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Open Source Board Game

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Shoe
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Game Concept:

At thier core, tabletop games contain only 4 major elements - Cards/Tiles, Dice, Tokens/pawns and boards.
Using this knowledge, we should be able to create a pool of components that can be used to design a theoretically infinite number of different styles and types of games drawing some or all of the components from a set pool.

The price of components being what it is, Microgames have become the next big thing in game design. Keeping games at an affordable price point is more difficult than ever. A component pool that fits into a game box the size of the game Citadels or smaller and costing less than $30 USD is an excellent way to help a game become successful. In such a game box, I’ve managed to comfortably fit 100 cards, 12d6, and 100 colored wooden cubes (10 of each color).

Boards are often created with tiles, and so a map made of approximately 4 cards with several spaces (totalling 26) can be used and each zone will be labeled with an english letter of the alphabet.

Due to language barriers, games often use imagery instead of language to express game mechanics. This would allow the deck of cards to be modular and flexible for multiple different games.

The nature of the game would be open source, it would come with a rulebook outlining several games, but anyone would be welcome to release rulebooks for different ways to use the components of this box to play different games of all styles and types.

At its core, the game’s success would entirely be based on community support and designers’ interest in contributing to a project of this nature. What do you guys think? Sound interesting?

rene.shible
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That sounds like it might

That sounds like it might appeal to game designers more than to a general audience. Does it sound interesting? Well, I'm definitely interested. It sounds like something you can really build a hobby community around.

donut2099
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I think you would have a hard

I think you would have a hard time making games engaging using a generic one-size-fits-all component set. You could probably get many abstract games to work, but most games need a theme in order to capture the player's imagination. The games components go a long way toward establishing the theme of a game, through artwork primarily. Just my 2 cents.

Shoe
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My rebuttal to that would be

My rebuttal to that would be games like Pandemic, Agricola and a buch of others where all the pieces are just colored cubes. You could easily make both of those games (or scaled down versions) with the mentioned model...The consumer appeal being a small box containing a large number of game options that are in a euro-game style.

Think those "100 dice games" tubes of dice that have several rules sets and only use a few dice to play...except with good games instead of boring games of chance.

Wouldn't you buy a game that was several games all in the same box if they were fun games? With the rising costs of board games, I would think it would appeal to many board gamers.....I could be wrong though.

The idea stems from the popularity of MODS to popular video games, and from D&D 3.5 edition/pathfinder which was one of the most successful RPG's because anyone could produce content.

Dan Felder
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Yes and No

This concept has been explored in a few forms. First, there's always the success of the Deck of Playing Cards. People have been inventing games with a deck of cards for a very long time.

Stonehenge is also a famous game that asked 5 famous designers to design games with a single set of components.

There's also the Game Designer's Toolkit, which was a kickstarter that provides a whole bunch of components meant to build games around.

However, most gamers won't be very good at inventing their own games. If they were, they wouldn't need us. People interested in game design might find it fun, but if you want to design a game there are already a lot of options for playtest materials.

Basically, you can certainly make a flexible set of components that anyone can create rules for (nods once more at decks of playing cards). However, there probably wouldn't be much incentive for people to buy it or to design for it.

Unless, of course, designing the game was itself the game. I don't mean a form of systematic Calvinball (though that sounds unreasonably awesome if it could be pulled off), I mean something more like an ongoing competition for designers. If there were different component sets released every year, with a competition to submit rulebooks for the components... I'd be interested in both participating in the challenge and playing out the various entries with my friends. That would at least make the idea more distinct from the current offerings.

TLDR; It can definitely be done and it has been done in various forms. However, with all the print-and-play titles out there we kind of already *live* open-source games. I don't think I'd be much interested in either playing the entries or designing for an artificially limited component set... Unless there was somehow something special attached.

larienna
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There are also game pieces,

There are also game pieces, or was it piece pack, and Ice Dice which is a pack of generic components where you could make multiple games with them.

I agree that it does reduce the cost, but it also reduce the flavor of the game.

I thought of a game system for a micro game requiring a limited nb of cards (18) and small dice that could be used as cubes, pawns, resource track or for rolling.

One of my friend said that the problem with game system is the lack of twist. The game is working, but not amazing.

Else there is my pocket fairy game idea where I want a set of components, and where each game is different by playing different "adventures" which changes completely the rules of the game. Looks similar to the some concepts of "Kingdom Builder". So you could have multiple games into the same game. The quality of the games will of course vary much more since you cannot test multiple games as much as a single game. But at least, my game had a unified theme. All the adventures takes place in fairy land and the core rules for character management are the same for all the game.

Quote:
Cards/Tiles, Dice, Tokens/pawns and boards.

Like I said above, I wanted to restrict the type of components and use components that are more reusable. This is why I suggested:

Cards: That can be reused as tiles, and modular board
Small Dice: which can be used as token, pawn, track etc.

Quote:
The price of components being what it is, Microgames have become the next big thing in game design.

Surprisingly, there is a huge fad for microgames. I agree they are cute, but most of the time they lack of depth.

I like the citadel box size packaging or the Fantasy flight silver line packaging (elder sign, rune age, Blood Bown TM) or the smaller expansion box for those games. I think that a good game with reasonable depth can be made in a box of that size. I even wanted to make a pacific ww2 game that fit in a 9"x5" box.

Shoe
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I think I might have done a

I think I might have done a poor job explaining my concept.

The game would not be so much about designing different ways to play, but more like a deck of cards (as mentioned above)

Think of it more like a game with many different ways to play, NOT something targeted at game designers, but something targeted at players, with promises of an ever expanding set of different games that can all be played from a small box.

Maybe having it be open source is the bad idea part. Maybe if I just release new rulebooks for uuber cheap/free on a regular basis? A game that keeps on giving?

