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Cover photo of board game Callsigns

Callsigns

Board game about air traffic control, handling planes, managing airports and airlines.

Players both compete and cooperate to build, manage and improve an airport. A deck of action cards doubles as scoring goals, scored based on how many cards all players have for that goal (shares like).

Aside using the actions, players can upgrade the airport by lobbying, spending time training their skills and of course move planes to score points.

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Sketch of board game Compagnieën

First Sketch

Modular board with folded plane models, colored pieces borrowed from Nautilus. This was the april 2020 version on a two player session. A ot of the ideas actually survived to the latest version.

Concept

Created to closely simulate a real airport and make it possible to build actual real world airports. At first this consisted of a modular board and a lot of modular pieces of different sizes to be connected.

First Prints

I started way too early printing (6 months after the hardly tested paper prototype), which resulted in a print with lots of working parts but ultimately a flawed, clumsy design.

Rethinking Callsigns

The modular boards didn't work as it made connecting certain parts difficult and involved a lot of placement rules (diagonal runways also problematic), the single stack card draw was a bit of a luck fest with no real choice involved.

The larger share of the cards survived, and were complemented with the goals on the cards, to give cards a dilemma for a more interesting, meaningful decision making process.

Complete Redesign

This involved a fixed airport, card slots and a fixed number of slots for pretty much everything which makes it much more of a euro game.

Problems

Having multiple personal characteristics, like certificates, training and more also meant the addition of a played board.

Plane Tiles

The planes were problematic as it was hard to mark them, or constantly have to move both a plane and a marker. In the end this was sorted with (thicker) tiles and a worker on them you can lay down.

Balancing

Scaling

Test of the four player board. Scaling between player counts is an important part of game design; it's ideal to have a game that works well on a player count of two to five players.

To be continued...

Leftovers

Final art, airport development mechanics and terminal development mechanicsr refinement.

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