Jogos de Tabuleiro

Boa tarde,

Não é o sítio mais indicado possivelmente, de qualquer forma agradeço toda a ajuda possível.
Quero fazer um jogo de tabuleiro, mix entre yu gi oh e mtg, e gostaria de saber se alguém sabe o que é preciso para fazer.
Tenho de criar empresa nas finanças?
Tenho de patentear o jogo ou registar? Onde?

Obrigado
 
Não te sei ajudar mas talvez a melhor forma seja talvez contactares uma das empresas de jogos em portugal como a MEBO, Devir ou Diver. Certamente que eles saberão como te ajudar melhor que nós.
 
Primeiro tens de ter um protótipo para apresentares às editoras, para testares com os responsáveis deles. A partir daí, caso eles gostem, vão ajudar-te certamente com o processo. Passar a fase da aprovação por parte deles é o mais difícil, muitas pessoas apresentam jogos que criam.
 
Criar um protótipo e patentear o que for necessário será sempre uma boa ideia, para evitares eventuais apropriamentos da tua ideia. Depois podes sempre apresentar e quiçá licenciar o jogo a alguma editora, para não teres que ser tu a lidar com os problemas inerentes à produção, ao marketing, à logística, etc. Também podes ser tu a tratar disso tudo...

Conheço uma senhora que vive disto, tendo a licença para a distribuição exclusiva nacional de alguns jogos internacionais, e alguns jogos de sua autoria.

Tem uma loja física situada em Barcelos chamada Salta da Caixa, também com website.

Talvez ela te possa dar umas dicas de como avançares com isso. Da conversa que tive com ela numa feira, pareceu-me bastante apaixonada pela indústria e com interesse em divulgá-la/fazê-la crescer cá em Portugal.
 
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Divinity: Original Sin the Board Game Review
While Larian Studios may be commonly known these days as the developer behind last year's mega-hit Baldur's Gate 3 (a game we really liked), Divinity: Original Sin is what put them on the map. Back in November of 2019 - in the before times - Larian launched a Kickstarter for the board game adaptation of Original Sin that would go on to great success. After a bit of a tumultuous development, Larian’s first foray into the board game realm has started reaching backers and is up for pre-order for everyone else. As someone who finished up a cooperative campaign of Original Sin 2 last year and loved it (I was the suave kleptomaniac undead rogue that absolutely pulled off a pompadour, Barnaby Bickerbacker), I was excited to see if Larian would be able to successfully adapt the heart and charm of the game in this new medium.

If you get excited over large and imposing-looking board games, then Divinity Original Sin: The Board Game will be right up your alley. Opening the box for the first time can be rather imposing with the sheer amount of stuff Larian Studios has managed to fit in the game’s box. Packed inside a box rivaling the size of Gloomhaven, you will find it filled with miniatures, dual-layered player boards, some fancy player miniatures, three large booklets (one serving as the game board, another for bosses, and the instruction booklet), more than 1,000 cards adorned with gorgeous Larian artwork that looks to have been pulled straight from the video games, and more.

Everything is neatly stored in two separate organizers that help bring some order to the chaos that comes from component-heavy games like this. These organizers are great for storing the game when it isn’t in play but are less helpful when the game is being played. The box - and subsequently the inserts - are large, and when you have the player boards and all required components splayed out, Divinity takes up a lot of space. Many of the card types are used with some frequency, and you will reach into the organizer repeatedly. Unless you have a considerably large table you are playing on, finding a place to put said organizer can be tricky. I would have loved to see smaller modular inserts for these cards, almost deck box-like, so you could spread them around the play space more efficiently.
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Players start by choosing their origin, what Divinity calls its characters, either from four premade ones or creating one of their own. For the latter, the process is reasonably straightforward - first, pick your “template” origin (which dictates your background, starting stats, and eventual Source skills), then choose your four starting skill cards, a talent perk, a weapon, and a set of armor, and off you go. With 12 different schools of skills to choose from, with seven options each (two level 1, two level 2, and then a single level 3 through 6), you have plenty of customization options to pick from. However, the choices are lacking if specializing in a single school is more to your liking, as there aren’t enough options to do so. There also aren’t enough physical cards for more than one player to take the more advanced skills in a school. I would love to see both of these issues remedied, perhaps in purchasable card packs or expansions down the road.

