to mind, like.. dislike? Which part made you think the game was less than Tranquil? Did anything confuse you? Did anything make you think "Wow this is cool"? Thank you for your time with my game.

Your word count might be less than the Monopoly rules perhaps (?), but there are a lot of different and disconnected things going on. As someone who was new to your game and was reading the rules to understand them from scratch - it took me much longer than the 6 minutes it took you, the author. For one thing, one reading wasn't enough for me. I didn't read it 4 times for fun. I had to read it 4 times to try to get a sense of what the game was.

Why?

You've got loads of subheadings, mini-games, quite unusual concepts - like the family journal - and there's just so much going on. There are a lot of rules that ask people to do things that, as far as I was able to tell, have no effect on the outcome of the game. The game objective isn't clear from the beginning. The introduction mentioned collecting gifts and cash as the objecting. The 'Ending Game' section gives different win conditions. If nothing else, you definitely need to correct that.

Moreover, in the Monopoly rules, there's a clear thread that unites the ideas. Owning and exploiting properties. Yours doesn't have that, which may not be a bad thing, but bear in mind it effects how easily absorbed the rules are. We're not just buying gifts, we're landing on business and paying rent, pretending to answer the phone, playing games of Rock-Paper-Scissors, etc.

That's the only point I want to make really. I think the rules need to be if not simplified/ cut-down, then somehow tidied up - but I don't know how you'd do that.

As far as liking the game play goes. I haven't played it and that would be a subjective thing anyway. There are lots of popular and successful (and probably very good) games that I personally don't care for.

But why are you surprised that I suggested the game wasn't 'tranquil'? :)
A game certainly doesn't have to be 'tranquil', and I'd be very surprised if that's the experience you were going for when you created a game called 'Holiday Fever'! If you WERE going for tranquility, then:

simpler rules (fewer desperate elements)
fewer Take That cards
a much, much calmer looking board (Although it looks Christmasy, it also reminds me of those dodgy porn/ gambling website that you get directed to when your computer has a virus. All it needs are flashing lights and animated gifs)

...but, you're not trying to capture tranquility. You're trying to capture the mad rush before Christmas. So it doesn't matter (apart from the board, IMHO).

RE the board: Before you try to sell this game, consider letting a graphic designer loose on the board. You will be amazed at the difference. And I think even just a couple of hours work would be enough to make an appreciable improvement. Small things like making the text in the boxes smaller would reduce the sense of over-crowding, for example...Graphic Designers are also magicians with colour and will make the whole thing come together better than you or I could.

It may well be that having a graphic designer work on the board AND the rules might help improve reader reception, so kill two birds with one stone.

Would I be right in saying

Would I be right in saying that quite a lot of material in the rules is only repeating instructions on squares the board? if so, that's good news. You can just cut all that out and it might reduce possible reader overload. The Institute of Assisted Happiness square, for example, seems entirely self-explanatory. Does it need to be mentioned in the rules at all?

Seems like... complicated

Seems like... complicated Monopoly. There's a lot going on there. The board is making my eyes bleed ;)

Some of these rule segments seem tacked on, like the whole "business" thing, and giving speeches? OMG why am I giving speeches? What happens if I refuse? Nothing. I'm definitely refusing. What does that add to the game? How do the business add to the game's theme (of gift buying)?

Tim

Wow, thank you for the feedback.

- I am taking on a Lean Startup sort of business approach to this. The game is a Minimum Viable Product. I'll start off with a small print run, and if I can get some people who enjoy the game, and understand it I will reach out for as much feedback as I can get from paying customers and pivot with necessary changes. Same idea for the board etc.

-What did you think about the family Journal? Is there a better way to present it?

-The many aspects of the game that don't effect the outcome (Score) are the Family Tradition aspects of the game which is malleable and up to individual families. Although this is a game with a clear winner, my hope would be that players eventually see a deeper meaning with Holiday Fever. Its more than a game to be won, its a family tradition to be cherished and added to each year.

-"The 'Ending Game' section gives different win conditions. If nothing else, you definitely need to correct that". Thank you for picking that up. I'll have to look that over and make necessary changes!!

-I wasn't so much surprised that you didn't think the game was tranquil just wanted you to elaborate on what kind of a Tranquil Holiday experience you would look for in a game? I am enjoying your feedback and just trying to get even more feedback!!

-I am actually using and paying a professional Graphic designer who has been in the industry for over 20 years. I am a complete amateur and don't have the sense for the finer points of art. In all honesty this is just about press ready?? The pictures are low quality JPG or PDF's but you get the picture. Again with the Art, I just take a long term perspective. I like the way it looks..... its not going to win any awards, but I think it will do until I can create a community behind the game to help spearhead the design elements!!

Tim your feedback has been enlightening and helpful. Thank you for taking your time out to help a fellow dreamer!!

@Evan: how to use the anchor tags

To understand what I did for the URL Links, just Edit the OP. You'll also notice that for markup to work, I used "Markdown" as the "Input format".

When you Edit the OP, you'll see it's standard HTML code with normal < anchors >.

Note: Not all HTML will work, but you can do tables, div, hr.

This works on ANY comment, provided you change the "Input format". If you forget to do this the HTML will appear as plain text in the message.

Jay103

Jay, If you refuse to give speeches you must drop down and do 20 push-ups!!

I guess you'd be the guy who doesn't like to give speeches, which I personally think is great. Plenty of families/individuals may pass on Singing Carols and Giving speeches...but in the event they don't there are some wholesome moments to be had.
The point of these elements is to create a Family Tradition. Each score card acts as a Journal. Not only does it have a hand drawn picture of a Christmas Tree by each player that plays the game, but in the event that a player wanted to write something memorable down in their Journal they could...and that would begin a possible family tradition for that family.
I for one have 3 kids, and watching just their Christmas Tree art develop each year is cool enough for me....let alone the pleasure of going back 5 -10- 20 years to read through old Score Cards (Journals) that have long been forgot. Maybe I'm too optimistic in my game...but I am Optimistic that people will get this concept.
The businesses add to the elements of the game that don't effect the score....unless 6 players land on your lucky store during a game. The Businesses give players a sense of ownership and choice. My brother always had to be the Horse in monopoly and that created some lively debate and conversation over the years... good memories. Perhaps players will even rename their business, or perhaps come up with a slogan that they write down in their Journal each year......maybe pointless to some families or individuals, but could be very meaningful for others!!
Holiday Fever is not a strategy game to be won, although lots of people have a sickening urge to always win....LOL....its a game that creates a family tradition for families and friends during the holiday season. For the player who doesn't give speeches you may tirelessly work on your Christmas Tree throughout the game and create an amazing sketch that will be cherished.
Does your family still sing carols each year? You have a great reason to sing a carol or two with Holiday Fever. Does your family keep a journal of the Holidays? You can with Holiday Fever. The point I'm going for here is to showcase Holiday Fever (commercialism) and Family Tradition (the stuff that will be remembered).

Thank you Jay for your comments. Appreciate you!!

Tim

The board spaces are mostly explained because they have player choice or a speech. My goal is to get a video that sums up the rules in 3-4 min!!

Questccg

questccg wrote:
To understand what I did for the URL Links, just Edit the OP. You'll also notice that for markup to work, I used "Markdown" as the "Input format".

When you Edit the OP, you'll see it's standard HTML code with normal < anchors >.

Note: Not all HTML will work, but you can do tables, div, hr.

This works on ANY comment, provided you change the "Input format". If you forget to do this the HTML will appear as plain text in the message.

THANK YOU!!!

evansmind244 wrote:Wow, thank

evansmind244 wrote:
Wow, thank you for the feedback.

- I am taking on a Lean Startup sort of business approach to this. The game is a Minimum Viable Product. I'll start off with a small print run, and if I can get some people who enjoy the game, and understand it I will reach out for as much feedback as I can get from paying customers and pivot with necessary changes. Same idea for the board etc.

-What did you think about the family Journal? Is there a better way to present it?

-The many aspects of the game that don't effect the outcome (Score) are the Family Tradition aspects of the game which is malleable and up to individual families. Although this is a game with a clear winner, my hope would be that players eventually see a deeper meaning with Holiday Fever. Its more than a game to be won, its a family tradition to be cherished and added to each year.

-"The 'Ending Game' section gives different win conditions. If nothing else, you definitely need to correct that". Thank you for picking that up. I'll have to look that over and make necessary changes!!

-I wasn't so much surprised that you didn't think the game was tranquil just wanted you to elaborate on what kind of a Tranquil Holiday experience you would look for in a game? I am enjoying your feedback and just trying to get even more feedback!!

-I am actually using and paying a professional Graphic designer who has been in the industry for over 20 years. I am a complete amateur and don't have the sense for the finer points of art. In all honesty this is just about press ready?? The pictures are low quality JPG or PDF's but you get the picture. Again with the Art, I just take a long term perspective. I like the way it looks..... its not going to win any awards, but I think it will do until I can create a community behind the game to help spearhead the design elements!!

