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Need Advise with mechanics on my Board Game

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Anonymous

Hi,

I am been going back and forth on trying to put together my trivia game. I wanted to show you guys what I had so far so I can get some feedback.


Category Tiles

If he lands on one of the four category tiles (Blue, Green, Orange, or Yellow), he will decide if he wants the question to be asked to ONLY him or to the entire group.
If he decides that it is only him, he will get 1 category point if he answers the question correctly.
If he decides that he will allow any player to respond, he will get two points if he answers the question correctly but if another player answers the questions correctly, they will only get 1 point.

Challenge Tiles
If the Player lands on a “red” (Challenge) tile, he will choose any player as his opponent but that player will be able to choose the category. Whoever is the first to get the question correct, will get two points. One point will be in the category of the question, and the other will be any category of the player’s choice.

Board Corners
If you make it one of the corners of the board, you will be asked two questions in that category. If you get both questions correct, you will hold on the “special” card for that category. The special card is worth 5 points. The only way you can lose the special card is if someone else lands on that same corner and answers two questions correctly.

How to Win:
Players get points in the 4 categories separately. When the game is over, the player with the highest points in their lowest category wins. For example, if you end up with 7 Blue points, 6 Green points, 4 Yellow points, 9 Orange points, then your final score is 4. This system requires you to do well in all 4 categories to win

(this is what I have so far)

Here are my two questions:

1. How should I determine when the game is over?
2. Do you guys have any suggestions of what I should add/subtract to make this game more fun (or is it fine the way it is)?

Thanks in Advance

doho123
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Need Advise with mechanics on my Board Game

My first guess at a easy way to end the game would be have X amount of colored points. When the bank runs out of a color, the game ends.

The other question I would have is, in the current state of the rules, is there a need for the board? You could get away with colored dice or a deck of cards to determine the category.

Assume 2 six-sided dice. One dice has the four colors plus two-sides for the player-select color. The second dice gives is a 1 in 6 for the points doubler. Granted, the math is a little different than what the board currently shows; however, I think that if the game is based on the points awarded for a specific category (in this case, the least), you might want to give the players more of a chance to choose.

Anonymous
Need Advise with mechanics on my Board Game

Thanks for the feedback.

Actually, I originally wanted to do it the exact way you mentioned (with two dice --- 1 number die and 1 color die) but my audience is young children and by what I have been told, they are more attacted to "board" games rather than cards games because of the whole "roll and move" thing.

Is there anything I can add to the game or is the game sufficent with what it has?

Ali

jwarrend
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Need Advise with mechanics on my Board Game

My only concern in scanning your rules is that if the game is inteneded for children, the "challenge" spaces may be too brutal. If, for example, you have children of a few ages playing the game, the older (and presumably more knowledgable) ones could really wield this mechanic to beat up on the younger ones, which could be very frustrating for the littler kids. As it is, losing might be frustrating for them, but that's probably a reality you can't avoid in a trivia game.

The only other thing that seems weird is the Tigris scoring system. It's a great system, but it seems out of place when you don't have any control over which spaces you'll land on. If I, by luck, land on "Green" half as often as the other colors, and happen to get some real posers in that category, my overall score might be pretty low, through no fault of my own. Maybe the board corners (or some other space) could be wild colors or something?

Also, you'll definitely end up with some ties, so you should identify a tie-breaker. Probably something like "the person with the highest total in their second-lowest category" or whatever.

Other than that, the crux of this game will lie in the trivia aspect. If the questions are interesting and fun, people will like playing the game. If not, not.

Good luck!

-Jeff

Chad_Ellis
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Re: Need Advise with mechanics on my Board Game

alibaba wrote:

1. How should I determine when the game is over?
2. Do you guys have any suggestions of what I should add/subtract to make this game more fun (or is it fine the way it is)?

A few thoughts, on the game and on previous comments.

For ending the game, I definitely like the suggestion made of having a set number of point-markers in each color and the game ending when a color is emptied. This adds an element of suspense and also lets a player in the lead abandon point-scoring in order to bring the game to a halt. (Thus, if Green is almost used up I could go for Green points even if I don't need them.)

Alternative methods could be playing to a set score or having some of the cards contain "tick tock" indicators and the game ends when a certain number of tick tocks have been drawn. (This would also let people choose how long a game they want to play while still having a bit of a random element and suspense.)