The whole process is quick and easy enough to understand that players new to tabletop RPGs or campaign-style board games, like my wife, whom I spent the majority of my time playing through the campaign with, will be building their characters in no time. That said, I find it odd that Larian hasn’t provided listed “premade origins” for the remaining six characters that folks could use if they didn't feel like making one, and the four existing ones didn’t speak to them.
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Instead of opting for maps constructed from a mess of tiles you need to sort through (looking at you, Gloomhaven, Resident Evil, and Cthulu: Death May Die), Divinity has thankfully gone the booklet route with the Divine Atlas. Inside this sizeable ringed book, you will find every Location (Divinity’s term for the level or scenario you are playing) within the base set of Divinity. When paired with each location's respective small deck of cards, you will have your gameboard. This single decision, saving me from the tedium of trying to find the specific tile I need to make the next level I am supposed to play, has made the prospect of playing Divinity so much more enticing.

The game's general flow involves exploring different areas around the given location by reading its card(s) and doing what it says until you find an exit that leads you to a new location. Cards can cause a variety of things to occur. They can reveal an exit like previously mentioned, present you with a challenge that could earn you items, story info, and other goodies, or (and perhaps the most exciting/stressful) spawn enemies for the party to deal with.
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Mais ideias para jogos (se bem que o mais certo é muitos destes já figurarem nas vossas colecções :D).

The 12 Best Strategy Board Games to Play in 2024

Revive​

  • Age Range: 14+
  • Players: 1-4
  • Play Time: 90-120 mins
Most post-apocalyptic games prefer to focus on irradiated wastelands and roving bands of mutant cannibals, so it’s refreshing to find one that tasks the players with rebuilding civilization instead. You’ll work your way through a campaign, using your unique tribal powers and re-learned technologies, as you strive to re-populate ancient cities. But this isn’t just a narrative game: a novel card-action system sees players constructing an ever-evolving strategic engine to race across the map to those all-important ancient sites. With great art, great theme and great strategy, this is a rare title that ticks a lot of taste boxes.

Earth​

  • Age Range: 8+
  • Players: 1-5
  • Play Time: 45-90 mins
As the title implies, playing Earth allows you to create your own little slice of terra firma, replete with different terrains and plants which will grow and flourish under your strategic hand. It utilises the under-used following mechanism whereby each time a player takes an action, such as planting a new card or composting an existing one to gain resources and make space in their tableau, everyone else gets a weaker version of that action. That ensures the game play fast and smoothly, but the mind-boggling variety of different cards, scoring conditions, and intricate mechanical wrinkles between actions and card effects, give it a huge amount of depth and replay value.

The Best Boardgame Deals​



Distilled​

  • Age Range: 13+
  • Players: 1-5
  • Play Time: 30 mins
Heavier strategy games tend to sacrifice theme for more challenging decisions. But with Distilled, you can have both, as you juggle resources, equipment and recipes in your quest to become a master distiller. This puts you in a typical conundrum of how much to invest in your growing enterprise and how much to put aside for points, but this game gives you an extra dimension to wrestle with, the option to age your spirits for bigger returns later - if you can afford the time and space to do so. This creates a spinning plates effect, as the impacts of your decisions cascade across your distiller for better or worse. And if you find all that strategizing is thirsty work, it offers the perfect excuse for an in- or after-game tipple.

Agricola​

  • Age Range: 12+
  • Players: 1-4
  • Play Time: 90 mins
One of the oldest games on the list, there’s no denying the staying power of this fun simulation of pre-modern farming. Starting with just a farming couple on a crude smallholding, you need to use that meagre manpower to till the fields, raise livestock, upgrade your farmhouse and even expand your family for more farmhands. Key to the game’s appeal are the occupations and improvements card decks which ensure the strategic options in every game are different and stop the game getting stale. While offering plenty of strategic depth, it’s also very satisfying to watch your little farm grow and prosper as the game progresses.

Through the Ages: A New Story Of Civilization​

  • Age Range: 14+
  • Players: 2-4
  • Play Time: 120+ mins
Civilization games are a long and storied genre of grand strategy board game, but it came as quite a surprise to find that its ultimate expression took away the board. Instead, Through the Ages sees you creating a tableau of buildings and wonders, military and technology as you strive to become the ultimate culture. Exploration and fighting are neatly abstracted away to card play and number crunching, leaving you to focus on managing your growing society inside a punishing framework of competing strategic choices. The reward is a real sense of development as the game progresses and you watch your civilization flower: so long as it’s not ground under the military bootheels of your opponents, of course.

Brass: Birmingham​

  • Age Range: 14+
  • Players: 2-4
  • Play Time: 60-120 mins
While economic strategy games abound, Brass: Birmingham stands alone as managing to feel a bit like a simulation while still being tons of fun. Set during the British industrial revolution, you’ll be building industries and ensuring they’re supplied with raw materials via a growing network of canals. As demand grows, you can open up ports and mines to service it, trying to mix and match between supplying your own industries and also cornering the market in materials needed by your competitors. Then, mid-game, it’s all change as railways come on the scene, allowing you to grow a new, more efficient network in a race to rack up profits before the game ends. Quirky, deep and unforgiving both this and it’s sibling Brass: Lancashire keep pulling in the profits themselves.

