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>What is Tabletop Sim
TTS is a physics sandbox game meant to be used to play board games online, you can find almost any board game for free in the Steam Workshop, or even create your own!
https://store.steampowered.com/app/286160/Tabletop_Simulator/

Hosting is as easy as just opening a lobby and getting the game's workshop item. Post your favorite board games, discuss and play with other anons. Find games in the Workshop (https://steamcommunity.com/app/286160/workshop/) and discuss/host your favorite games!

Of course, if you prefer to play board games through other platforms, like Tabletop Playground, Board Game Arena, or game's digital editions, feel free to talk about and find other players here.

Previous thread: >>1514444
>>
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>How do I play?
Controls are mostly straightforward and intuitive, but there's always little tips and tricks to learn, more info can be found at https://kb.tabletopsimulator.com/

>How do I join?
That's easy, you click on "Join" in the main menu, search for the lobby name and password that's been posted, and done!

>How do I host?
Click on "Create", and that's basically it. You can find free games in the workshop here: https://steamcommunity.com/app/286160/workshop/
>>
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Games played/hosted so far.
>>
>>1573313
YOO THEY PUT MY GAME IN THE OP LET'S GOOO
>>
>>1573326
Thank you for designing tabletop simulator, its my favorite game
>>
new thread but no new lobby :(
>>
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>>1573348
I gotchu pal

Lobby: /v/oard games
Password: rage
>>
wtf?
>>
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>>1573351
>>1573357
Im' the fastest host in the west B)

Playing Great Western Trail with 4
>>
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>>1573386
Game ends with scores of 100 vs 114 vs 79 vs 333!

Unfortunately, the yellow player declared that he lost the game every 3 minutes, therefore not validating their victory! Oh no!
GG and WP hope you had fun!
>>
>>1573508
Decidedly not the worst game I've played. It's no Mongolian Goat Rodeo.
>>
>>1573547
Yeah but MGR has been out of print for decades and nobody knows how the throat singing expansion mechanic works because it released without a manual.
>>
Hosting MGR or equivalent game in about 30 minutes if there is any interest.
>>
>>1574004
I love Metal Gear
>>
>>1574004
late (You)
>>
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>>>/v/699932674
>>>/v/699932674
>>>/v/699932674

Lobby: /v/oard games
Password: rage
>>
>>
>>1575676
the bosnian ice nigga CANNOT be defeated
>>
>>
>>1575800
Nice fake AI image.
>>
>>1575286
Good sesh, we played
>boop.
>Pax Transhumanity
>Lost Cities
>Bullet<3
>Clank! Catacombs
>So Clover!
>L.A.M.A. Party Edition

Until next time.
>>
>>1575804
Thanks for teaching me Bullet<3 I unironically hate it and I can't wait to teach 3 ADHD zoomers how to play it to avoid soloing it.
>>
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>>1575808
><3
Ew homo.

No problem lad, there's also a digital version coming on Steam but the TTS scripted version so good it's probably not worth getting anyways lol.
>>
>>1575809
>paying money for something I can get for free
>>
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>>1575804
One of these is not like the other
>>
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Let's play a board game or two.

Sunday ga/vm/ing
rage
>>
>>1576261
3/?
>>
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>>1576269
3 man clank starting.
>>
>>1576277
5 man clanking, apparently!
>>
>>1576303
clank came to 79, 9, 0, 84

GG!
New game soon

3/?
>>
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>>1576356
Meant two 0's*
Clanking anew with 3.
>>
>>1576356
>5 man clank
>4 scores
>1 score is 0
HUH?
>>
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>>1576414
Clanking so over!

We are now communing with ghosts at 5 people Mysterium.
>>
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>>1576444
The ghost died in vain, the mystics did not interpret him esoterically enough, sadly.
>>
bro look at this RRAT
>>
I am the best at this game
>>
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>>1576491
We finished off with some clovering.
A perfect score with 3 people, we're not toppign that, so I'm taking the room offline.