The Challenge squares seem cool conceptually, but I'm curious to how they'll play out in testing. If you challenge me and I get to choose the category, I'm at a pretty big advantage unless you're so much better than me at trivia that we shouldn't be in the same game anyway. An alternative would be to say that you get to choose the category but you are playing against everyone -- if any other player gets the answer right before you do, they each get one point in the color of their choice and otherwise you get a point. (This might be too similar to the normal all-play option you've got already.)

I also like the scoring system. The comment made that players don't control the space they land on is only partially correct, since you will often have a choice between two colors and the Challenge squares let you go for points of any color you choose. It looks to me like it would play out quite well.

On the "do you need a board" question, bear in mind that you don't need any replacement components to keep most of the action, and can "lose" the die as well. Each trivia card could have a color (or colors) indicating what color question must be answered on the next card. If my question is on a card with blue and yellow on it, the next player chooses blue or yellow before his/her card is revealed. A single color could indicate one of the "corners" and Red would indicate a challenge square. (Having most of the squares offer two colors seems important given the scoring system.)

If you wanted to get REALLY low-cost (unfortunately while sacrificing many of the play options) you could contain the whole game in just a deck. Each card would have just one color indicator and would not only mark the color question to be asked but would count as the score indicator. You'd start the game by flipping up a card to decide the first color question to answer and if the person answered correctly they would keep that first card, with their question card being taken by the next player if s/he got their question right. I'm not recommending this, just putting it out there as an indicator of how much you can do with a single component.

If you're thinking of pitching the game to an established company you can pitch it in both forms.

A few other issues I see in the components as listed:

1. How are players to track points?
2. How will you handle the "all-play" scenarios? There are a couple of issues here. How will you avoid having the player who reads the card know the answer? (In Cranium, for example, the all-plays are with teams and one person on each team knows the answer.) Also, if you have a way for no one to know the answer, you need to specify how the game plays when someone makes a guess. That's not a big problem, but it needs to be clear in the rules, e.g. play stops and that person checks to see if they're right, or others keep guessing up to some point and then you see who is right.
3. How will you handle the person who takes forever to make a guess? Most trivia games have a timer for this purpose, and without it the game could get tedious.

Hugs,
Chad

Anonymous
I like it...

I like the idea and have a suggestion on changing the board. Going around in a track and having cards in the middle doesn't do much for me. This is just asthetics, but, if you fill in the middle part of your board with color spaces, and allow players to move diagonally as well as the sides, maybe 3 choices of color can be there, thus limiting the "I never land on green" complaints.

Or change the board a bit so that there is more strategy in moving one way or the other to get certain colors (which I think is the point of having those pie squares in trivial pursuit, if you need that pie, you try to keep close to it when you move) you need more than others.

Just some thoughts.

sedjtroll
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Need Advise with mechanics on my Board Game

jwarrend wrote:

The only other thing that seems weird is the Tigris scoring system. It's a great system, but it seems out of place when you don't have any control over which spaces you'll land on.

What if you could 'spend' a VP in order to move a space from where you land...

So say you roll a 3, you can go 3 spaces in either direction. For the cost of 1 vp you can go 4 in that direction instead (1 more). There probably doesn't even have to be a limit to the number of times you can do that, as doing so costs quite a bit.

If you end up with a lot of Red vps and no Green, you could spend some of the red (which won't help you anyway) to get to Green or Wild spaces.

What do you think?

Anonymous
Need Advise with mechanics on my Board Game

Wow! Thanks for the feedback. After reading everyone's posts and suggestions, I went back to the drawing board and I modified the game. Please read the new mechanics (based on the same board) and post your comments, suggestions, and feedback. Thank you.

So here it goes:

1. "mechanics too young for kids issue"
Solution: I am changing the target audience to people between the ages of 10 and above.

2. "how to determine when the game is over issue"
Solution: Everytime someone gets a question correct, they will get 1 colored chip. There are 4 different colored chips (one for each catagory) and there is a limited number of 20 colored chips possible to gain per catagory. So once all 20 chips of any given catagory are out, the game is over.

3. "movement based on luck and players have no control"
Solution: As mentioned before, player roll the dice to move. In addition, they will have a 2nd option to "buy" a catagory. In other words, they will pay 1 color chip to get any catagory question of their choice.

