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        <title>BGDF Forum Posts</title>
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        <item>
            <title>Battlefield, a board game for chess/DnD fans</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=35&amp;comments_parentId=15476</link>
            <description><![CDATA[Hi, 
I just discovered your forum and I see that here I can find answers to many of my questions. I m half Greek half Scotish and I live in Greece. I m into games many years and I was introduced to Dungeons n Dragons 10 years ago by a group of friends who desperately needed a DM. I got into designing adventures from the first session and never quitted since. But since one of my favorite games is Chess I always wanted to make something that combines the two… In the beginning I made a draft of the game but I started out wrong, because the game I imagined back then required a DM. So now in an inspirational  brainstorm I thought of a new layout…I m still at work writing the rules and everything but I can try explaining a thing or two to you…
OK lets give it a go…
Description and Objective:
	Battlefield is a game designed for two players. It can also played by up to ten players (see Optional Rules). It is mostly a game of strategy designed to give the player endless hours of fun. It is mostly influenced by games like Chess, Dungeons ‘n’ Dragons, Stratego etc.  
The Object of the game is to destroy the opponents Castle while protecting your own. This can happen in two ways.
3.	By eliminating all of the other players pones or
4.	By attacking and destroying the other players Castle.
Let the Battle begin!!! And remember the object is to have as much fun as possible…
The game is played on a 10x10 board.
In the beginning every player(2 players for now…)sets up his Castle.
							
The castle covers 6 consecutive blocks of the players desire within the first two rows of the board, in front of every player. Those blocks are considered as “protected”. The player defines the “borders” of his castle with wall sticks given and writes the blocks covered onto his Castle Card. Every pone starts the game from within the castle. They can get out of their castle on whatever consecutive block they want. Note: when getting out of the castle the pones, regardless of status, only move one block away. When a pone is in the castle it is considered protected by the castles powers . Note: when inside the castle pone regain all lost energy within 2 Rounds. If an attack is made before the 2 Rounds are completed the pone is considered to have regained 50% of all lost energy. If an attack is made before the completion of the first round the pone is considered to have regained no energy at all.  A Castle doesn’t make attacks but whatever pone is inside can attack its invaders and every attack is twice as powerful!!! The Power of the Castle is 300 Energy point in total…(every wall can be thrown down individually)

Inside the castle he/she positions his/her six pones.
·	1 Warlock. The warlock is the most powerful of the pones. He moves and attacks in all directions one consecutive block at a time(except when he is using magic, see Magic Section).100 Energy points 
·	1 Wizard. The wizard moves and attacks in every direction of consecutive blocks.  80 Energy points
·	1 Archer. The archer moves in any direction, one block at a time but attacks only in all diagonal consecutive blocks. 60 Energy points
·	1 Horse Fighter. The horse fighter moves and attacks like the chess horse pone. 40 Energy points
·	2 Fighters. The fighters are the weakest of all pones. They move and attack in all directions, one consecutive block at a time. 20 Energy points each
Note: all pones can attack barehanded with their Barehanded Attack if they bare no Weapons or Magic.
The players also have:
·	1 Deck of Power Cards each.(25 cards each)
·	7 Pone Cards.(with stats and information, 6 for the pones and 1 for the castle)
·	1 Set of Polyhedral Dice each.(d20,d12,d8,d6,d4)
·	Pencil & Paper.


Pone Cards…
Eg. The Warlock card says:
Energy points:   100(max of ten a gap is there for the players to write the number and renew it after battle with a pencil)
Bare hand attack: d12
Weapon Attack: d20
Defense:d10
Magical Resistance: d12
And has 3 Artifact gaps for the three artifacts that he can carry…

Power Cards…
Every player starts by drawing 5 Power cards. These cards remain in his possession until they are played in battle, or used otherwise. Then they are discarded until the end of the game, so they have to use them wisely.
Every card has two sections the Attack and the Defense section.
Example of a strong power card :
Attack section
Warlock: two handed long sword 16 points of damage
Wizard : Fire Storm 14 points of damage
Arher : Elven Long bow 12 points of damage
Horse Figher: Head Basher 12 point of damage
Fighter 1: short sword 8 points of damage
Fighter 2: Axe 8 points of damage

Defense Section(applies to all pones):
Defense +2
Magical Resistance +2

The player once a pone is engaged in battle can assign one of his five cards to the pone he desires. He then uses the appropriate attack and defense from that card. 