Tim your feedback has been enlightening and helpful. Thank you for taking your time out to help a fellow dreamer!!

You are very welcome indeed and I'm glad my comments have been of some help.

I can't really offer much comment on the family journal idea and the concept of the game as a vehicle for forging family traditions. It's very unusual. It strikes me that family traditions develop organically in their own way. But...maybe you've hit on something totally unique and original. I don't know.

I've been trying to think of Christmas themed ideas that I'd find festive and fun. For me it probably wouldn't be a game that focuses (ostensibly at least) on frantic Christmas shopping. :)

Maybe something involving sleighs across a snowy scene - perhaps delivering presents (because Santa has decided to let the elves compete) [Yeah, even though it's a Christmas game, I'd still want competition. I don't really understand cooperative games. hehe] Your naughty-or-nice (coal for the bad) could come into that...

Maybe taking the role of wise men navigating towards the nativity. I'd be delighted to see a game brave enough to reference the bible - although I can see that it might irritate some people these days....well...humbug to them! haha

Speaking of humbugs - maybe a Christmas Carol (Scrouge) theme. Or some generic Victorian curmudgeon(s) you have to win over by Christmas Day.

Decorating the Christmas tree feels like it could be the basis of a nice abstract game. There's a game out about designing stained glass windows for example. I think you get points for fulfilling certain criteria.

There's no telling what games will become imbued with a Christmasy quality though. I recently found my old cardboard Chinese Checkers game that I got for Christmas more than 30 years ago when I was about 8 or 9. That brought on intense nostalgia. It's remembering the experience of playing games like that with my family when I was a child that I think I understand what you're trying to achieve and that's why I called your game 'well intentioned'. I can tell how much love (for family and the holiday) you've put into your game.

I had a bit of friendly advice...

The advice I give is free and may not be applicable in all situations. So take it with a grain of salt (just an opinion to ponder).

I understand MVP (Minimal Viable Product) and you wanting to go it alone.

But there are some things you need to know FIRST.

  1. Stores maybe local to your area might sell copies of your game. But I have found in my own area it's a very HARD sell. They have been spoiled by how distributors do business and allow them to order 1 or 2 copies for their store on whatever frequency they like.

  2. Distributors usually deal with Publishers. If you don't have a company, you can forget your MVP, they won't buy. Secondly if you do have a business, distributors prefer to buy several products from a Publisher. Having only one (1) game might be another HARD sell. Unless the game is super hot and people are asking for it in stores (like a lot of people), well then a distributor won't do business with you.

I have canvased over 60 businesses in Canada for the retailing of our game "TradeWorlds". Why is this important? Because only one of those businesses has decided to re-sell the product. The good news is that they are willing to represent Ontario (and offer standard $20 shipping anywhere in the Province).

The point I am trying to make, is that even IF I gave you my Excel Spreadsheet with 150 businesses in the USA (more than double then in Canada), I think you may land 3 or 4 customers interested in selling. Again relatively low.

OK ... now here is my honest ADVICE:

  • See if you can make the game via "The Game Crafter". One-off production will cost you $0 in investment and you will be able to start selling right after that. No strings, commitment, investment, monies, etc.

  • Next if you feel adventurous and want to get more support, do a joint-venture KS with "The Game Crafter" (TGC). I believe they call it a "contract" and it basically says that TGC will handle the manufacturing and fulfillment for the backers of your campaign. Again no strings, commitment, investment, monies, etc.

Don't invest your own monies... It's much easier to go "with the flow" than against it. You can have a ridiculously low Funding Goal if you prefer (something for 100 units minimum) and that will be a more natural way to get sales.

I have no idea about the cost to make the game... You would have to price it via TGC (Board, cards, dice, etc.) But it may be worthwhile to try and see about the cost to manufacture via TGC... And the possibility to continue to sell via TGC and a "contract" giving you some "VISIBILITY".

Some more honest advice:

  • I am a very lousy salesman. So you might have better luck visiting local stores prior to Christmas and convince stores to stock your game.

  • However as I have explained they'll buy 1 or 2 copies at max because they can do the SAME with a distributor.

  • You may be able to sell 10 to 20 games in your local area (to stores). Wouldn't it be more interesting to sell 100+ units via a joint-KS???

Setting 100 units as a minimum gives you the LOWEST possible price for making and selling games from TGC (I don't mean globally, I mean just from TGC — their prices/rates).

I know you want to make it into a business with your MVP... But no Publisher has ever survived on one (1) Game Design. It takes multiple designs, look at Jamey Stegmaier. He's put out like 4 or 5 games, and with big KS numbers/backers and/or distribution for his whole product catalog. The reality is that being a Game Designer pays next to nothing... peanuts really. Having multiple games can get you into distribution (as I explained before) ... and most Publishers take on game from other designers to add to their catalog. A Publisher with the time to invest in his/her own business can make it by Kickstarting a game a year and do this for 4 or 5 years and you can eventually have a good game catalog and see a profit.

But if you think that "Holiday Fever" (your only game) will make you a successful BUSINESS. You are incorrect. You need to put out more than just one game to be successful in this business. And all the games you do design ... need to be good.

From what I see with this game... It's very niche (during the Christmas Holidays), appeals to a specific demographic (9 to 18 year olds — kids & teens with their Families), and not gamer-centric (Euros, Ameritrash, RPGs, etc. — Modern board games of today).

This is FREE advice... That you should think about. Anyone else feel free to offer feedback, comments, criticism (I'm not always right), etc.

Cheers!

What can money buy???

If you get your manufacturing and fulfillment paid via a Kickstarter, what you can do with your money is:

A> Re-coup money for all the Graphic Design that has been done.

B> Pay for advertising on Facebook, Board Game Geek, Father Geek (They'll love your game since they are interested in games good for the whole family), KickTraq and get a whole bunch of backers to buy into your KS.

C> Use TGC "Sanity Check" to help refine your rulebook and your TGC web presence (for sales on "The Game Crafter"). Even if you don't want to SELL on TGC... Using the "Sanity Check" can help iron out your rulebook. It's only like $30 USD a shot and may take like 2 to 3 tries to get it above 75%. More if you want a 90% score.

D> Do blind playtesting via a service like Coalition Game Studios to get feedback about your game than is independent and 3rd party which means neutral reviewers (http://www.coalitiongames.com/index.html). They charge but at the same time, that puts your money to good use!

E> Some reviewers that do Video Previews of games like Undead Viking and Board To Death TV charge a fee to produce a video for your game. Consider these because you will need reviews for your KS (If you want it to do well). Consider hitting up other reviewers too (Here's a list: http://www.jamesmathe.com/o-reviewer-reviewer-wherefore-art-thou/). Consider sending copies of your game out to some of them for some good reviews... Of course that means spending monies on making more prototypes to get shipped... Once you're setup on TGC all you need to do is "Add to Cart" and direct ship it to the reviewer in question... Once they have agreed to playtest your game!

There are all kinds of ways of spending GOOD monies in all kinds of beneficial ways to help both the promotion and sales of your game.

(Just don't spend on making the MVP and having no one to sell to...)

Cheers!

This game has fairly limited

This game has fairly limited appeal, I think. I mean, we have a Christmas tree and some attending family traditions, but none of them fit with what this game says they should be. And the traditions are already in place. Why would I sort of replace them with a board game telling me to do them? I'm certainly not looking for a board game to give me NEW traditions..

To put it another way: Would someone play this game more than once per year? If not, they're not getting much value as a board game, so why wouldn't they just talk about Jesus or sing carols or whatever without needing a dice roll in the mix?

(went back and read other replies, and Tim states it well:

Quote:
I can't really offer much comment on the family journal idea and the concept of the game as a vehicle for forging family traditions. It's very unusual. It strikes me that family traditions develop organically in their own way. But...maybe you've hit on something totally unique and original. I don't know.

That's why I suggest not to invest personal funds

Jay103 wrote:
This game has fairly limited appeal, I think. I mean, we have a Christmas tree and some attending family traditions, but none of them fit with what this game says they should be. And the traditions are already in place. Why would I sort of replace them with a board game telling me to do them? I'm certainly not looking for a board game to give me NEW traditions...

That's a bit why I HIGHLY suggest NOT investing his own money in making the game. Going with TGC is a wise move ... because you'll see the reaction to this game from buyers. Also a joint-KS is a great way to sell some volume if by chance you decide to go that route.

This is one of those things. Like my earlier attempt to sell individual player boxes for a four (4) player game (1 to 4 now). I thought it might work ... but realizing how game stores work and how people buy games... It was all wrong.

I think if you set your goals low and give it a try... You'll see how the market reacts. IDK — it's hard to say.

I'm on the bubble. Like I've already stated it's very "niche".

Questccg

I can't thank you enough for taking the time to share your experience and wisdom.

