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Pinnacle - New Playtest Rules

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Raydad909
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I hope I'm typing this in the right message board, but I'm working on this new party game called "Pinnacle" & I'm looking for constructive criticism about the rule sheet. You know...

- Are the rules easy to understand?
- Is there anything you find unclear/confusing?
- Can the game's mechanics be improved in any way?
- What do you think of the game as a whole? Etc.

Below is a link to where you can download a copy of the rough draft of the rules.

https://docs.google.com/document/d/157cqDUXKmRhSCCsLtL3OmeKWx0CQ20y8/edit

Thanks for you time & I look forward to the feedback!

questccg
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Can you please SHARE via Google Drive?

Not to be a complainer or anything like that... But you're using some kind of third party to host your rulebook. I'd STRONGLY recommend you use Google Drive because 1st it is FREE and 2nd they give you 150GBs of data. Another reason is that you can manage your folders and copy the SHARE LINK to BGDF.com ...

Otherwise nobody is going to D/L your rules...

I personally don't endorse 3rd party file sharing BECAUSE we all HAVE G-Drive and it's FREE to use for about 75% of the users.

Anyhow if you have any questions on how to login to G-Drive or how to add a folder... BTW it's moronically easy ... So that you can share a Google Link rather than a 3rd party URL/Link, just let me know. You can PM me or reply to this thread.

Sincerely.

Raydad909
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New download link for the rules

Thanks for the advice, questccg! I (tried to) changed the link in my original post, but in case it didn't take, I'll post the new Google Drive link to the rules here. Hope I'm doing this right...

https://docs.google.com/document/d/157cqDUXKmRhSCCsLtL3OmeKWx0CQ20y8/edi...

questccg
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PLUS I think it saves you like $9.00/mth because...

Google Drive is FREE (up to 15GB of data). And then it's like $2 USD per month for up to 100GB of space. It's currently on $0.50 USD for the 100GB plan for the first three (3) Months too.

I'm not pushing Alphabet or anything like that. I used to use Dropbox ... Until I figured out (THE HARD WAY) that if SOMEONE ELSE shares you with CONTENT... Like let's say my publisher establishes a Working Folder for the development of a game... Well when they SHARE their LINK/Space ... Your date usage goes UP by ALL the SHARED content.

So IF the free limit was (10GB) and someone shared like 8GB of content ON THEIR account... I would be LEFT with 2GB only. F-king stupid. I cancelled my Dropbox account and will never use them again.

It literally came down to this kind of STUPIDITY.

Cheers.

questccg
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Just make the DOCUMENT visible to all...

Go in G-Drive and then Right-Click on the Document and select Share, Share. And a dialog will pop-up and choose:

General Access... Anyone with the LINK can "View". And then click "COPY LINK" and paste that link in a thread comment on BGDF.com.

Right now it's asking for access ... Unless you are like paranoid with who reads your rulebook... I mean you already have the rules. Nobody is going to STEAL your concept, let alone read a rulebook which they have no clue is about.

Follow the above steps and you should be able to SHARE your rules for VIEWING ONLY...

Best!

Note #1: Rest assured only BGDF.com members will VIEW the rulebook. Because the link will only be visible to BGDF.com members. And ONLY to VIEW too... I don't think many anonymous people will view the document. There could be some. But only members will give you the FEEDBACK you are looking for... So don't worry.

Raydad909
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That's it, man! Feedback is

That's it, man! Feedback is all I'm looking for. I'm just a dunce when it comes to the Google Drive documents stuff, that's all. However, after reading your instructions, I think I got it this time.

That's said, let's try this again. Take 2 and...action!

******

Below is a link to where you can download a copy of the rough draft of the "Pinnacle" rules.

https://docs.google.com/document/d/157cqDUXKmRhSCCsLtL3OmeKWx0CQ20y8/edi...

Thanks for your time & I look forward to the feedback! (and thanks for the tech help, questccg!)

questccg
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You did it correctly... It is setup to VIEW ONLY!

Which is what you want... You don't want people to be able to EDIT the document only to REVIEW it.

So #1, you have 2 Teams, 12+, I would recommend a PLAY TIME like 30-60 minutes for example. You know from your own playtests how long a game lasts.

I read the rules and they seem OK.

Where I am just a bit concerned about "streamlining" is your -1 Movement. This is just my attempt at making it a bit "more flexible". And it goes like this:

questccg wrote:
Normal rules: Pinnacle Answer = +3 Movement, 2nd Place Answer = +2 Movement and 3rd Place Answer = +1 Movement. Otherwise ZERO (0) Movement.

And then make the Thin Air Movement a bit more "streamlined" too and it would be like this:

questccg wrote:
Thin Air rules: Pinnacle Answer = +2 Movements, 2nd Place Answer = +1 Movement and 3rd Place Answer = 0 Movement. Otherwise MINUS 1 (-1) Movement.

So to recap the Thin Air Movement is -1 Movement... Something simple or Logical. Maybe you want -2 Movement... Like this:

questccg wrote:
Thin Air rules: Pinnacle Answer = +1 Movements, 2nd Place Answer = +0 Movement and 3rd Place Answer = -1 Movement. Otherwise MINUS 2 (-2) Movement.

You should play around and find the RIGHT "Balance". But I feel like a THIN AIR PENALTY should apply to the STANDARD method of climbing the mountain.

Again this is my advice, obviously I would PLAYTEST it a lot to get the BEST feel for an AVERAGE PLAYTIME (which is something NOT stated...) It's good to know because it tells people, how long to expect a GAME to last.

