Skip to Content
 

ANY CRITICS OUT THERE?

17 replies [Last post]
badger999
Offline
Joined: 12/21/2012
Braaap Holeshot game board

I believe my game is going to do better than " DOGGIE DOO" which has sold more than a million copies. It's a fairly fast pace family game, simple in it's format with a connection to a very popular family activity.
Any guesses?
Braaap ADJ: That sound of elation, made with the mouth, Similar to that of a dirt bike gassing it out of a turn.

Hole-Shot VERB: when the motocross racer gets to the first turn before anyone else

the name of my game is
"BRAAAP HOLESHOT"
The Motocross Racing Action Board Game the Whole Family will enjoy
RACE INFO. & TRACK FACTS
fIRST THINGS FIRST,THE NAME OF THE GAME IS "BRAAAP"
. SO EVERY TIME YOU MOVE YOUR BIKE AROUND THE GAME BOARD YOU MUST SAY "BRAAAP", OR LOSE A TURN.
"LETS GO RACING"
YOUR BRAAAP GAME SHOULD HAVE COME WITH 6-SIX, 1/32 SCALE MINI MOTOCROSS BIKES, YOUR TRACK, AND 3-THREE DICE.

THERE ARE 20-TWENTY "BRAAAP" CARDS, AND 20-TWENTY "CASED IT" CARDS. THESE CARDS ARE TO BE SHUFFLED, AND PLACED IN THEIR DESIGNATED SPOT'S.

WHEN YOU LAND ON A SPACE THAT SAYS "BRAAAP" YOU DRAW A BRAAAP CARD AND FOLLOW THE DIRECTIONS ON THAT CARD.

WHEN YOU LAND ON A SPACE THAT SAYS "CASED IT" YOU DRAW A CASED IT CARD AND FOLLOW THE DIRECTIONS ON THAT CARD.

FOLLOW ANY DIRECTIONS THAT MAY BE WRITTEN IN ANY SPACE YOU LAND ON

EACH RIDER ROLLS ONE DIE TO DETERMINE WHO WILL ROOST FIRST. THE PLAYER WHO ROLLS THE HIGHEST NUMBER IS FIRST OUT OF THE STARTING GATE

THAT PLAYER WILL ROLL THE DICE AND MOVE THAT AMOUNT OF SPACES FROM THE STARTING GATE AT SPACE #1

AS A NOVICE RIDER YOU MAY WANT TO USE ONLY TWO DICE. THEN AS YOU IMPROVE YOU CAN PICK UP THE PACE W/ THREE DICE

EVERYBODY WILL RACE IN THE FIRST ONE LAP HEAT RACE, THE LOSER OF THAT RACE IS DONE, THE REST MOVE ON TO THE SECOND HEAT RACE.

THE SECOND HEAT RACE IS ONE LAP AND ALL BUT THE LAST PLACE FINISHER MOVE ON TO THE MAIN EVENT.

THE MAIN EVENT IS ALSO ONE LAP AND THE WINNER OF THE MAIN EVENT IS THE CHAMPION AND GETS TO CARRY THE CHAMPION NUMBER PLATE UNTIL HE LOSES IT IN ANOTHER MAIN EVENT.
SEE HOW LONG YOU CAN CARRY THE CHAMPION PLATE.

WHEN YOU APPROACH A WHOOP SECTION, STOP COUNTING WHEN YOU ENTER THE WHOOPS, AND RESUME COUNTING WHEN YOU REACH THE OTHER END.
NOW GET OUT ON THE TRACK AND ROOST ON !
" BRAAAAAAAP"
AND DON'T FORGET THOSE HELMETS!

I haven't got the spaces marked yet with braaap or cased it but a braaap card will be drawn when you land on a space that is the take off of a jump. And a cased it card will be drawn when you land on the upside of a landing. A braaap card may say " your hitting your marks today" advance to landing. and a cased it card might read "hooked handlebars in the burm", went down. lose a turn. and a space here and there might say " you got roosted on" back two spaces. So that is my game and I'm sticking to it,lets hear some input and thank you for taking the time to read this.
Badger

Dralius
Dralius's picture
Offline
Joined: 07/26/2008
Random?

BRAAAP HOLESHOT being a roll and move game is not a game I would choose to play for fun. I would of course test it for you if you were in my test group because I don’t need to like something personal to see how others might.