-I used Joshua Yearsley to help Edit and refine the rules. I will look into Sanity Check.

-Coalition Game Studios: Unfortunately I used Mike and he couldn't get his play-testers to play the game a 2nd time, after telling me he had a group that would be perfect for my game. After giving me some average insights in an email, he then refused to respond to my emails and phone calls and never did send me back my prototype....so Michael Mihealsick with Coalition Games stole my prototype at a time when I needed that prototype desperately. He's on my S*#T list.

-Thank you for the links and the reviewers. Appreciate it!!

Yeah, I agree with QuestCCG..

Yeah, I agree with QuestCCG.. this has "The Game Crafter" written all over it. It's a set of components they should pretty much have in stock (game board, cards, die, box).

For the prototype, did you send a return label or anything? I wrote off my prototypes as soon as they left my hands, even though each represented a lot of effort to make (I made my own tiles and cut my own punchouts)

Quote:
he couldn't get his play-testers to play the game a 2nd time

Hmm.

Yeah that seems a bit odd...

I'm sorry you got Fncked over by Coalition Game Studios... That will make me less prone to offer up their services.

If you are looking for another group to test, there is also the "Game Smiths" that do "Blind Playtesting". They charge $75/playthru and you may want them to do 1 or 2 runs.

https://www.gamesmithsplaytesting.com/

We used them for some last minute testing of a few of our "extras". They were rather critical ... but they honestly did offer up some great feedback to improve our game. And they were reasonable with the pricing too.

Also you have to paid "extra" if you want your prototype mailed back... Just figured I'd include that ... because that's a very important point with them. YOU MUST ASK FOR IT. And they'll tell you the additional cost and time involved.

The "Sanity Test" will help with the "structure" of the rules. Like usually once you state the components, the next section should be Victory Conditions (How to Win) and then you go into Game Play, Playing a Turn, Housekeeping, etc.

Cheers!

Jay103

-Why do you think the game has limited appeal?

-Why doesn't the Christmas Tree and attending family traditions fit with what they say they should be?

-I would imagine if you didn't want NEW traditions you'd have the right to make that choice. Perhaps even choose not to play Holiday Fever. I will give you fair warning now...... someday you will have that choice. You'll go to some party and BAM there you'll see it.....Holiday Fever A Family Tradition, all set up at the table of someone you know. I ask only one thing from you, when that day comes, please sit down and see if you end up liking the game!!!!! Relax and have fun.

-Tim does state it well, "maybe you've hit on something totally unique and original".

If someone enjoys this game, then I assume they play it more than once a year, and consequently feel like their purchase of the game has value.

-Why won't they just talk about Jesus or sing carols: Because usually people who enjoying playing board games use the Holiday's and the many accompanying parties/get-togethers to play board games. It don't have to imagine that people will play a simple Christmas Themed board game, (where you sing carols, keep a journal, give funny or sweet speeches, roll the dice and find out who's naughty or nice) during the Holiday Season. I have been play-testing this game for a long time...I know people will enjoy and play this game.
Hopefully you will find some people to play the board games you design. I also hope you will find a way to be a little more positive in life!!

Thanks for your feedback.

Questccg

Thanks for the game smith link!! I will definitely send a prototype to them if they are willing to look at a poor unfortunate roll and move game with a Christmas theme!!!

With Coalition games I definitely told him I need the prototype back and I sent it with the return all paid for. I imagine that if the game is their style they'll be helpful....but I strongly questions a lot of these services that offer help!!
Innovation is hampered by the group....especially a group being paid to be innovative or creative. Most large companies are completely getting rid of their R & D departments and instead opening their doors to outside innovators. We need to trust our instincts for our board games. If we listen to pro play testers we never go forward with our instincts?
In the business world there is only 1 true standard for feedback, Feedback that comes from paying customers. Never change your business plan until enough of those paying customers give you feedback on how to make our product better. The only person's opinion that matters is the guy who's paid for your game....a real deal customer with skin in the game!!
Don't get me wrong, I don't see a problem with getting your verbiage correct and standardized for board games, layouts etc...... but with Holiday Fever my target audience will not notice that my rules are laid out differently than their other games. Lets just say "If you like Monopoly you'll LOVE Holiday Fever"!!!!! hahahahahah

Thanks Questccg!!

evansmind244 wrote:-Why do

evansmind244 wrote:
-Why do you think the game has limited appeal?

Would someone play this twice? Even if they enjoyed it once?

Quote:
-I would imagine if you didn't want NEW traditions you'd have the right to make that choice.

A "new tradition" that exists because of a board game? That's a bit of an oxymoron to start with, but, no, I don't think people set out to create new traditions very often. In this case, you're asking them to buy a game and play it to create it as a new tradition, which is quite the sale.

Quote:
I will give you fair warning now...... someday you will have that choice. You'll go to some party and BAM there you'll see it.....Holiday Fever A Family Tradition, all set up at the table of someone you know. I ask only one thing from you, when that day comes, please sit down and see if you end up liking the game!!!!! Relax and have fun.

I'm not sure I needed that warning, sorry. And I hang out with families that play games.

You're.. asking me to write down the things I learned while playing your game, to create a record of stuff to read through in future years. This is a tall order.

Quote:
Hopefully you will find some people to play the board games you design. I also hope you will find a way to be a little more positive in life!!

Already did, thanks! And I'm a realist, not a pessimist.

Those things aside, I'm still

Those things aside, I'm still not sure how this game accomplishes what you seem to want. It's a game about acquiring gifts. You win based on the cash value of what you end up with, plus some cash bonuses for other stuff.

The speeches, journal entries, and all that are tacked on, because they really have nothing to do with the GAME. The game is about material possessions and the material side of XMas (gifts, tree, business). That's WHAT IT'S ABOUT.

The part I don't get is where you then want me to create a journal about some stuff that really isn't in the game, so that it's part of some new tradition of mine. Because the game is about $$$.

Edit: An example: You have a "charity board". From what I see in the rules, people can, at certain points, donate into the charity pot. Then later, a player gets all the money in the charity pot. THIS IS NOT CHARITY. It's maybe a raffle, or a savings account, but if the players are trying to get that money back for themselves, it's NOT CHARITY. Which is FINE in a board game. But why is the game pretending that there's more to it by calling it "Charity"?

And all I see about speeches is that they're optional. Nothing about push-ups.

I used to think my own way was the better way

Until I did the "Sanity Tests". If you want to maintain your order... it's your game. I'm just trying to illustrate how Player Psychology affects the reaction of newbies to a game. It's not just taboo, there is a very real way to structure rulebooks to INCREASE the odds of players becoming accustomed to accept information from rulebooks.

But it's your choice to completely ignore the feedback offered by experts in working with rules and games. I personally found it a "hard pill" to swallow ... until I started realizing that what the expert was offering is a better way to consume information. It wasn't just about rules...

So some formatting/ordering:

1. Introduction (something interesting to encourage the reader to read onwards).

2. Game Components (What is the game comprised of). You want to know this because you'll want to make sure you have ALL of the component necessary to play!

3. Victory Condition. How to win the game. It seems that players ask the first question: "What am I supposed to do in this game?" And answering how to win the game is a way to help provide CONTEXT for players and their psyche. Winning may not be the most important part ... but knowing what you are supposed to be doing IS.

4. Game Play/Turn Sequence. What does a turn look like. This could be broken down into smaller phases/steps.

5. Advanced rules and maybe a breakdown of terms (such as a glossary).

6. Optional rules (steps not required to be a part of the turn sequence).

7. End of turn/Housekeeping. How to end your turn, special things that need to occur at the end of the player's turn.

Something like that. But if you use the "Sanity Test" service, you'll see what they propose. Best of luck(?!) with your game.

Note on the rules format:

Note on the rules format: When publishing something online, don't put it in 16-1-2-15-etc order. We read it in normal order, and we're not likely to print it and then try to fold it into the real format. Just make a normal PDF so it's readable. At first I didn't even realize you'd done this and I just thought it was disjointed.

Also, when I sent my rulebook to my manufacturer, I sent it in 1-2-3-4 order. They take care of the interleaving as needed. So there was no point when I wanted 16-1-2-15 order.

-Would someone play this

-Would someone play this twice? Even if they enjoyed it once?

Yes. The game is short (30 min) and very fun to play multiple times....even in a row.

-In this case, you're asking them to buy a game and play it to create it as a new tradition, which is quite the sale.

No, I'm asking people to play a game called "Holiday Fever A Family Tradition" if they like it... there is a very strong chance that it will become their family tradition during the Holiday Season.
My wife and I talk often about what traditions and habits we want to develop in our young family. Not about board games usually.......but If we are thinking about new traditions etc... I can imagine we're not the only young family out there looking for things we enjoy, and hope to keep enjoying over the years.

-I'm not sure I needed that warning, sorry. And I hang out with families that play games.