GGs!
>>
>>1576533
I get it.
>>
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Look at this sanic ass meeple lol
>>
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>>1576627
wtf it fits perfectly
>>
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They look ugly
>>
>>1578052
They could be better. I think Moles look the nicest, though. Helps that their units have a lot of unique little cosmetics they can wear that gives them their own charm. Like the one little mole warrior with two pickaxes. Guy's just going full berserker mode.
>>
>>1578052
>>1578474
I wonder how bad Arcs is going to look. Ferrin's art is already not suited for space themes, and I'm sure it won't translate well to 3d either.
>>
Anyone up tonight?
>>
im around, whoever i am
>>
>>1579204
yo mama (I got a board game club running from 5 to 9 pm)
>>
>>1579204
i could be convinced
>>
>>1579210
You're not real
>>
>>1579204
(you)
>>
>>1579310
>>
>>1579320
wtf this man joined my lobbies
>>
>>1579328
Mine too but he had a mustache
>>
>>1575800
>20 prongs fork
>>
How about a couple Pax Ren matches?
>>
Too many people asking whether they should host and not enough people just hosting
/vm/ nightly
rage
Depends on how many people aren't sleeping, but I'm down for TCGs, CCGs or whatever the fuck Digimon is
>>
someone get the /vm/ janny to host for us
>>
>>1575809
I played that but it feels really cheap, TTS version all the way.
>>
I seem to always show up just in time for the end of these things
>>
>>1579883
Judging by your timezone, it's gonna be difficult to match the regular hosts' usual hosting times.
>>
>>1579984
2am for me when I posted that btw
>>
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Anyone game?

/v/ednesday gaming
rage
>>
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>>1580678
we played a game of GAH and some ending clovering.

GGs
>>
>>1581090
Oh you werent lying when you said it was tight
pretty decent scores too
>>
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Anyone here play Monopoly XL + Pyramid Scheme?
Monopoly in it's true final form, meant for a large group, can take 22 hours to complete
If anyone would be down for trying to organize a game of it I'd be willing to host
>>
>>1581328
>euro
No thanks
>>
>>1581328
What the fuck is this shit why would anyone want to unironically play monopoly but even worse
>>
>>1581348
>monopoly but even worse
It's not worse, it's unironically just more monopoly systems in your monopoly game
>inb4 that's worse
By that logic every expansion to every board game is "base game but worse"

It's still Monopoly, so it's still shit
>>
>>1581352
>Adding a turd on top of your diarrhea is the same as adding some fries to your steak
>>
>>1581352
>it's still monopoly so it's still shit
>putting even more shit in your shit is not worse
uhh fair i guess
>>
>>1581354
>food analogy twice
Why are americans like this
>>
>>1581359
I accept your concession.
>>
Lobby: /v/oard games
Password: rage
>>
for the boys in the serb, I honestly dunno what this is
>>
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>>1581384
End of game one, onto Pax Ren.
>>
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>>1581464
gg, thanks for teaching, it wasn't easy but I found the one path to victory
>>
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What a ride! The apprentice becomes the teacher and defeats the Islamic supremacy wins via control of the Western World! GG and thanks for joining!

>>1581599
My pleasure lad, hope you had fun!
>>
>>1578052
I actually thing the Keepers look better than the original Arbiter's model does.
>>
>Root
>Picking relentless mood as Lord of the Hundreds and gobbling up token after token of WA simps before they can set up a base, and making them lose supporters to their 5 supporters cap pre-base.
Delicious.
>>
/vm/ nightly
rage
For that one anon who couldn't play yesterday
>>
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>>1581366
>another food analogy
>>
>>1581824
So the pawns in Pax Renaissance are just food vendors?
>>
>shitty doggy
>instantly crashes TTS
cattards our response
>>
>>1582118
Yo dawg, I heard I like dogs so I made you a dog that's dog to play.
>>
>>1582118
Are you having a stroke?
>>
>>1582118
did is he died?
>>
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>>1582178
>>1582138
>he lacks critical information
NGMI
>>
>>1582178
>>1582138
>>1582119
when the
it
the and
you host
but the
so when
you
game?
server down for maitnainence
>>
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>>1582222
...yeah.
>>
>>1582222
>>
that's cool and all but where host
>>
>>1582360
I can open up the lobby if you want to play Digimon. Not willing to negotiate
>>
>>1582360
in your mirror
>>
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Lobby: /v/oard games
Password: rage
>>
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>>1583371
No luck today eh? Closing lobby.
>>
>>1583371
>>1583470
What are these ones called?
>>
>>1583968
top one is The Great Zimbabwe, bottom one is Castles of Mad King Ludwig
if >>1583371 wants to host again anytime soon i'll be down to play can't host those games myself because idk which of the mods is good for either game
>>
>>1584131
>spoiler
As long as the mod has all the components needed to play, it's good enough.
>>
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>>1583968
The Great Zimbabwe, a logistico-economic game about impressing the Gods with your Fedex skills in Africa

The Castles of Mad King Ludwig, a tile placing game about making the coolest Castle for Ludwig II before he gets suicided in mysterious circumstances and dropped into a lake along with his doctor just after being deposed and sentenced to jail.