4. "challenge tile issue"
As in regards of the "Challenge" tile. I'm thinking of changing how the challenge card works (please tell me your thoughts)

Challenge Tile~ Once you land on a "challenge" tile, you roll the die to determine which question you will be asked (1-Blue catagory question, 2=Green catagory, 3=Green catagory, 4=Green catagory, and numbers 5 & 6 will be any catagory of your choice). Then you roll the dice again to determine how many points that question will be worth.

********************************************************

Here is my problem. I am trying to make this game for non-gamers and for people who are use to playing mainstream games. Therefor, I want to make the game mechanics simple yet fun. So my question is that do you think there is too much to remember on how to play this game?

Take a look at how you can score so far:

1. You roll the dice, land on a tile, and if you get the question correct, you get 1 color chip. You also have the option of "buying" a question by sacraficing one of your color chips for the question catagory of your choice.

2. If you give the opportunity for anyone to answer that question, you can 2 color chips. If another player answers the question, they get 1 color chip.

3. If you land on one of the corner tiles, you have to answer two questions in that catagory to get the "special" corner tile (which can be taken away from you once another person does the same thing you did). By the way, each corner "special" tile is worth 5 points in that color.

4. If you land on the challenge tile, anyone can answer the question, and the catogory and value of that question is based on two dice rolls (the first dice roll will determine the catagory as mentioned above and second dice roll will determine the number of points that the question will be worth).

I don't know...the more I think about it...the more I get confused....

Anonymous
Need Advise with mechanics on my Board Game

I went back to the drawing board and kind of started over with the mechanics. My audience are non-gamers and enjoy religous trivia games.

Is there anything that I can add to make the game better or is fine the way it is for my audeince?

(My audience are non-gamers and enjoy religous trivia games)

Ali

sedjtroll
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Need Advise with mechanics on my Board Game

alibaba wrote:
Is there anything that I can add to make the game better or is fine the way it is for my audeince?

Well, it doesn't make sense to pay 2 points in order to possibly win 1- unless your turn continues when you answer a question right.

Also, aside from purchasing stuff, are the category points worth anything?

Finally, it will be difficult to land on the corners, which is why I had suggested before that you spend points to asdd to your die roll.

The idea that you win by having the most points in your weakest category was pretty cool, but I guess you thought it was to 'gamer-esque' for your audience? Maybe if it were stated like this: whoever has the most sets of points (a set is 1 of each color) is the winner. Then there would be point tokens in the 4 different colors, and you could still 'spend' them to do stuff (like add 1 to your die roll).

The 4 corners could be special in that maybe you get a challenge round where you are asked multiple questions in that category and are rewarded better... maybe 3 questions, 1 right = 1 point, 2 right = 1 set, all three right = 1 set & 1 point. Something like that.

And if I remember right the game end condition that could work with this is that you stop when one of the colored token supplies runs out. So if you run out of Blue tokens then the game is over. Or Green tokens. Or whatever.

Anonymous
Need Advise with mechanics on my Board Game

Thanks for the feedback.

Quote:
Finally, it will be difficult to land on the corners, which is why I had suggested before that you spend points to asdd to your die roll.

Actually, you suggestion can still be uesd in this format. Where players pay 1 point for each additional space they want to move. Thus, if they roll a 4 and they needed a 6 to land on the corner spot, they would turn in a catagory point.

Quote:
Well, it doesn't make sense to pay 2 points in order to possibly win 1- unless your turn continues when you answer a question right

Good point. I have to go back to the drawing board and figure out how much it would cost for these and other items.

Quote:
Also, aside from purchasing stuff, are the category points worth anything?

Actually, since the idea of the game is like Trivia Pursuit (to land on each corner, answer the question, and then race to the middle), the "collection of points" is only useful to spend to speed yourself up since its a race. Maybe there should be something to "hurt" others or "slow down the leader" (i.e. "trading spaces" with another player, etc....) I don't know.

I really want to do the E&T system but I'm afraid I wills scare away the non-gamers.

What do you guys think?

sedjtroll
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Need Advise with mechanics on my Board Game

alibaba wrote:

Quote:
Well, it doesn't make sense to pay 2 points in order to possibly win 1- unless your turn continues when you answer a question right

Good point. I have to go back to the drawing board and figure out how much it would cost for these and other items.

