Skip to Content
 

Galaxy Wars by Ryan Brenner

7 replies [Last post]
Anonymous

"Galaxy Wars is an abstract strategy game. The basic back story is that while attempting to terraform Saturn, Earth’s forces encounter Aliens who wish only to destroy us and banish us from their homeworld. And so it is decided that the conflicting races shall compete for the Ringed Planet. The Galaxy Wars have begun!"

Hey. I'm 14 years old, and the idea for this game came to me quite a long time ago... (Well maybe not that long ago, as most of you are adults and percieve long a little differently) I was in about fourth grade and always wondered how cool it must be to know how to play 3-D Chess. One day in class, our teacher assigned us a interesting project. Create a space themed board game. I wanted to base mine on 3-D Chess. So I toned it down a bit and created a tiered board at my dad's machine shop. And so I made a sketchy version of the Galaxy Wars I will present now. Of course it is now a far more logical and tuned for a older crowd. I figure, what would sell better than a game made by a person from it's own key demographic? And so here I will post the Rules to my game for any critique anyone may have. Please do not steal my ideas, and be very honest and as harsh as you need to be. I want to develop my game and would like the truth. I will post diagrams and the like soon.

The rules are a bit sketchy but the general concept is clear... The only problem you may have is visualizing the game board. It is a simple square board with a ziggurat style raised pyramid in the center. It has two levels with a center square at the middle of the second. This is where the trophy goes.
http://www.bgdf.com/files/My_Uploads/Coronamew14/Galaxy_Wars_Rules.doc

Please forgive the horrible Paint made graphic... These are the cards. There are more than these as there are some doubles of certain more common cards. One that I think needs some work is the "Second Chance" card. Please share your opinion.
http://www.bgdf.com/files/My_Uploads/Coronamew14/Cards.doc

Here are what the pieces look like. These were made from clay and are now broken. They were the best I could do with a 14 year olds budget, and seem to get the point across.
http://www.bgdf.com/files/My_Uploads/Coronamew14/Piece_ID.doc
I have play-tested the games on a lot of my friends to mostly positive reviews. Here is the survey I used.
http://www.bgdf.com/files/My_Uploads/Coronamew14/Play_Test_Survey.doc

Thanks for looking! I will be happy to answer any questions on my AIM: Brenner682. Please share your honest opinion. I appreciate your time.

(Note: Edited by Darkehorse to validate posted links)

Anonymous
Rendered Board

Here's a Rendering I did of the board. I didn't have the time to run the lines across it for the spaces... Pardon the sky in the background; I just quick rendered it and didn't take it out. It's basically the board and the whole concept of the tiered platform. The cone atop the pyramid is the Trophy. In 1in x 1in spaces, it's 12x10 if you were wondering.

http://www.bgdf.com/files/My_Uploads/Coronamew14/3-D%20Board.jpg

Here's a diagram of it in 2-D.
http://www.bgdf.com/files/My_Uploads/Coronamew14/3-D%20Board.jpg

Anonymous
No responses...

Hello again. I realize that no one really seems to want to respond, although views are in the hundreds. I would really appreciate a response, as I put a lot of work into this game, and this post. Thanks and please just take some time to write a few words about your opinion.

jwarrend
Offline
Joined: 08/03/2008
Re: No responses...

Coronamew14 wrote:
Hello again. I realize that no one really seems to want to respond, although views are in the hundreds. I would really appreciate a response, as I put a lot of work into this game, and this post. Thanks and please just take some time to write a few words about your opinion.

Ok, I'll bite; this is one of the reasons we created the GDW, it's a guarantee that one will get some feedback. Of course, it has it's obligations as well, namely, that you'll return the favor and review other rulebooks, etc.

I always have a hard time evaluating abstracts like this, because they're so dependent on the spatial interactions between pieces. I had a little concern that keeping track of the different abilities of the different pieces might be difficult, but probably with a reference card showing the range and movement and such for each piece, it could be picked up quickly.

The rules could stand some editing. One thing that was a bit unclear was the role of "optional rules" like "Turrets" and "Cards". I'm not a big fan of optional rules like these, because they usually indicate that the designer hasn't playtested the game enough to know which ruleset is the "best", although I can understand that card play changes things enough that it could make the game very different. Still, in the "action sequence" area of the rules, I'd tidy up the wording so that it's more clear that some actions are only followed if the entire game is being played with optional rules. I think you had a rule that said "If you're playing with cards, you do [such and such]", which a good rules lawyer could interpret to mean "well, I choose to play with cards this turn, therefore, I'm going to do [such and such]".

I don't completely understand the signficance of the raised platform. What effect does it have on game play? It's going to be *very* hard to justify the additional expense of building/buying the 3D board unless it's absolutely essential to the game play. As far as I can tell, it's just something of a gimmick at this point.

Other than that, I think your game sounds interesting enough. I bet it would be fun to play, once one had internalized the different abilities.

Finally, I would adjure you to be patient. Putting up questions about mechanics and such usually gets quick responses. Putting up a whole ruleset and asking for comments is asking a lot. For myself, I usually only respond if I have a strong opinion about the game one way or the other. In that sense, consider this post to be an exception; I bet your game will be fun, but because it's built on the platform of Chess, it doesn't blow me away. Nevertheless, I think you're off to a great start. Keep at it!

