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Showing posts from October, 2014

Quest For Quest Final Print and Paly

After getting feed back from lots of people i had implemented the following changes in my print and play game: 1. I had removed the merchant cards from the game as they  were making  the game a bit more complex  and the players seemed to get confused as to whether they  have to stop on the merchant cards  or not. 2.  I had also removed the concept of monetary value as it would be of no use  if there are no merchants in the game. 3. Offense and defense tiles were replaced  by using of dice, The rule  has been changed to the player with the higher number wins. and the losing player would be sent back 5 places.  4. Monsters were placed close to the goals as the players would need to fight the monsters to obtain the keys After the changes were made players seemed to have allot more fun playing the game. My print and play can be downloaded here. Link: https://drive.google.com/file/d/0B6MPn...

Feedback onm Game mechanic on Play testing of Quest for Conquest

In my previous class at Ringling college of art and design,  every student participated in play testing  their print and play version of their game.  we had to team up with other 2 students and  hand each of us were given a timeline of 30 minutes.  30 minutes were divided  into the ration of 10 : 20. Where 10 minutes were given for the players to go through the instructions and setup of the game and 20 minutes for finsihing the game , played by other 2 players. The creator of the game  was not allowed to help the players in the first 10 minutes, to see and recogonise the faults in the instruction booklet.  I was gievn well   directed feedback on my  instruction booklet and was recommended to go back  and  make the instructions shorter and to the point.  Another  good suggestion that i was given was to add  some diagrams  and examples  to clear out some of the gray areas so that the players would n...

Game mechanics for King of the Board

King of the Board ( K.O.B) is an original idea for my board game project, here at Ringling College of Art and design The game is for 2- 6 players ( 4 minimum suggested);20-45 minutes. Goal : To collect 3 keys in the provided map  to be declared as the kind of the boar and win the game. Mechanics: There are both strategy and luck based mechanics involved in this game. in a ratio of strategy to luck.  I would place 70:30. Where strategy covers 70% of the game and luck covers 30%. Mechanics Explained : Strategy:  The game is played with 6 characters .  Each player will draw a character and will  place its down facing up to show which character they have picked (Note:  all 6 characters have weaknesses and strengths against one another; therefore not giving equal opportunity to others to win the game).  Each of the 6  character cards will come with 6 small tiles, out of which 3 consisting of offensive abilities and...

Boardgame Ideas

Adventures around the corner -  this game can be played between 2-10 players. In this game a  each player would have a card deck of 15 cards( which are split into sub groups of 5 each; 5 defensive; 5 offensive and 5 adventure). In the deck of 15  cards the players would have to shuffle the  cards in their deck before the start of the game. to start the game  the game would need music. The choice of music  is left up to the players to decide. as the music starts  player one would narrate  the setting of the location they start ( in a small town  or a village) all the players will choose the top card out of their deck  and place it down with them; once done the player 1 can stop the music and all the other have to reveal what their cards say if   there are more offensive attacks  than defensive; in that case the players will have a  fall out. If there are players who have adventure cards, they can go on a quest avoiding the...