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My board game ideals

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DarthCuddlePants
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Joined: 02/27/2011

Hi there! I have been really wanting to make my own board game for quite a while, But I have been held up by the daunting task of Developing mechanics. Once base mechanics are set in place I should have no trouble. The problem is that I have some set guidelines (although theme is pretty open). While these need not all be implemented, it gives an idea of what I'm looking for.

1. High degree of player interaction.
2. A trade system
3. A customizable board
4. A set of cards that are chosen at the beginning of each round to determine player strengths and turn order.
5. I would prefer the game to not be a war game.

Any advice would be fantastic. I'm new to this site, so pointing me in the right direction would be amazing. Thanks!

BOEOLDDOG
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Joined: 02/27/2011
thoughts on game desighn.

It sounds like you want a game like Cutan.
How hard of a game do you want? Is it a faimly game or one were only a few will enjoy?
I believe as far as a trade game goes think about the challange this week and have it a rock paper sizzor type were each trade type is greater than another and less then another and each is needed to buy property or advance your playing piece.

Jackhalfaprayer
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Joined: 09/29/2008
How does one start a game

How does one start a game design... For me, this is usually a thematic thing. I say to myself, self, you want to make a game about X. I then examine X minutely (playing games about X, reading books about X, watching movies about X, daydreaming about X, Etc) until I figure out what makes it tick. I then take a look for mechanics that will make my players think/feel like they are in X situation.
Alternately, I have an idea for a cool mechanic. I tinker with it, toy with it, re-work and refine it until I think it works. Then I search for a goal, and I find a way to make the mechanic reach the goal. Usually, this takes 2-4 interesting mechanics. You have here a solid list of mechanics, all of which could make an interesting game.

The questions I would ask you are:
What are the player’s trying to achieve (What’s the goal?)
What do you want the game to be about? (What’s the theme? Themes usually contain implicit goals in them. It’s about sword fighting? The goal is to make sure the pointy end goes into the other guy. It’s about building cities on an island? The goal is to build the best city.)

cottonwoodhead
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Joined: 03/02/2011
Well I think since you

Well I think since you already have a good idea of some of the base functions of the game you should experiment with different themes to try to see which one fits best with what you're looking for and then go to mechanics from there.
I find a good way to get thinking about a game is to ask questions about specific aspects of the game and to see where your preferences lie. For example should the trade system have currency? Catan has no currency, you barter resources between players but I think most trade games have some sort of currency. Are players trading mostly with each other or with an external market? I'll use Catan again as a reference because I think it's a game that most people are familiar with and has some basic trading, in Catan you trade mostly with other players but you can trade with the bank for a much higher price. I suggest that if you want a high degree of player interaction try to make sure the players have to trade with each other as much as possible, a way to do this would to have a variety of resources that the players need to succeed but only give them access to a few forcing them to trade for resources they don't have with other players.
Another important part of trading is the movement of goods. Are your traders moving goods from one place to another, buying low in one place and selling high in another? This is where a board would come in giving players different routes to follow and different destinations to go to. You can also have static trading where the resource supply or market has natural fluctuations that make it so moving around isn't necessary. In Catan you are largely static but can gain access to new resources by building additional towns and roads, the resource fluctuation is given by the fact that you collect on a dice roll.
The cards chosen at the beginning of the round could be a way to specialize resource gathering. For example you could choose different roles based on what resource you want and since you could only choose one role you would have incentive to trade with other players. The problem might be getting players to choose different roles, this might be accomplished by making resources less valuable when there's more of them around, something that tends to happen naturally anyway but can be given a further push when you're designing your game.
I can't see any reason why the things your looking for would be in a war game, I think a trading game by itself is plenty exciting.
When it comes to customizable boards you can either set up the whole thing at the beginning of the game, again like Catan, or you can have pieces played throughout the game that has an influence on player descisions. The thing about customizable boards is generally I think it would be a good idea for all the pieces to be the same shape so that they can all be interchanged or at least to keep the number of different types of board components limited.
That's all I can think of, I hope you find some of it useful.

DarthCuddlePants
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Joined: 02/27/2011
Thanks! This really is

Thanks! This really is wonderful information. I haven't checked in here for a while and my game has gone under som major revisions. I have the major mechanics set in place, and unfortunately did away with a board all together in favor of simplicity. I have taken elements of Catan (which I am more then familiar with having played with many rule variations) into the game. Thanks so much for all the information. I'll refinancing be using a great deal of it.

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