Comments for League of Gamemakers The Best Games Are Yet To Be Made Sun, 22 Nov 2020 00:05:59 +0000 hourly 1 https://wordpress.org/?v=4.9.16 Comment on A Brief History of Wiz-War by Tom JOlly /a-brief-history-of-wiz-war/#comment-55538 Sun, 22 Nov 2020 00:05:59 +0000 https://www.leagueofgamemakers.com/?p=3770#comment-55538 Steve Jackson Games picked it up, and will do a Kickstarter for the 9th edition; not sure how soon.

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Comment on A Brief History of Wiz-War by Tim the IT Guy /a-brief-history-of-wiz-war/#comment-55536 Sat, 21 Nov 2020 23:35:18 +0000 https://www.leagueofgamemakers.com/?p=3770#comment-55536 March 2021 rapidly approaches & FFG has not done any re-releasing or expanding so I assume they are allowing the contract to expire without renewal? Any hopes of another publisher?

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Comment on Why I Hated Settlers of Catan (and Why We Should All Stop Hating Monopoly) by Peggy /why-i-hated-settlers-of-catan-and-why-we-should-all-stop-hating-monopoly/#comment-55493 Sun, 15 Nov 2020 15:47:47 +0000 https://www.leagueofgamemakers.com/?p=9918#comment-55493 My friend and I totally revamped the game of Settlers of Catan. We call our version the kinder, gentler version. We could never go back to playing by the original rules. We’ve turned many others on to it and they feel the same way!

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Comment on Prototypes: How Much Time and Money to Spend by Matt DeLaMater /prototypes-how-much-time-and-money-to-spend/#comment-55224 Mon, 12 Oct 2020 23:16:45 +0000 https://www.leagueofgamemakers.com/?p=8470#comment-55224 How high is the bar for sending out prototypes for review?

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Comment on How to Build a Sell Sheet for Your Game by dan smith /how-to-build-a-sell-sheet-for-your-game/#comment-55081 Fri, 18 Sep 2020 01:41:31 +0000 https://www.leagueofgamemakers.com/?p=4321#comment-55081 I submitted a game to Rio Grande games. 2 days later they sent me back this reply:

Thank you for your reply.
We reviewed the information you provided about *******. Unfortunately it would not be a good fit for Rio Grande Games.
If you would like to submit other games to us in the future that you think would be a better fit in the Rio Grande family of games, we would be happy to review them.
We appreciate your interest in Rio Grande Games and look forward to hearing from you in the future.

Does this mean my game is good or bad, or is this a standard reply?

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Comment on Breaking Down Games by Kevin Q /breaking-down-games/#comment-53791 Thu, 24 Oct 2019 02:49:58 +0000 https://www.leagueofgamemakers.com/?p=11217#comment-53791 The goal of the game and what determines the winner are two different things. In my unnamed game players focus on building a set of clients but the winner is determined by most points gained in several differing ways, mostly through set collection but also completion of bonus objectives.

Likewise the rules should point to a defined and clearly stated goal(s) for the player to work on. In Pandemic the goal is quite simply dictated by the rules and each player is given slight variations of the goal based on their role cards. The ever so slight iterations of roles and events produces a timeless sense of classic replaying factor.

In my game the core mechanic is fun and it works, I streamlined for week 2 of playtestung but doing so takes away the core mechanic and the fun. In fact I streamlined the mechanics and the game became very stressful

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Comment on Prototypes: How Much Time and Money to Spend by Norv Brooks /prototypes-how-much-time-and-money-to-spend/#comment-53488 Thu, 15 Aug 2019 17:25:26 +0000 https://www.leagueofgamemakers.com/?p=8470#comment-53488 Regina, I’ve made close to release quality prototypes for $50 or less through Game Crafter
thegamecrafter.com

