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Game components for small/micro games that allow a lot of depth

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larienna
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Since I have less time and players than before, I try to focus on designing small games for 1 or 2 players. But when I design a game, I want a certain level of depth. Even if a game is small, I don't want to be a dull and simple game. So I was wondering what kind of components (or combinations of components) that could be used for that kind of design.

So far, I am using cards since first they can be stacked, does not take much place to carry around and it's also easy to produce. But it also allow a lot of gameplay options as cards can me played, moved around the table, shuffled, flipped, rotated, etc. Which gives a lot of option for deeper gameplay.

Is there other kind of components that has the properties listed above?

One idea was those "Ice Dice" translucent stackable pyramids which allowed to create tons of games with it.

radioactivemouse
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It's all in how you use it...

It's not really the components, it's the way you use them.

For example, in Tiny Epic Galaxies has little wooden ships that mean something if they're standing up or if they're lying on its side.

Of course dice can be used as characters, as a combat mechanic, or even as a placeholder.

I would, instead of asking for component ideas, look at how smaller games use small components in their games.

I would start with the Tiny Epic series from Gamelyn games. Then maybe look at AEG's micro game line or even Victory Point Games games.

larienna
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Well certain components offer

Well certain components offer more possibility options than other components. For example

A wooden cube VS a small die

The small die has more game play option as the side of the die also matters now allowing to make a game with more depth without more components.

Sure I could take a look at small games that already exists or even the list of components on game crafters.

Rick L
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Chits (small square or round

Chits (small square or round tokens made of chipboard) are pretty useful for depth, and Game Crafter can easily produce them for you. I've been trying to decide if i should use some in place of cards in my current project.

Pros: can be printed double sided, for either multiple uses, or to keep info hidden on one side. Can be used as markers on top of other cards, so good for smaller games. Can be created in many varieties, for deeper games with lots of variables and components. Even small chits can still have room for decent artwork, which adds to the theme & overall game immersion.

Cons: not much room to hold detailed info - better suited for icons, not wordy descriptions. Can be hard to organize - can't stack as high as cards without toppling, so if you have a lot in play, it could be too messy. Bags can keep them organized as a source to draw from, but if you need to constantly evaluate your inventory, bags would be a pain!

X3M
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This might sound strange. But

This might sound strange. But I like to use lego for a mini game. (Yes... its a wargame)

larienna
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So far it seems the best

So far it seems the best options are:

- Cards: Movable, stackable, can be hold in hand. can be played

- Dice: Movable, rollable, can record a number

- Token: Movable, only 2 values if flipped, stackable if right size and thickness.

Tiles are similar to tokens or cards and can be connected with each other, but they are bigger and generally requires more storage space unless you use a low quantity of them.

bbblackwell
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Dice

Dice can be serve many purposes besides generating random numbers. They can be used in combination with tables to create various effects. A d20 can represent 20 different effects, and the table describing these effects can be written on one side of a single card!

Let's say you're using cards as tiles that represent a map. A die displaying the number 14 on one zone could be a force field protecting all adjacent zones. Turn it to the number 6 and it's a troll with 20HP and all the effects listed on your "Savage Troll" card.

Maybe the game has 3 dice per player. The yellow one records how much gold they have, the red one your commander's HP (or army morale like Dungeon Command - if it goes to 0 you lose), and the green one is their chosen magical ability (as described above, by using a table). You could even have 5 dice per player and it still would all fit in a little baggie.

You see where I'm going with this... a die can take the place of a lot of tokens and other components to do any number of things.

larienna
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Well this is why I consider

Well this is why I consider dice and cards to have the most depth so far.

Rick L
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The Game Crafter also sells

The Game Crafter also sells 3/4 inch "shards", which are circles, squares, or hexes made out of card stock instead of chipboard. So basically they're like tiny cards. I'm considering using these since they are stackable, like cards, as opposed to chipboard tokens, which aren't as easy to stack or manage in larger quantities.

Also, you can get or make your own stickers for dice, so you can have your dice show or represent things other than just numbers.

larienna
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Depending of the game,

Depending of the game, stackability could be more convenient when they are thicker since they are easier to manipulate. Stacking tiny shards would be a mess to manage. If they are bigger it could be managable.

A game I have that use shards is Hacker from Steve jackson games which is used to mark cards with certain information. This that case, it works pretty ok, since they normally move with the card.

BHFuturist
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Just some thoughts

On the subject of what are "useful" components on a "lite" or small scale design. I think this is more an issue of design philosophy and less about a component choice. While there may be some components that are more versatile then others, that is a matter of design choice and ultimately only limited by creativity. As a designer you choose whether to have a red 6 sided die track hit points when you could choose to use a player card with with 6 heart icons and a wooden cube or paper clip to show the current value on the card or just use pen & paper. The issue of this choice comes after the need to track hit points.

