Episode 3: Bike Messengers and Diggin’ Graves

Intro and Welcome:

Delerium-Tremens Beer

Tybo the Carrot Man

Whatcha been playing?:

Jason has been playing: Carnival

Rob has been playing: Gravediggers

Other games we mentioned:


Settlers of Catan

Formula D

Sentinels of the Multiverse

Cthulhu Dark

Monster and Other Childish Things

A Dirty World

Mechanic of the Week:

Ways to create random events in a game and different ways to achieve goals in game design.

Practicing the Pitch:

Jason Pitches his Bike Messenger game



The Geek Parent Podcast

Role Playing Public Radio

Bike Messengers

You are a bike messenger trying to deliver packages in a crazy city.  Your job is to do whatever it takes to make deliveries, even if it means stealing from other messengers and going through dangerous construction zones.  Just try not to crash!

This is a board game for 2-6 players.

The game ends when all deliveries have been made.

The winner is the player with most points from deliveries and gear.

The board consists of 72 hex tiles with each tile being two inches in diameter.  At the beginning of the game, the tiles are randomly placed in the 12 x 6 grid.  Each tile contains 1-2 buildings on average but some contain construction zones, one way streets and other obstacles.

Components: (Proposed)

72 Hex tiles

36 Delivery cards

72 Ride cards

36 Gear Cards

6 bike tokens

2 Custom D6’s

Key mechanics:

Deliveries: These cards are flipped over to the side of the board.  They have a pickup location and a delivery location.  The first player to reach the pick up point can take the delivery card.  They then must get to the delivery in a set number of turns without losing the package.  There is always one less delivery card in play than players in the game.  Players receive points for every delivery they complete.  Each delivery is worth a different number of points.

Gear: Getting gear allows you to move faster and more safely and also make some deliveries others couldn’t.

Stealing: Because there is always a shortage of packages, players are encouraged to steal from one other.

Card Types: (Rough Draft)

Ride: These are all the moves players can make as they travel through the city.  Moves include speed boosts, stealing from others and navigating through construction sites.  These are modified by rolling dice to determine your distance travelled per turn.

Deliveries: These are set deliveries between two buildings worth a set number of points.  Because the board is random, this can make some high point deliveries very easy and some hard deliveries could have very low payoffs.

Gear: Enhancements to your bike that you get as rewards for making deliveries.

Please let me know your thoughts!

– Jason

All ideas presented on this site are the property of the Building the Game Podcast.

Episode 2: Action Movies and Outlaws

Intro and Welcome:

We’re making a podcast

Rob’s smashed fingers

Whatcha been playing?:

Jason has been playing: Lawless

Rob has been playing: Bone Wars

Other Games we mentioned:

Stone Age



Mechanic of the Week:

Scaled Purchasing mechanic in Lawless

Small World

Garden Dice

Practicing the Pitch:

Rob Pitches, Action Movie: The Card Game


Lucky Dice



Action Movie: The Card Game

Competitive card game for 2 to 4 players.

Each player takes on the role of the head of a new movie studio in Hollywood.  The goal of the game is to make the biggest, craziest and most exciting action movies you possibly can for as little money as possible, in the hopes of making tons of money.

The game begins by finding investors and buying a script to produce.  From there you spend the investors’ money to do rewrites on the script, hire actors and a director, and finally shoot the film.  When it’s done you release it to theaters across the world, hoping to break box office records.  But watch out, because if the critics give you bad reviews it may all come crashing down.

Card Types: (a preliminary list)

Investors: Investors will give you money to spend to make your movie, but they always come with a catch.

Scripts: The bigger the script, the more it’ll cost you to buy, and the more potential it has to make you a billionaire

Actors: A-list, B-list and C-list celebrities are all out there and ready to play your heroes or villains, all it takes is a paycheck and a contract

Crew:  Directors, designers, cinematographers: Hire the right ones and they’ll make your movie better

Scenes: Explosions, car chases, gun battles, and more explosions: audiences like to see things blow up

Miscellaneous: Pay the writer to let you add scenes, bribe a critic to give you a good review or give a rival studio a bad one, these cards allow you to bend and break the rules… for a price

In Hollywood, film is forever, but money is all that matters.

