I read your request about posing questions in a public forum so that others have the benefit of the answer to the question, but I’m not on Facebook and didn’t see another way to pick your brain publicly, so I hope this area is OK. Thanks to your channel I’ve learned dozens of game mechanisms that I have never considered prior. Hey Jamey, thank you for all the great content. I’ve got a question about that: In the video you said you’re yourself thinking about how to implement a time track in a future co-operative game of yours, but you weren’t really convinced about having each player moving seperatly along the track as it might add to downtime in between players’ turns.Īs I’m thinking about a time track with individual player tokens for my game idea, I was wondering how you decided for your game in the end? What were the factors that convinced you what would be the right way to implement the time track (if it’s still in your co-op game, that is)? And what would be a neat way to reduce downtime if you found that to be an issue during playtesting? Last year in February you posted a video about games with time tracks and what you like about this mechanic. I’ve been toying around with some board game ideas for a couple of days now and started watching videos from your channel in which you talk about mechanisms etc. ![]() Hej Jamey, thanks a lot for this helpful collection. Thanks for taking your time to read my email, and I hope to hear back from you. I’m very new to the design process so I’m very sorry if this was a stupid question. My question is: What was your design philosophy behind each different “action sheet” in Scythe? Did you intend to make each player good at one specific thing and bad at another? Or did you simply want each player to have totally different strengths and weaknesses in order to increase replayability and variability between players? My idea is that I want to make the “top row” action occur on your turn and the “bottom row” action occur on the opponent’s turn. Scythe is one of my favourite games, and I am looking to iterate upon your 4 action system. I am in the very early stages of designing at the moment and am still fleshing out each mechanism. The character you play is drafted, as are the villagers, ensuring that each playthrough is different. The brief idea is that both players are cult leaders and are vying for control over a small village, with the winner being the player who first ousts the mayor. Thanks for your time! Keep doing great work! Again, sorry for the long paragraph, and forgive my English (it’s not my first language). Where is the line? How different from other things out there do my mechanics, board layout, theme, etc, need to be to be considered original and unique? Maybe it’s all in my head and I’m just connecting too many tangents. I really strive to implement original things into this game I’m making, but after researching so many other games, my stuff (that I came up with) is already reminiscent of other things out there and I don’t like it. How do I know when enough is enough? and the second question: 2. Given that I’m a very perfectionistic designer (I’m still trying to improve mechanics, make the artwork probably too excessive for a prototype, I’m constantly focusing on the little details, trying to make the game a smooth machine before I show it to others), when should I start playtesting? because the more I brainstorm the more I want to edit/improve. Regarding the purpose of this long message haha (sorry for that btw), I have a few questions. ![]() Publishing few games but with lots of effort is something I wish more publishers did. I will submit it to StoneMaier Games because I think your company is sincerely the one with the best approach and mentality for board games, I love the fact that you have high standards, passion, and love for board games. After thoroughly reading the Submission Guidelines and the 12 Tenets in Game Design, I’ve been working hard on a board game that, I think, is ideal for StoneMaier Games (I’ll formally submit it within the next 6 weeks after proper playtesting and blind playtesting). I have watched tutorials and gameplay of all of them though, along with most of your videos. I love playing and designing board games sadly I haven’t had the pleasure to physically play games by StoneMaier Games since I live in Panama and what I find in stores here is very limited. ![]() Hi Jamey! I’m a big fan of your work in game design and entrepreneurship.
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