Shoe
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Dan Felder wrote: Stonehenge

Dan Felder wrote:

Stonehenge is also a famous game that asked 5 famous designers to design games with a single set of components.

It looks like Stonehenge is a slightly more limited version of this game...probably scrapping the idea. Thanks for turning me on to that game, which was surprisingly on my "Want to play" lost on BGG

Dan Felder
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No problem. I haven't played

No problem. I haven't played Stonehenge myself, but it seems like an interesting project. It's also worth noting that many games, even intricate card games like MTG, have lots of rules variants created both officially and by fans. There's no real reason that a game with lots of variants can't work. It's just probably not the best thing to found the whole concept on.

Shoe
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Yeah, I know, I actually run

Yeah, I know, I actually run WOOBERG.net which is an encyclopedia of MTG variant formats.

Dan Felder
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Sweet. I should check that

Sweet. I should check that out. I designed a new one, which of course someone else has likely already thought of in some form, a few months ago. Have been thinking of writing an article for MTG Salvation about it - but would rather get more feedback first.

Shoe
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I'd love to take a look at

I'd love to take a look at it, and add it to the site. I havent played MTG in almost 2 years but the site is somewhat popular and i get a small stipend from advertising so i keep it around.

richdurham
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Refer to these

In developing this generic play-set, you can refer to these two already popular implementations for inspiration:

The Piecepack - a public-domain design that's been implemented a number of times (including an aborted effort by Toy Vault)

The Decktet - an alternate deck of cards with multiple overlapping suits.

questccg
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Hodgepodge!

I think that is sort of what The Game Crafter (TGC) is all about... But they are into MANUFACTURING the games.

They warehouse a ton of game pieces from pawns to dice to timers and they offer a bunch of different components that games designed by them use. I don't need to present what TGC offers - but surely it is pretty *forward*.

However, I personally, feel that a CUSTOM game made with a custom box, custom plastic tray and other custom parts is probably more appealing to customers. Firstly the infrastructure is in place for *low* cost games. My WIP can be manufactured at under $5.00 and will retail for $24.99. That's about right in terms of the numbers behind manufacturing/wholesale/retail... Oh yeah and economies of scale still do not kick in - this is for 1,000 units.

Now comparatively at TGC the same game will cost about $15.00 to MAKE. That's three (3) times the price above. The problem is that at that price you cannot sell your game to stores. Stores require a 50% markup. If I made $1.00, I would need to sell the game for $32.00. And what about distribution? That price would be $12.80... Do you see the problem??? I'm selling at $16.00 and the wholesaler wants to pay $12.80!

I'm not too certain - but artwork especially in cards makes a difference. In a generic product, you don't have that appeal. You also lose *theme* which is another reason people buy games...

What I have thought as an *Open Source Board Game* would be a concept where a game is made for $0.00 profit. The only goal would be for the *teamwork* that the designers, artists, graphic designers would come together to make *SOME AMAZING GAME*! Perhaps as a CHALLENGE. Like take for example a challenge like "Create the BEST CCG/TCG" the game market has EVER SEEN. Something BETTER than Magic: the Gathering.

Now that's a community project I would *love* to be a part of. Getting *street cred* for something like that would be awesome. But the question is, if the retail stores are making money, so are the distributors and also the publisher... It kinda SUCKS to be a "Designer/Artist/Graphic Designer" on the project. Because you don't get anything but a "Thank you."

That's why I have been thinking about *Profit Sharing* as some kind of model for an "Open Source Board Game"... The problem is that most game will not generate sufficient revenue to warrant profit sharing. And how are you going to divide the pie? 1% to each member for a total of 100 members??? If you look at it that way - it sounds HORRIBLE. 1% of $1,000,000 is $10,000. It's not unreasonable - but does it excite people to say: "Hey I WANT to be a part of that community effort!"

Anyhow these are just thoughts about "Open Source Board Game" development that are different from the OP. I just wanted to state some of my ideas about the concept and to see what would be a workable project.

Oh and BTW I do have a CCG/TCG concept that would be *mind blowing*. It's not Fantasy, Sci-Fi, War or Zombies. That covers like 90% of games!!! :P But I'm not ready to *pitch* the idea until I figure out how to make or even attempt to make it happen...

RGaffney
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That's a bit like What I was

That's a bit like What I was trying to do with my animal cards (in fact i bet that game could fit in your box)

consider also the rainbow deck
http://boardgamegeek.com/boardgame/59655/rainbow-deck
which plays all the playing card games and then some.

I think the trick is going to be implementation and popularization. How will you communicate to buyers that there are at least 3 really good unique games that this plays, and maybe some other casual ones

larienna
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piecepack, that was the name

piecepack, that was the name I was looking for.

I was also working on a generic set of 55 cards in 5 suites. I tried to make a trick taking game out of it but it did not work pretty well.

That is the problem with those kind of generic cards: What kind of game do you design first?

Then how do you progress your new designs?

pelle
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Generic components, with

Generic components, with theme, that can be used for many different games? They are called miniatures.

Would love to see generic cardboard counters and/or block stickers, tilable terrain maps etc that you can just pnp with (and modify as open source). A lot cheaper and you don't have to paint them.

RGaffney
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Someone could get really

Someone could get really creative with theme branding for something like this. Castles that look more like sci-fi pylons when turned upside down Hex pieces that form a map on one side, but are cards for a different game on the other, Art that turns white, yellow, and red cubes from Wheat, Wool, and Meat into Low, Medium, and High alert, and from that into Crane, Leopard, and Dragon style, and then uses all the deck of color indicators in a event deck for a grounded modern game.

makes for a really interesting set of design challenges

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