Battle…
The pones either move or attack, they cannot do that simultaneously (except in some occasions…). So, lets say that a Wizard challenges a Warlock. They are both equipped with the example card above. The Wizard has to throw his Magic Attack Roll to release the Fire Storm, he rolls 10 on the d12(+2 from the card=12). Then the Warlock has to Roll his Magical Resistance die, he rolls 6 on the d10(+2 from the card=8). The Warlock loses…the Damage made on the Warlocn is 14 Energy points. The player with the warlock erases the points he previously had and writes the new number with the 14 points deducted.

This is a basic battle, with no extras.

Added to that I have written about Artifact cards, which can enhance a pones attack, defense or Magic. There are 4 Artifact Block set on the center of the board, painted black. Who ever gets to that block gets a card, if they can carry it. (example of Artifact card is the Ring of Resurrection, which can be used on self or others one time) 

Also there are Penalty cards which are served  to anyone who wants to withdraw from a battle…(example: lose all artifact cards and go back to the castle without gaining any energy points)

I have also rules for Combo battles 2 against 1 etc…


I don’t thing I can handle it any more…that’s it for now.
I ll be waiting for tips and wuestions and I wiil be back for more…
Anyone interested in helping out or assisting with the design IS VERY WELCOME!!!

Cheers…..
Stephen 
]]></description>
            <author>zefyros</author>
            <pubDate>Sun, 05 Apr 2009 05:16:42 +0100</pubDate>
        </item>
        <item>
            <title>PLAYTESTERS NEEDED: Fixed Expansion Card Game 1 to 5 or so players.</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=18&amp;comments_parentId=15474</link>
            <description><![CDATA[Everything you'll need will be emailed to you. (non-disclosure, evaluation sheet, game instructions and printable cards)
(:question:)About the Game
Genre: Stratagem/Battle

Based on: FullArmour Comic by FullArmour Studios

Ages: 10 and Up

Expandability: Fixed Expansions (not sure about how to handle getting rare cards...maybe interactive?)

Play Difficulty: Moderate to Difficult

Setup: 5 mins

Play time: 30mins-1hr

Players: 1 and up (I recommend five {5} tops).

Styles of Game Play: Solitaire, Versus, Co-op, Tournament

Purpose: To provide an interactive playing field for the Story arcs that follow the comic books on
www.facomic13.com. To also exist as a standalone vehicle for story and entertainment.

Voice: Because this game is directly related to the story arcs of the books, the tone it is written in is slightly
jovial and tongue in cheek while delivering solid battle and strategy options.

EDITION: Chasm
VERSION: Beta 1.0-- In Beta 1.0 the art and phrasing is NOT final.

I'm excited to get to know you!
(:biggrin:)
http://www.facomic13.com/Community2.htm]]></description>
            <author>artistnikkij</author>
            <pubDate>Mon, 20 Oct 2008 22:17:47 +0100</pubDate>
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        <item>
            <title>Queen Games looking for Cube Tower design</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=42&amp;comments_parentId=15473</link>
            <description><![CDATA[Queen Games in Germany is desparate for a new "big box" game using it's patented "cube tower," which was used in the games "Wallenstein," "Shogun," and "Im Zeichen des Kreuzes."

Queen must pay an annual fee to keep up the patent on their cube tower, and therefore needs new games to make it worthwhile.

Queen does NOT want the new game to use the tower for combat resolution (as in the first 3 games using the tower).

The tower mechanic in the new game should also not be duplicable by a dice mechanic.  In other words, the mechanic should only work using the cube tower.

For those who are unfamiliar with the cube tower, it is a rectangular cardboard construction with several "shelves" inside.  Wooden cubes of different colors are thrown into the top of the tower, several come out of a hole at the bottom into a tray.  Some of the cubes remain on the shelves inside the tower, and some from past turns are knocked out of the tower by the new cubes that are dropped into it.
Because of this, the tower is usually "seeded" by a certain number of cubes at the beginning of the game.

