dralius2001 | 13 May 2013 15:19
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Protospiel - Ann arbor

I just wanted to remind everyone that the dead line for pre-registration for the Protospiel game designers
conference is June 11. 

The event itself is July 12-14 in Ann Arbor, MI.

More details can be found at our website. www.protospiel.org

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douggerbeast | 24 Mar 2013 15:38
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Bagatelle

While the design of money-making, serious, even complex games appears to be a focus of this group, I was
wondering if anyone here works on simple, 'throw aways'.

While working on a simple one page star fighter game, requiring a pair of scissors to cut apart, rules on the
back of the board, and a few pair of six siders, the leader of our small group suggested it would make a great
advertisement give away for my store. Also, he said it should be possible, with simple rule substitutions
and some added art, to make variations that would 'keep them coming back for more'.

I know some companies work this way, adding a freebie to a brochure, for instance.  

Doug

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Designer Resources - http://boardgames.about.com/od/inventorresources/
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dralius2001 | 5 Apr 2013 20:21
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Protospiel 2013

Registration for the 2013 Protospiel game designers conference is open.

If you not familiar with Protospiel we focus on testing unfinished games. It is open to armatures and
professionals alike.

www.protospiel.org

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Designer Resources - http://boardgames.about.com/od/inventorresources/
BoardGameDesign - http://groups.yahoo.com/group/BoardGameDesign/

douggerbeast | 25 Feb 2013 21:37
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Greetings from Nebraska - Yes, we play and design games

Not sure if I'm in the right place, though.

While I am a 'current and aspiring board game or card game designer', it's mostly as a hobby, so not sure how
much I'll be involved at getting my 'creations' 'to the game-buying public'.

On the other side, I won't be competition. ;->=

Doug

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Designer Resources - http://boardgames.about.com/od/inventorresources/
BoardGameDesign - http://groups.yahoo.com/group/BoardGameDesign/

fearisslavery | 6 Nov 2012 15:42
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Networking

   I started this thread to help new game designers spread the word about their kickstarter board game
projects, and in turn, to ask all of you to share our project with your friends networks. This is a tough
industry to break in to, so I thought this might be good a way to spread our reach and scratch each other's
back. 

here's my project. if you like it, please share it with anyone you know who might be interested. 

Thanks!

Mike Grenier
Angry Duck Games
Designer

http://www.kickstarter.com/projects/angryduckgames/zombies-101-a-board-and-card-game-for-2-4-players

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Designer Resources - http://boardgames.about.com/od/inventorresources/
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Tony L | 29 Oct 2012 17:50
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Pocket Gladiators: A New Combat-Disk Fighting Game

Hi,

If you got a minute, please take a look at the prototype of my new game, Pocket Gladiators, at
www.facebook.com/pocketgladiators. It's a portable fighting game where you "build" a warrior from
disk representing different combat styles, maneuvers, weapons, armor, etc., and challenge other
warriors in quick duels lasting 5- to 15-minutes each. It'll be on Kickstarter for funding soon.

Much appreciate it if you would cruise over and check it out. Please feel free to ask questions, leave
comments and feedback either here on on the page. Thanks!

Tony Lee

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Designer Resources - http://boardgames.about.com/od/inventorresources/
BoardGameDesign - http://groups.yahoo.com/group/BoardGameDesign/

bluepantherllc | 15 Sep 2012 21:02
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Aloha: The Spirit of Hawaii is now live on KickStarter

Blue Panther LLC is pleased to announce the commencement of the Aloha:
The Spirit of Hawaii crowdfunding campaign on KickStarter.

Designed by the father and son team of Norv and Brad Brooks, Aloha: The
Spirit of Hawaii covers the sweep of history from the Polynesian
migrations to statehood in 1950.    A euro style game of area control
and resource management, it can be learned in 10-15 minutes and plays
for 2-4 people in 60-90 minutes.

Link is below...
ALOHA: The Spirit of Hawaii
<http://www.kickstarter.com/projects/1031627890/aloha-the-spirit-of-hawa\
ii>

Thanks for your time
Steve Jones
Blue Panther LLC

Blue Panther LLC is a publisher and manufacturer of board games and dice
towers, print-on-demand games, short-run games and custom components
including dice.   All made in the USA

[Non-text portions of this message have been removed]

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Designer Resources - http://boardgames.about.com/od/inventorresources/
BoardGameDesign - http://groups.yahoo.com/group/BoardGameDesign/

(Continue reading)

Lew | 31 Aug 2012 20:26
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New game design book available

I hope it is not too self-serving to let you know that a new book I've written about learning how to design
games is now available from McFarland & Co Publishers
[http://www.mcfarlandpub.com/book-2.php?id=978-0-7864-6952-9] and from many online sellers such
as Amazon
[http://www.amazon.com/Game-Design-Create-Tabletop-Finish/dp/0786469528/ref=sr_1_1?ie=UTF8&qid=1331305851&sr=8-1
 ].