But generally speaking the rules are good. Just I would streamline the Movement rules a bit... I like the IDEA of making the CLIMB HARDER during the LAST LEVELS of the Mountain top (a penalty either -1 or -2) depending on what works best.

Otherwise... Yeah the rules are pretty reasonable.

Maybe someone else reads the rules and have their own ideas to share.

Looks like a "nice" Family Game to Play as a group (2 to 6 players) with 2 Teams... I Like that. Very original and adds to the FUN.

Cheers!

questccg
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I'm a bit concerned about the AVALANCHE rules too...

Much like "streamlining" the Movement rules. Somethings to consider. Let's say that you DECIDE to either make the THIN AIR climb +2 or +1 for the Pinnacle answer... that could influence the AVANLANCHE rules too...

Right now I get the feeling that it's like a -4/+4 Levels.

IF your normal approach is +1 (-2 Penalty for Thin Air Movement) ... Well that should IMPACT the AVALANCHE rules too.

So maybe something like -2/+2 when the Thin Air Penalty is -2. If the penalty is only -1 (+2 Pinnacle Answer, +1 2nd Place Answer, 0 3rd Place Answer and -1 for unlisted answers) ... well then that means that the AVALANCE rules could by +3/-3 and not feel so "over-the-top" as -4/+4...

I would definitely PLAYTEST more and make the rules more "streamlined" and CLEAR. Often when we add stuff to a game, it gets added a bit "randomly" and we need to PLAYTEST to find the right balance.

This AVALANCHE and Movement rules (regular or Thin Air) could use more testing IMHO ... Because they FEEL a bit "arbitrary" ATM.

Anyways... This is my advice, you don't have to take it. It's your game and you are free to do as you like. I try to make things as BALANCED as possible to ensure that RULES don't feel "ARBITRARY" or a bit "Random"...

Sincerely.

questccg
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This sort of gives me the impression of...

The game called "Muchkin" by Steve Jackson Games. When I see YOUR game ... What I think is MISSING is "Push-Your-Luck" Mechanics.

Maybe you could have 3 PILES of Question Cards and the TEAM decides what they LEVEL they want based on the Category. This is a bit like Trivial Pursuit. So the more the players feel comfortable with the Category ... Means the GREATER the RISK they are willing to TAKE.

Each pile is categorized EASY, MEDIUM and HARD. The Team Making the CLIMB chooses the DIFFICULTY and then the CATEGORY is chosen by the OPPOSING TEAM. Or you can have a SIDE DECK with three (3) CATEGORIES and you randomly draw for the CATEGORY.

BOTH THE DIFFICULTY and CATEGORY affect the climb (somehow).

Again just sharing with you some ideas following the reading of the rules. You don't need to entertain them... But if you are curious or want more feedback, just let me know and I'll go deeper into this PYL mechanic...

Best!

questccg
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Snakes & Ladders... That's going to be MY INSPIRATION!

So MAYBE(?) your board is made up of ROUTES to go UP to the NEXT LEVEL...

Some routes connect and each ROUTE to the NEXT MARKER (or LEVEL) is determined by a DIFFICULTY LEVEL.

So it's a bit like SNAKES & LADDERS in that the let's say you TAKE AN EASY CONNECTION and then the NEXT CHOICE is a MEDIUM or HARD connection. Or MAYBE two (2) EASY CONNECTIONS lead to ONE (1) HARD CONNECTION.

The connections would be like PANDEMIC from one CITY to ANOTHER... In your case it would be from ONE POSITION to the NEXT on the Mountain. Some paths are easier but force you to answer a HARD question correctly... Other may be harder but you can BALANCE your decision making based on the "CONNECTIONS".

That's another approach to your BOARD. Again more CREATIVE IDEAS... Given the rules that I've read. Again it's YOUR GAME... I'm just giving you OTHER ideas to investigate and follow-up on. And how to handle the DIFFICULTY in another way other than SIMPLE CHOICE: it could be based on the PATH you choose to CLIMB the Mountain.

And then the Climbing Team chooses THE CATEGORY and the "Reader" reads the appropriate question... etc. etc.

This could lead to more STRATEGIC game play because the DIFFICULTY is now a choice related to HOW(?) Teams SCALE the mountain given multiple paths and decisions...

Kudos.

questccg
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Half-way up the mountain...

Like the MIDDLE-POINT could be the ROUTE MARKER where everyone lands up BEFORE moving to the THIN AIR areas higher up on the mountain.

I'll do a small sketch of what I mean and show it to you TOMORROW night. It's almost Midnight on the EAST COAST ... So I'm tired and ready for BED.

I will show you what I mean... Because it's easier to comprehend a picture. Like they say: "A picture says 1,000 words."

To give you a better idea what I propose and something for you to THINK(?) about.

Cheers.

questccg
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Here's what I mean

This is a shoddy job. Each Symbol REPRESENTS a CATEGORY. Green = Easy, Yellow = Medium and Red = Hard.

The idea is to move up the "LADDERS" by guess correct ANSWERS. Here's what I mean:

The sample is a bit POOR in quality. I'm just trying to ILLUSTRATE the concept so that you can understand what it is I am talking about.

Let me know if you have any questions of not!

FYI you can vary the symbols along the PATH ... I just made them SYMMETRIC. But a better strategy would be to RANDOMIZE them...

Sincerely.

questccg
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The concept behind the SAMPLE...

You basically have a NETWORK of various SYMBOLS with DIFFERENT "difficulties". How you NAVIGATE up the Mountain is up to your Team. There should be some short cuts at the cost of more challenging questions and everyone starts at the BASE CAMP to reach the MIDDLE POINT where ABOVE this is the THIN AIR Area. And then from the MIDDLE POINT another network of connections are available again with different difficulties too.

