I just started working on my first design with a few friends. We've play tested 5 times now and feel like the mechanics are in place and what we're spending a lot of time on now is balancing the game and player interaction. We still have a long way to go, but I'm really excited. I'm also excited to have found this site, to get to talk with like minded people and maybe get some insight and, when I can, lend some insight.
- Andrew
Yes this site is pretty awesome actually, the community is lovely here and everyone is willing to help :)
Tell us then Andrew about your game! What type of game is it? What mechanics do you use? How many players? Is it co-op or versus? What is the "elevator pitch" of your game (eg: You have 2 minutes of talking to tell us about your game - Go!)
sam
I clearly need to work on my elevator pitch, because I read your question and my first thought was "uhm..."
Right now the game is 3 - 6 players, and not coop although I'm playing with ways to make it possible to either do teams, or coop vs 1 player as alternate game modes. None of those might see the light of day, but I had to entertain the possibilities.
The game is won by victory points, but the basic mechanic is a race. Game ends when 1 player has visited every location on the board with their pawn. Travel between locations is only possible once a portal is opened between them (a player action on their turn can be to open a portal between two locations). Players have a maximum of 6 cards in their hand which they can use on their turn (as an alternate action) to travel through the portals which then close (are removed from the board) behind them. This means anyone else who had been planning to use that route needs to rebuild the portals before travelling.
The tentative theme is around wizards, racing to various realms collecting scrolls to gain knowledge. In addition to the poorly explained mechanic above :) there's also spell cards which players can buy to cast on their turn for various advantages (like taking two actions per turn, etc).
How'd I do? So far the only people I've explained this to are my co-designers and play-testers. It's considerably harder without the board and tokens in front of us. I need to work on that.