
The Deck is Smaller, with a Balance of Specific Cards That said, I do like games where you can build a deck, so that might be possible in expansions. It is different from games where you construct your deck and often have a large advantage or disadvantage before the game starts. This mechanic makes setup fast and also puts players on an even playing field at the start of the game. This helps to avoid leaving the game and taking someone with you. To limit Kingmaking, destroy effects often happen at the end of the round, so if you are eliminated from the game before that, the effect does not happen. We wanted to lower the possibilities of doing that in Godsforge. Kingmaking in games is often described as a game situation where a player may have no chance of winning the game, but then they ultimately decide which player will win by hurting the other players or boosting up the player of their choice. Third, we kept the game to 20-40 minutes, so any down time is quite short, especially because there is no waiting for your turn. It may make you think twice about taking out a player. The second mechanic is after the first player is eliminated, all players take an additional 7 damage each round to speed up the end game. This mechanic was less about Kingmaking (more below) and more about keeping everyone in the game. This helps to take down each player's health at a similar pace, so players don't get eliminated too early, reducing time sitting out. The first mechanic is to have everyone attack the player to their left. Player elimination is not real fun if one player is out of the game and everyone else goes on to play for hours, so we created some mechanics to make player elimination work. It is also worth mentioning that if you have several cards that share cost, it will hurt your chances of playing a card. My friends just roll their eyes at me.Įven without Veilstones the math of Godsforge is designed so you will almost always have a card to play unless you have several cards in your hand with a high cost or that require extra Veilstones. If you’ve ever played with me on board game night you will often hear me say, “This game needs a Veilstone.” Catan? Needs a Veilstone. The more Veilstones you have, the easier it is to play your cards or gain more powerful effects. Thus came the creation of the Veilstone, inspired by Kingsburg, the one resource in the game that allows you to add or subtract one to any of your dice rolls. I also wanted to have a high chance of modifying your rolls.

In Godsforge I wanted to give some control to the players so I had them roll dice and make their decisions based on the roll ( input randomness) instead of making decisions and then leaving it up to the dice.

As an advanced play, you can look at what your opponents have rolled and can better guess what they might be playing, but it helps to know all of the cards. The game has a rock-paper-scissors dynamic so you have to guess what your opponents’ next play will be while you are choosing yours. It really makes the pace of the game quick and one of my favorite parts of Godsforge is hearing all the dice crash against the table during the Forge Roll. One the the biggest complaints I hear from people playing board games is waiting for their turn, so my first priority was to make play simultaneous. Godsforge has similarities to other fantasy battle games done before, but it is the combination of many mechanics that make this game unique and a great multiplayer experience.
