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Consider using a game production company

I have been working on an education game and have a mock up, game tested and feel ready to progress.

I have been to my lawyer and copyrighted the rules and in the process of trademarking the name (takes some time)

I have been planning on using a company to produce the game and my wife and family will sell the game. She is a sales person and my family is very business savy.

I am asking what advice or experience anyone on this forum would have with Board Game Design (based in Nevada) or Grand Prix International (based in Maine).

Or

do you have a better idea/advice.

thank you

New game: Easter collection

Arcana Victoriana: Activation and other rules

Continuing on with rules and mechanics. Meat and potatoes time.

"Traditional" roll for who sets up and plays first.
On your "turn" you only activate 1 model.
Once the active model has resolved its movement and actions, it ends its activation and the opposing player may now activate 1 model. This continues back and forth until every model has activated. Should a player have more models than another, he may activate the remaining models freely, following the normal rules of activation.

Order of activation

Moving on to Defense. Also, "What's so great about charging?"

So, simple enough, right?

Defense is a combination of 3 stats:
Armor - The physical protection you are wearing.
Fortitude - The physical toughness of your body and the ability to take a hit.
Skill - Self-defense, dodging and general avoidance of attacks.

Just like attacking, the defense rolls are adding up and subtracted from an attack roll.
Like my attack post, this is just a scale to go off of when I'm creating characters.

Armor:
1: Basic Clothing
2: Light, Metal armor; Buckler
3: Heavy, Metal armor; Shield
4: Light warmachine, vehicle, gadgeteered personal armor

The reason for the mechanics and new thoughts for it.

The mechanics for the dice rolling was inspired out of some guy on BGG writing a wall of text on how you should have a person's skill with a weapon, their knowledge, the weapon in question's power, that person's strength... and made it all cryptic. Coupled with the miniatures game "Song of Swords" and their simple unit creation, simple rolls, and raved reviews of "most balanced wargame", this is what is coming out.

Mechanics Rant & Chia-Dice

So several folks have brought up aspects of other miniatures games to me recently, specifically, things they didn’t like. To understand many of the choices miniatures game developers make you must first have a full understanding of the games CORE mechanics. Some game systems cannot prevent shortcomings because of the math used to generate statistics, the method used for a to-hit roll etc… While id be more than happy to spend this entire page ranting about what is wrong in the world I thought I’d put these discussions to rest with my own point of view.

Game Ideas From Recent Latin American News

Oligarch: High Tide of Revolution (The game where everyone loses!)
The people's anger has coalesced in a strongman. The rhetoric is harsh, the 'justice' swift, merciless and arbitary. Status and wealth, your birthrights, are no longer secure. But despite the vitriol, the regime needs money and its official crave approval only you can give. Play your cards right to preserve your birthright through these dark times.
http://www.nytimes.com/2010/12/28/world/americas/28venez.html?ref=global...

Play test underway for unamed game

I have a new admiration for the time it takes to balance a deck style game while keeping the number of cards under the industry limit. Anyone know of a tower defense style game that uses deck-building for resource management? I have looked around and not found a game blend of that kind.

As a side note, it seems my blog has had more spam than comments ^^ Hope everyone is enjoying some end of the year designing.

Roll results for d6: Deciding on a dice system.

Using a set of my own plain, cornered, white dice, I rolled out a bunch of test rolls for 7d6. I even went to a website and got some automated, electronic rolls.
------
After about 100 rolls I've found that the most common numbers rolled were 22, 27, 24, 25, 21. I didn't make an exact tally, but in that order, those were the most frequent. The lowest number I rolled frequently was 18. The highest number I rolled frequently was 31.

Fundamental change to the base of my game. Good or Bad?

I will probably post this as a poll at some point.

For sure, I want 1 roll made by each player. 1 player's attack roll and 1 player's defense roll.
For sure, "Moments of Glory" will stay in. (I really want a new name for this. Everyone thinks "Glory Hole" when I mention "Glory Points". Maybe just call them "Glory"? or "Inspiration"?)

For now, I have 2 options on the battle system:
1) 3 Stats are supplied: Strength, Power, and Skill. The numbers related to these stats are added up. This number is the number of d6 you are to roll for attack.

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by Dr. Radut