There is a LOT you can do with this TYPE of networked connectivity to make the game more challenging. For example for SEASONED PLAYERS, rather than just reaching the TOP... You SCORE Points along the way: Red = +3, Yellow = +2 and Green = +1. The goal is to beat the highest scoring run in addition to arriving at the summit first...

Things like that!

Cheers.

Raydad909
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Thanks, questccg!

Thank you questccg for all of your help. You don't know how much I appreciate your help! As you might have guessed, I have yet to playtest this. However, after reading your suggestions, I'm happy to announce that I now have a PnP copy of the game ready for playtesting. For those that would like to play it, I have it in its own post. You'll find it here in the Playtesting forum under "Pinnacle - The PnP".

Shameless plug aside, I have self playtested the game and the only concern I have with it is the resource chips, especially the Avalanche. It was meant to be a be a catch-up mechanic and add some spice to the game. This was made long before the Thin Air Zone (TAZ) was even a thought. Seeing TAZ in action, though (especially with the lower stakes you suggested) sent a chill down my spine. It was so GOOD and made the game's end more thrilling!

So I'm seriously considering dumping the Avalanche chip altogether. Let me see how it does in actual playtests before I make that final decision, though. In addition, the Oxygen Tank chips were seldom used.

I need a new catch-up mechanic for those that are behind and maybe I should put in an incentive in using the Oxygen Tank chips...or I could rid of those, too. Decisions, decisions...love to hear your thoughts about all of this.

questccg
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Some additional thoughts

Raydad909 wrote:
Thank you questccg for all of your help. You don't know how much I appreciate your help!

No worries that's what BGDF.com was for... To help people with their designs and rules. A forum to SHARE knowledge and a way to get in-depth suggestions which are RELEVANT to what people are designing.

Raydad909 wrote:
As you might have guessed, I have yet to playtest this. However, after reading your suggestions, I'm happy to announce that I now have a PnP copy of the game ready for playtesting. For those that would like to play it, I have it in its own post. You'll find it here in the Playtesting forum under "Pinnacle - The PnP".

Great to see that you are MOVING forwards... That's always important. But like they say: "Two (2) steps forwards, one (1) step back." Meaning that designing is an ITERATIVE process... We change/add things playtest and see that the design needs more work ... So we change/add some more and playtest again... Until we have resolved any and all issues.

Raydad909 wrote:
Shameless plug aside, I have self playtested the game and the only concern I have with it is the resource chips, especially the Avalanche. It was meant to be a be a catch-up mechanic and add some spice to the game. This was made long before the Thin Air Zone (TAZ) was even a thought. Seeing TAZ in action, though (especially with the lower stakes you suggested) sent a chill down my spine. It was so GOOD and made the game's end more thrilling!

the TAZ is a good idea. Allows you to SLOW down the game. And is itself a way to control the progress of the Teams in a "natural" fashion.

Raydad909 wrote:
So I'm seriously considering dumping the Avalanche chip altogether. Let me see how it does in actual playtests before I make that final decision, though. In addition, the Oxygen Tank chips were seldom used.

While I agree that the Avalanche chips are not really "necessary", I would say that the Oxygen Tank chips could be of value. Something like in the TAZ allows you to recover from an unlisted answer (which would be like a -1 or -2 penalty) ... So when you miss... You use the chip and STAY AT THE SAME POSITION.

Sort of like a way to MEDIATE or LOWER the cost of an ERROR.

Raydad909 wrote:
I need a new catch-up mechanic for those that are behind and maybe I should put in an incentive in using the Oxygen Tank chips...or I could rid of those, too. Decisions, decisions...love to hear your thoughts about all of this.

I'll take a look at the PNP later... But for now... I suggest using the Oxygen Tank Chips in the TAZ (each team could have 3 Chips). Which mean you can guess an unlisted (or incorrect) answer up to 3 times. That could lead to more BALANCED play.

Kudos!

questccg
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The Oxygen Tank Chips ...

Could ONLY be used in the TAZ... And to make it a bit BETTER, when you come up with a Question you are UNSURE ABOUT... You have to PLAY and USE the Oxygen Tank Chip BEFORE revealing the "correctness" of an ANSWER.

What do I mean???

questccg wrote:
So let's say I am on a DIFFICULT Question and the TEAM is unsure of the answer and we are in the TAZ. The TEAM decides to use the Oxygen Tank Chip... And then they choose their ANSWER only to find out it is UNLISTED on the Question Card... Meaning they would have FALLEN DOWN in the trek.

But since they used ONE (1) of their THREE (3) Oxygen Tank Chips ... They STAY on the SAME LEVEL.

Something along those lines when trying to traverse difficult networks at the higher areas of the Board.

Again it's your game... I'm just offering up some IDEAS that you may or may not want to use. Definitely will look at the PNP ... I had a quick look already but have not read the revised rules... Will get back to that AFTER supper probably around 7 or 8-ish tonight.

Best.

Steve
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My thoughts

First and foremost, congratulations on creating a game.

Second, please do not take any of my advice as negative. Game creation is hard (at least, for me) and we are all in this together.

In no particular order:

** This gives off a re-skinned FAMILY FEUD vibe. That's not a bad thing. However, it does give off a FAMILY FEUD vibe.

** Part of the weakness (or strength, depending upon how you look at it) of this game is replayability. Simply put, it follows the TRIVIAL PURSUIT path whereby once you know the answer, the challenge is gone. TRIVIAL PURSUIT mitigates this aspect by having thousands of such questions and so the likelihood of memorizing a sizeable # of them in order to gain a competitive advantage is negligible.

