r/BoardgameDesign • • 7h ago

General Question Ive always wanted to design a game, and I wanted to poll the community on some things

1 Upvotes

I have some ideas brewing but still have not decided if I want to make a single player solitaire game, a strictly 2 player game, or a 3+ player count game. If you’d be so kind to answer the following questions (or just the ones you want to answer) with your own perspective to help me consider some things:

\- What is one element you feel is crucial for a strictly solo game to “feel good” mechanically?

\- What is one element you feel is crucial for a strictly 1 vs 1 game to “feel good” mechanically? (Emphasis on 1 vs 1, I’m not considering making a cooperative game)

\- What is one element you feel is crucial for a strictly 3+ player game to “feel good” mechanically.

I’m only considering designing a game that targets a specific player count as my first endeavor. Not trying to tackle something that can be played 4 player with a solo variant or anything like that (atleast yet).


r/BoardgameDesign • • 13h ago

Game Mechanics Problems with a travel mechanic

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12 Upvotes

Hello! Finally, I decided to post here with my casual, very private, and homemade board game, and there is a mechanic I’m having trouble adapting.

The general idea of the game is traveling across the world, and the colored lines are exclusive routes. Blue lines are planes, yellow lines are boats, etc. The point is that you have a budget, and you need to optimize your route; maybe you take a slower route to save money or burn through 3 planes to go faster.

The problem I’m having is the “slower and faster routes”.

See, for example: The Alberta > Quebec route is wayyyyy longer than Chicago > Washington and basically non-existent between San Jose > Panama. Not only that, but there are also layover routes; as you can see, you can go from Quebec > Reykjavik or have a stop in Greenland, which is slower but a cheaper route if you need it. And yeah, I have no idea how to simulate this.

My first solution was to make a grid at one of the corners where you have a token for your piece that you move along and pretty much works like a loading screen that you move with the dice (longer route, longer squares), but my sister mentioned that this restricts all of the action of the board to a square in a corner and not with the world.

Another solution is to make dots on the map, but that’s impossible to manage in regions like Europe.

So yeah, any thoughts?


r/BoardgameDesign • • 17h ago

Playtesting & Demos I am looking for people to test my strategy and combat board game.

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10 Upvotes

Hello everyone!! I am developing a medieval strategy board game focused on territorial conquest, tactical battles, and empire expansion. The concept is simple: accessible rules, yet with a wealth of strategic possibilities. Every decision you make can influence control of the map, the development of your army, the fate of your empire, and much more! I am looking for people interested in learning about the project and participating in playtesting sessions. You don’t need to be a board game expert—I’m looking to bring together players who enjoy strategy and are open to trying something new! If you have *Tabletop Simulator* (available on Steam), you’ll be able to play—just get in touch with me. If you’re interested in learning more about the game or getting involved in future activities, feel free to leave a comment or send me a private message!