Both really simlpe to play, TGZ is a bit more brainy tho, but who doesn't like fitting rooms together and have your Bottomless Pit next to the Kitchen for that Euro-efficiency food disposal?

>>1584131
>>1584147
This, people will play with the shittiest table and lowest resolution cards, you just need to host. I'll be home by 6pm ET in any case, maybe I can open a room by 7.
>>
I will now host my shitty Star Trek Ferengi fan game I talked about three or four threads ago.

lobby: Ferengi Game Test
pw: latinum

Ideally I'd like four people to play without my interference, but if I can only get three people I get it. Or maybe we'll play great western trail or some shit.
>>
>>1584264
Thank you to all the gayniggers who came to try my shitty board game. Here's a google form for feedback: https://docs.google.com/forms/d/19jEfgcVQet7YuxTCCVwSt0oPQh3BCDbY65JYL6x_tZU/edit

Alternatively, just blogpost and reply to this.
>>
>>1584613
Game SUX
>Not enough contracts, "sell X" are boring since it's what you'd be doing in a round anyway, needs more contracts like the ones to betray or trust one that require something more than just selling stuff. Also let me discard them
>Colorcode the areas properly and give a reference which color is which race
>Make game length variable depending on player count so that, assuming no betrayals, everyone has equal time of being nagus
>Outpost movement sucks in high player counts, you're very easy to box in. Maybe let people skip occupied sectors, pay to relocate anywhere or have more teleport rewards from contracts
>More interaction with inner sectors, like the ones that let you get resources from them. Right now they're just a hard to navigate list of generators that gets crossed off, might as well be on a separate board
>LOCK THE FUCKING TABLE AND BOARD BY DEFAULT
>Lel me pay to put raid/embargo tokens on planets or some other method of more actively shaping up the market rather than hoping for good draw. Similarly let me pay to remove them
>Instead of 1/10VP per token at the end of the game, give set amount of VP to whoever has the most resources of one type, call it the monopoly scoring. Maybe make it worth more if player has more than 1 monopoly ie. 5VP if one, 15VP if two etc
For new contract ideas most would depend whether you decide to integrate the mechanics I described, but you can also add hoarding contracts where you need X amount of Y resource
game is okay, just figure out whether you want it to be quick and light or long and heavy, trying to do both will only make it shit in the end
>>
>>1584669
>game is okay, just figure out whether you want it to be quick and light or long and heavy, trying to do both will only make it shit in the end
I hadn't thought about it, in an honest answer. I just made a game and now I'm going from there. It definitely seems like I need to decide, though.
>>
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>>1584264
Assorted notes on design:
>Card wording can use improvements.but you already know that
>Contracts can borrow from other "hidden objective completed in the middle of the round" type things, for example TI3 and 4 Secret Objectives, that can be completed whenever (though most complete during Status phase at the end of a turn, some are during the Action phase whenever you do the cool thing, like bombard all dudes off a rival's planet)
>Speaking of contracts, when you get up to 4 resources per bid, having a contract to sell only 2 or 3 is silly, so maybe increase the requirements? (so it'd be something like Sidereal Confluence Research cards, where you need to trade away a good chunk of your income because by design each player only makes a little bit of each resource, but you need a lot of one* to research). Or remove the requirements, and say that the resources in the contract sell for more? That'd also encourage trade, as now you have direct reason to corner the market in the better prices for all your goods from a contract. (i forget what game i stole this idea from). Or you could do something like Viticulture, where contracts completed also give you "residue payments" aka passive income.
>Again about Contracts, there needs to be more of them. Though that ties into the above point on what do you even want them to be
>On a more global scale, in theory, markets starting high supply & low demand, and ending low supply & high demand, encourages hoarding. Putting a max cap on sales per turn can be a solution, but it's not the only solution you could implement. You could do what most games do and let the market grow as the game goes on. Though, what the fuck do I know? Maybe it's time to innovate, and party like it's the 2008 market crash. Resources are temporary, only Latinum lasts.
>>
>>1584712
*SidCon has 7 resources that cards use, plus victory points and spaceships which most cards don't use, and research cards have two requirements, but only one needs to be filled. It also has a completely different market structure and resource generation process, so it may not be a good thing to compare to, but it's one of the few i know of.
>>
Sidereal Confluence lobby when
>>
>>1584613
>Simultaneous trading
>Contracts should ALWAYS be tradable
>Concurrent selling (if you can script it)
>Make the top card of the opp deck ALWAYS visible
>"If X city is in crisis discard and redraw" should be instantaneous
>Demand should be variable as well as production. If planets control both you can have wider token variety e.g. one stops production, one lowers demand, one flips production into demand.
>Immediate contracts
>Also MORE contracts. Draw 2 limit 3? Keep 2 at all times, with 1 turnover at end of turn?
>Some opportunities would be better as contracts and some contracts would be better as opportunities
>Maybe throw all the rule cards into contracts and opportunities?