I am going to guess that you will pursue the TRIVIAL PURSUIT path by having a lot of questions in order to mitigate the same said advantage. This is great from a business perspective because you can sell specialized expansion packs with additional questions ("Name the top 3 things a fan brings to a COLLEGE football game").

** From a strict personal perspective, I'd either revise or drop how the answers were arrived at. Unlike facts (TRIVIAL PURSUIT), these are popularity-based questions which are going to be subjective. Prepare for a certain percentage of your potential playing population to drop this game as soon as they realize that their answers don't match the ones on the cards ("What do you MEAN no one brings an umbrella to a wedding? I *ALWAYS* bring an umbrella to a wedding!!!").

Different regions of the world (even different regions of a country) have different customs for the same type of activity. Maybe clarify how you arrived at the answer or be specific ("250 Belgians between the ages of 18 through 49 were asked how often they carbonate their windshield wiper fluid per week...").

Also... I personally hate the phrase "It is what it is." Unless you plan on using a snarky tone to narrate your game instructions, I'd just drop it, especially if you're explaining to potential players the rules of the game (and especially the important part that determines how they win or lose). When you give players a "take it or leave it" proposition, a lot of them will leave it. Maybe have a more conciliatory tone ("We tried our best to have the fairest survey. Do you disagree with the answers? Join our Discord and discuss!").

As-is, it seems like a fairly nice party game. I may give it another read over later but just wanted to give my initial thoughts.

Again, congrats on the game.

questccg
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Glad you want to push forwards!

Steve wrote:
Second, please do not take any of my advice as negative. Game creation is hard (at least, for me) and we are all in this together...

I personally feel like your opinion is realistic and makes sense. I don't think any of your feedback is "negative" ... It just seems more factual...

Steve wrote:
Also... I personally hate the phrase "It is what it is." Unless you plan on using a snarky tone to narrate your game instructions, I'd just drop it...

Yeah I agree with @Steve too... Don't belittle yourself. Ideas normally come in batches and different people will have different ideas to offer. I would just remove the whole "It is what it is." Because I feel that the design is very clever. I like the TOP-3 Answers because it offers more to the game in that in different areas the goals are different too. Like in the TAZ only the 1st Answer gets you to move upwards...

All that combined with everything you have is pretty good.

Steve wrote:
As-is, it seems like a fairly nice party game. I may give it another read over later but just wanted to give my initial thoughts.

Again, congrats on the game.

I still think you should explore a kind of track with all kinds of paths. As that would make the game more varied that just going up a "static" track. I feel very strongly about that.

Raydad909 wrote:
Gameboard will now have 9 layers, but it’ll be split into three different sections...

Love that IDEA... 3 sections ... but I would propose a more LINEAR system. Something like this:

Section #1: #1 Answer = +3, #2 Answer = +2, #3 Answer = +1 and 0 movement for answers not on the list.

Section #2: #1 Answer = +2, #2 Answer = +1, #3 Answer = 0 and -1 movement for answers not on the list.

Section #3: #1 Answer = +1, #2 Answer = 0, #3 Answer = -1 and -2 movement for answers not on the list.

The Oxygen Tanks can be used in Section #3 (TAZ) and basically allow a Team to STAY in PLACE (0 Movement) if they get #3 Answer or unlisted... Teams can have three (3) Oxygen Tanks...

Something like that seem more reasonable and gives PURPOSE to the Oxygen Tanks.

Raydad909 wrote:
Bonus Spaces

While thematic-oriented ideas are OK... I still think the networked connections will prove to make the BETTER game. I'm just saying that because they yield the most POTENTIAL in making the "Trivia Game" more interesting.

How you go up and down depends on the Team.

But with networked connectivity... There are more possibilities than a LINEAR path... Anyhow... Think about that one. I really think that it would make YOUR game unique.

Raydad909 wrote:
Card Design and difficulty

I agree with you ... Top Question is Easy/Medium, Bottom Question is Hard. That too sounds like a pretty decent idea.

Enough for now... You've got plenty of ideas to work with and TRY.

Cheers.

Note #1: Again it's nice to see that the PnP was not the end-all of your game. Clearly you want to make it exceptional ... And that is commendable. Some people just want to put out and game and leave it as is. You are clearly not one of those people who don't want to refine their concept or forcibly want it to remain AS-IS.

Congrats on choosing to "Develop" the game a bit to improve the overall experience.

questccg
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Here's what I mean

With the connectivity... If you are going to ADD "Difficulty" to the CARDS themselves... Forget about the "Categories" and just go with DIFFICULTIES ONLY.

So use CIRCLES with different color inside: Red = Hard, Yellow = Medium and Green = Easy.

Remember with POKER cards there is MORE ROOM. I'd work with a Poker Template which allows 9 cards per page in a PnP and 2x this amount is 18 cards per sheet for "The Game Crafter" (TGC).

That gives you more to work with.

And then just build a pyramid of interconnections winding from the bottom to the top. And only DIFFICULTY is what changes (in colors).

That's a more MANAGEABLE change. Yes it's two (2) changes:

#1> For the Question cards to have 3 Difficulties. That's 1 BIG change.

#2> For the Board to have a network of connections. That's 1 easier change.

I feel like those 2 changes will IMPROVE the game SIGNIFICANTLY and it would add serious REPLAYABILITY both to the Trivia aspect but also how Teams NAVIGATE to the TOP!