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Comment on Prototypes: How Much Time and Money to Spend by Chénier /prototypes-how-much-time-and-money-to-spend/#comment-53483 Thu, 15 Aug 2019 07:08:02 +0000 https://www.leagueofgamemakers.com/?p=8470#comment-53483 The cost of my prototypes is mainly time: time scavenging the internet for imagery and cutting it up with free image handling software I learned to use; time for designing boards using WORD; time scavenging material from other games. The only financial cost is trips to the dollar store for foam boards and the many many many cartridges of printer ink ordered on Amazon —- for yet another revision of your board and tokens you need to print out. All in all, over the 2 year process of designing a game, the actual cost in paper, boards, inks etc. to make all my prototypes is well under $1000.

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Comment on Prototypes: How Much Time and Money to Spend by Chénier /prototypes-how-much-time-and-money-to-spend/#comment-53482 Thu, 15 Aug 2019 07:07:04 +0000 https://www.leagueofgamemakers.com/?p=8470#comment-53482 The cost of my prototypes is mainly time: time scavenging the internet for imagery and cutting it up with free image handling software I learned to use; time for designing boards using WORD; time scavenging material from other games. The only financial cost is trips to the dollar store for foam boards and the many many many cartridges of printer ink ordered on Amazon —- for yet another revision of your board and tokens you need to print out. All in all, over the 2 year process of designing a game, the actual cost in paper, boards, inks etc. to make all my prototypes is well under $1000.

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Comment on Five Things I Learned While Developing SeaFall by Mal Rempen /five-things-i-learned-while-developing-seafall/#comment-53383 Sun, 28 Jul 2019 10:18:35 +0000 https://www.leagueofgamemakers.com/?p=15880#comment-53383 I’ve also heard Rob on a podcast talking about Seafall’s disappointing reception (he was very candid and generous about it) and one of his takeaways was that it needed a few more rounds of playtesting, that it was sent out juuuust a bit too early, and was slightly undercooked. Would be really interested to hear your thoughts JR, especially considering here your point that “good enough” isn’t good enough. All in the interest of learning more from your experience of course – I think I speak for all designers when I say we’re on your side on this one!

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Comment on I was Wrong About Splendor by Tim /wrong-about-splendor/#comment-53372 Tue, 23 Jul 2019 14:38:30 +0000 https://www.leagueofgamemakers.com/?p=9738#comment-53372 I hope you have played again since and you’re now a pro! I enjoy playing the mobile version.

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Comment on I was Wrong About Splendor by Tim /wrong-about-splendor/#comment-53371 Tue, 23 Jul 2019 14:36:53 +0000 https://www.leagueofgamemakers.com/?p=9738#comment-53371 I play this game almost every week with family game night. I purchased the mobile version and play a lot online. My favorite games are those that are easy to set up and play, but have strategy embedded in them.

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Comment on Game Elements and Strange Rituals by Andrew Gilpin /game-elements-and-strange-rituals/#comment-53304 Thu, 11 Jul 2019 21:36:30 +0000 https://www.leagueofgamemakers.com/?p=17637#comment-53304 Thanks so much for your post! Your description of incremental (but difficult to make) changes to the core idea feels very familiar to my experience designing over the past couple of years. Often it’s hard to know whether something will work until it gets on the table. I appreciate reading your perspective.

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Comment on Putting the Design in Graphic Design by Prototyping a Game - Accidental Cyclops /putting-the-design-in-graphic-design/#comment-53301 Thu, 11 Jul 2019 00:09:21 +0000 https://www.leagueofgamemakers.com/?p=4228#comment-53301 […] and graphical prototype. The one that I used for Ascendant is nanDECK (you can see the results here). nanDECK is a tool for laying out cards with images and text, and can pull the information from a […]

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Comment on Game Elements: Actions by Kevin Q /game-elements-actions/#comment-53296 Tue, 09 Jul 2019 23:47:00 +0000 https://www.leagueofgamemakers.com/?p=13151#comment-53296 Actions, the way I see it, fall into one of two categories: Those which are dictated by the rules, and those which are chosen by the player.

