Advertisement

Board game icons and cheat sheet layout

Started by May 02, 2009 11:13 PM
-1 comments, last by Derakon 15 years, 8 months ago
A couple days back I had a board game idea, so I quickly threw together a bunch of pieces (using Blender as a simple vector graphics program) so it could be playtested at the weekly gaming group. The game concept shows promise...the pieces, much less so. So I spent today making a second pass at them. I'd appreciate any feedback you care to give. These are the tokens. Left to right: upgrade marker, money, metal, and workers in the four player colors. The worker pieces are intended to be folded at the dotted line so they can stand up; initial playtesting revealed that otherwise the only good way to move them is to stamp your fingertip down on them. I wish printing to commercial-quality cardboard was cheaper. These are one player's selection of buildings. Left to right, top to bottom: fabricator (makes building cheaper), recycler (makes destroying cheaper), propaganda (scores more points), logistics (makes moving easier), recycler, academy (makes upgrading cheaper), bunker (hard to destroy), mine (generates resources), creche (generates workers), bunker, mine, enhancer (makes buildings better), bunker, mine, enhancer. Gameplay takes place on a hex grid; players buy buildings to expand their territory, destroy other players' buildings to reduce theirs, and score points based on how well they do those two things. The buildings that have spikes affect adjacent buildings in the direction pointed to by the spikes. If the spike is hollow, then the building must be upgraded before it becomes "active" (for example, the enhancer makes one adjacent building better before it is upgraded; after upgrading, it improves three buildings). Finally, here's a cheat sheet I've put together for players to refer to during play. It doesn't contain the full rules (though you can infer almost all of gameplay from it); it's intended to be a reference. I'd like it to be more compact...but not without sacrificing comprehensibility. I'm looking for feedback on anything and everything here. Are the designs clear, distinctive, and reasonable? How's the layout and language on the cheat sheet? Do you have any suggestions for ways to make print-your-own board game pieces better?
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels

This topic is closed to new replies.

Advertisement