You can send in game proposals to Queen Games in Germany, but be warned that they are notoriously slow at replying.
]]></description>
            <author>jeffinberlin</author>
            <pubDate>Tue, 19 Aug 2008 16:42:40 +0100</pubDate>
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        <item>
            <title>Risk vs. Reward of Sharing Game Ideas Online</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=14&amp;comments_parentId=15472</link>
            <description><![CDATA[I’m a newcomer to this site, although I’ve perused the articles several times in the past.  To be honest, the thing that motivated me to join in officially was the fact that I’ve been separated from my group of designers/playtesters in Berlin for several months as I spend some time back in the U.S.

I noticed in the archives that several published designers used to contribute ideas, but are no longer involved much.  And, although I enjoyed my first try at the design challenge, I honestly feel reluctant to share too much of an idea that could be shopped to publishers.  Not that I mistrust any of the other members of this site, mind you.  It’s that ANYONE can view the forums as a guest, and usually there are more guests viewing the site than members when I’m visiting.

I’m not trying to encourage paranoia here, and I have absolutely no trouble playtesting games with strangers in our Berlin café, or sending in prototypes without demanding non-disclosure agreements from publishers.  I think it’s just the anonymous nature of the internet that is my greatest reservation.

Someone mentioned in a forum recently that simply posting a game design on BGDF would be proof enough that someone “stole the idea,” should the game ever be published under another designer’s name.  I found this misleading, as no game is ever completely original, and it is conceivable that multiple designers could be working on the same theme and/or mechanic at any given moment. It is also conceivable that a designer on BGDF could already be working on a specific game idea, only to see another BGDF designer post their similar idea to the site first.

Other posts to other forums discuss this as well:

On copyrighting mechanics: “Mechanics are reused again and again. I'd bet money that your game uses multiple mechanics invented by others before you. Why should you be able to keep others from using your mechanic when you so freely use others'? “  --very true.

On stealing ideas from BGDF: “One thing is a designer stealing a design from someone else from the forum, and quite another a designer being inspired by another designer to the point of taking the original idea as a starting point to develop a prototype.” – but where, honestly, do you draw the line here?  And how can you prove both designers were not working parallel on the same idea in the first place, as I mentioned above.

I think this site was an excellent idea, filled with helpful advice for new designers and self-publishers, and interesting discussions about mechanics and game design.  I also thoroughly enjoy exchanging creative ideas in any setting.  What may be lacking, though, is greater protection for those sharing developed game ideas.  Or perhaps the risk is worth the rewards?  
]]></description>
            <author>jeffinberlin</author>
            <pubDate>Tue, 19 Aug 2008 16:30:27 +0100</pubDate>
        </item>
        <item>
            <title>PLEASE READ! Site move this weekend</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=36&amp;comments_parentId=15462</link>
            <description><![CDATA[The migration to the new website will occur this weekend sometime LATE Saturday night (11pm-ish EST, into early morning Sunday, ??? am EST).

PLEASE be aware that site availability will be impacted during this time and any new post/topic/blog submission might be best kept for the start of the new system.

NO user specific content will be migrated to the new system. This includes USER ACCOUNTS... As such be prepared to register to the new site. Also be prepared to move over any important personal information from this current system. This site will be available for a short period after the move and will be reach via archive.bgdf.com. BUT this site is VERY vulnerable to hackers, as such, I would suggest movement of any important information occur ASAP. At some point we might not be able to retrieve the data if any major hack attempts are successful.

Wiki content will be moving, various admins are preparing to preform migration of this content along with cleanup and restructuring of the data. This might be a slow process but hopefully it will result in a more useful content component to this community.

Thank you once again for understanding, being patience and supportive of BGDF . This move was not an easy decision to make, but in hopes to bring your a better community with long term value it had to be done now. Failure to do so might have yielded a scenario where BDGF might have become just a memory!

]]></description>
            <author>David Tome</author>
            <pubDate>Sat, 26 Jul 2008 04:49:30 +0100</pubDate>
        </item>
        <item>
            <title>Cheaper way to make lots of tiles?</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=19&amp;comments_parentId=15457</link>
            <description><![CDATA[Hi all.

I'm still working on my small indi publishing project and for now none of the designs contain tiles. But what would be the cheaper method to make tiles for 250 games with around 60 tiles per game?