With actions a player initiates, these are immediately carried out by the player and directly effect the game itself, think Scythe. Most deck-building games do this well

The other type of action, which is dictated by the rules, are referred to often as bookkeeping or clean-up actions, but not always, things like; you must play a 4 between a 3 & 5 or in a group of 4’s. In Plums the winner of the trick is awarded first selection some of the cards have actions on them which are carried out immediately and are dictated by the rules.

Coimbra is an example of this. Drafting and worker placement are an example of the second type.

Basketball is really the best example for this. In basketball (professional levels) their aren’t plays run much anymore, instead players and coaches run a series of actions often between 2 or 3 players. (there are five players on a team) In basketball its all about getting an open opportunity to score points.

Shorter rulebooks tend to do most of the heavy lifting for the players, an example of a game which is both types is Great Western Trail, it is really a very restrictive game at heart, almost like monopoly on steroids.

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Comment on Steal this Game Idea! by Thomas /steal-this-game-idea/#comment-53283 Sat, 06 Jul 2019 19:05:13 +0000 https://www.leagueofgamemakers.com/?p=6975#comment-53283 Perhaps a strategy game where each player has an individual goal but with every turn, the board shifts/changes drastically. Making it harder to plan and complete productive plays the more turns players take.

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Comment on The Top 5 Things I Look for in a Board Game Illustration Portfolio by Sébastien /the-top-5-things-i-look-for-in-a-board-game-illustration-portfolio/#comment-53249 Sat, 29 Jun 2019 21:09:05 +0000 https://www.leagueofgamemakers.com/?p=9545#comment-53249 Hello everybody, thank you for this great article. I’m a french illustrator/director/concept artist and I’m really looking into board game illustration jobs. Here is my website: sebastieniglesias.fr
Feel free ton contact me.
Thanks!

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Comment on Five Things I Learned While Developing SeaFall by Kevin Q /five-things-i-learned-while-developing-seafall/#comment-53179 Fri, 14 Jun 2019 10:59:34 +0000 https://www.leagueofgamemakers.com/?p=15880#comment-53179 Seafall has received some negative feedback, its selling el cheepo on Amazon, I have wanted to play the game but fear taking it to my game group would only dampen their spirits, how do you answer the overwhelming criticism Seafall has received and why hasn’t a solution ever been works on?

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Comment on Exploring Drafting by Kevin Q /exploring-drafting/#comment-53176 Fri, 14 Jun 2019 03:26:55 +0000 https://www.leagueofgamemakers.com/?p=3345#comment-53176 The key question is “what are the actions used for?” Most drafting is about set collection not engine building. Coimbra adds only a small variance to what’s imaginable, there really aren’t action choices in Coimbra in the true sense of the word.

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Comment on Designing Action Selection Mechanics – Henges of Stone, Part 1 by Kevin Q /designing-action-selection-mechanics-henges-of-stone-part-1/#comment-53144 Sun, 09 Jun 2019 03:29:25 +0000 https://www.leagueofgamemakers.com/?p=7851#comment-53144 I really love the roundel for action selection. The problem with the roundel is monopoly style choices they provide. My assumption is that it (looking FWD) is best tailored to market goods. Think glass road. But how many ways can that be done? If we lay all the cards, resources, actions out in a row and allow players to draft them then we’ve just given the players the exact same roundel choices, just because its a line doesn’t mean there is a beginning and an end. What really matters is what are we going to do with the resources gained? The true innovative mechanic determines how what is gain is used or limited in its use. In monopoly the end of the roundel is worth more, but what if all monopoly spaces were worth the same and instead we placed value on the actions gained from owning certain spaces. Lets say gaining access to the railroad, waterworks, the electric company, stock options and such. The roundel only works when the players enjoy it. But so does any mechanic.

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