Trust me, you need that warning!! I guess that joke didn't give you a laugh....but I am confident that Holiday Fever will end up a family tradition for at least a few families.

-You're.. asking me to write down the things I learned while playing your game, to create a record of stuff to read through in future years. This is a tall order.

I'm asking you to keep score, draw the outline of a Christmas tree and play a board game. If you played you may actually think of something funny or special to write down in your journal. You may join in a carol, or think of something funny to say when a Naughty-or-Nice cards asks you "where you find inspiration".
Do you have children? My mom still has pictures that I drew for her when I was a Kid. This is what I would do if I bought Holiday Fever and liked it:
When the game was done and we sang a carol.... I would ask each of my kids to write down 1 thing they are grateful for this year. On another game I would ask them to write down the name of someone they would like to help this Christmas. On another game I would ask them to write something they love about someone at the table. On another game I may ask my kids to write down 5 things they love about their Mom.......this takes a min or two and for me and my wife is well worth it.
Now if you have kids, you may want to keep those score cards, and if you did that for the next 10 or 20 years you may one night after the game is done sit around a while with your family or your wife and read off some of those old score cards and get a good laugh or a good cry!! This to me is appealing, it has also been appealing to a few play testers. I believe in this game very much, and I've put a great deal of time and effort into it.

-Already did, thanks! And I'm a realist, not a pessimist.

Good work on getting your game out there, and funding your KS BTW. It looks great. Unfortunately I don't play RPG's yet...but who know's as my kids get older maybe we'll find a cool one and try it out. We do love to imagine and play!!
I must say that a realist would likely be more realistic about judging a game he/she hasn't yet played. You should reread your posts to me..... You sound like a JERK. Not a realist!!

Okay ...

Please don't start making personal attacks ... Nothing offensive was said... I don't want to have to lock the thread.

I think you just have two (2) people who are on the opposite side of the issue at hand.

From the creator's side, he states that his game is "FUN" and can inspire families to add the game to their Christmas Traditions.

And from the others in this thread, we're not saying it's not "FUN" ... Just that most people are not convinced it will encourage Christmas Traditions and that it is a very "niche" game.

Let's leave it at that... Nobody is being a "Jerk", just a difference of opinions.

Thank you.

Jay103

Is tacking on things that add theme and depth to the game a bad thing...even if it doesn't effect the score?

Yes the game is about the material side of Christmas, you are forced into that part of the game but only to magnify the The Family Tradition part of the game....singing carols, random acts of kindness, speeches, telling people what your grateful for. The game is actually about the memorable moments that can be created during the game if you Choose to create them. If you choose to create them then why not write a few of them down. People do enjoy keeping journals and making memories.

The Charity pot is not guaranteed for anyone in the game. You have the choice to give to charity or not to give to charity each time a player lands on that board space. Weather you become a recipient of Charity later in the game doesn't make your donation to Charity any less charitable. Are we not all in need of Charity once in a while? Should we not all donate to charity once in a while?

Questccg

Sorry, but I think if you read the posts by Jay103 you'll see that he has consistently made low comments that didn't need to be said and add nothing to the requested conversation about the game. Presuming he/she know's the reaction of most people and what they'll be convinced about is hardly helpful constructive or needed. His comments are confrontational and definitely not needed. I have politely responded to each of his posts only to get lower and lower replies.

Jay103 wrote:Note on the

Jay103 wrote:
Note on the rules format: When publishing something online, don't put it in 16-1-2-15-etc order. We read it in normal order, and we're not likely to print it and then try to fold it into the real format. Just make a normal PDF so it's readable. At first I didn't even realize you'd done this and I just thought it was disjointed.

Also, when I sent my rulebook to my manufacturer, I sent it in 1-2-3-4 order. They take care of the interleaving as needed. So there was no point when I wanted 16-1-2-15 order.

This is a copy from the Graphic Designer who is formatting the rules for manufacture. I don't have a copy of the rules that include Art in a 1,2,3,4 order.

Hey Evan, I've been watching

Hey Evan,

I've been watching this thread for a while, and was just wondering what you were looking for in terms of comments. I saw that you said the game was basically finished, so you're not really open to critical commentary. Any other comments questioning the market for a game using the mechanics you put in seems to result in defensive comments from yourself. Whenever suggestions are made, your comments either negate why that comment doesn't apply to you or acknowledges the comments without a plan of action to follow up. For example, your rulebook layout or the busy graphic design in your rules.

If I was to only factor in what I've been reading, it kind of seems like you're only open to compliments or comments of interest in your game. I'm not saying that's how it is, but I'm saying that is how the situation currently looks to me. It's fine if you don't want to act on the advice you're given, but then it's important to communicate what you do need so both you and the users responding to you aren't wasting their time.

In an effort to give you appropriate feedback, I 'm hoping you can tell me what exactly you want commentary on. What are you open to changing? What do you feel unsure about? What do you have questions about?

Sorry, I apparently mistook

Sorry, I apparently mistook your advertisement for a request for feedback.

One last question I'll answer:

Quote:
Is tacking on things that add theme and depth to the game a bad thing...even if it doesn't effect the score?

Yes, if they're tacking on theme and depth that doesn't match the rest of the game. But also yes in general. It's a game. But even a movie doesn't need subplots that don't interact with the main plot.

Peace out.

Jay103

To everyone on this blog I apologize for getting upset with Jay103's comments. I was offended but I am not going to dwell on it. Jay103 I am sorry for calling you a Jerk.

Fertessa

Please comment on any errors you see in the Rules, Art, Concept and anything else you would like to comment on.

-I am open to changing obvious errors.

-I am unsure if the Theme of the game makes sense with the introduction. I am going for a game that forces players into a materialistic Christmas race trying to get the most valuable gifts...while conversely leading the players to a deeper meaning that can be found in creating family traditions.

-My question to you is. How many times do you need to read the rules before you understand how to start the game and begin playing? What would say about the Rules and Board at first glance? Would you play a roll and move Christmas game?

Thank you for watching this thread. Please believe I'm here for critical comments too. I will always defend my game against critical comments that I feel are based in speculation.

Some things that you have said don't make any sense to me.

Like for example "Charity Board". It's contrived and designed in a manner that isn't conducive to the aspect...

Make it like "Free Parking" WITH the exception that the winner of the pot is NOT the player landing on that space but the player with the least amount of "money"(?) That would be "charitable"! Since your game doesn't have any money... Why not instead of "charity", the player with the most amount of debits gets them all absolved!

Or the "Family Journal" ... You want people to do a Q&A and log their answers? I personally don't get the idea. It's like you're trying to do all kinds of things that have nothing to do with the "actual" theme of the game itself which is buying presents.

Same thing with this "Christmas Tree"(?!) It's not really part of the "core" game.

If I was you (and you'll probably ignore this), I would remove (they call it "streamlining") all the extras that are not required by the game. The Family Tradition you are TRYING to achieve is simple: People playing the game during Christmas. PERIOD. And maybe the winner is awarded some kind of PRIZE for being the one who wins (a special present). Now that to me, sounds like a REASON for playing on Christmas: you can win a special present...

That to me sounds very reasonable, straight-forward and has not unnecessary game elements which seem to detract from the COMPETITIVE nature of this game.

But that's just my opinion...

evansmind244 wrote:Please

evansmind244 wrote:
Please comment on any errors you see in the Rules, Art, Concept and anything else you would like to comment on.

-I am unsure if the Theme of the game makes sense with the introduction. I am going for a game that forces players into a materialistic Christmas race trying to get the most valuable gifts...while conversely leading the players to a deeper meaning that can be found in creating family traditions.

-My question to you is. How many times do you need to read the rules before you understand how to start the game and begin playing? What would say about the Rules and Board at first glance? Would you play a roll and move Christmas game?

Thank you for watching this thread. Please believe I'm here for critical comments too. I will always defend my game against critical comments that I feel are based in speculation.

Okay, I will respond to the things you mentioned.

As far as obvious mistakes:

- The Huge G in your introduction...I think it should be sitting up higher, because currently my eyes try to read the 3 sentences aligned with it starting each word with a G (Get, Gday, Gcreate) Logicially I know it only applies to Get and the other 2 aren't actual words, but graphic design is about leading the eyes, and currently it's leading my eyes to mesh those letters together.

The multiple colors used in the Gift list section is not ideal, I think. Also the green text on the gold, outlined with white is a strain on my eyes. The same with the font used for Holiday Fever. In my (limited) experience, if you have to outline text to make it pop from the background you placed it on, then that's a weakness in graphic design. You should be able to read it without an outline. I would choose a different font, BG color, or text color if visibility is an issue.

Why is there a Gift List section? That information doesn't make sense to me. It seems like in-game info that isn't necessary to understand the game.

Alot of the images are pixelated. The blizzard BG, the stocking, the start square, etc. If they're blurry online, it'll look blurry when printed. I don't know who is doing your graphic design, but they should not be stretching images to fit the size of your template. They should be utilizing larger images so they keep a crisp quality.