– Rob

All ideas presented on this site are the property of the Building the Game Podcast.

Episode 1: Pilot and Zombies

Intro and Welcome:

What is building the game?

Whatcha been playing?:

Jason has been playing: Stone Age

Rob has been playing: Carcassonne

Other games we mentioned:

Settlers of Catan


Garden Dice

Sentinels of the Multiverse


Small World

Mechanic of the Week:

Tile Games


Castle Ravenloft


Living Labyrinth

Castle Keep

Practicing the Pitch:

Jason Pitches his Zombie strategy card game


Sentinels of the Multiverse

Lilly Looking Through Demo

Zombie Card Game

Can you survive the zombie apocalypse?  This game aims to answer that question!  To survive in this hostile environment you will have to balance defending your hideout with gathering food and other supplies and still you must deal with the ever-growing horde of zombies trying to get into your hideout and eat your brains.  Each turn involves splitting survivors between, defending/enhancing the hideout, clearing out zombies around your hideout and sending out scouts to find new supplies and survivors.

This card game is designed for 2-4 players.

The game ends when there is only on player alive with at least one survivor within their hideout!

Components: (Proposed)

100 Zombie cards

24 Hideout cards

24 Survivor cards

100 Scout cards

4 D20’s

4 D6’s

Key mechanics:

Food: Each turn you will need to feed your survivors out of your food stores, if at any time you run out one of your survivors will die.  You start with a small amount of food and must send out scouts to collect more.

Being Wounded:  If one of your survivors is wounded by a zombie then you must decide whether to keep the survivor and chance infection or if you should just discard the survivor from play.  If you choose to keep the survivor then you will have to make a roll to determine if they turn into a zombie.  If they do then you must defend against them while they attempt to eat the other survivors in your hideout.  If however they pass the roll and do not turn, they survive and continue on as normal.

Card Types: (Rough Draft)

Hideouts:  There are several unique hideouts in the game.  Each one provides different strengths and weaknesses.  Each hideout has a number of slots for adding enhancements.  These items may be defenses, Food growth or other things as well.  At the start of the game you draw 4 hideouts and then choose one to be your hideout.  Examples: Police Station, Church and the Outdoor Adventures Store.

Survivors: There are 24 unique survivor cards in the game.  Each possesses different skills and attributes for attacking and defending against zombies.  At the start of the game each player randomly draws 3 survivors.  Examples: Survivalist, Riot Cop, Horror Film Geek, Lumberjack and Mailman.

Zombies: The game will contain a large deck of Zombie cards.  Each zombie will have a base attack and some will have special skills that make them more or less dangerous.  Examples: Wandering Zombie, Buff Zombie and Legless Zombie.

Hideout Enhancements: These help you make your hideout more defendable or increase food supply among other things.  Without enhancements your hideout will not stand a chance at holding back the zombie horde that keeps growing outside.  Examples: Barbed Wire, Wooden Fence, Cow and Bulldozer.

Weapons: These can be equipped by your survivors to help them defend your hideout, fight zombies and also scout.  Examples: Meat Cleaver, Golf Club, Machine gun and Flamethrower.

Action Cards: These allow you to do many different things and can be played during the action phase of any player.  Some of the cards help you while some hurt other players.  Examples: Food Shortage, Mutiny, Die Hard and Go Dark.

Additional: When scouting you can also come across extra food, marauders, or other survivors as well.

Please let me know your thoughts!

– Jason

All ideas presented on this site are the property of the Building the Game Podcast.


T-minus 1 day and counting…

Jason and I are getting ready to post episode 1 this weekend – tomorrow, actually.  In reality we’ve already recorded the first 5 episodes of the show, and we’ve learned so much in the process.  I thought it might be fun to take a little look back over our first 5 shows, before the first one is even posted, and think about how the show has already grown.