From your description the game seems quite random; roll dice and move, pull cards for effects etc… I understand the need for a certain level of simplicity and not bogging down people with too many decisions, especially in a family game that might be played by children and adults.

Yet I feel adamant that even a simple game should have the players making some meaningful decisions at some point. If a game is all luck you feel no sense of accomplishment from winning. For many people that sense of accomplishment is the main reason to play and making sure that feeling is attainable will make it a game parents might enjoy more.

RGaffney
RGaffney's picture
Offline
Joined: 09/26/2011
I don't think you can count

I don't think you can count on your audience being as excited about motocross terminology as you. That seems to be the main source of interest for the game.

Also, if you were a real racer. Would your speed be dependent on luck? or would it be a decision you make where higher speed means higher risk and lower speed means falling behind?

How can you give the player control of their own race?

silasmolino
Offline
Joined: 02/01/2013
Agreed

The Motocross lingo is not going to resonate with the public and will be a big turnoff to anyone who doesn’t know what Braaaap and Hole shot are. I get it now that you explained it to me, but someone skimming through boxes will not know and may not care to look it up. What I am saying is you may want to broaden your demographic if you looking for a million sales.

The pure luck aspect of the game may work for family gaming (Monopoly and Yahtzee do), but as was stated I want to know how I can control my movement? I like the risks associated with speed also. Perhaps I get to decide how many dice I roll? Can slow and steady win the race?

There isn't allot of depth here, but if what you are looking for is a quick roll and move game were luck is the main factor than you are headed in the right direction.

The game board you have is also a good start. It's clear, colorful and I can understand how the game works just by looking at it.

kos
Offline
Joined: 01/17/2011
Comments on game mechanics

I agree with the thoughts expressed by the previous responses, that the theme of this game restricts it to a fairly narrow demographic and the simplicity restricts it to kids / non-gamers. It looks like your target market is 5-10 year old motor-cross fans. Your game certainly has potential for sales within that market, but probably not much appeal outside of it.

Some notes on game mechanics:

- The requirement to say "Braaap" every turn may enhance the enjoyment for the narrow target market described above, but I expect it would be a turn-off to the wider gamer audience. The primary test though is in playtesting -- give the game to a random group of motor-cross fans and watch them (without playing yourself) to see if they really get into it.

- The rule to eliminate the losing player at the end of the first and second heat may not suit the target market unless each round takes less than about 2 minutes. Children tend to have short attention spans, and getting eliminated in the first heat and then have nothing to do for the rest of the game is a big turn-off to most kids playing games. (Indeed, many seasoned gamers on these boards have made comments that they specifically avoid any game that involves player elimination.) Personally, I would recommend that you re-think the elimination rule, for example replacing it with a points system where the winner of each heat earns X points and the winner of the main race earns Y points.

- The roll-and-move mechanic combined with random card draws does not provide any opportunity for player skill or meaningful decisions during the game. This is fine for games aimed at young kids, but not suitable for a general gaming audience. In terms of complexity, I would put your game somewhere in between "Snakes and Ladders" and "Sorry!".

As a final note, my comments (and the rest of the responders on this board) are purely theoretical. What you need to do is the same as every other game designer who hopes to be successful, which is to get out and playtest. Most likely your initial playtesters will be friends and family, but then you need to get out into "blind playtests", which means groups of people who do not know you (so they are less likely to stroke your ego with positive feedback) and where you do not participate in the game other than to observe (so that your presence at the gaming table does not influence the game). Conduct anywhere from 20 - 100 playtests and record the results of player feedback.

I wish you all the best with your game.

kos

questccg
questccg's picture
Offline
Joined: 04/16/2011
Braaap not!

Well I agree with the other comments: namely a more general audience may not be so enthusiastic about dirt bikes...

Roll and Move games are an old genre and many people (think designers) really think about how dice should be used in a game. Is there are reason you should move 5 spaces on one turn and then on move 1 space on a straight away...? Should your speed be determined by the value of a dice roll??

Maybe instead of 1 square = 1 value rolled, you could make EACH square have a "difficulty" rating. And maybe you could have something like a "SPEED": start the race with 1d6. If you manage to get higher than the "difficulty" rating, you EARN another d6. What the extra d6s do is give you better odds of traversing the next square... That means keeping (or increasing) your SPEED.