The font of your rulebook seems a bit small. You chose a thin font, so even zoomed in, it kind of feels like a pain to read. I recommend bumping it up a pt or two in size.

The current arrangement of the rules is confusing and demotivates me from reading the rules. If your graphic designer sent them to you like this,t hen I would request that your designer send them to you in a 1-2-3-4 order, as that is the accepted way people in the community share their rules. You should definitely have a 2nd copy making it easier for people to give you feedback for your game.

Regarding how theme ties into the introduction:

You are heavy-handed with the theme. Your intro shouldn't have to tell me it'll become my family tradition. If it's something my family loves to do, then it will become that. Your game is actually celebrating the commercialism of Christmas, which for me, is the exact opposite of what I would want to adopt as a tradition.

I feel like there were conflicting word choices made, such as lavish Christmas, the most beautiful holiday, the biggest pile of gifts, charity, naughty or nice, etc. Reading this, it sounds like your game is all over the place. It wants to invoke sentimentalism so it becomes tradition, but it celebrates the commercial aspect of Christmas. It wants you to roll dice to be naughty or nice, but the only nice mechanic I can see in your game is charity. Your introduction serves more like an infomercial than a blurb setting the atmosphere and expectation of playing your game.

Regarding the rulebook:

-The Prepare Gifts section didn't make sense to me. I reread it 3 times and couldn't understand it.

-The Charity Token section also wasn't fully clear regarding the $100s being distributed. Took 3 times to read.

-I feel like the score cards should come with premade Christmas Trees. While I get the creativity in maing your own outline, I have seen SO MANY people who feel inferior about drawing even something as simple as that. I feel like this is a big ask, and to certain people, it's just an opportunity for their family of friends to make fun of their crappy drawing skills. Sure, you may treasure it, but it's kind of like how ALOT of people HATE candid photos (even when I personally think they're the best types of photos to take. To me there's more nostalgia and value in non-posed pictures, but I'm creative, and in the minority) The same can be said with drawing. I think the majority will balk at having to do that, so to me, it seems like an element which will detract from your game.

-Determining first player took 3 reads.

Honestly I think it's the fact that you're using terms that I haven't become acquainted with that's tripping me up. I don't know what these spaces are, the picture examples are blurry, so it all feels disconnected.

For Gameplay you don't really explain the difference between the 2 parts of the board. Mainly, why I would want to go to the calendar. Does getting the the end of the calendar signal the end game? Can I only get gifts and money by using the outer track?

If there are only 2 dice in the game, then just say dice, as the word implies plural.

Taking a Turn: Alot of your sections are worded in a roundabout way. This section could've been summed up in more concise sentences. Roll the dice, and follow the instructions when you land on a space. Consult Pg 9 for more in depth explanations on how a space works if there are questions. After play is resolved, it is the next player's turn.

I think your use of dollar symbols is really throwing me off. It makes more sense to me to say you collect 10x whatever is rolled. Does it specifically have to be collected in $10 bills? That seems odd anyway.

The December Calendar section makes no sense to me. How would I start on the 12th space as opposed to the 1st? You don't explain how to move onto it once you do something which activate the area sot hat it's no longer off-limits.

Reading this section I also realize I didn't see any stats telling me how many people can play this game or how long this game generally takes to play.

What is The Listed Doubles? And why would you write it down? Doesn't seem memory worthy? Are the odds of rolling it lower than rolling a yahtzee?

For scoring there seems to be alot of bookkeeping involved, which is usually something you want to stay away from.

This post is getting too long however, so I stopped reading the rules after that. The last of my feedback is that I have to reread the sections 2 times too often, because the order the information is given to me does not allow me to take it in properly. You should have an overview explaining what things are before you go into how to use them.

I also think your approach to create a tradition is a bit too heavy-handed. Forcing players to do things like speeches and journaling does not seem endearing to me. What if the winner got to make a speech? What if the person who won the charity pot had to actually donate to charity? What if the back of the book had different topics players could make their speech on or discuss after the game, about the spirit of Christmas, or the commercialism, or the importance of giving?

Give them structured freedom so that they know what direction to go with it, but they aren't so stuck on being forced to do X, Y, Z. To answer your last questions:

When I first saw the board, it looked way too busy. There are so many different colors present and so much text that it's overwhelming. It seemed like a headache to figure out. When I looked at the rulebook, I saw the graphic design and felt it was borderline unprofessional. It's not horrible, but when I see the pixelated images and the font choices, it tells me that someone who is not strong in graphic design was hired to do graphic design, and the designer did not do quality control.

Then I think, if they don't care about something like this, then what kind of quality control should I expect from a game they created? That being said, yes I would play a roll and move Christmas game, but I would not want to play this one, based off of what I see and have read.

Sorry for the long response, but I hope that helps.

Unfortunately...

@Evan will take offense to our criticism... instead of understanding WE are trying to help "improve" his game. Nobody here is trying to tell him it's a BAD game... We're just trying to *explain* that what he WANTS to achieve and what he is currently encouraging people to do ... is well... contradictory AT BEST!

Don't be offended. You are looking at things from your own perspective and while you think it all works and all makes sense... 3 people are TRYING to tell you that IT DOES NOT WORK.

The game is about consumerism and you are trying to get people to sing carols??? Come on @Evan... Can't you see that this is not logical(!?)

Again I'm not trying to be negative... Like Jay, I'm a realist. And while I see some opportunity. I don't see it with the objectives you are trying to "force" onto the game.

Let it BE A GAME about buying presents. And like I said, maybe offer an "exclusive" PRIZE to the winner during the celebration. This fits the consumerism and competitive nature of the game.

To me it feels like the game is going in ONE-Direction and the rest is going in the OPPOSITE-Direction. That's why I say, don't INVEST in making this game on your own. Try to make it on The Game Crafter and maybe try a joint-KS (contract) and see how you do.

That will give you REAL ANSWERS as to who is interested in this game.

I'm sorry if you feel like your game is the best thing in the world and that 3 BGDF designers are telling you it's not. We're not trying to ruin your game. On the contrary, we're trying to help. What purpose would it serve us to criticize your game??? Ask yourself this. Why would we be saying the same thing...? It's because we're being HONEST. We don't see it and it has nothing to do with sitting down and playing the game. It's got to do with how you presented this GAME and how you are trying to tell us to sing carols or say why we love Jesus.

Your baby needs some "help". Just think about it.

Just some additional "connected" ideas

If you want to create a game about "why we love Jesus" or "what are you most thankful for during this Holiday Season" or "name something you love about your Mon or Dad", etc. Then create a Christmas Party game that is made up of "cue cards" and various question. Call it IDK the "Christmas Trivia Game"... That will probably have more impact to the people who might enjoy that kind of "Trivia/Party" game.

Or if you want to make a game about Christmas Carolling, well then make it a Karaoke game where you sing part of the carol and then someone has to complete the missing "word" or "words" depending on the difficulty level. This way both Children and Adults can play with varying levels of difficulty.

Or if you want to make it about dressing a Christmas Tree... Develop some home-made stickers which are non-permanent and make it a contest to move from the bottom of the tree to the top where you place your STAR to win. I don't know all the details, I'm just trying to explain to you... All these ideas may be good for their own DESIGN/Game.

Trying to group them all under the same banner is a mistake (IMHO). But you'll take the criticism and try to explain to us how we are all wrong and that we don't understand what you are trying to accomplish with your game.

Focus on the positive and understand what is being explained.

Cheers and best of luck(?!) with your game.

Getting back to my "Prize" idea

You could make "suggested" prize ideas in a separate section of the rulebook. Like the winner get a cup of Hot Cocoa with Marshmallows and a the losers don't get any Marshmallows (for example).

Or the winner gets a Chocolate Santa Treat...

Or maybe the winner gets a home-made Ginger Bread Cookie...

Think of all the festive home-made GIFTS and small items which could be like a Stocking Stuffer but used as a PRIZE instead.

Just a list like Santa has... (Naughty or Nice)

questccg wrote:Like for

questccg wrote:
Like for example "Charity Board". It's contrived and designed in a manner that isn't conducive to the aspect...

Make it like "Free Parking" WITH the exception that the winner of the pot is NOT the player landing on that space but the player with the least amount of "money"(?) That would be "charitable"! Since your game doesn't have any money... Why not instead of "charity", the player with the most amount of debits gets them all absolved!

Or the "Family Journal" ... You want people to do a Q&A and log their answers? I personally don't get the idea. It's like you're trying to do all kinds of things that have nothing to do with the "actual" theme of the game itself which is buying presents.

Same thing with this "Christmas Tree"(?!) It's not really part of the "core" game.

