Iâm Bored is a race to the finish style board game with decision making and chance takingâdeception and trust!
The cultivation of this game had a rough start.
After the first session: the amount of penalties increased to the amount of rewards, the use of cards was included, and made the starting and ending points the same tile.
Between play session 1 and 2, a large amount of adjustments and additions were made to the game play.
For one, Blue pucks, which when landed on allowed you to switch positions with an opponent, became golden chips which added the choice of moving onto the next gold chip instead. This was done because players that were already ahead of the game found themselves with nothing to do on this turn.
Originally, black pucks were an extreme penalty that when landed on forced you to start over from the very beginning of the game. However this left players at a large disadvantage of winning the game once this occurred. Instead, the penalty was softened, making it so landing on a black puck meant going back to the last puck, or from he very beginning if landing not he first black puck in the game.
The golden token that allowed for a draw of a card was visually changed to a silver chip to enforce the ambiguity of the item. The silver chip now could force a player back up to 2 tiles if choosing the wrong card rather than just moving you forward.
A black marble was included to add more penalties. Similar to a red marble, a black marble moved you back 4 tiles instead of forward.
Session two still proved to be boring despite the adjustment to the game. There were still not enough actions taking place; most turns went without anything happening. The rules had not been clear regarding landing on new items unrelated to your turn; do I play this tile, or is it null?
Below is a screenshot of what the game looked like after the second run through.
The solidification of the game really happened after session 3. Between sessions 2 and 3 a significant amount of changes were made.
The declaration of chain reactions were made clear. Meaning every possible action you landed on could be acted upon even if it wasnât your initial turn.
A spinner was added in place of a die for more interest.
The black marble was voided for a purple marble that, when landed on, forced opponents ahead of you to move back two tiles.
The spinner only goes up to 4. However, a player can choose to move as many tiles as they rolled. For example you roll a 4 but on the third tile there is a special marble. You can choose to just move three tiles.
The need to roll/spin the exact number of tiles to win the game was removed. Originally, this rule was added because the game created very large gaps in player positions and made it so lagging players had a chance to catch up and win. Due to the increase in rule changes this was no longer a problem.
The red marble was decreed from 4 to 2 additional tiles when landed on. This was done to reduce the power of an insignificant piece.
The gold chip was realized to be too over powered. The action was diluted to simply an extra turn to spin.
The black puck became the black tile. Instead of forcing players back to the previous black spot, it now forces you to skip a turn. This way, your position on the board is still secure without major penalty.
The most major change was the sophistication of the cards. Before the cards did not give players any decision making abilities. Now, cards would be used as a mini game of âBullshit,â where landing on a silver chip meant you could draw a card and move forward on the board.
There are 20 cards total: (five far cards) Ace, 2, 3, 4, and Joker (x4). Each numerical card allows you to move forward on the board. A joker card forces you to lie about how many tiles to move forward. A player cannot see the card youâve drawn until youâve announced the supposed number card you have. An opponent can choose to call bullshit if they suspect you of lying, regardless of what card you may have drawn. If you are caught, you must move back to the position at the start or your original turn.
This mechanic was included to finally give players the choice to make decisions that would impact their prospects in the game.
Additionally, the prospects of card counting could be incorporate and make the game more competitive.
I do not want to say that at this point I have perfected the game, but it is definitely in a much better place. After the last Olay through, both players found themselves having fun.
Core Mechanism: Race, Roll/Spin and Move, Lose a Turn, Card Drafting