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How Do I Make the Perfect Board Game?


Stancet

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(edited)

I am a serious board game fanatic. Since I know there are several people on this forum who follow real board gaming news I decided to ask some advice because this has been on my mind for a while.

 

According to sources the best game on the market today is Twilight Imperium.

 

img-2865762-1-Twilight-imperium-layout_1

 

Now, if my own board game was set in a school for mages without sounding like a Harry Potter rip off, what would other designers do to make this game entertaining? How would you like to see it designed?

 

(Update)

In my mind, the game is so far an open-ended sandbox game about scoring victory points if it's competitive and completing a common goal if it's cooperative. Like Puerto Rico, every round is a phase where each player can do one type of action. Their goals are to finish and present assignments given to them before an assignment becomes overdue. I haven't worked out combat yet. I also think there is an underlying story that makes the setting more danger for players after each turn and a bad guy to defeat at the very end or something.

 

I don't know what advice I'll get but I was just curious to ask.

Edited by Stancet

 

 

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Is it a school where Wizardry 1020 is next door to Calculus 1100 and it's just another class like any other?
 

 

I don't know, but it could be.


 

 

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I would suggest fleshing out the world and figuring out what kind of game it is. What style of game play do you want? Deck building? board conquer? A unique play style is harder to develop than a clone. Something to keep in mind at all times: balance and multiple paths to victory. I feel like those two things make or break games. I've played games that only last two rounds because of some exploit. Not very fun.

To your game, are you thinking co-op or competitive? Are the players students trying to become mages or maybe they're trying to use their basic magic skills to overcome problems (a la Harry Potter, the early years)?

A concept that appeals to you is, I think, the first step.

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I would suggest fleshing out the world and figuring out what kind of game it is. What style of game play do you want? Deck building? board conquer? A unique play style is harder to develop than a clone. Something to keep in mind at all times: balance and multiple paths to victory. I feel like those two things make or break games. I've played games that only last two rounds because of some exploit. Not very fun. To your game, are you thinking co-op or competitive? Are the players students trying to become mages or maybe they're trying to use their basic magic skills to overcome problems (a la Harry Potter, the early years)? A concept that appeals to you is, I think, the first step.
 

 

Well, in my mind, it's an open-ended sandbox game about scoring victory points if it's competitive and completing a common goal if it's cooperative. Like Puerto Rico, every round is a phase where each player can do one type of action. Their goals are to finish and present assignments given to them before an assignment becomes overdue. I haven't worked out combat yet. I also think there is an underlying story that makes the setting more danger for players after each turn and a bad guy to defeat at the very end or something.


 

 

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Hmm... Ok, does this sound on-target?

 

"Welcome to the Magic Academy. Not everyone is fit to become a wizard. Are you?

 

Study magic and complete your assignments, or face the consequences. As your knowledge increases, so to do the penalties for failure. Work with other students to complete large projects (or sabotage your classmates). Who will graduate Magi Cum Laude?"

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