Today's post is about the approach we've taken to designing Trekking the World 2nd Edition, which we plan to Kickstart in July. Here's an early sketch of the cover we're working on for it:
- Trekking the National Parks - 7.0
- Trekking the World - 7.1
- Trekking through History - 7.7
What we learned from Trekking through History
- It makes understanding how to take a turn easy
- It allows the designer to build variety into what can happen on a turn, by building it into what the cards tell you to do.
- Because each card tells you to do several things, it creates trade-offs between those things that make evaluating your options tricky and nuanced.
- move across the world map
- withdraw money from your bank account
- If you’re in a certain location, get one or two souvenirs
This creates variety and nuance, and also feels a little more thematic because an itinerary is a real thing in travel and an abstract hand of cards isn’t.
The risk in this approach
However, the quality of a board game is not a function of just one design choice. It's a gestalt experience defined by hundreds of choices. By choosing to overhaul Trekking the World, we had to make a lot of new ones. That introduces uncertainty. I don’t think we can know whether we’ve cleared our quality bar until we publish it.
This is usually the case in game publishing, unfortunately.