Oh and ideasguying
>Centralized contracts? Call them Projects. Require cooperation to fulfill, but give better rewards.
>Auction is good, but nothing really fucks with it. Some ideas: a contract that lets you re-enter after passing, an opportunity that forces 2 goods to be auctioned together (combining each pool).
>>
>>1584810
>Centralized contracts? Call them Projects. Require cooperation to fulfill, but give better rewards.
It's a good idea but it's against the nature of the Ferengi (who you're supposed to be playing as)
However, maybe I could find a way to wrap it into the game.
>"If X city is in crisis discard and redraw" should be instantaneous
Really should and can be, but for first time players, I was step-by-stepping everything.
>Immediate contracts, tradable contracts, simultaneous trading
yeah okay, the only worry I had for simultaneous trading was that it would be very fucking chaotic with more than 3 people.
>Also MORE contracts. Draw 2 limit 3? Keep 2 at all times, with 1 turnover at end of turn?
As now written, draw 1 keep 2. If you have 2, you draw 1 and discard one.
>Some opportunities would be better as contracts and some contracts would be better as opportunities
Name a few desu

>>1584712
>Card wording can use improvements.but you already know that
yeaaah
>Contracts
yep
>Speaking of contracts, when you get up to 4 resources per bid, having a contract to sell only 2 or 3 is silly, so maybe increase the requirements?
At this point I'm thinking about completely reworking contracts to get rid of the Sell X ones and make them more esoteric but more rewarding, so those "random thing happens at the right time" can have a reasonable payoff even if they happen once a game
>You could do what most games do and let the market grow as the game goes on.
Planned feature for what I call the "The Gamma Quadrant Expansion" yes really
>>
>>1584669
>Not enough contracts, "sell X" are boring
Fully agree
>Colorcode the areas
I'll be adding a symbol to each one to improve legibility for colorblind people
>Make game length variable depending on player count
I'm mixed on this only because it means low-player games would be extremely difficult.
>Outpost movement sucks
This has been noted for sure. I think I'm going with more movement contracts and allowing players to cohabitate at a cost.
>LOCK THE FUCKING TABLE AND BOARD BY DEFAULT
it was, someone just got promoted and couldn't keep their fucking hand off the L key
>More interaction with inner sector
I don't necessarily think it needs this, only because they're supposed to be hard to interact with. Maybe I'll find a way to make it more relevant. Ultimately, they're just decorations.
>Lel me pay to put raid/embargo tokens on planets or some other method
good ideas for Contract and Opportunity Cards
>Instead of 1/10VP per token at the end of the game, give set amount of VP to whoever has the most resources of one type, call it the monopoly scoring. Maybe make it worth more if player has more than 1 monopoly ie. 5VP if one, 15VP if two etc
Probably adding this as written. This also begs for the inclusion of End of Game Bonuses for things like "most contracts completed"

>>1584715
I discovered Sidcon a long time after I built this game and it's pretty cool but very different from it. The thing is their lessons are directly opposite: Rules of Acquisition is supposed to reward (and punish) you for being greedy. There's no reasons to be generous or cooperate beyond the inherent benefit of cooperation. It's Ferengi-pilled Latinumcore.
>>
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>>>/v/700512925
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>>
>>1585520
Closing the lobby. we played:
>Akropolis
>Camel Up
>Tiny Towns
>Flip 7
>Clank Catacombs

GN and see you next time.



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