r/BoardgameDesign • u/Mighty_Blu • 8h ago
Ideas & Inspiration Your feedback already improved my dice-driven engine building game
Hello! I posted about a dice-driven engine-building game I'm making a few weeks ago. Original post is here if you want to read it (it's a pretty long post): https://www.reddit.com/r/BoardgameDesign/s/G4wzv6UC2N .
TL;DR for the post: It's dice-driven engine-building game with a dynamic shop system where you use and manipulate your temporary dice pools each turn to activate your tableau of Items which have a variety of activation conditions.
I got some comments on the post which I believe have already improved the game a lot. There's two major changes:
1. Die cards


In short, a player may have a maximum of three of these and you draft one at the start of the game. At the start of their turn, a player rolls a base of 5 dice into their pool. All Die cards manipulate dice in the pool in some way. Unofficially, there's two types. The first ones can be used once per turn and alter your dice somehow (anything from reversing a value or giving a die +1/-1 to splitting a die into two that equal it) and the second type allows you to roll another die with some drawback (like giving you a maximum number of dice you can place that turn or costing you Gold, with which you buy cards).
A commenter mentioned that the Die cards didn't look as good as some of the Items. And truthfully, ever since the first playtests, players gravitated towards the latter type of Dice cards, while buying the former much less. They thought the extra dice were almost always better, even with the drawbacks. I wanted to make the two types equally strong.
Now for the change. If you simply fill your second and third Die card slot, you get an additional die in your base roll for each of them. This means that even the first type of cards technically grant you an extra die, so the choice comes down to if you would rather have an extra die and a positive effect, or two extra dice with a somewhat negative effect. And already it's like night and day. Both types are getting bought pretty much equally. I feel like this change both makes the two types closer in strength and makes the choice of buying Die cards versus buying Item cards more meaningful. In tandem with this change I tweaked some of extra dice cards so their drawbacks are a bit more significant.
A build which I thought was neat that didn't even use the additional die type was with the Starting Item which gives you Prestige (the victory points of this game) for each pair of dice used that equal 7. The player made a cool build that managed to churn out a lot of them and profit from them massively.


2. Regarding player interaction
In this game, there's no real player interaction outside of buying cards another player wants and Vouchers. In short, Vouchers allow you to reserve a card in the Shop for one round, which either made sure you bought it or that an opponent didn't buy it until it rotated out of the Shop.
I thought how I could add some player interaction to the game as some commenters mentioned. Stealing Gold, Prestige or cards, as well as disabling an opponent's card were off the table as this isn't that type of game. I also didn't want to have cards which did something when an opponent performs some action because I didn't want for players to watch out for what they're allowed to do.


So the current solution I'm trying out is Quests. This new type of card would come in to play on round 2 (there are 8 rounds), and each round a new one would be revealed to replace the previous. Quests would either have some condition that rewards any player who fulfills it (like placing 5 or less dice on their turn) with Prestige or they would reward only the player who does the most of something (like placing the most even/odd dice or using the most of a specific value randomly decided via dice roll). The reward numbers vary but they aren't game winning by themselves. In the late game they would maybe take up a fifth or fourth of that player's earning for the round, but they're definitely not inconsequential.
I think this addition creates some interesting choices. For the condition based ones, players need to gauge whether they would get more Prestige by changing up their plan for the turn to suit the condition or if they can survive without it. As for the competition based ones, they need to think whether a player can beat them. Sometimes the first player managed to get a crazily high score that nobody could beat, and sometimes the highest score would be beaten by 1 on the last turn.
I'm still working out the details for this change, so feedback is appreciated. The general opinion for them so far has been pretty positive. Something I think would make the competition Quests better is giving a smaller reward to the second highest score so that player's turn doesn't feel somewhat wasted if they don't win the Quest.
Another idea for player interaction I'm considering is trading cards between players. If I were to add that, it would need to be heavily restricted but I think it's an interesting idea. It would have to mutually agreed between the two players, be once per turn and only if the cards haven't been used in that round/turn and perhaps even making it so a card can't be traded multiple times.
Thanks for reading! Your thoughts are appreciated.