It DOES make sense to spend 1 point to get a shot to try again. That way anyone can have the option of "passing" on a question, and as long as they get the second one right then they haven't lost anything. Furthermore, if using the set collection system, it even makes sense to trade in 'extra' Blue points to get a new question in the Green category (if you don't know the first question you're asked).

Quote:
Actually, since the idea of the game is to land on each corner, answer the question, and then race to the middle), the "collection of points" is only useful to spend to speed yourself up since its a race. Maybe there should be something to "hurt" others or "slow down the leader" (i.e. "trading spaces" with another player, etc....)

Switching places might be neat, as something you could purchase, but otherwise you don't want to much stuff to hinder other people (I think) because you want people to play the game, not bash each other.

And I still contend that the aim of the game should be trying to answer questions over all the categories, not trying to land on the corners (which would turn out to be pretty easy if you can spend all your points to add to your move and there's no reason not to) and then land on the middle.

Quote:
I really want to do the E&T system but I'm afraid I wills scare away the non-gamers.

f you explain it as sets of colors, even go as far as saying you can trade in a set of one of each for an Elephant (or whatever), then the player with the most elephants at the end wins.

Another idea is to allow trading 2 of 1 color for 1 of another color- so if someone's exceptionally good at the Yellow category, they can try to almost always get Yellow questions, and if they get enough they could still maybe win.

The corners should definitely be special- I think they should be like a bonus round, where you get a shot at extra points if you do really well (like a whole elephant), but are still rewarded a little for just doing OK.

The Red Challenge squares are a good idea I think- They could be worth anything really if the reward is on the card, and tey could even have multiple parts, like "Who's signiture was the biggest on the Declaration of Independance and what year was it signed?" where you get a point for each part that you get right. Maybe you could even choose which color token you get.

I don't think that's too much to scare away non gamers. Do you?

Anonymous
Need Advise with mechanics on my Board Game

I have been debating back and forth with myself on which mechanic path to go with for the Trivia Game:

Choice A: Trivia Pursuit Style (land on the four corners of the board and answer questions, and then race to the middle to win)

Choice B: E & T Style (Players get points in the 4 categories separately. When the game is over, the player with the highest points in their lowest category wins)

Since my target audience is Muslims, I am in a very unique situation. The Muslim Community only less than 5 board games in the last maybe the last 20 years. All of those games are really basic and boring games.

1. Snakes & Ladders (exact copy of chutes & ladders but they changed the chutes to snakes). The theme is different but the board setup is the same.

2. Race to the Kaba (Another game targeted to little children but this one is suppose to be "educational" in where children learn the 99 names of Allah)

the list goes on but I think you get the idea. In a nutshell, the games have been made for for little kids and many of them are boring. Muslim, in general really enjoy Trivia, and often time you will find them playing the Islamic version of Jeopordy. The quality of the questions is more important that the mechanics. In other words, if you madea game just like "The Game of Life" but with an Islamic twist, many Muslims would like it and wouldn't care if the mechanics are borrowed from someplace else.

Personally, I am more of a gamer than a non-gamer and I find it very difficult trying to put together a game that isn't targeted myself. What I mean is that I, like many of you, like games with more stradegy, more options, more balance, becuase those are the games which challenge your skill (rather than basing your results on luck alone).

Well, in my game, I think the "skill" aspect of it should be the quesitons itself so I want to make the mechanics simple and fun. As much as I myself would be like the path of going to the E&T style of the Trivia Game, I think I have to lean towards the Trivia Pursuit style because of my audience. As they say, "If it ain't broke, then why fix it" or "why reinvent the wheel when it works".

My only concern is the legal issues of copying Trivia Pursuit. I am not sure if making a "trivia" game borrowing the ideas of "landing on squares and collectnig specialty cards" is too close LEGALLY for Trivia Pursuit.

Here is the difference so far:

1. My board is shaped as a square (rather than hexigon like Trivia Pursuit)

2. You have to answer questions to get points. You can use those points to move extra spaces.

I'm not sure if that is enough to be different from TP?

Finally,

To simplify the game, do you have any recommendations (based on what you know so far) if I should keep these options or get rid of them?

a. The Challenge space (where people can challenge each other to gain points. As mentioned before, those points will be used to purchase things)

b. Purchaing items. Should I just eliminate this option and make it the game simple?

sedjtroll
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Need Advise with mechanics on my Board Game

alibaba wrote:

a. The Challenge space (where people can challenge each other to gain points. As mentioned before, those points will be used to purchase things)

I think this should stay.
Quote:

b. Purchaing items. Should I just eliminate this option and make the game simple?

