… to a Conquest Game

Rosie Lomme
Jul 21, 2017 · 1 min read

And scrap I did. Not only because the game lacked interaction, but also because I started thinking about my board game’s physical proportions. For each type of resource (Wood, Stone, Metal, Gold and Food) I planned on at least 15 different tetris-like shapes of varying sizes. On top of that, for each shape I had to have multiple copies.

This, combined with all the Blueprint cards, Terrain cards, Building tiles, Terrain tiles, tokens and meeples of all sorts, … would make the game way too component-heavy. I could only image the game’s box to be the size of a small refrigerator. It’s weight would probably be comparable as well.

Something had to change, but I was not ready to break down my game at all. I instead made myself focus on the interaction problem. I would disregard the overabundance of components and start implementing new mechanisms to the game to make it more interactive.

I added some military actions to the game: players can kill each other’s workers and destroy buildings. Players have to expand their territory first before being able to build on it.

Expanding territory, maybe that’s something to work on… After all, I like exploration games.

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Rosie Lomme

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Aspiring board game designer and whimsical creative.