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Fiddle me this fiddle me that...

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Tbone
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Joined: 02/18/2013

In developing games one of the biggest hurdles to jump is "does your game make the player want to play or will they just get frustrated.". I've had great ideas that are impossible to bring to table top because there is either too much information, to many rules, or the components and overall "feel" is degenerated by the fiddliness.

One of my games is a TCG that plays similar to Summoner Wars where you are moving cards on the board. I wanted to have my game almost as portable as Magic the Gathering but with a grid-like style where you are moving cards on the field to tactical positions.

The problem with this is the fact that cards can go on top of each other and other cards can "attach" themselves to others (much like enchantments -aura). This is annoying because you are constantly picking cards up and putting them down. Now granted you are not always putting cards on top of each other but its a well noticed mechanic.

To solve this I though about creating terrain tiles elevating each space allowing for an easier retrieval. Of course this option sacrifices some of the games portability.

Thoughts?

X3M
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Joined: 10/28/2013
With MtG you also pick up and

With MtG you also pick up and lay down cards constantly.
I don't think that is the problem.
The problem perhaps is the feeling that a player has when laying down and picking up these cards.

The fact that it feels like effort for the player is because you are using a grid. They need to lay down the card in a certain space. Without shifting other cards that are laying adjacent to this space.

Perhaps making the grid a bit bigger if possible. Than they need less effort getting the cards in the right place without being troubled shifting other cards.

1 inch on the left, on top, down and on the right. Is the distance that I advice to have for an object to be moved. Thus in your case, 0,5 inch on all sides from the grid lines.

If possible, also make sure players recongnise attachments with ease. Thus the attackment is a bit visible with a name. Also take this extra space into account for your grid.

I hope this was of use.

Beggarking
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Joined: 09/09/2014
I'm having trouble

I'm having trouble visualizing terrain tiles that would eliminate the fiddly part of moving/stacking cards. Seems like it could make it worse? I don't think I understand how it helps, but I'm likely missing something.

The reason why plays into this - I love moving cards around when its giving me a tactical advantage or doing damage to an enemy. I don't like moving cards around when the game requires it for tracking or we run out of space or some other logistical reason.

Tbone
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Joined: 02/18/2013
You were of Use!

The grid right now is five by (possibly) six. This is already pretty big. The attachments in this game will be positioned on the card horizontally with the name sticking out so the players know the name. This is fiddly unfortunately when moving cards around...

For Beggarking... I was taking into account that the main problem is get the card off the table. In many games to get a card off the table you have to either pick at the edges to lift it up (tedious) or slide it off the table (not as tedious but needs a considerable amount of room - which this game does not have with other cards being positioned on the field.

So I thought having each space elevated would allow players to "slide" the card off of the tile and move it with ease.

X3M
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Joined: 10/28/2013
What if... You make smaller

What if...
You make smaller cards?
Or would that make the tekst to small?

Zag24
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Joined: 03/02/2014
Felt!

Have your grid printed on felt. Not only does this improve portability over having a large board, but it makes it much easier to pick up cards that are laid on it.

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