The idea of adding depth to a game I think is separate from the issue of what components provide the most versatile options for the ways they are used. (just a thought)

Take your assumption about square tokens only having two values like a coin. There are four edges per side... so with numbers or symbols on the edges there are 8 select-able values. and while it can get very busy and harder to keep track of there are also 8 pointed corners that can bring it up to 16. This brings into the mix the concept of "ease of use", so in the end just because something can be done does not make it the right choice (see below "*" comment).

This is the same thing with cards, there are edges and orientations that are not commonly used. also, how components are combined can add depth that they don't have alone. How components are arranged, stacked, touch, and their alignment to each other add many possibilities. but what is the purpose of any component in the game?

I think that while searching for great versatile components is a great idea. It might be a smoother design process to have a mechanic or gameplay idea/method in mind first and then search for ways to do that "thing" with less physical items. Necessity is the mother of invention.

Because of this I would say you should design for the depth and the gameplay that you are looking for and then once it is playable find creative ways to reduce that to the smallest form you can.

So being able to ask the question "how do I do X with less components or smaller components?" might be what brings you to the place where you can design a new component or set of components for the job at hand.

What I am trying to say is. The way you think about things makes all the difference when it comes to design. You are taking on a very tough design limitation or self-imposed constraint. That being; to limit the size and amount of the game components from the start, before you even have a game in mind.

* I submit to you that you do not need components of any sort to make a game and still have endless depth. It is just really hard :)

Back on the true subject of your post. Here is a short list of some versatile component/mechanics ideas that I like and are small or useful in consolidating things to one place.

1. The Rondel (player action selection limitation)
2. The Player Aid or Player Board (single point to track everything the player would otherwise have to remember, needs tokens/beads/cubes).
3. Small bag (for hiding/randomizing components. Also could be used to store and transport the whole game if all components fit.

This is all meant as a helpful ramble to maybe get you to think about the issue another way and not intended to offend you or anyone else in anyway :)

-Eamon

larienna
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I kind of understand your

I kind of understand your point of view, that you can be very creative and find new uses to components. Still, I wanted to select a subset of components that has such multi mechanics properties, because most of my new designs are based from a mechanical approach due to the difficulty and failures of the thematic approach. So having a set of components to work with first make the design of mechanics easier.

As for using an in depth approach and compressing in a board game, that does not work for me. Compression can take years while leading nowhere, I also hate compressing games. So in the end, it would be more convenient to implement as a video game. THis is why for board game approach, I apply component restrictions right from the start.

I try to first get a look and feel of how the game would be component wise without even having a clue of the rules of the game. This setup the general restrictions for the game design afterwards. It makes design easier because I have bounds that I cannot exceed right from the start.

BHFuturist
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That makes more sense to me,

That makes more sense to me, and I was not saying that you are doing things the "wrong" way. Yours is a valid approach to game design for sure. If anything I was trying to encourage thinking in reverse order of the way you had been, as a way to shake loose new ideas that might lead you to new answers for your original restrictions.

The other half of what I was trying to say is that truly any component can have many uses, even things that you might at first think have only one.

It is hard for me with the way I think to use your approach but now that I have thought about it more. I think what you are looking for is what I use to come up with new ideas. For me is is a blank piece of graph paper. it is my version of a playground of new ideas.

So what you are looking for is a "box" of small multipurpose components to use as a brainstorming playground.

Moving forward with that understanding try adding the following items to your box.

1. Blank wooden cubes HERE

The cubes will serve as prototype dice that are cheep and easy to throw away without feeling bad. Just use a sharpie or other marker to make them "custom". Keep in mind that they will not roll 100% statistically accurate but most dice in games have this sort of flaw. [EDIT: I wrote this before going back over your posts and seeing that you had already thought about them... so treat this like a vote yes as a great prototyping tool]

2. A deck of multi colored 3x5 cards HERE

I find that cutting these in half is a quick dirty way of getting small decks of cards that are different colors. Also lined note cards provide space for notes on game rules recorded on the fly during prototyping and play testing.

3. Hex pencils HERE

These can be rolled like dice if you "carve" or paint the values on the sides. Together with a any scrap of paper (and rules) you have a roll playing game. (just a thought)

4. Pocket change (coins) HERE

There are a number of games that use normal money coins as components and they have any number of uses in games... from flipping to having two sides (or a change in status) and being different values/sizes.

I will try to think of more components but with cards and dice you cover about 50%-70% of the games in the world. I am sure that you have already searched google for hours about this subject but you might also find these sites interesting:

The Rise of the Microgame
Games with few components

-Eamon

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