If I was you (and you'll probably ignore this), I would remove (they call it "streamlining") all the extras that are not required by the game. The Family Tradition you are TRYING to achieve is simple: People playing the game during Christmas. PERIOD. And maybe the winner is awarded some kind of PRIZE for being the one who wins (a special present). Now that to me, sounds like a REASON for playing on Christmas: you can win a special present...

That to me sounds very reasonable, straight-forward and has not unnecessary game elements which seem to detract from the COMPETITIVE nature of this game.

But that's just my opinion...

Questccg,

*****Why specifically do you not feel the Charity Board (charity donation, charity award, charity pot) is conducive in this aspect?

Charity Donation space: Players must choose to donate $100 dollars to the charity Pot that will hopefully make a lucky players game at some point.

Charity Award space: Player is the recipient of the Charity Award weather they like it or not. Charity Award space is like a random act of kindness being done to you….you don’t have a choice.

The Charity Donation and Charity Award board spaces also have a cooperative aspect. Players can collectively decide to Never Donate to charity or decide to Always donate to Charity. Both aspects are collectively very Charitable. With this in mind the Charity Donation board space allows for some actual Charitable moments during the game, if the player that lands there can get the other players to be Charitable.

****Why don’t you think keeping a family journal or individual journal fits the theme? Why do you think this mechanic should be eliminated from the game?

Family Journal: There is a family journal built into the Rules book where families can write down their own made up rules. This game seems to stir its players imaginations quite a bit. This was the reason a Family Journal was added to the rules book.
3 examples from play-testers:
-Sing a carol every time a 3 is rolled.
-Players can donate to the Charity Pot at anytime during the game.
-Integrity Bonus for unused Burglar cards at the end of the game.
In my family we use the Family Journal to log the Highest Scores ever achieved for the game. My wife held the record for 3 years.

Now there is also a Journal on the back of the score card. This Journal is designed for players to write something memorable down. The rules and certain naughty-or-nice cards give players several ideas.

****Why do you think that the theme of the game is buying presents?
As I see it the Theme of the game is life leading up to Christmas Day. Buying gifts is a major mechanic of the game. Keeping a Journal is a mechanic of the game. Decorating your tree is a mechanic of the game.
-I think keeping a journal fits the Theme and gives families a very cool way to do so.
-Players who decorate their tree instead of purchase Gifts have a better chance of winning the Charity Award and a good chance of winning the game. If you land on Christmas with a decorated tree you can eliminate all your debits.

****Why would stripping this game down to its bones make this game more fun and more memorable?

Essentially I’m trying to get players to NOT BE SO COMPETITIVE and focus more on the wholesome family moments created during the game.

Thank you for your opinion….its a good one and I respect it. Thank you for the time your putting into helping me.

Fertessa wrote:evansmind244

Fertessa wrote:
evansmind244 wrote:
Please comment on any errors you see in the Rules, Art, Concept and anything else you would like to comment on.

-I am unsure if the Theme of the game makes sense with the introduction. I am going for a game that forces players into a materialistic Christmas race trying to get the most valuable gifts...while conversely leading the players to a deeper meaning that can be found in creating family traditions.

-My question to you is. How many times do you need to read the rules before you understand how to start the game and begin playing? What would say about the Rules and Board at first glance? Would you play a roll and move Christmas game?

Thank you for watching this thread. Please believe I'm here for critical comments too. I will always defend my game against critical comments that I feel are based in speculation.

Okay, I will respond to the things you mentioned.

As far as obvious mistakes:

- The Huge G in your introduction...I think it should be sitting up higher, because currently my eyes try to read the 3 sentences aligned with it starting each word with a G (Get, Gday, Gcreate) Logicially I know it only applies to Get and the other 2 aren't actual words, but graphic design is about leading the eyes, and currently it's leading my eyes to mesh those letters together.

The multiple colors used in the Gift list section is not ideal, I think. Also the green text on the gold, outlined with white is a strain on my eyes. The same with the font used for Holiday Fever. In my (limited) experience, if you have to outline text to make it pop from the background you placed it on, then that's a weakness in graphic design. You should be able to read it without an outline. I would choose a different font, BG color, or text color if visibility is an issue.

Why is there a Gift List section? That information doesn't make sense to me. It seems like in-game info that isn't necessary to understand the game.

Alot of the images are pixelated. The blizzard BG, the stocking, the start square, etc. If they're blurry online, it'll look blurry when printed. I don't know who is doing your graphic design, but they should not be stretching images to fit the size of your template. They should be utilizing larger images so they keep a crisp quality.

The font of your rulebook seems a bit small. You chose a thin font, so even zoomed in, it kind of feels like a pain to read. I recommend bumping it up a pt or two in size.

The current arrangement of the rules is confusing and demotivates me from reading the rules. If your graphic designer sent them to you like this,t hen I would request that your designer send them to you in a 1-2-3-4 order, as that is the accepted way people in the community share their rules. You should definitely have a 2nd copy making it easier for people to give you feedback for your game.

Regarding how theme ties into the introduction:

You are heavy-handed with the theme. Your intro shouldn't have to tell me it'll become my family tradition. If it's something my family loves to do, then it will become that. Your game is actually celebrating the commercialism of Christmas, which for me, is the exact opposite of what I would want to adopt as a tradition.

I feel like there were conflicting word choices made, such as lavish Christmas, the most beautiful holiday, the biggest pile of gifts, charity, naughty or nice, etc. Reading this, it sounds like your game is all over the place. It wants to invoke sentimentalism so it becomes tradition, but it celebrates the commercial aspect of Christmas. It wants you to roll dice to be naughty or nice, but the only nice mechanic I can see in your game is charity. Your introduction serves more like an infomercial than a blurb setting the atmosphere and expectation of playing your game.

Regarding the rulebook:

-The Prepare Gifts section didn't make sense to me. I reread it 3 times and couldn't understand it.

-The Charity Token section also wasn't fully clear regarding the $100s being distributed. Took 3 times to read.

-I feel like the score cards should come with premade Christmas Trees. While I get the creativity in maing your own outline, I have seen SO MANY people who feel inferior about drawing even something as simple as that. I feel like this is a big ask, and to certain people, it's just an opportunity for their family of friends to make fun of their crappy drawing skills. Sure, you may treasure it, but it's kind of like how ALOT of people HATE candid photos (even when I personally think they're the best types of photos to take. To me there's more nostalgia and value in non-posed pictures, but I'm creative, and in the minority) The same can be said with drawing. I think the majority will balk at having to do that, so to me, it seems like an element which will detract from your game.

-Determining first player took 3 reads.

Honestly I think it's the fact that you're using terms that I haven't become acquainted with that's tripping me up. I don't know what these spaces are, the picture examples are blurry, so it all feels disconnected.

For Gameplay you don't really explain the difference between the 2 parts of the board. Mainly, why I would want to go to the calendar. Does getting the the end of the calendar signal the end game? Can I only get gifts and money by using the outer track?

If there are only 2 dice in the game, then just say dice, as the word implies plural.

Taking a Turn: Alot of your sections are worded in a roundabout way. This section could've been summed up in more concise sentences. Roll the dice, and follow the instructions when you land on a space. Consult Pg 9 for more in depth explanations on how a space works if there are questions. After play is resolved, it is the next player's turn.

I think your use of dollar symbols is really throwing me off. It makes more sense to me to say you collect 10x whatever is rolled. Does it specifically have to be collected in $10 bills? That seems odd anyway.

The December Calendar section makes no sense to me. How would I start on the 12th space as opposed to the 1st? You don't explain how to move onto it once you do something which activate the area sot hat it's no longer off-limits.

Reading this section I also realize I didn't see any stats telling me how many people can play this game or how long this game generally takes to play.

What is The Listed Doubles? And why would you write it down? Doesn't seem memory worthy? Are the odds of rolling it lower than rolling a yahtzee?

For scoring there seems to be alot of bookkeeping involved, which is usually something you want to stay away from.

This post is getting too long however, so I stopped reading the rules after that. The last of my feedback is that I have to reread the sections 2 times too often, because the order the information is given to me does not allow me to take it in properly. You should have an overview explaining what things are before you go into how to use them.

I also think your approach to create a tradition is a bit too heavy-handed. Forcing players to do things like speeches and journaling does not seem endearing to me. What if the winner got to make a speech? What if the person who won the charity pot had to actually donate to charity? What if the back of the book had different topics players could make their speech on or discuss after the game, about the spirit of Christmas, or the commercialism, or the importance of giving?

Give them structured freedom so that they know what direction to go with it, but they aren't so stuck on being forced to do X, Y, Z. To answer your last questions:

When I first saw the board, it looked way too busy. There are so many different colors present and so much text that it's overwhelming. It seemed like a headache to figure out. When I looked at the rulebook, I saw the graphic design and felt it was borderline unprofessional. It's not horrible, but when I see the pixelated images and the font choices, it tells me that someone who is not strong in graphic design was hired to do graphic design, and the designer did not do quality control.