Anyhow... We'll see what you decide to keep and try and we'll wait for more direction from you ... Once you've figured out what worth the effort.

Sincerely.

Raydad909
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A Tale of Two Mountains

To questccg's suggestion on how to redesign the gameboard. Below is a link to a picture of a pair of ideals that I have in mind:

https://drive.google.com/file/d/1HxBKfCrobe71pYJ7-vRayaWGLYLBkVcD/view?u...

Mountain "A" shows the more "staid and linear" path I was thinking of on how to do the game board, bonus spaces and all.

Mountain "B" shows the more "connected" game board complete with the three colors representing the levels of difficulty. To be honest, I don't know if I got your interpretation right. If you want to take this picture, play around with it and make it more to what was inside your head...be my guest!

I'd love to know which one you think is better and why.

Raydad909
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Update: I showed the

Update: I showed the mountainboard mock-ups to another game related forum and...at least they were honest. One said,

"The design of these looks way too busy. The colors [in "B"] are worse, but the black dots [in "A"] are no better. I'm afraid as is, it screams "chore" more than "party game". it's unfortunate, cause the graphic underneath actually looks nice, but the dots/colors/icons unfortunately just feel lazy."

--Of course, it's just a rough outline. None of this is final, but any suggestions on how to give it a more presentable look while keeping it on brand I'm more than willing to listen.

Like I said last post, I think I got your branching paths idea wrong. You can help me clean it up and try to make me a convert, but I'm kind of leaning towards "A" myself.

questccg
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I can help ... But

You need to send me a Private Message (PM) with a Link/URL to the Mountain without ANY links (just the background of the mountain)... Don't worry I'm not going to steal it or copy it... I just want to show you what I mean about the interconnections.

Send me that (a g-drive link to the image) and I'll Download it and show you what I mean by the interconnectivity.

Let me play around with the design a bit and see what looks good and how the connectivity can be emulated.

Cheers!

Note #1: BTW I took the two (2) Surveys you sent to me. I answered all but 2 questions (If I remember correctly). I don't know anyone who is older than 100 years of age (alive or dead) and another question in Survey #7.5...

BTW your DRAFT of the PATH looks way better. I'll just give it a try to see IF I can IMPROVE upon that "design" ... Because it looks WAY BETTER than BEFORE!

Congrats on putting that together. I'll just see if I can TWEAK it just a little...

questccg
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So as promised ... Here are some IDEAS to go along with ...

The connectivity version ... There are LESS PATHS that in your A/B Mock-ups. But there is a REASON.

#1> In the TAZ we know you need the #1 Answer to move UP ONE (1) LEVEL. Answers #2 and #3 STALL the Team and Unlisted makes you go DOWN ONE (1) Level.

#2> The paths criss-cross and connect. Why? Because YOU CANNOT PASS a Team in the SAME PATH as your OWN. Meaning the LEADING TEAM in ONE (1) PATH always stays in the LEAD.

#3> Below the TAZ, it's a bit TRICKIER. Going up depends on the COLOR of the guess: Red = #1 Answer (UP ONE LEVEL), Yellow = #1 or #2 Answers (UP ONE LEVEL) and Green = #1, #2 or #3 Answers (UP ONE LEVEL). Unlisted ALWAYS forces you BACK DOWN ONE (1) LEVEL.

So you don't need DIFFICULT QUESTIONS, the difficulty is built into the NETWORK version given the colors and what is ACCEPTABLE for moving forwards on the CLIMB.

questccg wrote:
I think this is COOL... In that you don't need to CHANGE your Questions or Cards. They can all stay the SAME.

You also said you wanted Easy and Hard questions on the SAME card. That could be a good idea... But I wouldn't choose the TOP SPOT to all be EASY. You can vary the difficulty between the TOP and BOTTOM Question for more competitiveness.

Again about the Oxygen Tanks... They are useful in the TAZ... You get three (3) tokens and the way I see it is this:

questccg wrote:
When you get a question and the Team is UNSURE if their answer is on the LIST (#1, #2 or #3) ... They can PLAY the Token and even if the answer is UNLISTED they STALL and STAY IN THE SAME PLACE. No penalty.

Of course you may want to test this all out...

I've put forth some creative IDEAS (Following a LEADER, Oxygen, Connectivity) and from my POV (Point-Of-View) ... I've done as much as I can do to HELP you.

But we can certainly discuss further IF you want to test more ... Have more surveys, etc. etc. I can still help you.

No worries if some of the ideas DON'T coincide with YOUR vision of the game. They are only SUGGESTION of things to TRY and see what WORKS and what DOESN'T.

Best!

questccg
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Proposed Networked PATHs

Maybe at the TAZ Levels, you may want more OPTIONS to get OUT of a PATH. Like if you are in the MIDDLE PATH and you are following the OTHER TEAM... You may want to EXIT that PATH and go AROUND them (The other Team).

I picture this game as being for 2 to 4 Players. You may want TEAM play. But it gets more INTERESTING the more players there are and how to HANDLE the "Follow the Leader" syndrome (Which is good BTW... Adds more depth of strategy).

You can maybe make the game for 2 to 4 TEAMS... That also may be more possible and would definitely CRANK UP the FUN in forcing people to take OTHER paths and to EXIT a path whenever REQUIRED to do so (to get ahead).

There is a LOT to GAMBLE when exiting a path. Maybe take more questions than you had planned ...

Note #1: As of the writing of this comment ... The TAZ and network don't align. IDK what to do with the extra COLORS at the top and how to better MANAGE movement... Something for you to think about.