I think this should go, based on what you've said. I think aving a lst of different things you can buy is too out of place for your target audience.

The exception is being able to move extra spaces. If that's the only thing you can buy then I think it's ok.

I don't know anything about Muslim culture, but isn't there some sacred thing that people might want to collect or accumulate? In my example before I said "elephant" because that's the first noun I thought of at the time. But I think your audience can relate to the idea of collecting [something]- and you could even promote the collection of that thing.

If it were judaism that thing could be Mitzvahs (which are like "good deeds"). It's good to do Mitzvahs, so the game could reward "doing Mitzvah's"... and in this case you can "do a Mitzvah" by turning in a set of colored tokens.

I think that's a really good way to make a decent game out of something that's otherwise a Trivial Pursuit knockoff, without making it too scary for non gamers.

The arguement that you should make a lousy game because your audience is used to lousy games is a lousy arguement.

Anonymous
Need Advise with mechanics on my Board Game

Quote:
The arguement that you should make a lousy game because your audience is used to lousy games is a lousy arguement.

Well said. You are correct.

Quote:
The exception is being able to move extra spaces. If that's the only thing you can buy then I think it's ok.

I agree, I will keep the ability to move extra spaces but eliminate the option of buying other things.

Quote:
I don't know anything about Muslim culture, but isn't there some sacred thing that people might want to collect or accumulate? In my example before I said "elephant" because that's the first noun I thought of at the time. But I think your audience can relate to the idea of collecting [something]- and you could even promote the collection of that thing

There was a previous post where you suggested the idea of making the corner spaces worth "extra" points rather than "necessary checkpoints". If I combine that idea with the idea of "collecting" something (mentioned in your quote), I can try doing this:

What if I change the game so the objective would be to collect four "unique" items from different corners of the board. You would have two options: (1) To travel that corner of the board and try to collect that "specialty" item or (2) You would have to trade in to get that item. For example, you can either trade in 4 of the same color items (i.e. orange) or 1 of each color items for a "specialty card" of your choice.

What do you think?

Scurra
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Need Advise with mechanics on my Board Game

alibaba wrote:
1. Snakes & Ladders (exact copy of chutes & ladders but they changed the chutes to snakes). The theme is different but the board setup is the same.

In passing, I will note that I believe Snakes and Ladders was the original, and the theming of the negative component (the Snake) was changed later.

As to your other idea: I like the idea that you need a "set" of special items, and you could get them either by visiting the specific squares or by trading in a defined set of normal tokens. That adds some sort of player choice into the game which is good, without making the whole thing top heavy.

sedjtroll
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Need Advise with mechanics on my Board Game

alibaba wrote:
The objective would be to collect four "unique" items from different corners of the board. You would have two options: (1) To travel that corner of the board and try to collect that "specialty" item or (2) You would have to trade in to get that item. For example, you can either trade in 4 of the same color items (i.e. orange) or 1 of each color items for a "specialty card" of your choice.

This is the right idea. This means to win the game you have to answer 4 questions correctly in each category. Maybe more since you might spend some of your points to move to a color you need more.

Your idea is about equivalent to what I suggested, with the game ending as soon as someone collects 4 things (one of each color). This is probably a little easier to understand and therefore sounds right for this game. I think what you have now is a great format for the game...

- Roll and move, discard tokens to move extra.
- Answer question (type based on color of square). Correct answers are rewarded with tokens of that color.
- Trade in 4 Orange tokens for the "Orange prize", 4 Yellow tokens for the "Yellow prize", etc. OR Trade in 1 of each color for your choice of "prize".
- Winner is the first player to collect one of each "prize"- of which there could be 4- one relating to each corner space. Or maybe 5 total, where you HAVE to trade in 1 of each to get it.
- Corner spaces could still be special, where you get a chance to answer multiple questions.

Good work!

- Seth

Anonymous
Need Advise with mechanics on my Board Game

Thanks for all your help.

I am in the process of collecting questions. I think I need about 50 from each catagory (which I should have in about a week).

The next step is to playtest which I hope to do next weekend.

I will you guys posted on the results.

Ali

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