Then I think, if they don't care about something like this, then what kind of quality control should I expect from a game they created? That being said, yes I would play a roll and move Christmas game, but I would not want to play this one, based off of what I see and have read.

Sorry for the long response, but I hope that helps.

-The huge G is noted. Thank you.
-The multiple colors on the Gift List is Noted. Thank you. I will change the text colors but leave the colored boxes to designate that those gifts belong to a Gift Set.
-Sounds like you have more experience that my Graphic Designer!! He’s taken a year to get me where he’s at and I’ve paid him 3K already. This is the first graphic designer I’ve worked with and I’m starting to think I made a mistake???

-The Gift List section is used for when players have the opportunity to guess each others gifts. I add it to the back of the rules book for quick access.

-I just figured that the Art the Graphic Designer is sending me is compressed low resolution images of the actual art. I may be wrong.

-I’ve never printed this copy of the rules book and I’ve been hoping that my professional graphic designer is making sure the font sizes will be legible. I will print it out and see what it looks like on paper.

-Noted on the 1-2-3-4 copy of the rules. I’ll make that happen next time I send them out. I will need one for players to download online as well.

-The game does indeed showcase the materialism of the holidays, but only to show the importance of family….singing carols, giving speeches (saying something meaningful to your family), and writing something down in your journal.
Would you want to adopt a Family Tradition of singing carols, keeping a family journal, and saying meaningful things to your family? In fact this game even provides opportunities for you as a parent to teach your children to not be greedy, or to not steal and to write down memorable moments. Does this make sense?

-Noted, I need to rewrite the introduction.

-Prepare Gifts: Noted.
-Charity Token: Noted.
-Drawing Tree: Noted. So far no play-tester has complained about that. But yes some tree’s get a good laugh.

-I really like the way you worded the Taking a turn. Thank you that’s awesome.

-I think the stats will go on the BOX. Do I need that in the Rules?

-The Listed Doubles is for the 3 Miracle Board spaces. I don’t actually know the Odds of rolling a Miracle. Definitely not as high as rolling a one roll Yahtzee. You must roll the doubles listed on that board space when your on that board space. I need to make all the rules for Miracles fit on the same page. Thank you.

-Scoring is simply writing down your credits and debits then subtracting your debits from your credits at the end of the game. Its actually awesome. No complaints from play-testers once they actually play the game…..but that is a very common complaint from board game designers.

-Rereading rules is inevitable in my opinion. I definitely get much more complaints from people who don’t have the game in front of them. The rules were edited by Joshua Yearsley he specializes in editing books and game rules. I feel like the rules are awesome, and make sense but I will keep a close eye on that as I continue blind play-testing this year. Thank you.

-Great idea’s on putting topics players can discuss on the back of the rules book. Thank you.

-Thank you for the long response. I appreciate your time.

questccg wrote:@Evan will

questccg wrote:
@Evan will take offense to our criticism... instead of understanding WE are trying to help "improve" his game. Nobody here is trying to tell him it's a BAD game... We're just trying to *explain* that what he WANTS to achieve and what he is currently encouraging people to do ... is well... contradictory AT BEST!

Don't be offended. You are looking at things from your own perspective and while you think it all works and all makes sense... 3 people are TRYING to tell you that IT DOES NOT WORK.

The game is about consumerism and you are trying to get people to sing carols??? Come on @Evan... Can't you see that this is not logical(!?)

Again I'm not trying to be negative... Like Jay, I'm a realist. And while I see some opportunity. I don't see it with the objectives you are trying to "force" onto the game.

Let it BE A GAME about buying presents. And like I said, maybe offer an "exclusive" PRIZE to the winner during the celebration. This fits the consumerism and competitive nature of the game.

To me it feels like the game is going in ONE-Direction and the rest is going in the OPPOSITE-Direction. That's why I say, don't INVEST in making this game on your own. Try to make it on The Game Crafter and maybe try a joint-KS (contract) and see how you do.

That will give you REAL ANSWERS as to who is interested in this game.

I'm sorry if you feel like your game is the best thing in the world and that 3 BGDF designers are telling you it's not. We're not trying to ruin your game. On the contrary, we're trying to help. What purpose would it serve us to criticize your game??? Ask yourself this. Why would we be saying the same thing...? It's because we're being HONEST. We don't see it and it has nothing to do with sitting down and playing the game. It's got to do with how you presented this GAME and how you are trying to tell us to sing carols or say why we love Jesus.

Your baby needs some "help". Just think about it.

I feel as though people are being offended by my criticism of their criticism. I don’t see BGDF as a one way street where you give me your feedback and I just say thank you. I want to challenge your feedback so it can be determined if your feedback is a misunderstanding of the game, or if there is actually an underlying problem. Both are obviously a serious problem caused by me and my design, but determining the problem remains the objective.
Earlier in this blog comments made above were rude and had nothing to do with constructive criticism. Disrespecting and condescending verbiage is not helpful. I'm not happy that I have been labeled as someone who rejects criticism. On the contrary, I'm a specialist in constructive criticism.
3 people are trying to tell me that a game doesn’t work, that I have been play-testing for 4 years. I’m trying to tell you that the game does in fact work, its fun and I have a growing community of people who are waiting for this game....that is a good sign to me.
Play-testers are not put off by drawing trees, keeping track of credits and debits, singing carols, keeping a journal and they don't have any problem bridging the gap between the commercialism and the family tradition aspects of the game.
There is a vast and gaping difference between board game designers and people who play board games for fun. Most of my play-testers are normal people. I’m excited by many things you and others have pointed out, but you would be wise to keep the same standard you are holding me too, and admit that IT MAY ACTUALLY WORK, and your feedback may be directed at the wrong problem.
The game is about realizing that consumerism is not good. I can see that I have seriously messed up explaining that in the rules. This game is Good vs Evil the Yin & Yang. The evil has the advantage of being one way to win while the good has the advantage of creating something good and lasting while still having a chance to win. Does that make any sense to you? Can you help me figure out how to explain that and project that across the rules? Thank you for your time.

questccg wrote:If you want to

questccg wrote:
If you want to create a game about "why we love Jesus" or "what are you most thankful for during this Holiday Season" or "name something you love about your Mon or Dad", etc. Then create a Christmas Party game that is made up of "cue cards" and various question. Call it IDK the "Christmas Trivia Game"... That will probably have more impact to the people who might enjoy that kind of "Trivia/Party" game.

Or if you want to make a game about Christmas Carolling, well then make it a Karaoke game where you sing part of the carol and then someone has to complete the missing "word" or "words" depending on the difficulty level. This way both Children and Adults can play with varying levels of difficulty.

Or if you want to make it about dressing a Christmas Tree... Develop some home-made stickers which are non-permanent and make it a contest to move from the bottom of the tree to the top where you place your STAR to win. I don't know all the details, I'm just trying to explain to you... All these ideas may be good for their own DESIGN/Game.

Trying to group them all under the same banner is a mistake (IMHO). But you'll take the criticism and try to explain to us how we are all wrong and that we don't understand what you are trying to accomplish with your game.

Focus on the positive and understand what is being explained.

Cheers and best of luck(?!) with your game.

All excellent ideas. I don't actually think you understand the game, but I'm grateful for your creativity and willingness to share your time and experience with me.

Let me ask you this question. What should take priority for a board game designer finishing his 1st game..... Feedback from Play-testers that represent your target audience or Board Game designers on BGDF?

I just can't help

I just can't help myself..

Quote:
The Charity Donation and Charity Award board spaces also have a cooperative aspect. Players can collectively decide to Never Donate to charity or decide to Always donate to Charity. Both aspects are collectively very Charitable. With this in mind the Charity Donation board space allows for some actual Charitable moments during the game, if the player that lands there can get the other players to be Charitable.

I literally don't know what definition of "charity" you could be working with here.

"Never Donate to Charity" is not "very Charitable". It's the opposite.

And a pot of money that's given out at random is a raffle.. a drawing. It's not charity. Giving it to whoever has the LEAST money? THAT would be on theme. Giving it to whoever has the least money on DECEMBER 1? THAT would actually allow a tiny amount of strategy in the game, AND be on theme.

Except that, from a gameplay perspective, I don't know why anyone would ever give more than $0. It's not true charity, going to someone truly in need, so landing on the "you may give if you want" square would not trigger any true charitable instinct in me.

For me, the fact that you push back so hard against all the people making this ONE observation shows that you (at best) came here looking for us to find typos in your manual. But this is a designer's forum.. you get design feedback.

Quote:
I’ve paid him 3K already.

Um.

That sounds high. For a small-format 16-page rulebook and a game board?

Even if you were paying $50/hour.. I wouldn't think that was 60 hours of work. Well, I suppose if you now own the copyright on every one of the graphic elements (like the tree, santa, elves, houses, etc. on the game board.. all drawn by the designer and not sourced from elsewhere and licensed)

Quote:
I feel as though people are being offended by my criticism of their criticism.

