Jason had a great weekend but won’t tell why until next episode.
Rob is a Debbie Downer.
Jason has been playing: The Hostage Negotiator Print and Play by @VanRyderGames
Role Selection as suggested by @DMassek
Our friend Wilhelm pitches the game Shame.
I was really happy with this playtest. While, it did expose that the game is ridiculously unbalanced, it also provided some great ways to fix those problems.
The main issue seemed to be that the Developer was able to consistently build a lot of locations all while depriving the Conservator of the ability to do anything. So yeah… unbalanced.
So how do I fix those problems? My first inclination was to just try rebalancing all of the current cards for both players. However, as Rob and I discussed the game I realized that the way to make it better lies within making sure the flavor of each role is accentuated.
So how do I accomplish that? To me, that answer seems pretty easy. The Developer will continue to focus on getting a lot of money and using it to build a ton of expensive locations based on their business ventures. The Developer’s action cards revolve around gaining money and screwing over the Conservator. The earning money cards are great but I now believe that some of the take that cards need to be changed. They need to not focus on bankrupting the Conservator but instead creatively slowing them down. Allowing for the Conservator to at least have a chance to bounce back.
As for the Conservator, they need with their locations to be able to place in a larger variety of places and also to be able to cheaply restrict the Developer via actions that represent real world things. Protestors chaining themselves to trees or using legislation to stop locations from being built.
Finally, in the general rules, I need to more accurately scale location prices based on where you can build. I did this originally by making locations that can be built anywhere cost the most. Now I need to continue that backwards down to locations that can be built on only one area and making those very discounted.
So listeners, what did you think of the episode and of the notes here? Leave a comment and let me know!
Rob wants to do stuff different sometimes…. Loser.
Rob is drinking Holy Grail Ale!
Alaskan White Ale: THERE’S A POLAR BEAR ON THE LABEL!!!!
Jason has been playing: Quiddler
Rob has been playing: Architekton
Removing cards or tiles to force randomization and prevent card counting.
Jason pitches a two player game about Conserving VS Developing.
In this two player board game, one player takes the role of the Conservator, trying to build locations that earn money based on the nature of the land and the other plays as the Developer who tries to build up businesses that destroy the land.
The winner is the person at the end of the game who has more areas occupied with their types of locations. The game ends when all locations are conserved or developed or one player has no more legal moves.
The board is made up of 36 areas that are all interconnected with one another. Each area represents a piece of land that is a different natural feature. Some areas are plains with Elk Herds or Mountains or lakes or rivers and the like.
On one side of the board there is an area that is a Wilderness park. On the other side there is a small town. The Conservator and Developer start in thier matching location.
Each player has a deck of cards made of actions and locations that represent the flavor of their faction. The Developer focuses on earning more money and monopolizing the board. The Conservator uses actions that slow down the developer while building cheaper and smaller locations.
Conservator Locations: Mountain hiking, Backwater Fishing sanctuary, Hiking trails, Elk Viewing
Conservator Actions: Chained to a tree, Demand a survey, Monkey wrench, great benefactor
Developer Locations: Resort, Power boat rentals, Souvenir Shop, Casino
Developer Actions: Call in a favor, bank loan, burn it down, new investor
At the start of each turn players earn money based on the locations they have built. They use this money to play cards and build new locations. Each location built earns money every turn. Players may play actions at anytime, provided they have the money to do so.
Money is tracked with tokens.
All ideas presented on this here are the property of the Building the Game Podcast.
Jason just got back from his epic journey to Colorado, where he was almost eaten by a bear and a ghost.
Jason has been playing: Bowling Dice
More than first place winners
Rob pitches Fair Food.
The Guys from Flip the Table are here on our show!
Best Mashup ever: Murder She Wrote and America’s Funniest Home Videos
Mechanics that generally do more harm than good.
Roll and Move
VHS and DVD Mechanics
@TableFlipsYou (Flip the Table Podcast)
@GameKnight (Flip Florey)
@Jared_Hunnefeld (Jared Hunnefeld)
We all work together to pitch what could actually be a good game…
This week and next week we are recording in the studio of Flipwerks Media.
Combat in games
En Garde (Made by our good pal Reiner Knizia…. I wonder if there is math involved)
Jason pitches a game about Camp Troublemaker.
Crossover show with FLIP THE TABLE on the next episode!!!
Camp Troublemaker (Temporary Title)
Imagine your back in the days of your youth attending another summer camp. Good times running around, playing games, swimming, hiking, learning skills and most importantly, pulling pranks!
A board game for 2-4 players
Players vie to pull of the best pranks via worker placement mechanics. Every day the players must choose how to spend their time. They each get 5 tokens representing 2 hours each to spend on each turn. These tokens are split among different activities. Each activity gives players either good rep with the camp counselors or gives them items that they need to pull of their pranks.
Whenever players pull a prank they earn prestige with the other kids. Each prank has a different prestige value. Players work on their pranks in secret or can do called shots by telling everyone the prank they will pull ahead of time. This makes the prank harder to pull but doubles the prestige earned.
At the end of the game the player with the most prestige wins.
The game will also feature a unique calendar countdown that will have different effects on different days for the campers and also will determine when the game ends.
All ideas presented on this site are the property of the Building the Game Podcast.