Introspective: Learning board game design by playing Design your Destiny: Running Out of Time

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  • Опубликовано: 25 дек 2024

Комментарии • 7

  • @talonvictus44
    @talonvictus44 Год назад +1

    I was there at the beginning with you:). You were the OG board game video guy. Glad to see you’re still out there!

  • @BlaiseSewell
    @BlaiseSewell Год назад +4

    Awesome. Thanks for sharing Scott!

  • @pilleater
    @pilleater Год назад +3

    Just ordered my copy!

  • @nutherefurlong
    @nutherefurlong Год назад +1

    What a brilliant idea, thanks so much for talking about this and your own lesson. The awesome time comes after you play :) I like that this takes an instinct many have already and makes it the focus, encouraging it.
    Is this an invitation for random commenters to make AT a bit more interesting by the way? I have some ideas... Or I guess I should just take the class

    • @ScottNicholson
      @ScottNicholson  Год назад +2

      Well I don't know how Awesome Time could have ANY MORE AWESOME.. but go for it!

    • @nutherefurlong
      @nutherefurlong Год назад +1

      @@ScottNicholson :) Often with roll and moves I tend to add a die, and let the person moving choose one or the other. In this case I thought that to mean that the die they didn't use gets passed to the next player, and that player can choose whether to re-roll it along with the other die or keep that value and just roll the other die, allowing for a bit of a catch-up system, and adding a bit of strategy for what die to pass along. I also tend to do something with doubles, but usually that's with a longer track. Maybe rolling doubles earns you a Step token (below).
      In something that's maybe a bit too close to Mario Kart I thought of the player who is currently last having an Eagerness token they can spend to roll an extra die during a move. Whoever is newly last gets the token unless it's held unused by another player.
      Maybe landing on another player's piece lets you "bounce", which lets you roll again immediately, but you roll two dice and whichever you don't use, the bounced player also gets to use immediately.
      Rolling more than the amount needed to make it in means you earn a Step token, each of which can be spent to move one space in place of rolling the dice. Less of a chance to catch up, but keeps the game from taking too long with people basically losing turns. Maybe bounces are still OK when spending these? Maybe everyone starts with one?