u/Hpflylesspretentious

How to Approach Rulebook Structure?

I'm currently working on my games rulebook, and I'm wondering about how to generally approach the structure. I want something that's approachable for more casual board game players, but I'm not sure of the right order to present the concepts to ease people into the game. This is what I have now:

  1. Game Summary
  2. Component List
  3. How to Win
  4. Setup
  5. Round Structure
  6. Card Types
  7. Game Concepts/Scenarios (ability priority, trading, etc.)
  8. Glossary & Symbol Key
  9. Endgame Structure
  10. Alternate Play Mode Rules
  11. Strategy Tips
  12. Hidden Objective Appendix

Is there a better approach? I'm sitting at nine A4 pages right now, though there are a lot of bullets that could be placed on the page more efficiently to save space.

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u/Hpflylesspretentious — 2 days ago

[HIRING] Commission for three surrealist 7:10 aspect images in greyscale with pencil/charcoal texture, $150-300 per-image budget

I'm working to self-publish a board game, and need to commission a few images for the backs of the three card types. The game is mechanically and thematically a satire of toxic, ladder-climbing corporate culture.

The visual style is greyscale with a single accent color (blue, red, and green for each image), and leans into brutalism, angularity, and surrealism. I like the texture of pencil or charcoal, but digital that reads as one of those is also welcome.

Image one: A landscape-oriented corporate boardroom modeled on the Rothko Chapel (image included as reference), with red accents used for graphs projected on the walls.

Image two: A portrait oriented image of an ethically dubious figure sitting at a bar smoking a vape, with blue accents. The face should be angluar/planar (see reference) and partially obscured by smoke.

Image three: A portrait oriented image of a brutalist skyscraper with fractal architecture (again, reference image attached) and a background motif of a line graph and stock ticker data (kind of like the stonks meme). Green accent here, and open to more skyline than just one skyscraper.

Each card also should have the name of the card type embedded in the image (Performance Goal, Contact, and Asset, respectively)

A previous illustrator produced some preliminary sketches before stepping away due to prior commitments. I'm happy to refine those or to start fresh, and am generally looking for someone who can be an active collaborator in designing the end product.

If interested, please comment with a link to a portfolio that showcases some reasonably aligned past work. I'll share the full details of the commission if it seems like someone is a good fit, I've got a pretty chunky writeup for it. Ideal timeline for these is 3-4 weeks.

u/Hpflylesspretentious — 8 days ago

Component design to minimize wealth tracking friction?

The game I’m working on is centered around an auction mechanic where players bid on income generating cards. There’s a big ramp up in scale that results. Players start the game with $10-20 in wealth and often end with $150-$300.

The money constantly moving in and out of pockets is a major source of friction, and I’ve tried a bunch of different ways to make the bookkeeping less painful.

Originally, I had players manage a giant stack of coin tokens, placing coins on auction lots as needed. That was a nightmare because turn order is determined by wealth, and people kept losing their train of thought while calculating income.

The second and current iteration is to give each player an abacus-like tracker for wealth. It has columns for 100s, 10s, and 1s, and players use counters to track their balance by placing them next to the corresponding number in each column. When they want to place a bid, they take coin tokens to place on a tile near the auction lot and lower the wealth tracker by that amount.

The new approach is much lower friction than the original version, but many playtesters have complained that it seems redundant to have both. I’m also starting to think about the visual design of the wealth tracker, and I would prefer to have something like dials rather than placing cubes on a board. I know dials usually can’t do more than a 10s and 1s column though, and tracking 100s is necessary in pretty much every game. Does anyone have ideas on other ways I can approach this issue?

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u/Hpflylesspretentious — 2 months ago

What's the right term for an artist who designs 3d tokens and coins?

I'm looking to commission some custom models for five denominations of currency token that I want to include in my board game, but I've been having trouble knowing what to look for. It seems like many 3D sculptors focus on minis specifically. What would I search to find the right kind of skillset to hire for this?

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u/Hpflylesspretentious — 2 months ago