Hello BGDFers,
I have posted my game "Monkey Lab" for your review. I have put the rules, cards, and board image in one PDF file located here.
My goal is to publish a game in the next year. This is my first serious attempt at designing one fully (ie. with an actual rules document, and more than a few playtests). I would appreciate any comments you have on my game.
Thanks and enjoy!
[Edit - Bryk: Changed title to include designer's name]
I believe that cards should have the rules on them when they can. I just need to find an elegant way of putting their "what beats what" power on the card without looking too cluttered. I actually had them on there for awhile, then took them off in favor of a chart (which I didn't include in the PDF).
Once you are in the lead, you can unlock all of the other cages to so your opponent can't score. At that point your opponent must decide whether it is worth it to stop you or continue with his own cage so he can go in the lead. Also, unlocked cages count as cages when determining a tie breaker. Key Chains remain in play after use just like any other item. Side note: I made it a key chain as opposed to just a key to make sense more thematically because it can be used multiple times to unlock multiple cages.
Great catch! Yes, you do have to be in the room to unlock a cage. I guess that presumption of mine needs to be spelled out.
In the playtests, memory usually wasn't a problem. With that said, I wouldn't play this game groggy. I've played a few times where I completely forgot what items I was going for. I do see how a player with perfect memory would have an advantage, but in the end, if you need a knife you only need to remember where one of the four knives are.
During the playtests, the games would usually go like this (with 2 players). The start of the game, both players would go into their own sections of the board. They would start working on some cages and remembering what items are in their vicinity. For the most part the other player is ignored. After a few cages are unlocked and one player has a reasonable lead, that player may find the key chain and start unlocking cages. At this point the losing player must determine how many point he need to be put in the lead and the feasability of acheiving that. The key chain player is essentially the timer for the game. I've had several games where unlocking a lot of cages early with a small point lead can come back to haunt you. Its all a matter of balance.
Thanks for your feedback!