Create components, rules, and visuals for a board game, that when given to a player/players, they will be able to teach themselves and play from setup to completion.
We are currently in a golden age when it comes to board games. With the advent of crowd funding tools like Kickstarter and Indiegogo, more game developers are able to bring their creations to a broader audience, targeted at the people who love table top games as much as they do. Board games and board gaming are projected to continue to grow and a diverse range of games will only help to build more interest in this space.
This project has been a labor of love for a long time. For over seven years now I have had some version of this game swimming in my mind. The initial concept was to have players take on roles of adverse factions of crews, planning and pulling off heists located in random sections of the city map. Recently, I used an online course by Ben Panter to refine my working concept.
During this step I made my first swerve. Rather than design a static board I realized that I could give my game more replay value by narrowing the scope from a static city board to a single building made up of modular room tiles that are placed with a mix of randomness and strategy during setup.
Once I began testing with more players new issues began to materialize.
My first experience with putting my game in front of people who had never seen it was an eye opening experience. It was clear from the start of the session that I had some issues with how information had been laid out and how easy it was to find specific details when players had questions about the game and its rules.
The biggest hurdle by far was coming up with a coherent and concise way of writing the rules for setup and game play, and required me to step outside of my comfort zone. However, this process was vital in order to progress and be able to conduct blind play-testing for my game.
Around this step I was beginning to lose steam, suffering from creative block and not knowing how to progress. In order to break this mindset I tackled a quick start guide, which was just a different way of thinking about the same problem.
I next took what I had learned from my testing to determine an art style and layout for the icons on each room tile. I underwent many rounds for number of doors for each room as well as special rooms. Action Cards underwent numerous changes to make sure each role was fun to play and as effective as the other roles.
This project has been a lot of fun, though grueling at times, especially as I was juggling many other responsibilities. I would like to continue working on this project because there are still a few problems with the game play and it doesn't feel like a finished product yet.
There are still some balancing issues with some of the Action Cards across the different crew roles. Additionally, there is often a tipping point during play where the game stabilizes and it becomes apparent that the players are going to win, which then eliminates the challenge of the game.
All in all this project has taught me a lot about making my own schedule and sticking with it, writing clear instructions, and testing products with users. I hope to one day be able to publish my game and see it in the wild at local game stores.