Example: The next square is a hair pin turn, difficulty is 5 (out of 6)... That means you need to roll 5 (or higher) to pass that portion of the race track. But you have 3 speed, you get to roll 3xd6 which means better odds to PASS that hair pin turn!

This is a way of introducing SPEED and more difficulty in moving around the board...

BTW this is just one idea of how you could use dice to have speed and difficulty on the race course.

In your *sample board* squares 1-7 could have a difficulty of 2 (need to roll 2 or higher to pass). Square 8 is just before a hair pin turn, so it's difficulty is 3 (need 3 or higher). Square 9 is the hair pin turn, so the difficulty could be real HIGH, and it has a difficulty of 5 (need 5 or higher).

Let's say you maximum speed = 5 (so 5xd6). After the first 7 squares, the odds are in the favor that each biker is at maximum speed (so 5 dice d6s). So players 1-4 all have a speed of 5.

What happens when they reach Square 9, is that Player 1 rolls 5xd6, he gets: 1,4,3,3,2. So he does NOT get the REQUIRED value of "5". So then Player 1, loses 1 dice... Slows to speed 4 (and he needs to re-roll 4xd6 to try to pass the hair pin turn on his NEXT turn). Player 2 rolls and gets: 3,4,4,5,6. He gets 2 dice better than 5, he keeps his 5 speed and moves to the NEXT space. Player 3 and 4 also pass the hair pin turn. Players 2-4 are ahead in the race. Player 1 is behind 1 square and must *retry* to take the hair pin turn (this time with 4d6 because he needed to slow down to take the turn!)

Something along those lines...

Note: Using this dice/space mechanic means players only pass 1 space (or 0 space) per turn... But it's quick to roll X dice and comparing with the value on the board...

Note 2: Instead of having several heats, one would be enough... It may take longer to play because players only move 1 space at a time... Which is okay, since you now have a mechanic which uses speed and difficulty in the race...

Note 3: I would like to know how the cards are meant to affect the game. Cards could be used as *instants* which can be played at anytime... Or on a player's turn.

Note 4: The uses of up to 5 dice demonstrates that players can accelerate (use more dice) or decelerate (use less dice) per turn. This is all about odds... For example, if some poor player tries to take the hair pin turn (square 9) with a speed of 1 (so 1d6)... The odds are not in his favor and means that probably he will end up at the back of the pack...

Note 5: If you do use this dice mechanic, I would recommend (maybe) reworking your board... Not only should you have some hair pin turns, you should also have *jumps* and players could do tricks... And earn some *Style* points... (another idea you can further develop, if you like it).

badger999
Offline
Joined: 12/21/2012
meaningful decisions

thank you for your input. i have been thinking about adding a way to acquire sponsors, like draw a sponsor card that might say ; the scouts from gibbons racing like the way you ride. you just got sponsored or something to that effect. thanks again
Badger

badger999
Offline
Joined: 12/21/2012
great idea

questccg wrote:
Well I agree with the other comments: namely a more general audience may not be so enthusiastic about dirt bikes...

Roll and Move games are an old genre and many people (think designers) really think about how dice should be used in a game. Is there are reason you should move 5 spaces on one turn and then on move 1 space on a straight away...? Should your speed be determined by the value of a dice roll??

Maybe instead of 1 square = 1 value rolled, you could make EACH square have a "difficulty" rating. And maybe you could have something like a "SPEED": start the race with 1d6. If you manage to get higher than the "difficulty" rating, you EARN another d6. What the extra d6s do is give you better odds of traversing the next square... That means keeping (or increasing) your SPEED.

Example: The next square is a hair pin turn, difficulty is 5 (out of 6)... That means you need to roll 5 (or higher) to pass that portion of the race track. But you have 3 speed, you get to roll 3xd6 which means better odds to PASS that hair pin turn!

This is a way of introducing SPEED and more difficulty in moving around the board...

BTW this is just one idea of how you could use dice to have speed and difficulty on the race course.

In your *sample board* squares 1-7 could have a difficulty of 2 (need to roll 2 or higher to pass). Square 8 is just before a hair pin turn, so it's difficulty is 3 (need 3 or higher). Square 9 is the hair pin turn, so the difficulty could be real HIGH, and it has a difficulty of 5 (need 5 or higher).

Let's say you maximum speed = 5 (so 5xd6). After the first 7 squares, the odds are in the favor that each biker is at maximum speed (so 5 dice d6s). So players 1-4 all have a speed of 5.