Doing things manually is a very slow and painfull method, and professional printers don't go under 500 copies (and I haven't found any tile printer). 

Is it posible to purchase really cheap empty tiles and print stickers to put on them? Where could I find cheap empty tiles? Cardboard or plastic, I don´t care.

Notice that every tile must be around 2-3 cents.

Thank you in advance.

Néstor.

]]></description>
            <author>coco</author>
            <pubDate>Fri, 25 Jul 2008 19:02:16 +0100</pubDate>
        </item>
        <item>
            <title>Health meter &amp; water canteen sliders Suggestions?</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=19&amp;comments_parentId=15455</link>
            <description><![CDATA[This is my first post!  Right now I am in the mists of improving my game prototype I have alot of issues right now here's one of the more glaring ones:  I have two sliders for my survival adventure game.  One is a health meter &  other a water canteen.  I created a crude paper prototype of each.  It's a basic design that   works ok.  It's good for me to work out the game mechanics but I am not going to let other people use them it's just too easy to move it out of place.  Any suggestion on making better meters is welcomed.  I was thinking also I'd like to make the water canteen more intresting - really I'd like it to be a 3 dimensional object but I'm not sure how to do the design

http://picasaweb.google.com/intuitmonique/20080725095847/photo#5227002559035069234]]></description>
            <author>monica</author>
            <pubDate>Fri, 25 Jul 2008 17:41:10 +0100</pubDate>
        </item>
        <item>
            <title>Making Bits</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=33&amp;comments_parentId=15454</link>
            <description><![CDATA[Use this thread to discuss the [tiki-index.php?page=Making Bits|Making Bits] page.]]></description>
            <author>monica</author>
            <pubDate>Fri, 25 Jul 2008 16:44:46 +0100</pubDate>
        </item>
        <item>
            <title>Need research help for a political game</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=35&amp;comments_parentId=15446</link>
            <description><![CDATA[hello everyone, this is my first post here.  Ive been playing with a few original ideas of mine but recently I've started brainstorming with my friends about our ideal game.  After a few casual discussions we sort of formed an idea to create a mix of genres in a political game.  The basic premise is that each player controls a nation and they have to manage their country's domestic, economic, cultural, and foreign affaiars.  The idea is to give players an extraordinary amount of freedom in running their country with open objectives (military domination, economic prosperity, the object of the game is what you make of it).  Currently I am still torn about the direction I want to go, whether I make it more complex and in depth with lengthy rule sets, similar to games like warhammer or dungeons and dragons, or I may want to simplify the rules and make it a more approachable, intuitive board game.

Regardless, I'm currently looking for examples of political games so that I can do a little research as to which trails have been blazed and by whom in these types of games (if they are out there, which I assume they are, it seems to be a very common idea).  I have quite a few ideas on interesting game mechanics that are both simple yet not confining so that its easy for people to play intuitively through the game but with a great deal of freedom.  However, the political genre seems like some rules may be difficult to implement and Id love to see what other games have done in the past...but I just dont know of any examples.  So if anyone could point me in the direction of some games to research I would greatly appreciate it.

Thanks for reading]]></description>
            <author>dtrik</author>
            <pubDate>Thu, 24 Jul 2008 14:45:59 +0100</pubDate>
        </item>
        <item>
            <title>URGENT! website updating/moving URGENT!</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=36&amp;comments_parentId=15424</link>
            <description><![CDATA[URGENT! notice, due to the recent site issues (speed performance/hackers/etc), BGDF.com will be moving to version 3.0, sooner than planned!

With this change will also come an entirely new site, better look and feel, better features and a better BGDF.com!

This will be a new beginning for BGDF, as such and due to the unforeseen circumstances, we will be requesting that all user re-register with the new site. We will keep an active archive of the current site available for a short period, while content is migrated to the new system.

We will also be asking members to help move their own personal content over to the new system when it becomes available. Because of these latest hack attempts on the current site, we can not guarantee that the archive site will not be attacked again. As such it is requested that any important information be migrated as soon as possible.

We will do our best to make the transition easier, and we thank you for your support during this difficult time.