The title (which I did not select) is "Game Design: How to Create Video and Tabletop Games, Start to Finish". 
My title was "Learning Game Design".  It is not written as a textbook with scholarly paraphernalia,
because to me that's the "kiss of death" for any other purpose: no one *wants* to read a textbook, they have
to be forced to.   Nonetheless I do have 17,000 classroom hours of teaching experience, a great deal of it
"hands on", practical, rather than theoretical, in computing and in game creation.   The book *is* written
for people who want to teach themselves how to design games.  The premise is that beginners learn much more
by working with tabletop games, which provide immediate feedback while not requiring specialized
skills such as programming and art.

A detailed Table of Contents is available on the first page at www.PulsipherGames.com .

Half of McFarland's market is libraries, so you might be able to request that your local library get a copy,
if they don't have one.

If you want to know more about me see Wikipedia: "Lewis Pulsipher"; "Britannia (board game)", 
www.PulsipherGames.com, or my "Expert Blog" on Gamasutra.

Unsolicited testimonial:
"Dear Mr. Pulsipher,
Just finished your book on tabletop and video games and it was awesome! I appreciate all the great advice and
the realistic expectation level it sets for designers. The supporting website is so helpful. Thank you so
much for taking the time to do this book and sharing your knowledge and experience.
Lori Nelson"
(Continue reading)

gontzagames | 15 Mar 2012 00:40
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Game Rules Editing

Hi All!
I don't believe I've introduced myself in this forum while wearing my "other" hat. I am the owner of Gontza
Games, and have been in the game business since the summer of 2002. 
Last year I entered into a partnership, Gemini Wordsmiths. We are a full service
copyediting/proofreading/content development business. Because of my involvement in gaming, we have
a specialty in reviewing game rules. Please visit our website for a testimonial from one game designer.
Good luck to all and thanks for listening. ;-D
Ann Stolinsky
Owner, Gontza Games
www.gontzagames.com
Partner, Gemini Wordsmiths
www.geminiwordsmiths.com

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Designer Resources - http://boardgames.about.com/od/inventorresources/
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slpjeff12 | 6 Mar 2012 19:41
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Chron-Illogical, a card-and-dice trip through history

Hi all...

By way of introduction, I'm Jeff, 32/M/PA.  I'm posting here today to get some feedback on the use of costs and
victory points in a game I'm kicking around right now.  I'm pre-beta here, still working bugs out of cards'
abilities, how the set will be made, etc.  You know...the fun part!

My game is called, for now, "Chron-Illogical" (though, to be honest, I'm not entirely in love with that
name).  Players take on the role of museum curators who have access to a time machine, whereby they take
Exhibits from the past and bring them to their Halls, in the name of scoring the most victory points after
five such Exhibition Rounds.  The catch is that the machine can "flux" causing the exhibits to be destroyed
before a single visitor comes up to the velvet ropes.  The design is card-and-dice, with each player
rolling 5d6 for resource points (used to play cards) each turn, and contributing their d6 also to a
"Paradox," the common, shared die pool that will eventually be rolled to see what Flux will destroy
exhibits in play.  The cards themselves follow a "Dvorak" aesthetic: they'r
 e either Things or Actions, essentially.

The game's internal logic obviously creates some weird juxtopositions, and that's most definitely by
design.  Who wouldn't want to see Freud and Jack the Ripper in the same room at the same time?  That said, each
card (with the exception of the time machine cards) has an actual historical reference, with at the least a
year or era associated with the card on it.

Now here's my question.

All cards have a cost, in "years," to play them.  "Years" are taken from a once-per-turn roll of 1-5 d6 and
players' max is 30 years at a time.  Alternatively, the bigger, more powerful cards also have the cost of no
years, but rather sacrificing a d6 to the Paradox pool to bring this heavy-hitter out.

My question is this: to keep stat-lines for cards clean, is it advisable to have costs equal victory points? 
Would a simple forumla help, something like "Cost-times-2" or similar work?  If we link costs and victory
points, how do you assign a worth to those cards that use a d6 chip-in as their payment?
(Continue reading)

Cam Pain | 24 Dec 2011 14:26
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game

I have added my first game on Kickstarter and wanted to connect with other game designers to tips and ideas on
how to better produce my game.  

[Non-text portions of this message have been removed]

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Designer Resources - http://boardgames.about.com/od/inventorresources/
BoardGameDesign - http://groups.yahoo.com/group/BoardGameDesign/


Gmane