What happens when they reach Square 9, is that Player 1 rolls 5xd6, he gets: 1,4,3,3,2. So he does NOT get the REQUIRED value of "5". So then Player 1, loses 1 dice... Slows to speed 4 (and he needs to re-roll 4xd6 to try to pass the hair pin turn on his NEXT turn). Player 2 rolls and gets: 3,4,4,5,6. He gets 2 dice better than 5, he keeps his 5 speed and moves to the NEXT space. Player 3 and 4 also pass the hair pin turn. Players 2-4 are ahead in the race. Player 1 is behind 1 square and must *retry* to take the hair pin turn (this time with 4d6 because he needed to slow down to take the turn!)

Something along those lines...

Note: Using this dice/space mechanic means players only pass 1 space (or 0 space) per turn... But it's quick to roll X dice and comparing with the value on the board...

Note 2: Instead of having several heats, one would be enough... It may take longer to play because players only move 1 space at a time... Which is okay, since you now have a mechanic which uses speed and difficulty in the race...

Note 3: I would like to know how the cards are meant to affect the game. Cards could be used as *instants* which can be played at anytime... Or on a player's turn.

Note 4: The uses of up to 5 dice demonstrates that players can accelerate (use more dice) or decelerate (use less dice) per turn. This is all about odds... For example, if some poor player tries to take the hair pin turn (square 9) with a speed of 1 (so 1d6)... The odds are not in his favor and means that probably he will end up at the back of the pack...

Note 5: If you do use this dice mechanic, I would recommend (maybe) reworking your board... Not only should you have some hair pin turns, you should also have *jumps* and players could do tricks... And earn some *Style* points... (another idea you can further develop, if you like it).

great idea about the dice mechanix. thank you for the input

badger999
Offline
Joined: 12/21/2012
great idea

questccg wrote:
Well I agree with the other comments: namely a more general audience may not be so enthusiastic about dirt bikes...

Roll and Move games are an old genre and many people (think designers) really think about how dice should be used in a game. Is there are reason you should move 5 spaces on one turn and then on move 1 space on a straight away...? Should your speed be determined by the value of a dice roll??

Maybe instead of 1 square = 1 value rolled, you could make EACH square have a "difficulty" rating. And maybe you could have something like a "SPEED": start the race with 1d6. If you manage to get higher than the "difficulty" rating, you EARN another d6. What the extra d6s do is give you better odds of traversing the next square... That means keeping (or increasing) your SPEED.

Example: The next square is a hair pin turn, difficulty is 5 (out of 6)... That means you need to roll 5 (or higher) to pass that portion of the race track. But you have 3 speed, you get to roll 3xd6 which means better odds to PASS that hair pin turn!

This is a way of introducing SPEED and more difficulty in moving around the board...

BTW this is just one idea of how you could use dice to have speed and difficulty on the race course.

In your *sample board* squares 1-7 could have a difficulty of 2 (need to roll 2 or higher to pass). Square 8 is just before a hair pin turn, so it's difficulty is 3 (need 3 or higher). Square 9 is the hair pin turn, so the difficulty could be real HIGH, and it has a difficulty of 5 (need 5 or higher).

Let's say you maximum speed = 5 (so 5xd6). After the first 7 squares, the odds are in the favor that each biker is at maximum speed (so 5 dice d6s). So players 1-4 all have a speed of 5.

What happens when they reach Square 9, is that Player 1 rolls 5xd6, he gets: 1,4,3,3,2. So he does NOT get the REQUIRED value of "5". So then Player 1, loses 1 dice... Slows to speed 4 (and he needs to re-roll 4xd6 to try to pass the hair pin turn on his NEXT turn). Player 2 rolls and gets: 3,4,4,5,6. He gets 2 dice better than 5, he keeps his 5 speed and moves to the NEXT space. Player 3 and 4 also pass the hair pin turn. Players 2-4 are ahead in the race. Player 1 is behind 1 square and must *retry* to take the hair pin turn (this time with 4d6 because he needed to slow down to take the turn!)

Something along those lines...

Note: Using this dice/space mechanic means players only pass 1 space (or 0 space) per turn... But it's quick to roll X dice and comparing with the value on the board...

Note 2: Instead of having several heats, one would be enough... It may take longer to play because players only move 1 space at a time... Which is okay, since you now have a mechanic which uses speed and difficulty in the race...

