(Heres a youtube link just in case!)
Monday, December 1, 2014
Thursday, November 13, 2014
Finished Board Game: Beast's Cavern
Finally finished my board game!
Wrapping is hard and the 3D printing was a pain to rely on, but i'm pretty satisfied with how it came out.
Thursday, October 30, 2014
Beast's Cavern Final Print and Play!

Heres the actual board, pieces and cards!
https://drive.google.com/file/d/0Bxwl_SqCAtF_bkdMXzdkVkgzRmM/view?usp=sharing
Here are the rules!
https://drive.google.com/file/d/0Bxwl_SqCAtF_NkxPYzVPMmU0ZTg/view?usp=sharing
The goal of the game is to escape from the cavern while avoiding the monster. You must work together with your fellow archeologists to assemble the radio pieces, but beware! Only one of you may leave!
Monday, October 20, 2014
Thursday, October 16, 2014
Adventures in board game thumbnails
SOOOOO we did some thumbnails for our board game.
to be honest, I was surprised about how many ideas i didnt have. towards the end I was really scrapping the bottom of the barrel.
but from these i'm the biggest fan of #2, #11, and #13
to be honest, I was surprised about how many ideas i didnt have. towards the end I was really scrapping the bottom of the barrel.
but from these i'm the biggest fan of #2, #11, and #13
Monday, October 13, 2014
Questions for the games
In order to have good feedback for our games, we choose questions that should be asked after every play through.
How would you
describe the directions? Were they understandable?
1. terrible
2. pretty bad 3.
so-so 4. Good 5. excellent
Constructive criticism
Did you understand
how to play?
Yes No
Constructive criticism
How was the game set
up? Was it easy to understand how to do it?
1. terrible
2. pretty bad 3.
so-so 4. Good 5. excellent
Constructive criticism
Was the game fun to
play?
Yes No
Constructive criticism
Is the game fair?
Yes No
Constructive criticism
Were you ever bored?
Yes No
Constructive criticism
Were you ever
confused?
Yes No
Constructive criticism
Frustrated?
Yes No
Constructive criticism:
Are there any bugs?
Yes No
Constructive criticism
Was the gameplay too
long?
Yes No
Constructive criticism
What part(s) of the
game are the least fun?
What part(s) of the
game are the most fun?
Was the game mostly
chance or mostly skill? How can it be changed to be more skill based?
Sunday, October 5, 2014
Adventures in concepts and stuff
So out of the 20 ideas that was listed a post or two ago i've decided on #8.
The concept I want to work with is the idea of players being forced to work together when they know its not guaranteed to end in their favor. To achieve this, I plan to have four players working towards a goal that, while only one can achieve, all four must participate for it to happen. I want players to have to deal with the conflict of having to work with players while knowing that in the end everyone is working for themselves. The biggest challenge will be choose the right time to turn on the other players; If a player acts too fast, he'll risk the other 3 players turning against him, and if they act too slow then he'll end up losing.
Theme statement: "Teammates are only temporary"
As for the setting, It has to be a environment where:
A. adventurers can be trapped in,
B. adventurers have to be rescued from via some form of transportation (like it couldn't be a forest, because then question of "why doesn't the player just run out of the space?")
C. a place adventurers could logically get stuck in (like a cave or...yeah a cave)
So heres the pitch: A team of 4 archeologists descended into a cave researching the existence of an ancient Mayan (or any other ancient civ) mythical beast. However, on the way down their lift malfunctions and they end up falling down a part of the way, scattering themselves and various equipment around the cave floor. Normally, this wouldn't be too much of an issue, as they could just radio back up to the surface for an extraction, but their radio was broken into 4 pieces and scattered with the rest of their stuff. To make matters worse, the Mayan beast wasn't so mythical at all, and is now trying to kill them. So the archeologists must find the pieces to the radio and assemble it, all while avoiding the beast trying to kill them. To make matters worse, the rescue can only save one of them before flying off, leaving the other two behind for multiple hours, dooming them to the monster. (as the helicopter thats coming to save them only have enough room for two and would have to drop them off and refuel)
As for the art style. I'd like to avoid any high detail work (as its simply not in my skillset) but would also like to give it a dungeon crawler feel to it (think World of Warcraft)
Some examples:
Heres an already existing board game, Cave Troll, that somewhat captures the look i'd like to go for.
The concept I want to work with is the idea of players being forced to work together when they know its not guaranteed to end in their favor. To achieve this, I plan to have four players working towards a goal that, while only one can achieve, all four must participate for it to happen. I want players to have to deal with the conflict of having to work with players while knowing that in the end everyone is working for themselves. The biggest challenge will be choose the right time to turn on the other players; If a player acts too fast, he'll risk the other 3 players turning against him, and if they act too slow then he'll end up losing.
Theme statement: "Teammates are only temporary"
As for the setting, It has to be a environment where:
A. adventurers can be trapped in,
B. adventurers have to be rescued from via some form of transportation (like it couldn't be a forest, because then question of "why doesn't the player just run out of the space?")
C. a place adventurers could logically get stuck in (like a cave or...yeah a cave)
So heres the pitch: A team of 4 archeologists descended into a cave researching the existence of an ancient Mayan (or any other ancient civ) mythical beast. However, on the way down their lift malfunctions and they end up falling down a part of the way, scattering themselves and various equipment around the cave floor. Normally, this wouldn't be too much of an issue, as they could just radio back up to the surface for an extraction, but their radio was broken into 4 pieces and scattered with the rest of their stuff. To make matters worse, the Mayan beast wasn't so mythical at all, and is now trying to kill them. So the archeologists must find the pieces to the radio and assemble it, all while avoiding the beast trying to kill them. To make matters worse, the rescue can only save one of them before flying off, leaving the other two behind for multiple hours, dooming them to the monster. (as the helicopter thats coming to save them only have enough room for two and would have to drop them off and refuel)
As for the art style. I'd like to avoid any high detail work (as its simply not in my skillset) but would also like to give it a dungeon crawler feel to it (think World of Warcraft)
Some examples:
Heres an already existing board game, Cave Troll, that somewhat captures the look i'd like to go for.
As for a color palette - I feel like my options are somewhat limited to a earthen dungeon. However, this tetrad captures the look i want to go for (maybe i'll add some more yellow, but i doubt it)
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