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Pinnacle - The PnP!

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Raydad909
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Joined: 08/17/2010

Continuing from my previous post, Pinnacle is ready for playtesting! Below is the link where you can download the PnP that includes:

* The Gameboard (Not the best design, but it's serviceable. May I suggest using loose change, like dimes, for pawns).

* Components (Question cards & chips).

* The instructions on how to play (Shoutout to questccg for some great suggestions) and of course, the playtest questionnaire.

So if you're off to a New Year's Eve party tomorrow night and you need to bring some entertainment...just sayin'.

https://drive.google.com/drive/folders/1knjkILXp2R05cCTvv3dWAPQRPYbBZF88...

Happy playing and for those that do, I can't wait to hear your thoughts on "Pinnacle"!

P.S. Feel free to PM me or reply to this thread if you have any questions.

questccg
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Joined: 04/16/2011
Didn't playtest ... Just looked at the components

I have no one to PLAYTEST this kind of "Trivia" Game... But I really think that some of my other suggestions especially when it comes to moving up the board and having Categories (Symbols) plus Colors (Difficulty) can yield some very positive scenarios and lead to better more refined game play.

I may try it tomorrow ... But with something different. Rather than answer questions, I'll just roll a dice and compare the outcome. "1" = Pinnacle, "2" = Answer #2, "3" Answer #3 and "4 to 6" = Unlisted.

The odds are 50:50 when it comes to ANSWERING (Simulation). So 50% odds when rolling a standard 1D6. That should account for the NORMAL levels... For TAZ it may be the same and I'll TRY a couple variations for the TAZ difficulty.

This is my approach considering that I DON'T have someone to PLAYTEST the "Trivia" portion of the game.

I'll report back on New Year's Day ... Maybe in the evening or late afternoon. We shall see. But the dice simulation feels like the BEST alternative for solving the playtesting with only 1-Person.

Usually I can play BOTH sides of games and do the best move for each side. But in this context of ANSWERING QUESTIONS, it's not obvious how to handle this TBH so I think the dice simulation is probably as ACCURATE as possible to help playtest the remainder of the game (not the Trivia portion).

Let you know. Best!

questccg
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Joined: 04/16/2011
Some early thoughts...

Not having playtest yet... I will TRY with the CURRENT rules and then I will do a RUN with some kind of OTHER ideas that I have in mind:

#1> Instead of moving +3, +2, +1 or 0 LEVELS. Points scored will be and a VALID answer will move the play up ONE LEVEL ONLY.

#2> Slows down the game and makes it more about the TRIVIA.

#3> An INVALID answer, moves you DOWN ONE LEVEL and scores you additional +0 points.

PINNACLE = 16 LEVELS and therefore 16+ Questions required to WIN.

I'll review the Oxygen Tank rules too... I have my own variant but will first TRY the one in the official rulebook. No worries ... Maybe get you some additional FEEDBACK from PLAYING (as opposed to design suggestions)... This will cement what I can actually SAY about the game having played it with my SIMULATION MODE (for the Trivia portion).

Soon enough I'll be able to give official FEEDBACK.

questccg
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I find the Questions Document to be... ?

The Questions Document is rather difficulty to follow. The card on the TOP-LEFT answers are on the TOP-RIGHT(!!!) Is this for printing reasons? Because it's a Print-And-Play (PnP)???

@Steve is a bit correct in that the Questions and Answers "feel" a bit like "Family Feud" but that really doesn't matter ... The point being: Is the game FUN???

And we shall assume that there are insufficient Question cards for ideal "replayability". How many? At least sixty (60) cards. And instead of ONLY TWO (2) Questions per CARD ... I would make the Cards "Poker-sized" and HAVE THREE (3) Questions: one for each CATEGORY.

60 x 3 = 180 Questions. Sounds good to me...

***

Next is the "board". It's too simple. Serves very little purpose other than keeping LINEAR track of where we are in terms of the game.

Here's the URL/Link that talks about the "networked" design of the game which could be of great benefit:

https://www.bgdf.com/forum/game-creation/playtesting/pinnacle-new-playte...

This would add a bit of more "variability" AND "replayability" depending on the path chosen to the top.

And I would use three (3) COLORS: Red, Yellow and Green.

Instead of DIFFICULTY, I would give each color a POINT-VALUE: Red = +3 points, Yellow = +2 points and Green = +1 point.

The movement would be KISS: either you go up a level by answering correctly one of the TOP three (3) ANSWERS counts (on the lower levels of the mountain). Each correct answer earns you +1 Level. A Missed answer makes you go down -1 Level.

In the TAZ ... Only the #1 ANSWER allows you to go up a level. Answers 2 & 3 you STAY at your position and an unlisted answer makes you go DOWN -1 Level.

Again very KISS...

***

The Oxygen Tank chips are doing the OPPOSITE what comes NATURAL. In reality then tanks are USEFUL in the higher-most areas (think the TAZ) and not required at the lower levels. That logic is wrong... From a reality POV (Point-Of-View). I mentioned in the other Thread a way to USE the Tanks at the HIGHER LEVELS of the game.

https://www.bgdf.com/forum/game-creation/playtesting/pinnacle-new-playte...

It's like a preventative measure to ensure that are not penalized in the TAZ because you HAVE USED an Oxygen Tank Chip.

***

I would not do a PLAY or PASS kind of usage for the Oxygen Tank ... Like @Steve suggests... It feels too familiar with "Family Feud" and you've already got the Three most Popular Answers per question.