Note 3: I would like to know how the cards are meant to affect the game. Cards could be used as *instants* which can be played at anytime... Or on a player's turn.

Note 4: The uses of up to 5 dice demonstrates that players can accelerate (use more dice) or decelerate (use less dice) per turn. This is all about odds... For example, if some poor player tries to take the hair pin turn (square 9) with a speed of 1 (so 1d6)... The odds are not in his favor and means that probably he will end up at the back of the pack...

Note 5: If you do use this dice mechanic, I would recommend (maybe) reworking your board... Not only should you have some hair pin turns, you should also have *jumps* and players could do tricks... And earn some *Style* points... (another idea you can further develop, if you like it).

great idea about the dice mechanix. thank you for the input

badger999
Offline
Joined: 12/21/2012
great idea

questccg wrote:
Well I agree with the other comments: namely a more general audience may not be so enthusiastic about dirt bikes...

Roll and Move games are an old genre and many people (think designers) really think about how dice should be used in a game. Is there are reason you should move 5 spaces on one turn and then on move 1 space on a straight away...? Should your speed be determined by the value of a dice roll??

Maybe instead of 1 square = 1 value rolled, you could make EACH square have a "difficulty" rating. And maybe you could have something like a "SPEED": start the race with 1d6. If you manage to get higher than the "difficulty" rating, you EARN another d6. What the extra d6s do is give you better odds of traversing the next square... That means keeping (or increasing) your SPEED.

Example: The next square is a hair pin turn, difficulty is 5 (out of 6)... That means you need to roll 5 (or higher) to pass that portion of the race track. But you have 3 speed, you get to roll 3xd6 which means better odds to PASS that hair pin turn!

This is a way of introducing SPEED and more difficulty in moving around the board...

BTW this is just one idea of how you could use dice to have speed and difficulty on the race course.

In your *sample board* squares 1-7 could have a difficulty of 2 (need to roll 2 or higher to pass). Square 8 is just before a hair pin turn, so it's difficulty is 3 (need 3 or higher). Square 9 is the hair pin turn, so the difficulty could be real HIGH, and it has a difficulty of 5 (need 5 or higher).

Let's say you maximum speed = 5 (so 5xd6). After the first 7 squares, the odds are in the favor that each biker is at maximum speed (so 5 dice d6s). So players 1-4 all have a speed of 5.

What happens when they reach Square 9, is that Player 1 rolls 5xd6, he gets: 1,4,3,3,2. So he does NOT get the REQUIRED value of "5". So then Player 1, loses 1 dice... Slows to speed 4 (and he needs to re-roll 4xd6 to try to pass the hair pin turn on his NEXT turn). Player 2 rolls and gets: 3,4,4,5,6. He gets 2 dice better than 5, he keeps his 5 speed and moves to the NEXT space. Player 3 and 4 also pass the hair pin turn. Players 2-4 are ahead in the race. Player 1 is behind 1 square and must *retry* to take the hair pin turn (this time with 4d6 because he needed to slow down to take the turn!)

Something along those lines...

Note: Using this dice/space mechanic means players only pass 1 space (or 0 space) per turn... But it's quick to roll X dice and comparing with the value on the board...

Note 2: Instead of having several heats, one would be enough... It may take longer to play because players only move 1 space at a time... Which is okay, since you now have a mechanic which uses speed and difficulty in the race...

Note 3: I would like to know how the cards are meant to affect the game. Cards could be used as *instants* which can be played at anytime... Or on a player's turn.

Note 4: The uses of up to 5 dice demonstrates that players can accelerate (use more dice) or decelerate (use less dice) per turn. This is all about odds... For example, if some poor player tries to take the hair pin turn (square 9) with a speed of 1 (so 1d6)... The odds are not in his favor and means that probably he will end up at the back of the pack...

Note 5: If you do use this dice mechanic, I would recommend (maybe) reworking your board... Not only should you have some hair pin turns, you should also have *jumps* and players could do tricks... And earn some *Style* points... (another idea you can further develop, if you like it).

great idea about the dice mechanix. thank you for the input

questccg
questccg's picture
Offline
Joined: 04/16/2011
Dice mechanic

The other thing I was thinking about it the following:

-If you roll the # needed for a space (like if the difficulty was 2 and you roll a 2), you move on to the NEXT space, HOWEVER you do NOT accelerate to the next speed (maximum speed = 5), so you keep the number of d6s your have BUT you do NOT add another d6.

