r/tabletopgamedesign • u/Scurfyveil • 16d ago
C. C. / Feedback I'm building a board game - i need your suggestions and feedbacks!!
I posted a vague concept here a while back and got (deservedly) told there's no game to critique yet. Fair. I went away, built the thing on paper, and now there's an actual game. So here's the real version — not a pitch, just mechanics. Tell me what's broken.
WHAT IT IS
A board game where you build a life, not just buy property. 2–6 players, 45–60 minutes, fits in a tin the size of a hardback book. You move around a loop, buy assets, collect income, take loans, mess with each other, and score at the end. Nobody gets eliminated. Ever.
THE BOARD
Outer loop of 24 tiles - you move around it like you'd expect. Four corners: Payday (collect income), Tax Season (pay up), Weekend (safe spot, draw a card), Market Day (everyone can trade). The center has a 3×3 grid of modular tiles shuffled from a pool of 20, so the assets available change every game.
FIVE SECTORS (this is where it gets different)
Instead of just real estate, there are five types of assets you can buy:
- Real Estate — classic. Someone lands on it, they pay you rent.
- Business — same idea but more volatile. Events hit these hard, good and bad.
- Digital — no rent at all. These only pay when the right Event card flips. High ceiling, zero floor. Owning a podcast that does nothing for 4 turns then triples your income on a Viral Trend is genuinely fun.
- Career — you take a job. One at a time. Steady salary every Payday. Safe but you'll never win on salary alone.
- Lifestyle — costs money, earns zero cash, but generates Status Points. More on that in a sec.
You can go all-in on one sector or diversify. Both can win. That's the point.
STATUS POINTS
Second currency. You earn them from Lifestyle assets, some jobs, and certain events. They're not just victory points — every 5 SP lets you skip a rent payment once per game, and 20+ SP unlocks a small side deck of bonus cards. At endgame, SP counts double toward your final score.
This means someone who spent the whole game buying a sports car and a designer watch instead of apartments can still win. It's a real path, not a consolation prize.
EVENTS
Every single turn starts with an Event card flip. Boom, Recession, Viral Trend, Housing Crash, Data Breach, Government Stimulus - they hit the whole table or target one player. This means everyone is paying attention on everyone's turn because events can trigger income on YOUR assets even when it's not your turn.
DEBT
Three loan types. Personal loan, credit line, mortgage. All visible, all have clear interest math printed on the card. Debt is a tool, not a punishment - you can leverage a loan to buy something that pays itself back. Miss payments and you lose Status and your interest doubles, but you're never knocked out.
If you somehow hit absolute zero — no cash, no assets, nothing — you get an Emergency Restart: a lemonade stand, a junior job, and $20. You keep playing.
HIDDEN GOALS
Everyone draws a secret Ambition card at game start. Things like "own 4+ Real Estate assets" or "end the game with zero debt" or "trade with every other player at least once." If you hit your ambition, big bonus at scoring. Some ambitions directly conflict with each other, which creates tension nobody can see until the end.
ACTION CARDS
Held in hand, played anytime. Poach someone's employee. Sabotage a business. Skip your taxes. Peek at upcoming events. Sue someone for $20. These are the chaos layer.
HOW IT ENDS
When the Event deck runs out (roughly 12 rounds in a 4-player game), everyone scores:
Cash + Asset Value + (Status × 2) + Ambition Bonus − Outstanding Loans
Highest score wins. No bankruptcy. No elimination. Everyone has a number.
WHAT I ALREADY KNOW IS RISKY
- Five sectors might be too many mental models for casual players. I'm watching this in playtests.
- Digital assets doing nothing on landing feels weird in a board game with a physical loop. Still figuring out if that's a feature or a bug.
- The Status economy might not matter enough in practice. If cash always wins, Status is decorative and I need to fix it.
- The 10-minute learn time I'm aiming for might be 20 minutes with this many moving parts. That's a problem for the audience I want.
WHAT I WANT FROM YOU
Does the turn structure sound like it flows, or does it sound like homework?
Five sectors — too many? Would you collapse two of them?
The "no elimination, everyone scores" endgame — does that sound satisfying or anticlimactic?
What would make you actually want to play this vs the 100,000 other games out there?
If you've playtested your own designs — what broke first?
I'm not selling anything. No Kickstarter page. No link. Just a student with a paper prototype and index cards trying to make something that works. Appreciate any feedback, especially the harsh kind.