Best of luck,

Jeff

Anonymous
Thanks Jeff

Thank you a lot for posting your critique on my game. I do agree with a lot of the things you said, such as the optional rules being slightly confusing, and all the different "points" being difficult to remember. However, when I invited my friends over to playtest that game (12-14 year olds) I did hand out a reference sheet as you said, but many players were able to commit the abilities to memory after about 10 minutes of playing. As for the raised platform, and it being expensive to make, it does only serve as a gimmick like you said. Really though, every survey I handed out had testers feeling positively about it. The only purpose the platform has is to make the end of the game more exciting. Plus without the platform, the pieces would move in 2-D along the board, and getting to the center of the board would be a lot easier, and less interesting, unless special markings on the board were made. I know it will be hard to justify the platform to anyone selling the game, but personally I like the platform and it's involvement. When you consider it, many childrens games have gimmicks, such as the Rube Goldberg type machine in Mouse Trap. In games such as these, the gimmick is often what makes the game so enjoyable. As for the turrets and cards... I really havent tested the game enough to swing them either way. While some people think it adds more strategy, and it does, others find them confusing and hard to keep track off. So I guess I will test a bit more to see what should be done. I will certainly correct the bit of confusion rules as soon as I can. Your honest opinion is appreciated and I will try my best to improve my game.

jwarrend
Offline
Joined: 08/03/2008
Re: Thanks Jeff

Coronamew14 wrote:
However, when I invited my friends over to playtest that game (12-14 year olds) I did hand out a reference sheet as you said, but many players were able to commit the abilities to memory after about 10 minutes of playing.

Good to know.

Quote:
As for the raised platform, and it being expensive to make, it does only serve as a gimmick like you said. Really though, every survey I handed out had testers feeling positively about it.

Sure, because people like gimmicks -- at first. But if it doesn't affect the game, it's not worth it.

Quote:

The only purpose the platform has is to make the end of the game more exciting.

How does it have that effect?

Quote:

Plus without the platform, the pieces would move in 2-D along the board, and getting to the center of the board would be a lot easier, and less interesting, unless special markings on the board were made.

How does that platform impede that currently? Do you have to stop when you reach the platform? If so, how does one get onto or off of the platform? I didn't see this in the rules, perhaps I missed something obvious.

Quote:

I know it will be hard to justify the platform to anyone selling the game, but personally I like the platform and it's involvement. When you consider it, many childrens games have gimmicks, such as the Rube Goldberg type machine in Mouse Trap.

Fair enough, but it seems like you're going for more of a chess variant here, and it's a legitimate question as to whether people will pay three times as much to "take a chance" on your game (assuming they're seeing it in the store and know nothing about it) simply because of a raised board that doesn't actually affect gameplay.

Quote:
As for the turrets and cards... I really havent tested the game enough to swing them either way. While some people think it adds more strategy, and it does, others find them confusing and hard to keep track off. So I guess I will test a bit more to see what should be done.

My strong advice to you here is to become your own harshest critic. Let's face it, your friends are your friends -- they're always going to like your game. But even beyond that, you can't design your game by majority rule; you are the game design dictator, and what you say, goes! You can take suggestions into account, but you must always be the one who knows whether a rule is good or bad. For sure, you need to test it to find that out, but in playtesting, you should be watching the game unfold, and observing what went well and what didn't; you shouldn't need to wait for the players' feedback to know what worked. Their feedback is, in my experience, an added bonus -- a confirmation of what I've already observed in some cases, or a few ideas to consider that I hadn't personally thought of in others. So, bottom line: don't ever make major design decisions simply because of what the majority of playtesters prefer.

That said, it takes time and practice (and patience!) to become good at evaluating your own games, AND to detach yourself from the game enough that you can look at it objectively and honestly admit when it isn't happening. (not that this is the case currently, just speaking generally here...) That last part is hard for all of us!

Best of luck, and keep at it!

-Jeff

Anonymous
Platform...?

You raised many good points regarding the platform and how it may not be worth the production costs. When I said it made the game more exciting, I meant that it made it more... dramatic, I guess you could say. I don't know, that is just my opinion... But when you asked how the platform currently impedes people from going striaght to the center, I realized it was likely a flaw on my part for not sending the most "up to date" copy of the rules. (The copy I made BEFORE I had the first people try and test it.) The newer rules say:

Players cannot enter the raised platform on the 1st turn. (This is very possible if playing with the cards, which should be taken into account when considering if to use them or not...)
Players must enter the raised flatform from the opponents side of the field.
Players cannot claim the trophy from the sides of the platform.

I'm also thinking of adding:
A player must wait one turn on the raised platform before you can take the trophy.

And this is how it slows people down. I realized after the first actual game, that people could just waltz right up to the platform with no competition whatsoever, and the cards you drew would likely dictate who won. If there was no platform, the trophy would be level with the player and walking around the field would seem pointless. The platform... justifies it I guess. I will however contemplate an alternative to the platform. As for becoming attached to my game, I think that has already happened.. heh heh. Thank you very much for pointing that out.

jwarrend
Offline
Joined: 08/03/2008
Re: Platform...?

Coronamew14 wrote:
As for becoming attached to my game, I think that has already happened.. heh heh. Thank you very much for pointing that out.

Don't get me wrong; that's not a bad thing -- you should like your game! It only becomes a bad thing when one becomes so convinced that one's game is great that one won't listen to honest criticism, or worse, that one doesn't seek out honest criticism because one's game is so self-evidently wonderful. I don't think that's a risk you face.

It's just, as you design more games, be honest with yourself. Game ideas are easy enough to come by, and there's no sense trying to force a lousy game to become a good one; you might as well just work on one of your other designs.

Again, best of luck!

Syndicate content


forum | by Dr. Radut