Oath: Chronicles of Empire & Exile​

  • Age Range: 10+
  • Players: 1-6
  • Play Time: 1-2 hrs
Oath is a very peculiar beast, a game that’s clearly about how power changes hands down the march of history, but it's set in a fantasy kingdom with heavy abstract elements. Yet when you dig into it, you’ll find that despite the surface trappings of a conquest game there’s a rich vein of strategy to mine as well. You can win by taking over Oath’s geometric landmasses, but also by securing the backing of the populace or by more nefarious means, all handled by the game's odd yet slick combination of card, action and economic management, looking for combinations to exploit. Whoever wins gains not only the victory, but a space in the annals of history as their win sets up the starting conditions for the next game in an ever-growing chronicle of play history.

Food Chain Magnate​

  • Age Range: 14+
  • Players: 2-5
  • Play Time: 2-4 hrs
A lot of games on this list are fairly complex, but Food Chain Magnate is relatively simple to learn. Its all about hiring and training employees to staff your expanding '50s diner chain and placing outlets for customer convenience. But don't let that fool you into thinking this is a light or simple game. With all players operating in the same market space to fulfil limited demand, this is a richly strategic experience in which inexperienced players can beggar themselves with staggering ease. The cream atop the cherry pie is the tasty helping of capitalist satire plain to see beneath the game mechanics.

Gaia Project​

  • Age Range: 14+
  • Players: 1-5
  • Play Time: 1-2 hrs
This is a sci-fi makeover of an older strategy game called Terra Mystica. But alongside the reskin, the designers also made it tighter and deeper. The goal is to help your alien race expand through the galaxy by gaining resources and using them to terraform planets from their starting state to one that best suits your species. While struggling to eke out your stellar niche in the teeth of competition from your opponents, you've also got to build and upgrade structures to power your economy and develop a technology tree. But what really gives the game its edge are the fourteen aliens, each with a game breaking special power, which all demand unique strategic approaches to the game that vary with player count and the other powers in play. It's a veritable interstellar smorgasbord of strategy.

Ark Nova​

  • Age Range: 14+
  • Players: 1-4
  • Play Time: 90-150 mins
2016’s Terraforming Mars won a lot of plaudits for its well-woven mix of card play, economic engine and spatial strategy. Ark Nova has a similarly smooth blend of different mechanics but it ups the ante across the board while swapping the sci-fi theme for the wide appeal of building your own zoo. You’ll need to manage the various animal enclosures alongside other attractions and kiosks on your player board, positioning them to maximize your income. Then it’s down to a clever action selection mechanism to try and get the best animals into your zoo while advancing your reputation as a conservation project in the hope of attracting even more visitors.

Pax Pamir​

  • Age Range: 14+
  • Players: 1-5
  • Play Time: 45-150 mins
Like Oath, you might mistake Pax Pamir, based as it is on the colonial conflict between Britain, Russia, and Afghanistan in the 19th century, for a wargame. But in reality fighting is only one of a palette of aspects you’ll need to master to emerge victorious. Representing Afghan warlords, players must manage an extremely tight economy of cards, actions and coins as you curry favor with with one of the colonial powers for personal profit. Of course, other players may also be vying for the same patronage, meaning you must constantly reevaluate whether to cut your losses and go for a different master. In addition to the military, political and economic aspects there’s also a fascinating espionage element with spies that move around played cards just as pastel army army blocks move around the evocative cloth board.

Settlers of Catan (1996)​

  • Age Range: 10+
  • Players: 3-4
  • Play Time: 60 - 120 mins
A modern classic, now known simply as Catan, this game has fallen a little out of favor. But we shouldn't forget what a revolution it was in its time. Its mix of clever dice mechanics, trading and route planning as players compete to colonize an island strategically. In its native Germany, games like this weren't quite so novel, but its import in English kickstarted the whole modern gaming scene. It's worth playing for its historical value alone. That being said, just because it is one of the best classic board games doesn't mean it isn't still fun. It's surprising how addictive its sweet blend of luck and strategy can be.
 
Apesar de gostar, tenho sempre uma ligeira dificuldade com esse tipo de jogos... são longos, por vezes com regras complexas e muito texto... é preciso ter a mesa motivada e que goste do jogo quer pela mecânica quer pela temática. Geralmente nunca consigo ter malta para jogar esses jogos e simplesmente compro-os por gosto ou vicio do colecionismo.
 