I suspect he was offended by your calling me a jerk.

Quote:
Let me ask you this question. What should take priority for a board game designer finishing his 1st game..... Feedback from Play-testers that represent your target audience or Board Game designers on BGDF?

Both. If you've already spent several years with the play-testers, I'd suggest taking advice from the designers. If the play-testers are people you know personally, then you should consider even more strongly taking advice from others (or from a blind testing group).

You were talking about being upset about losing a prototype, but it's just a game board, a rule book, and a small deck of cards. I'd think you could print the board onto 4 sheets of paper and glue it to cardboard and you're done.. shouldn't be that hard to make more prototypes. Well worth it.

The pic on the back of my box (https://heroesandtreasure.com/shop?olsPage=products%2Fheroes-treasure-pr...) is basically a shot of half of the materials in my prototype (and the tiles are double-sided).. That took a fair amount of effort to put together :) )

Quote:-The game does indeed

Quote:
-The game does indeed showcase the materialism of the holidays, but only to show the importance of family….singing carols, giving speeches (saying something meaningful to your family), and writing something down in your journal.
Would you want to adopt a Family Tradition of singing carols, keeping a family journal, and saying meaningful things to your family? In fact this game even provides opportunities for you as a parent to teach your children to not be greedy, or to not steal and to write down memorable moments. Does this make sense?

Seriously, no. Several of us are telling you it doesn't.

The game showcases the materialism of the holidays. Period. That's the game. That's how you win the game. There are no points for carol singing, or writing. Those are separate things you tell us to do that are totally outside the game itself.

QuestCCG said it pretty well.. if you want a game about a meaningful Christmas, make a game about those things. Probably not a board game, but maybe. As I said, this is a design forum, so here's one for free:

The board is an advent calendar. Goal is to get to Dec 25. Each turn, you pick a card or whatever. Maybe you're moving along a monopoly track with a die like in your game. You get to certain spaces, or draw certain cards, and it tells you to do something, which might be talk about why X is meaningful to you, or sing something solo, or whatever you're trying to foster. Then you move Y spaces (according to board space or card or whatever) up the advent calendar. 25th and you win. That's still totally random who wins, of course, but you could add more.

THAT would be a game about the non-commercial part of Christmas. There's no cash value in the game, and winning isn't based on cash value. The things you want to foster give you points toward winning the game.

Quote:
The game is about realizing that consumerism is not good. I can see that I have seriously messed up explaining that in the rules. This game is Good vs Evil the Yin & Yang. The evil has the advantage of being one way to win while the good has the advantage of creating something good and lasting while still having a chance to win. Does that make any sense to you?

I quite literally do not realize that. The "evil" is the way to win the game. The "good" appears to be to do pretty much the same thing that "evil" does (acquire gifts and track their cash value, trying to increase your cash total), except also writing in a journal or talking about what's meaningful. That's not Yin and Yang, it's Yin and Yin+.

evansmind244 wrote: -The huge

evansmind244 wrote:

-The huge G is noted. Thank you.
-The multiple colors on the Gift List is Noted. Thank you. I will change the text colors but leave the colored boxes to designate that those gifts belong to a Gift Set.
-Sounds like you have more experience that my Graphic Designer!! He’s taken a year to get me where he’s at and I’ve paid him 3K already. This is the first graphic designer I’ve worked with and I’m starting to think I made a mistake???

-The Gift List section is used for when players have the opportunity to guess each others gifts. I add it to the back of the rules book for quick access.

-I just figured that the Art the Graphic Designer is sending me is compressed low resolution images of the actual art. I may be wrong.

-I’ve never printed this copy of the rules book and I’ve been hoping that my professional graphic designer is making sure the font sizes will be legible. I will print it out and see what it looks like on paper.

-Noted on the 1-2-3-4 copy of the rules. I’ll make that happen next time I send them out. I will need one for players to download online as well.

-The game does indeed showcase the materialism of the holidays, but only to show the importance of family….singing carols, giving speeches (saying something meaningful to your family), and writing something down in your journal.
Would you want to adopt a Family Tradition of singing carols, keeping a family journal, and saying meaningful things to your family? In fact this game even provides opportunities for you as a parent to teach your children to not be greedy, or to not steal and to write down memorable moments. Does this make sense?

-Noted, I need to rewrite the introduction.

-Prepare Gifts: Noted.
-Charity Token: Noted.
-Drawing Tree: Noted. So far no play-tester has complained about that. But yes some tree’s get a good laugh.

-I really like the way you worded the Taking a turn. Thank you that’s awesome.

-I think the stats will go on the BOX. Do I need that in the Rules?

-The Listed Doubles is for the 3 Miracle Board spaces. I don’t actually know the Odds of rolling a Miracle. Definitely not as high as rolling a one roll Yahtzee. You must roll the doubles listed on that board space when your on that board space. I need to make all the rules for Miracles fit on the same page. Thank you.

-Scoring is simply writing down your credits and debits then subtracting your debits from your credits at the end of the game. Its actually awesome. No complaints from play-testers once they actually play the game…..but that is a very common complaint from board game designers.

-Rereading rules is inevitable in my opinion. I definitely get much more complaints from people who don’t have the game in front of them. The rules were edited by Joshua Yearsley he specializes in editing books and game rules. I feel like the rules are awesome, and make sense but I will keep a close eye on that as I continue blind play-testing this year. Thank you.

-Great idea’s on putting topics players can discuss on the back of the rules book. Thank you.

-Thank you for the long response. I appreciate your time.

You're welcome. In response to some questions or notes you made:

- Yes, I think you made a mistake with the graphic designer. I'm not a professional graphic designer, but I went to school for it, and even I know better than some of the things he or she has done in your rulebook. I would greatly reconsider hiring a new graphic designer. Also, 3k is a ridiculous amount for what I'm currently seeing.

As for the blurriness, there is no reason a designer should send you a low resolution image.

1. It's a bad reflection on their work. They should be trying to convince their client that they didn't make a mistake by hiring them. They want their stuff to look its best.

2. It's a PDF, and won't be that large. Size is no reason to lower the quality. The only time size should factor into lowering the quality of something should be when it's a video.

3. If they were trying to lower the quality of the PDF, the entire pdf would look blurry and low resolution. This is how you know they stretches images individually.

4. Finally, if they made it blurry to prevent you from running off with their design...that's not a thing. You just put a watermark on the PDF and give the clean pdf once payment has been made.

So your designer has no valid reason to purposefully make things blurry. I would address that and ask them to give you the final version. Always ask your designer questions to make sure you're on the same page. Never assume things, especially when you already paid.

For your argument on non-gamers versus hobbyists, you're right. We have different standards. I would say however that the next move is up to you. How are you planning on getting your game out there. Have you playtested with 100 people? Did all 100 say they would buy your game?

If you are marketing to the average non-gamer, they're not going to want to drop more than 20 or 30 bucks on a boardgame. Looking at your game, I'd guess you would have to sell it for 40 dollars or more in order to not be in the negative. Typically it seems like small print runs still require a minimum order of 500 games, so unless you have 500 people ready to buy your game, you'll take a financial hit.

And if you decide to print on demand, the price will increase even further past that threshhold of the average consumer. That being said, you could market your game online, but unless you're well known, being on Amazon won't net you traffic, as only people specifically looking for you would find you. That means you're going to start marketing to gamers. The demographic which is actively window-shopping for new games are hobbyists, and the same marketing techniques won't work on them/us.

I, too, have a game which is easy for people to play w hen I'm there to explain, but I know my rulebook is not as clear. It's not good enough to know your game is playable and/or fun. Your rulebook needs to function for the people who won't have you there to personally teach them. Your rulebook represents you and your game to the hundreds of thousands of gamers who will never actually meet you face to face.

So if you want to throw away money that you may not see a return on for years, if ever, then do that. Some people have money to burn, so do what makes you happy, if that's the case. If you interested in making your game marketable to more than one audience however, then reconsider the parts of your rulebook that people online critique, but playtesters do not. They are experiencing two different ways to learn the game, and it's important to note the difference.

evansmind244 wrote:-The

evansmind244 wrote:
-The Listed Doubles is for the 3 Miracle Board spaces. I don’t actually know the Odds of rolling a Miracle.

You're rolling 2 dice. It's 1/36.
Fertessa wrote:
As for the blurriness, there is no reason a designer should send you a low resolution image.

It's more obvious on the cards. They're high resolution, but the red/green background is a super-low-quality JPG, and when the "speech" icon is included, it's a super-low-resolution graphic. Those will NOT look printed.

I can't see why a designer would be using JPGs at all. They should be CMYK TIFF for commercial printing (in a CMYK PDF file), or PNG for the web. Lossless. I can say that I've received all sorts of graphics from my artists (tiles, cards, bits of cards, characters, box art, Kickstarter headings, etc), and none of them were in a lossy format.

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