Cheers.

questccg
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Aesthetics...

Your START position may be a Green SQUARE. And your END (Victory) position could be a Red TRIANGLE...

There are other considerations like "What do you do if you are following a team and they go back???" I think I would handle this as that TEAM SLIPS and goes DOWN 2 LEVELS and the other TEAM is now in the LEAD (for that PATH)...

Tricky stuff like that... Make for Oxygen Tanks to be invaluable NEAR the Summit...

Hehehe... Got to have FUN in the game even if YOU FOLLOW... Below the TAZ the DIFFICULTY is tough... RED may look easy ... But there's no reprieve.

The NETWORK is NOT PERFECT. You may want to ADD more PATH EXITS near the TOP...

Just some ideas ... Have FUN with the design, And share whatever you like. I'll read ideas from others. I just wanted to SHOW you what could work.

Again it's NOT PERFECT. There is still room for DESIGNING... That's your concern, I've explained myself to the best of my knowledge and still there are issues to re-work and iron out.

Sincerely.

questccg
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3 Teams = EXTRA FUN... 4 Teams = CHAOS!

You may want to consider MORE Teams... Sure you can play 2 TEAMS of 3-Players OR 3 TEAMS of 2-Players.

More to try and consider... How does it play. Can you PLAY 4 TEAMS of 1-Player?

Is this FEASIBLE or not... IDK. Just more crazy ideas!

Cheers.

Note #1: AVALANCHE: It's a QUESTION CARD... Not really a question but in the Deck. Maybe there are 3 of those. When DRAWN ALL TEAMS go DOWN by ONE (1) LEVEL... You can maybe think up of MORE TRICK CARDS (Take-That or Consequential or Decision Making...)

Note #2: Rather than using the DESTINATION "Color" (like the next spot is GREEN...) You rely on the CURRENT "Color" (Where you are currently) to determine the difficulty.

So at the START EVERYONE starts with a GREEN Question and if you get it right you choose where to go NEXT... That's may be a subtle difference, but it could mean that at the TOP (End) you MUST answer another Question and only the #1 Answer WINS...

Still no clue about the TAZ and movement... But you can work on that too... Hehehe.

Note #3: First TEAM must answer with a Green Answer (#1, #2 or #3 Answer) to then CHOOSE a "Path" to move along (if they get a correct answer). That means that in a 4 TEAM Game... ONE TEAM will start the game as a "Follower" and seek to merge ahead of the Team they are following.

That's some pretty kewl GAMEPLAY! Even with 3 Teams... A Team may elect to FOLLOW too... And hope for a UNLISTED Answer which will force them 2 Spaces Back... And put the OTHER Team as the leader for that path...

Note #4: Oxygen Tanks are like the AVALANCHE card. You MUST draw them from the Deck and there are a total of 3 Tanks in TOTAL in the DECK. Otherwise it's just too EASY at the top of the TAZ with STALL-ing and a blocking ("Leader/Follower").

Again more ideas... I'm still looking at the board and thinking about it. I'm not sure if the network is IDEAL ... Cause at the TOP you can FORCIBLY fall down by giving an ANSWER the TEAM KNOWS is WRONG. And then you can choose one of the others paths at the top of the board...

Steve
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My thoughts on the gameboard

First and foremost, you have more artistic skills than I do. Someday, I'll graduate into creating competent-looking stick figures. Maybe.

Having written that, if I had to choose between the two designs as-is, I'd choose "A." I'd choose that one because the circles are easier to see than in "B" and there are also some descriptive graphics that are likely there to assist in gameplay. The colored circles in "B" mesh too well with the background graphic to be seen clearly; Perhaps have a black outline for the circles instead of light gray?

However...

I do have a few quibbles and, as always, do not regard these comments as negativity.

If this game is going to be about climbing a mountain of sorts, the path should be roughly pyramidic (Is that even a word?) as well. It isn't although, in the case of "A," it most definitely can be twisted to be that. "B" has some sort of alternating or branching paths and I don't know how difficult it would be in adapting that path to be more pyramidic.

Also, it may be best to either shrink the circles or expand the size of the mountain so that the circles are clearly within the area of the mountain. Again, as-is, it almost looks as though you could impose any graphic below the circles (a spaceship, a sewer system, a medieval castle, etc.). The two layers (the circles and the mountain) should be somewhat integrated with each other so that, upon first impressions, a person would look at the gameboard and think to themselves that this is a game about climbing a mountain. You don't get that sense with "B" but you do get that more with "A."

Those are my first impressions on the two gameboards.

Raydad909 wrote:
Update: I showed the mountainboard mock-ups to another game related forum and...at least they were honest. One said,

"The design of these looks way too busy. The colors [in "B"] are worse, but the black dots [in "A"] are no better. I'm afraid as is, it screams "chore" more than "party game". it's unfortunate, cause the graphic underneath actually looks nice, but the dots/colors/icons unfortunately just feel lazy."

--Of course, it's just a rough outline. None of this is final, but any suggestions on how to give it a more presentable look while keeping it on brand I'm more than willing to listen.

Like I said last post, I think I got your branching paths idea wrong. You can help me clean it up and try to make me a convert, but I'm kind of leaning towards "A" myself.

questccg
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Since you are committed to this DESIGN...

I got your PM and I replied with a Link/URL to the G-Drive Image of the Networked Connectivity "Game Board".

That's one issue. You can perfect it all you like. I don't require anything in return... Use this as your inspiration to whatever board you prefer. I'm not a control freak or insist on doing things my way. You are free to consider this way of moving on the board or not.