Apesar de gostar, tenho sempre uma ligeira dificuldade com esse tipo de jogos... são longos, por vezes com regras complexas e muito texto... é preciso ter a mesa motivada e que goste do jogo quer pela mecânica quer pela temática. Geralmente nunca consigo ter malta para jogar esses jogos e simplesmente compro-os por gosto ou vicio do colecionismo.
Quando são jogos assim, normalmente o ideal é dar uma explicação geral sobre as regras e depois fazer uma ronda em que só estamos a jogar para explicar as regras.
 
Apesar de gostar, tenho sempre uma ligeira dificuldade com esse tipo de jogos... são longos, por vezes com regras complexas e muito texto... é preciso ter a mesa motivada e que goste do jogo quer pela mecânica quer pela temática. Geralmente nunca consigo ter malta para jogar esses jogos e simplesmente compro-os por gosto ou vicio do colecionismo.
Somos dois. O meu grupo de amigos não tem a paciência para estar 2 horas à mesa a jogar um jogo e muito menos vinte minutos a ouvir regras, e mesmo assim eu vou mandando vir alguns jogos mais medium/heavy porque gosto deles e acredito que ainda hei de arranjar quem jogar.

Mesmo assim, por exemplo, nem me arrisco no Root por exemplo, pois sei que não vão ter a paciência necessária para aprender um jogo assimétrico, apesar de eu adorar na App e achar o jogo incrível.
 
há um ditado online muito acertado em relação a este tema: muito mais fácil tornar jogadores de boardgames em amigos, que amigos em jogadores de boardgames.

eu tenho exatamente o mesmo problema e cada vez que tento "impingir" jogos, acaba toda a gente frustrada. simplesmente não vale a pena.
 
Não conhecem, nas zonas onde vivem, locais que promovam eventos ligados a jogos de tabuleiro?
Será mais fácil participarem num desses e com sorte criar um grupo de raiz do que estar à espera que apareça um jogo que agrade a todos os amigos existentes.
 
Pois, existe sim, tenho uma loja ao pé de casa que organiza eventos.

Dito isto, acho que o melhor investimento que já fiz em jogos de tabuleiro na vida foi os 30 e tal euros anuais do Board Game Arena.
 
há um ditado online muito acertado em relação a este tema: muito mais fácil tornar jogadores de boardgames em amigos, que amigos em jogadores de boardgames.

eu tenho exatamente o mesmo problema e cada vez que tento "impingir" jogos, acaba toda a gente frustrada. simplesmente não vale a pena.

No meu caso foram amigos que me tornaram boardgamer, o problema é que eles maioritariamente jogam jogos mais simples e eu tenho andado a elevar a fasquia mas já decidi que não posso forçar jogos como o Ark Nova ou até mesmo Arnak se algum dia quiserem e partir deles tudo bem.

Acho que o mais dicil que joguei com eles foi Mansions of Madness que já não é assim tão simples e é extremamente longo por vezes mas como tem uma história para desvendar cativa bem.

Quem for da zona de Santa Maria da Feira existe um grupo de jogos muito porreiro que faz vários encontros semanais.
 
Por aqui o jogo mais pesado em termos de regras foi mesmo o Gloomhaven, em que do grupo que temos de jogadores (6/7 pessoas) somos só 3 a jogar porque os outros não têm paciência para algo tão complexo.

O Ark Nova não acho que seja assim tão complexo que não dê para jogar com pessoal que gosta de jogos mais simples. O único senão é que podes demorar umas 3/4 horas a completar um jogo.
 
Sim já fui a uns quantos mas em todos levei pessoas e acabámos por jogar apenas entre nós embora jogos que não temos na coleção.

Existe bastantes grupos, cada vez mais, que organizam eventos mensais. Para além também do número crescente de convenções que este ano gostava de ir a uma pela primeira vez (por exemplo à Viana Con)
 
Sim aqui em Aveiro também já fui a vários eventos. Na altura em que ia eram mensais (penso que ainda são), mas a idade avança e a malta começa a ficar mais "caseira" e à jogatana também junta a tainada, ou vice versa... :P

Aqui vamos gostando de jogar I'm the Boss, Catan, Century, Dungeon Raiders, Exploding Kittens... jogos rápidos e com poucas regras.

Ultimamente o grupo de amigos têm delirado com o Down Force. Não é um jogo complexo e de alguma forma com o sistema de apostas consegue-se criar alguma dinâmica e há sempre o truque de se "matarem" para chegar primeiro à curva e fazer a sua estratégia...

Mas lá está, tenho mais de 40 jogos neste momento e jogamos quase sempre os mesmo, os mais complexos e demorados é sempre "fica para uma próxima, se calhar..."
 
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