Rules/Photos:
Game when setup
Piece Details
Simple design Iterations
- Prototyping made with cardstock and printer paper. Vibrant colors appeal more to the eye, setting the light-hearted tone of the game. Simple but gets the point across.
Overview of Changes made
- One of the most important changes I made in the game was the implementation of blueprints. Without the blueprints, players would make sloppy pirate ships that did not fit the standard of the instructions. With blueprints, players could align the building materials within the grids of a 3×3 sectioned mat.
- The next change was subtle, but more significant than I thought… I increased the amount of info cards everybody gets, from 1 to 3 (total). With one info card, people had to take turns passing around a single card with small information. Now, players can feel free to keep their own card to themselves for reference.
- Lastly, I added the “captain” role, which allows a separate player from the crew to judge which boat suffices. The captain compares the instructions to the final build and determines which boat wins. This role is niche and not required, but necessary in establishing order, preventing petty arguments.
Overview of Changes to make
- I’d say if I kept the game going, I would decorate/fix up the building instructions, because some things aren’t exactly clear. Additionally, I would have to make the same arrangements with the game rules.
- More pieces. More things to build upon the ship to make the game more challenging. Potential things such as a cannon, barrel, or even a treasure chest could make way into the playing experience.
- Some people said that my game was easy. Something that crossed my mind was amping up the difficulty, but I wouldn’t want to make the game ridiculously hard. I have to find a way to maybe implement a sabotage method which would raise the stakes.
Thoughts and Lessons Learned from Playtesting
- One lesson learned during the playtesting phase was maintaining a sense of equality in my game. When I’m designing a playing experience, I must make the game mechanics manageable for everyone to pick up, rather than being a tight skill margin. I’ve noticed that Buccaneer Builders is more for the quick-of-hand, so appealing to everyone’s skill would make for a more successful game.
- Frankly, I must take into consideration that the instructions aren’t what people think they are. To me, everything makes sense in my own wording, but from another viewpoint, something might not add up. This revolves around my game rules, which need to deliver a message neater and quicker.
I have never played this game, but I can see the improvements that you have made to it overtime by what has been posted.
When I first played this game, I thought it was a fun party game to start, but now that you have added more aspects and designs to the game overall, I think that it is becoming more well rounded, playable, and understandable. overall fun game to play with friends.