This is my feedback looking over the game and it's components.

Again you can implement whatever you like... It's YOUR game not mine. I'm just sharing with you some aspects which could IMPROVE the game's replayability and therefore additional VALUE.

Wishing you all the best with your game design. If you want to discuss more the game, my suggestions or some of your ideas... Feel free to continue the dialogue. This is still IMHO a "fresh design" and I get the impression you are looking to improve upon it's design to make that much more better.

Cheers!

questccg
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Some additional thoughts

"C", "L" and "E" or "Think Air Zones" (TAZ)... I really like that the GAME could SHIFT once a Team reaches the TAZ. Oxygen Tanks can be used to safeguard a Team's Position (in case they are unsure of an answer).

** Remember: I propose that while in the TAZ ONLY the #1 Answer allows you to go UP +1 Level. If it's #2 or #3 ... The Team STALLS and stays at the same level. And if it's an UNLISTED answer, you go DOWN -1 Level.

Before going up into the TAZ there should be a RALLY POINT at the TOP of "A" Level... Meaning that there is a COMMON point to reach which CONSOLIDATES the movement (that Middle Point) to one position.

Lastly WHY(?) scoring???

Because it rewards players for trying to BEAT their BEST SCORE and adds a bit of replayability/challenge to the game.

That's all for now... Let me know if any of this makes any sense to you or not.

Sincerely.

questccg
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Joined: 04/16/2011
And congratulations for putting something out there...

Congrats on putting out the PnP for "Pinnacle" ... Congrats on that accomplishment. I don't know if this is as far as you want to go or not...!? So this is in itself a milestone for your game... It could be the last one or you might want to continue to refine it and maybe using a service like "The Game Crafter" to make a more perfected prototype ... Something you can shop around given whatever you want to do!

I'm not taking anything away from what you've put together...

On the contrary if this is YOUR game... So be it. But maybe you're not ready to quit just yet and want to perfect it some more with more strategy or more replayability, etc. etc.

Anyhow ... You can tell us what you are thinking. I won't post any more ideas unless you ask for more feedback of your PnP...

Cheers!

Raydad909
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Joined: 08/17/2010
Happy New Year! New year, new

Happy New Year! New year, new look...especially with Pinnacle. I’ve enjoyed workshopping the game and coming up with new concepts for it. However, while I thank you for the praise (and, of course, the suggestions), I’m not ready to quit yet and want to perfect it some more.

I spent most of the last day of ’25 reading playtests, taking that data, and trying to make this game the best it could be. Below are some things that I’m looking into. This is a lot, so get comfy.

***

Mountainboard Changes

The “PINNACLE” letters on the left side of the mountain will be scrapped and a 9th layer will be added.

From all the playtest reports I’ve been reading, the Thin Air Zone (TAZ) is without a doubt everybody’s favorite part of the game. This got me to thinking, how can I exploit that “high-stakes tension” that part brings throughout the game and at the same time get rid of the “It’s just a glorified scoreboard” complaint I keep getting? That got me thinking...split the mountain into thirds and add some bonus spaces throughout.

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

The Lower Section (First three layers): It’s “Classic Pinnacle”. Get any of the Top 3 answers and, depending on its rank, you move the following:

- A correct Pinnacle Answer moves the team 3 spaces.
- A correct #2 answer results in 2 spaces.
- A correct #3 answer moves the team 1 space.
- An answer not on the card results in no movement.

The Middle Section (Second three layers): Now you’re only allowed to get one of the Top 2 answers to move. Depending on its rank, you move the following:

- A correct Pinnacle Answer moves the team 2 spaces.
- A correct #2 answer results in 1 spaces.
- A correct #3 answer or an answer not on the card results in no movement.

TAZ (Top three layers): Staying as is. Only the Pinnacle Answer (#1) allows movement. Might make a new rule about only using the Oxygen Chips in this section. Scoring in this section stays put, but in case you forgot:

- A correct Pinnacle Answer moves the team up 2 spaces.
- A correct #2 answer results in no movement.
- A correct #3 answer moves the team back 1 space.
- An answer not on the card moves the team back 2 spaces.

***

Bonus Spaces

Another playtester suggested I could have some thematic reason behind the questions—like a mountain troll riddling you with surveyed questions. Additionally, I could "do much more with the mountain theme and still keep it simple". I thought about that for a bit and here were some ideals I came up with for bonus spaces:

- The Yeti Gamble: Landing here lets a team gamble. Before answering, they can declare SAFE or BOLD. SAFE = Question plays as normal, but BOLD = If you give the Pinnacle Answer: Move 4 spaces. If not in the Top 3: Go back 2 spaces.

- Avalanche: Make it a bonus space instead of a chip. If you land here, you get a bonus question. Very simply, you get the Pinnacle, you get to move a bonus space. Get #2, #3, or not on the card, you go back 1 space.

- No Peak-ing: Basically, the Avalanche space in reverse. Here, the trick is to NOT give the Pinnacle (a.k.a. the PEAK...get it?) answer. They must give either the #2 or #3 answer to advance. Succeed you move up a space, fail you go back one.

***

Spaces/Cards Design

Finally, in terms of new design of spaces (got to put these bonus spaces in somehow), I’m thinking...branching paths? As for the cards, I'm thinking of keeping it in halves, but the top half will be easy/medium level questions for the first two layers of the mountain while the bottom half will be more tougher questions for the TAZ section.

There you have it! I'd love to know what ya'll think about these new ideas.

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