Continue reading

Mechanic Mashups

Here’s an issue I keep running into lately while writing down game ideas. I keep feeling like all I am doing in rehashing mechanic ideas that I have for one game and mashing them up into another.

I’m trying to get my head around whether or not this is actually an issue or if that’s just normal for a game designer.  I have certainly noticed that some game designers have a specific style and that it indeed comes out in their game mechanics.  I would also say that to a certain extent it does seem like the core mechanics of several games find themselves in other games.

When I really think about that it brings to mind something I have heard many times, “There are no new ideas”.  Which while I find very sad, I think it is at least somewhat true.  There are so many games out there that many of them are bound to have similarities in game mechanics.

I have a background in filmmaking and there’s an old adage that I think applies to game design.  It’s how movie execs say you may a successful sequel: “Give me the same thing, only different.”  Which when you think about it makes a ton of sense.

So here is where I find myself after writing the previous paragraphs… It’s okay to rehash some mechanics and some portions of gameplay as long as you make them different.  Make them unique. Find away to use them in each different game in a way that will surprise people and really add to the gameplay and of course the overall enjoyment of the game.

Whew!  I feel better now.

So any thoughts from the community?  Am I wrong?  Remember I have no idea what I am actually doing… I am just a first time game designer!

Hit me up with your thoughts: @JASlingerland on twitter or buildingthegamepodcast@gmail.com



Board Game Movies

I saw a little feature on the MSN homepage this morning talking about the “Top 10 Board Games that should be made into movies”.  It’s a reference to the Battleship movie that opens this weekend.  I’m not going to bother linking to the thing here, because those little feature things they do are up and gone in a matter of hours.  In fact, I can’t even find it again right now to link to, 4 hours later.

I hoped for something interesting in there, but sadly I was disappointed.  They basically listed all the same games we all grew up with: Monopoly, Life, Twister, Operation, Chutes and Ladders, and so on.  There’s nothing wrong with those games, of course.  But think about how revealing that is of MSNBC’s awareness of the great games that are actually out there!

What about an epic story about one man working and fighting to build a society from the wild world of Catan?  Or the story of a noble king fighting an evil lord with armies from dozens of fantastical creatures in Small World?  Hollywood likes superheroes, so let’s go for the story of Sentinels of the Multiverse, with the Freedom Four  joining forces to battle Grand Warlord Voss in the ruins of Atlantis!

That’s only the first three things that popped into my head.  But there are hundreds of games out there.  And most of them are far more interesting than your average fair from Parker Brothers, Milton Bradley and Hasbro.  I understand that Hollywood isn’t knocking down doors to license Munchkin or Plauge and Pesitlence.  Hollywood wants recognizeable brand names to guarantee ticket sales.  But it seems like the writers at MSNBC missed a great opportunity to highlight this stuff, which means the larger public audience just got more stupid schlock to ignore on their website.

Do you have any ideas for great games that would make great movies?  Let me know!


Author combat

I was just listening to the most recent episode of Wait Wait Don’t Tell Me, my favorite NPR show.  They played their game where they present three silly situations and the caller has to choose which one is real and which one is fake.  This time the theme was repurposing characters from classic literature.

One of the fake ideas was that Wizards of the Coast was creating a deck building CCG featuring major and minor characters from books like Pride and Prejudice, Moby Dick, and so on.

Of course it’s just a ripoff of The League of Extraordinary Gentlemen.  And they were making jokes about the whalers from Moby Dick having high ratings in their fishing skills.  But that got me thinking.  What if you went the other direction and made a game featuring the authors as crazy folk heroes?

I’d love to see a battle between Edgar Allen Poe and HP Lovecraft.  Or Joseph Heller and Kurt Vonnegut.  Or Piers Anthony and Anne Rice!  I guess that last pair is too recent.  But still!