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a poll about components

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wob
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Joined: 06/09/2017

hello. I have a game that is almost entirely cards.(its a solo rpg thing) currently the only component that aren't cards are the markers that are used to keep track of hp and strength (just 2). the idea of the game is to have a small footprint and make it as portable as possible and so far in my playtesting and prototyping i have just used a couple of coins.

so my question is... if i decide to publish do i need to design/make markers or is it ok to say "you will need 2 coins as markers" in the rules?

if cost/ size was of no concern it would be nice to have special markers but on the other hand it would mean extra design, cost, a bigger box etc. as the marker only needs to be a generic token is it worth it?

please give your thoughts and opinions.

pelle
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Joined: 08/11/2008
Could you design to use cards

Could you design to use cards for tracking, like in Star Realms or Hero Realms?

We never use the cards in either of those games, always use apps to track life, but I still want games to be complete out of the box.

Like how Victory Point Games always included a tiny die in each game. Would be horrible to play with, but it means that the game is (technically) complete.

jonathanflike
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Might be okay

I think leaving out some of the common components like dice and markers is fine depending on who you are trying to target. I know Cheapass Games did this ( https://cheapass.com/ , but this was the assumption that the market they were targeting already had these components everywhere. If you're targeting new people in the hobby or mass market families, etc. there may not have a stockpile of game components. In your case, if your game only requires 2 markers, I don't think it'll be off putting to grab a couple of coins.

Jay103
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jonathanflike wrote:I think

jonathanflike wrote:
I think leaving out some of the common components like dice and markers is fine depending on who you are trying to target. I know Cheapass Games did this ( https://cheapass.com/ , but this was the assumption that the market they were targeting already had these components everywhere. If you're targeting new people in the hobby or mass market families, etc. there may not have a stockpile of game components. In your case, if your game only requires 2 markers, I don't think it'll be off putting to grab a couple of coins.

This.

It definitely changes the flavor of the game if it makes you provide your own markers, but obviously it should be fine. If you're talking 2 small "anythings" (which I assume are placed on a card with numbers on it?), everyone can provide that. I wouldn't make that assumption about even a single D6.

That said, I don't carry coins around, so if I were in a hotel room or something, I might have zero available and I'd be using a tiny torn out piece of paper or something.

However, imho it's reasonable for a game to require pen and paper that are not included. So maybe that's a viable alternative for life tracking?

pelle
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I would definitely prefer pen

I would definitely prefer pen and paper over random non-game tokens like coins, but if it is possible to include 2 or so extra cards to do the counting (like in Hero Realms) that is better imo.

Or even better if you could do like One Deck Dungeon and have a few cards for counting that also include some useful information and reminders, so they help play beyond just being a number (and the game also comes with a few wooden tokens and is still pretty cheap, even has a pad of forms to track campaign progress in the box).

wob
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Joined: 06/09/2017
thanks for the input so

thanks for the input so far.
my game uses 2 cards with a grid of 12 icons ( one for strength, one for hp). i had thought of just cards but without a marker i can only see 8 possible states (9 inc. death).maybey 2 cards for each and 16 points?

good point that not everyone carries change. i do,especially if im traveling but im a ludite,

th generic markers are a good call but i always lose those little things especially with travel games. which i think is another + point for coins,i tend to resort to them any way. the footprint is about a4 size so i was thinking hotelroom, plane, sort of lightish filler

Jay103
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Joined: 01/23/2018
wob wrote:thanks for the

wob wrote:
thanks for the input so far.
my game uses 2 cards with a grid of 12 icons ( one for strength, one for hp). i had thought of just cards but without a marker i can only see 8 possible states (9 inc. death).maybey 2 cards for each and 16 points?

good point that not everyone carries change, i do but im a ludite, i might have to remove cards that ask for a coin flip.


Well, the question is, if someone decides they want to sit down and play your game, is "the box" sufficient?

I think you want the answer to be yes, though again I think having paper and something to write with can be assumed.

So if you also have coin flips, I'd say you probably want to include tokens with the game (something flippable). Otherwise I'd have to squish a quarter into the card box, which might not work well.

tacozan
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Joined: 01/03/2018
Wouldn't bother me

Overall I think that it would not bother me much to provide my own coins along with pen and paper for tracking. If my memory serves me right, the base Munchkin games do not include the level counters that are needed for each player to track levels. Maybe look into that to see if it is still the case. If so, seems like it might not be a big deal.

questccg
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Similar case... different approach

I am working on a Micro CCG which uses Blister Packs (think Boosters) to offer the buyer "more-or-less" unique content. But I needed 4 dice, 2 markers, 2 scoring cards and lest we forget, the rulebook!

My solution is to offer a "Starter Kit" for 2 Players. It contains ALL the extras PLUS four (4) Blister Packs...

What this means is enough Blister Packs to configure FOUR (4) Micro Decks and optimally customize two (2) Micro Decks for play.

I will be selling Blister Packs separate too (afterwards). But you should really BUY the "Starter Kit" because it's all you NEED to play.

Afterwards, you can buy extra packs to customize your Micro Deck further...

Cheers!

Fri
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Joined: 09/06/2017
Arrow cards

Could you include cards that have a large arrow that points to one edge? Players could use these cards to point to your current stat cards. It also leaves the door open for players to use custom pieces as they see fit.

The custom piece that I would use would be a gem/flat marble. I prefer these because you can see through and view the value underneath. Viticulture uses mini versions of these to keep track of grapes and wine.

AdamRobinGames-ARG
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Joined: 02/11/2015
Punch out in the tuck box?

Just a thought, provide the markers as a punchout on the tuckbox. They can drop the pieces into the bottom of the tuckbox before sliding the cards back in for storage. Or provide a card or chit board the size of the box and punch out the pieces.

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