What this does is create an interesting dynamic where players early on may accelerate or may simply keep their speed. What this does is reduce the *herding* of the bikers and give players different odds.

BTW I'm glad you like the mechanic, feel free to use it. I think it would greatly enhance your game!

Best of luck with your game!

RGaffney
RGaffney's picture
Offline
Joined: 09/26/2011
I'm not sure I like it Quest.

I'm not sure I like it Quest. That's still just luck of the dice. You've just added more dice to the mix, I still don't make any meaningful choices. But maybe I don't understand.

What if you had the diffaculty mechanic you talked about, I need to roll a 5 or higher, and I can roll any number of dice, to get through the space, and proceed ahead that number of spaces. But if I roll a 1 (maybe two 1s) I spin out and lose a turn. If I get no 5s 6s or 1s i can roll again, but my dice total isn't added to my last roll.

That way I get a press your luck situation where i want to roll a lot of dice to pass, but not so many that I crash

RGaffney
RGaffney's picture
Offline
Joined: 09/26/2011
No! Forget minimum roll to

No!

Forget minimum roll to pass, the harder a space is, the higher your chance of wiping out, so it's just roll above X

In addition to worrying that more dice may increase your odds of rolling a one, by moving too fast you run the risk of reaching another tricky area,

So I feel safe rolling 4 dice against a jump where if I roll a one I crash, and I do, I get a 5, a 2, a 4, and a 6. No ones whoohoo! But now I move 17 spaces and that puts me past another mogul with difficulty 1.

1+1=2 and I rolled a 2, so I crash.

If you crash you lose a turn and go back to 1d6 speed and have to build it up one die at a time like Quest said. The board would have to be modified to have more spaces per lap (maybe each segment there counts for 5) and you would have a leaner version of Formula D.

badger999
Offline
Joined: 12/21/2012
braaap

I don't know where you all are living, but in the western us it seems like every kid has a dirt bike and so does dad. And how cool would it be to be able to roost with your dad when your bikes are sitting in the garage because you can't go riding from your house. It's the only game i can think of that has any connection to reality in that kids and dads ride dirt bikes all the time. I totally agree its a random dice and draw game of luck. but i know every kid likes dirt bikes weather they ride or not. and when little ricky, walking through the store with mommy and sees a game with dirt bikes on it he is going to want it. and when gma is shopping and she knows little ricky has a dirt bike and she sees a game with bikes in it, she's going to buy it to, the bottom line is we are all targeting a different group of people some larger than others, i chose kids for a couple of reasons. one is, families are losing their kids to society and the cyber world much to early and something so simple as a family game night can make a difference, two, kids are much easier to entertain. I have been playtesting the game for a couple years now on all kinds of different people. friends of course, friends of friends, my kids friends families and so on , with nothing more than a couple suggestions for more cards, and a bigger board which i did.all in all none of us really knows how well our games will sell, but looking at the compitition in the age bracket im working with DOGGIE DOO for instance which has sold more than a million copies. I believe BRAAAP will out sell them. And again thank you all for taking the time.
badger

questccg
questccg's picture
Offline
Joined: 04/16/2011
You don't need a "if you roll 1..."

RGaffney wrote:
Forget minimum roll to pass, the harder a space is, the higher your chance of wiping out, so it's just roll above X.

@Ryan: The original concept I proposed did not need a "if I roll 1 I wipeout", it already handled that by forcing a player to *slow down*.

Basically, what it does is allow some players to take the hair pin turn FASTER (In one turn), while other players need to SLOW DOWN (from speed 5 to speed 4 OR LOWER). Just slowing down is a mechanic which puts the biker at a disadvantage...

In a RACE, it's always about finding the "Best line", where riders try to find the best position to be to take on the next segment on the race. Going past the segment (hair pin turn) at a speed of 5 is the "Best line". Meanwhile slowing down to speed 4 means (like in reality) you needed to slow your speed to get past the turn. So effectively you are behind the other players who succeed in getting past the segment at speed 5!

In your scenario, you are suggesting that a "player wipesout". In my version, it is more SUBTLE: you just SLOW down... That is sufficient to put you BEHIND in a RACE...

An in reality, if you miss the hair pin turn several times, that indicates how much slower you need to take the turn, making each speed decrease a further loss of distance from the leader of the race.