***

Congrats on the NEW Cards! The 3-Levels of Difficulty can add a TON more strategy. So given that the board is divided in 2-Large Sections: TAZ and below...

Here's what I think about MOVEMENT.

TAZ: While in the TAZ only the #1 Answer will get you UP ONE (1) LEVEL. #2 and #3 will stall you and unlisted forces you DOWN ONE (1) LEVEL.

That's pretty much a given and aside from the ONLY +1 LEVEL (with the proposed type of board - Networked Connectivity), it's a no brainer.

Below: So given that we have "3" Colors and soon "3" Difficulties (in terms of questions), in the lower levels "Green" = #1, #2 or #3 answers to advance and easier questions, "Yellow" = #1 or #2 answers to advance and medium questions and lastly "Red" = #1 only answers to advance. Unlisted answers as usual go DOWN ONE (1) LEVEL.

***

Yeti, Avalanche, Oxygen Tank, etc. etc. as Tactical Cards and what I suggest is that they have a "Backside" (which is like the logo of game: the peak and it's flag) and the "Faceside" which is the CARD itself.

So yeah... When a Tactical Card appears on the TOP of the DECK ... You can never be too sure what will happen... Could ge GOOD or BAD or BAD for everyone and then it's OK. Hehehe.

***

That's it for now. You've got plenty of decision making to do and to figure out what works best for YOUR game.

They're just ideas and I won't be disappointed if you go in another direction. Like I said this is what BGDF.com is for. To bounce ideas, share projects and to get advice from people in the community. Sorry that it's only @Steve and I that are posting. Most people just post about their OWN games.

I pitch-in and help. When I have the time, I do so freely.

In any event... I do hope that I've given you more to think about and it will allow you to perfect the game as YOU see fit.

Cheers!

questccg
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I need INPUT from YOU.

This is more a WAY to "Throttle" the SPEED of the game. Obviously with quicker paths and shorter distances to TRAVEL... The SPEED of the game might get a BIT QUICK and fall a bit short on time invested in the game.

Obviously the opposite is TRUE too.

My GUESS is that MOVING +1 LEVEL is not FAST ENOUGH for the game?!

So you have MOVEMENT rules for the three (3) Zones.

Moving up "FOUR" (4) Spaces in the "middle track" can lead to a team winning in less than 10 minutes (as per my calculations and effort required).

***

Ok so this is a CONCEPT that will allow you to PROPERLY THROTTLE the game IF and ONLY IF you can't achieve that in the three (3) Zones.

questccg wrote:
You COULD EXPLORE "Action Points". Like each Team per turn has FIVE (5) Action Points.

How does this WORK???

To ANSWER A "RED" Question requires 3 Action Points. To ANSWER A "YELLOW" Question requires 2 Action Points and to ANSWER A "GREEN" Question requires 1 Action Point.

You can PLAY AROUND with the AMOUNT of ACTION POINTS per TURN and THROTTLE the game a bit more than your "movement rules".

This also involves strategy like "Optimal Play" or "Optimal Movement". That's when you try to MAXIMIZE your traversal of the Board such that you use the most possible Action Points on EACH one of your Team's turns.

So with my premise of "5" ... You could ANSWER "1" RED (3) and "1" YELLOW (2) or "2" GREEN (2 too).

Again I'm just sharing with you NUGGETS of Design Mechanics that BEEF-UP the depth of strategy involved in the game.

***

That's what I had for you ... In the event that you feel with your existing rules the game is TOO QUICK.

You could also answer "1" YELLOW (2) and "3" GREEN (3) for a TOTAL of 5 Actions.

It of course matters where you are AT in terms of the Board and what is available to you as optional or alternative paths to the summit...

***

Like I said... I don't know how FAST the game is. It feels from the movement rules to be FAST if you want it to be so. And that's not a great "feature" because it will lead to FAST games and people being not interested because there is not enough at stake. 5 to 10 minutes versus 30 minutes is a BIG DIFFERENCE.

Anyhow ... It's out there for you to try IF you NEED IT.

Like I said, I put out the mechanic because I was worried that the games would be TOO SHORT. The contrary to what you felt when playtesting that the Teams would lose momentum when they hit the TAZ.

In any event. It's cool to see your concept take SHAPE.

***

Lastly about the BOARD... Given that IF you want to use the Networked Board... And you have some PACING issues (Too FAST) and you decide to USE "Action Points" (maybe to TRY but probably only if your game is too quick) and then you could CHANGE the BOARD and make for EASIER connectivity.

OR maybe you set the "Action Points" to SIX (6) and that could allow you to attempt TWO (2) RED ("3 APs") on one TURN.

Again just saying you can work with was you have and see how it works.

Notice that instead of moving FOUR (4) SPACE UPWARDS... This Throttling would limit it to "2" RED (Hard) Questions and spaces.

Cheers and let me know more about how your playtests are coming along. Like I said in the PM, I'll check the SURVEY tomorrow.

Have a great night and tomorrow we're off to the races with the SURVEY!

Cheers.

Note #1: Since there are NOT "6" consecutive GREEN Nodes it's not a problem. 2 GREEN and 2 YELLOW = 4 SPACES but require 6 APs. Or 2 RED = 2 SPACES but ALSO require 6 APs...

Again think about it this way... You primary concern in ensuring the game is at the RIGHT SPEED. If your CURRENT movement rules in the 3 Zones WORKS... GREAT!

IF you feel like it still needs SOMETHING(?) Maybe look into giving a playtest the "Action Points" and TRY IT OUT.

