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Showing posts from April, 2017

Another TLDR post

We played TLDR at the board game design group meeting last night. It was a solo game against three motherships. By the time that the guy ended the game, he had a robot that could defeat nearly any mothership that could exist. It was fun to watch how he built his robot (he had way more healing than I would have expected any robot to ever need, but he made serious use of it, as he also had a ton of damage providing parts). The game took about two and a half hours, but he beat the first mothership at about two hours. He said that he had had a fun time, and that the game seemed well balanced, but he did have a few ideas: Make a draft for a one player game (with starting cards). (Not sure if I will do this before the end of the contest) Figure out how to get trade working in a one player game. (Not sure if I will do this before the end of the contest) Make foes that move at different speeds? (Not sure if I will do this before the end of the contest) The ability to repair cities mig

Working on TLDR again

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Last night I played a game of Terran League of Defense Robots with Alison for our date night. We turned up the difficulty and included two Motherships in the game, and I found it to be a very satisfying victory. We are getting quite good at that game. We added in ideas from last playtest, and found them to mostly work well. Here are what we changed, and what we thought about it: The minions are now integrated into the foe cards - They are on play abilities that add a "Minion" cube to the tile. Minions fight as a block, and deal (and require) damage equal to their count. They take any damage type as full damage (even generic). This felt pretty good. The minions were hard to fight, but not overpowering. The real game will want minion tokens that are like coins with a pow symbol on them. The mothership's minions and her escort's minions combined to make a stack of 14 minions. That is practically unkillable. We decided that the mothership should summon minionless

Grabbin' more and more loot

I have been splitting my time between Grab the Loot, and The Perfect Moment right now. I showed both of them at the BGDG meeting last Tuesday, and got some good feedback. I have implemented nearly all of the feedback that I got from the week before, and I also implemented most of the stuff from this last week. The game is working really well right now. The guys at work prefer it to published games on most days. Adding to the Captain's greed is really working out well. I think that the next change that I make is going to be the ability to have hidden treasure(s), and also the ability to look at some of the greed cards that were removed from the game. Perhaps I will add in a sixth player (because more players is always fun, and the game seems to scale well). I need to however re-balance the amount of loot you start with with different player counts. The captain having 8 loot at the beginning is too many with 2-3 players, and too few for 5 players. Perhaps the captain gets 2 tre