RGaffney
RGaffney's picture
Offline
Joined: 09/26/2011
Badger, it seems like you are

Badger, it seems like you are excited about BRAAAP!!! HOLESHOT! As it is. I hear you saying you dislike the games on the market, and you believe what you are bringing will sell because of theme, regardless of mechanics.

I think that's great. You came hare asking for critiques (in all caps) and I suspected that might have been because you, like many of us, were looking for advice on your game from (#1) people who know and understand game design and mechanics and (#2) people who don't already know you, like you, and like any idea you have automatically because they are your friends.

That's a big part of why I post, but maybe You are different. Maybe you just wanted to post your game to put it out there, or to wow the rest of us, or as a challenge "try and judge this, it's awesome"

Those are also perfectly legitimate reasons to post. Or maybe you want suggestions but don't like these ones.

I grew up in California and now live in Kansas, we have dirtbiking in both places, but I never had one. I did play boardgames though, and your idea has given me what I believe is a good idea for a racing boardgame. We don't steal game ideas here on BGDF, but I'm starting to feel like maybe you don't want the ideas I have, and you have a different game in mind you are hoping for.

Great! That being the case, would you mind is Quest and I go off and make our own game with the ideas you don't want?

We can promise not to use the term "Braap" anywhere, or use any of the ideas that you feel make your game special, like yelling IRL, or drawing cased-it cards. And we will be sure to market to a different audience. You can have the lil kids, and we will aim for teens and young adults who like boardgames.

If you like, I'm not even married to dirtbikes. What Quest and I are talking about could work with any 2 wheeled vehicle. Whaddya say?

badger999
Offline
Joined: 12/21/2012
NO

first i apologise for the caps, i copied and pasted off my sheet which is obviously done in caps, my bad.I don't believe i stated that " i don't like the board games on the market today" what i said was, my board game will out sell " DOGGIE DOO" . has anyone seen this game "DOGGIE DOO", if you haven't you have to Google it, you will not believe your eyes.
About your question, I can't stop you from copying my game as long as you don't infringe upon my copy write, trade mark, or patent. if your asking me if you can copy my game, HELL NO. Ask yourself the same question. how would you feel if someone said , they had a better idea for your game than you have and they were going to get started on it right away. In one sentence you say " at BGDF we dont steal ideas. and in the next sentence your asking me if it would be alright if you steal my idea. If you take all of your suggestions i chose not to use, and put it to a motocross track, rearrange my directions, add a few dice, increase the difficulty and add a speed limit, that's plagiarism, and you would be stealing my idea.
I thanked everyone for their input , and i may or may not incorporate any or all of your suggestions. If i dont use your ideas, it doesnt mean it is a bad idea, it just means that it doesnt work for me in my game. my target market is not only LIL KIDS, it's all kids, teenagers, and their parents.
I posted my game to gather input, and to see if my board looked prfessionally made, and if the quality is good enough to go with. it has got lots of jumps, and hair pin turns, we call berms, You draw a braaap card when you land on the lip of a jump. and you draw a cased it card when you land on the upside of a landing. yes, it is very simple, and it is a game of luck with dice and draw cards. But thart is what i intended it to be. it plays fast, and it is fun. It is also the only game that i can think of that has any connection to reality in that kids and dads ride dirt bikes. If you are insistant on copying it, the least you can do is wait until you see my game on the shelves of department stores.As i am sure other game makers will do as well. thank you all who responded to my post, your input is invaluable and has given me plenty to think about.I still have plenty of questions about manufacturers and prices per unit, if anyone has any info on that aspect it will be appreciated, thank you.
Badger

RGaffney
RGaffney's picture
Offline
Joined: 09/26/2011
I actually rather like Doggie

I actually rather like Doggie Doo, I think it has a great unique theme, and a fun physical chunky mechanic with more complexity than most kids games thanks to the swap shovels rule, while still maintaining simplicity appropriate for children.

Last time I posted a thread it was about a pirate game, someone made a suggestion I didn't like (it was land based, I wanted a sea based game) so I designed a prototype board for the new game and invited him to develop it separately.

You obviously feel differently than I do about the creative process. That's okay, I asked permission, you said no, I won't go forward out of respect for you, the industry, and this forum.

I feel confident I will never see this game on shelves. Its a bad game, but it's your bad game and I hope you have fun with it.

Syndicate content


forum | by Dr. Radut