But ONLY IF you need it. It's like Tylenol Pills... Take it when you have a muscle pain or a headache. Otherwise it's just there IN CASE. Same with this IDEA/CONCEPT.

Also NOTE that games with "Optimal Play" and "Optimal Movement" are VERY STRATEGIC. Some nerdy people (the board game kind) find it a challenge to PERFECT the BEST MOVES each and every Team's TURN. It's another sort of FUN for the ADULTS. Espcially Engineers and Mathematicians.

questccg
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What is right for your game...

I feel like from our private discussion that you are taking the game into a more simpler version of the game that works for you. No worries, I get that some of the "rules" made it hard to go towards something more "flexible" but that's okay too.

So just to recap a bit of the direction you are going with:

Quote:
So the first thing is the Board will be a single path which winds its way up the mountain. The next decision is to use spaces on the board for different events or happening. There are now three (3) areas on the board and the TAZ is a bit shorter in terms of nodes and size. The questions will come in three (3) formats: Easy, Medium and Hard.

Have I forgotten anything??? There weren't many other topics in regards to the game itself. And our discussions have pretty much been around those items.

Anyhow ... Looks like we did the best we could to HELP. But you're the one making the game and doing what you feel is right... Is a decision all left to you.

My own personal feeling (and this is my impressions only) is that the current proposed game is much too simple. When we discussed things like Networked Paths and things like "Optimal Play", that was starting to "beef-up" the design and make it into more adult content.

Yes while there could be a market for your game. I'm not sure who will play this game. The linear path of the board means that many Game Geeks won't play it as it is too simple. The questions are not geared for children so I don't get the impression that kids will want to play. It's got a Gen X type of questions which aren't familiar content for millennials or younger people.

I get your approach ... Family Game Play (with Teams). But my question is how often do Families get together to make playing a possibility?!

Again I'm not being a "jerk" or anything. I'm just analyzing the game based on what you have outlined in terms of the product's direction. It's mainly a Trivia game and the board is for tracking purposes only. Like I said this is not a Game Geek game because they'd find the Trivia the only aspect of the game which has any real value...

In any case... If you have more to discuss or to present, feel free to continue posting either in this thread, the PnP one and any new threads with other topics of discussion.

Cheers.

Note #1: Not because I am trying to "force" you or anything, I'm just explaining with a bit of Gaming Context what was being proposed.

#1> Networked Paths: This adds a HUGE amount of STRATEGY. There are multiple paths to choose with a follow the leader mechanic. So the decision making as to which path to choose, when to exit a path, when to enter a new path, etc. etc. add meaningful decision making to the players.

#2> More nodes to the TAZ: I think I like it better when there were more nodes in the TAZ. Why? Again because it's more thinking in terms of what approach you take to conquer the mountain. And maybe there could be some additional exit paths from the central one ... TBD.

#3> Action Points: This allows for optimal play and more "geeky" thinking for the math nerds that like to get the best bang out of each turn. This can be an actual mechanic which allows more choice-making and adds more DEPTH to the game.

#4> Event Cards: This could allow multiple events being added to the DECK and impact the Teams or a Team ... Much more flexible because you can focus on more content in terms of these cards.

Enough said. I just wanted to recap what we've talked about.

Note #2: The "Follow-the-leader" mechanic. This could occur when there are 4-Players or 4-Teams (which is minimum 8 players). Again I can picture a 4-Player Game ... Many adults play games from 4 to 8 players. So it could work for both SOLO PLAY and TEAM PLAY (4 Teams of 2 Players each).

But the 4 Player game is something that if given enough "meat" could attract a "Trivia" Game Geek Audience which are usually gamers that look for a deeper experience when it comes to game-time decisions.

Anyhow... I just wanted to recap all that we have discussed and IF others want to chime in, that could be of value too.

Right now, you only have MY opinion ... I wish someone else could read this thread and the rules and see what their opinion is.

I think @Steve mentioned something similar to what I had proposed... But I did NOT share that ... Only with @Raydad909 since like I said, it's up to him to see how he wants to develop and ultimately produce HIS game. Not mine or anyone else's... What he feels is the best approach for what HE wants to accomplish.

That's not to say that it could yield some opposition. Never the less that's out of my hands as this is NOT my game, I'm only offering suggestions and IDEAS to fix and improve the overall appeal of the game.

questccg
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Also ...

An "Event" Card like: "Avalanche": immediately force all Players / Teams down ONE (1) SPACE.

That totally ruins the mathematicians and their OPTIMAL Path Plotting.

Or "Oxygen Tank": Keep this card in your inventory. It allows a Player / Team to NOT go down ONE (1) SPACE during an unlisted answer in the "Thin Air Zone".

That can improve the odds in the TAZ and towards the end of the game ... If a Player / Team are sufficiently LUCKY to draw that card from the Deck.

Or "Frozen Yeti": Immediately grants you +3 Action Points this turn (only in the TAZ).

That can be beneficial after an "Avalanche" to get a Player / Team back on track.

Or "Big Foot": Keep this card in your inventory. When played, it grants you a +2 Action Points (but only if below the TAZ).

An early bonus which can grant a BOOST to a Player / Team and maybe get them ahead of their competitors.

Or "Angry Ram": Immediately play this against one opponent (or opposing Team). That Player / Team loses -1 Action Points during their next turn (anywhere on the Mountain).

***

I can probably spit out a dozen or more "Event" Cards like this. No seriously... Ok maybe not a dozen ... But more to make the game more EVENTFUL!

Again... Don't mind me... I'm just explaining more about what can happen in the game.

And that you have options to consider...

Cheers!

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