More information to follow... and thank you,
--Zzzzz]]></description>
            <author>David Tome</author>
            <pubDate>Tue, 22 Jul 2008 04:02:56 +0100</pubDate>
        </item>
        <item>
            <title>how do you name the game</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=17&amp;comments_parentId=15415</link>
            <description><![CDATA[hi all,

I was reading a thread on BGG about euro game art and wondered how the game is named? Is it a mechanic, the theme or does one think of a location and write the game around it.

]]></description>
            <author>&lt;jan28@xxxxx.xxx.xx&gt;</author>
            <pubDate>Mon, 21 Jul 2008 10:22:24 +0100</pubDate>
        </item>
        <item>
            <title>HACK! Need to know ASAP</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=33&amp;comments_parentId=15409</link>
            <description><![CDATA[Did the hackers get our User names and Passwords??? (:evil:)(:evil:)(:evil:)(:evil:)]]></description>
            <author>Freerby</author>
            <pubDate>Mon, 21 Jul 2008 02:29:58 +0100</pubDate>
        </item>
        <item>
            <title>Warwick the Kingmaker Boardgame</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=45&amp;comments_parentId=15406</link>
            <description><![CDATA[Warwick the Kingmaker - Boardgame
Category: Medieval, Civil War,
Mechanic: Area Movement, Betting/Wagering 
3-4 Player - Ages 8+ - 15 min.

{img src=http://bp2.blogger.com/_2cKOcqdzLFw/SIDyhx2t2RI/AAAAAAAAAtM/_YPbH22TnJM/s320/Warwick-tutorial+small.jpg width= height= align=left desc= link= }

I was thinking to find a different scoring system to my new boardgame which I was toying for a while… something very simple but different. I found my answer while surfing in Wikipedia. I was reading an article about “War of the Roses”; the civil war in medieval England, suddenly a flash of light struck my head and Richard Neville known as Warwick the Kingmaker inspired me...

In this mechanism, players earn points from the position of their tokens on the board but the point is, they earn more points from the other player whom they choose secretly. A similar (but different) mechanic is used the game of “Clans” but W.t.K is much fast and easy. In the game players can move one of his or opponents’ tokens and take a best position for his tokens and the chosen player’s tokens just before scoring.

I managed to use small number of game components. This helps to produce the game cheap, learn and teach it quicker. The game is played 20 minutes. Every move the players make effect the board dramatically so players must watch the game constantly.

In the play tests we tried to find a winning strategy but every strategy has its counter-strategy unless you can keep a low profile. So, watching other player’s play and figuring out their strategy is essential to win.

The full game of Warwick the Kingmaker is available for download at [http://example.com|www.izgames.vze.com]
Please visit my blog for the other boardgames that I designed; [http://example.com|http://myboardgames.blogspot.com/]

Your feedback is very important. Any comment would be greatly appreciated.

Happy gaming,
Tunc Iper]]></description>
            <author>toonchx</author>
            <pubDate>Sun, 20 Jul 2008 11:20:14 +0100</pubDate>
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        <item>
            <title>Playing cards in order</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=34&amp;comments_parentId=15401</link>
            <description><![CDATA[I'm developing a 2-player card game that for thematic reasons will require that players play cards in ascending order (1, 2, 3, 5, 7, 8).

I'm aware of only a small number of games that have a similar mechanic: [http://www.pagat.com/climbing/asshole.html|President], Tichu, and Lost Cities.  I've played President, but it's not very strategic, and from what I understand, Tichu is very similar.  Lost Cities is quite strategic because of the simultaneous play on several different piles.

Can anyone point out other card games that have this sort of mechanic?  Where does the strategy come in?

Thanks!]]></description>
            <author>&lt;dan(AT)doralia(DOT)net&gt;</author>
            <pubDate>Fri, 18 Jul 2008 23:56:40 +0100</pubDate>
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        <item>
            <title>Board game contests</title>
            <link>http://archive.bgdf.com/tiki-view_forum_thread.php?forumId=14&amp;comments_parentId=15400</link>
            <description><![CDATA[Dd any of you all know of any Board game contests deisigners can enter? I know of a few, but they're all foriegn(so, no dice). In my spare time I would like to enter a few contests, to evaluate how good my games actually are.

Thanks!]]></description>
            <author>Lucas B-----</author>
            <pubDate>Fri, 18 Jul 2008 22:33:39 +0100</pubDate>
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