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RollBots

Archived

By Matt Bethancourt

RollBots is a dice-rolling, set collection game where players work on a maintenance floor repairing robots as they come by on a conveyer belt. Roll dice to see what resources are available to fix the robots and fulfill your quota to become employee of the week!

Timeline

Initial Brainstorm

Precedents

Roll and Writes!

  • Next Stop London -> card flipping stops
  • Dinosaur Island: Rawr’n Write
  • That’s So Clever
  • Pizza Party Dice

Press Your Luck

  • Let’s Dig for Treasure
  • Pass the Pigs
  • Deep Sea Adventure

Questions

What does a Spots + Dig for Treasure game look like?

  • Could be cool to steamroll from a few basic dice & options to more possibilities
  • Q: How does rolling dice to place on cards feel?
  • Q: Possible theme?

Testing with Spots Cards

Basic Mechanics:

  • Rolling 4 dice
  • If you cannot place at least 1 die you bust
  • Placing at least 1 die allows all the unplaced dice to be rerolled
  • Filling up a card completely returns those dice to your pool
12-9-24_1

Ideas

  • Actually pretty fun?
  • Could be combined with collecting cards to build sets? (Like Tucano or Sushi Go)
  • Could have card combos like milk and cookies
  • Could have card actions and other effects
  • Could give you additional dice
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Spots Card Distribution:

  • 1 die: 1 card
  • 2 dice: 15 cards
  • 3 dice: 15 cards
  • 4 dice: 1 card

Generating Cards

  • 6 cards with 1 die on them (may want to have x2 of these)
    • 1-6
  • 21 unique cards with 2 dice on them (including repeats)
    • (1,1) (1,2) (1,3) (1,4) (1,5) (1,6) (2,2) (2,3) etc.
  • 20 unique cards with 3 dice on them (excluding repeats)
    • (1,2,3) (1,2,4) (1,2,5) (1,2,6) (1,3,4) etc.

This gives us 53 cards as a starting place  -> Filled out a spreadsheet with the card distribution and details

Robot theme?!

12_12_24_1

Actual Card Test

Feels pretty solid to roll and conveyor cards

Now we add the Daily Quota

  • 2s and 3s get a quota color
  • 1s and the double 1,1 are colorless for now
    • Could be additional abilities or something on these

Q: What does a tie quota mean?

  • Maybe it’s tracked at the end of every day and builds to a game end point bonus

Next

  • Start thinking about grey card abilities
  • And how pairs/combos of robot cards might work (milk and cookies style)
  • Maybe make a printable quota tracker?
12-16-24_1

Pairs, Combos, and Card Abilities

How should combos be distributed?

  • Milk and Cookies (more common)
  • Chips and Salsa (more rare)

Ability Ideas:

  • Reroll dice
  • Shuffle robots
  • Replace robots
  • Swap card order
  • Save a card from being burned (like a conveyor belt stop)
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Maybe 1 die cards have abilities and are worth zero points?

Or 1 die cards keep being worth 1 point but when scored remain in front like the loyal dog and their action can be used on a subsequent turn?

Playtest Sesh

Playtested day one of the game with quota types, pairs and single card abilities

  • 22 v. 16
  • Pairs and single cards were collected by both players
    • With matching and unmatched pairs
  • Not sure if the ability cards have to be ‘spent’ to be used
    • Is it more of a valuable resource to be used sparingly?
  • Daily quota wasn’t in the lead for a type that either player had
    • At the end of the three days if it is the wrong type probably the points go to no one?
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How should the round end?

  • Could have a STOP card that gets shuffled in to a certain portion of the deck per day
    • Would probably have to vary depending on the number of people playing

Multiplayer Conveyor Update

What would it look like for the play to be more ‘simultaneous’ (whatever that means)

  • With each player taking a slot along the conveyor
  • Each section of the conveyor could have a handful of cards and whatever isn’t fixed, moves on to the next person down the line
  • With the player order swapping per day

Playtest!

  • It actually felt pretty good!
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  • Starting play with the player closes to the burn pile
  • Having sections to the conveyor with stuff moving down the line felt more conveyor belt-y
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  • Adjusted the Swap & Shuffle to allow players to switch the position of 2 cards on the line (so long as one of them was in front of that player)
    • Also applies to the ‘End of Day’ card which was fun
    • Could lead to some fun shenanigans
  • Round should automatically end when the End of Day card is burned or the conveyor cannot be fully refilled with bots while the End of Day card is on the line
  • Could have an ability to swap a bot in front of you with one from the burn pile 👀
  • Maybe just have 1 or 2 of these in the whole deck though
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To Do:

Create a player mat for each player’s section of the belt with:

  • Slots for the 3 cards currently on the belt
  • A section below that for bots they have fixed this turn
  • A pile for fixed bots from the entire round
  • Point tracker for tracking points between rounds
  • Cute styling like this is a mechanics desk

Add a zero to the quota tracker lol

Player Mat Playtest

Feels really nice with the conveyor player mats to delineate the play space

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Q: What if everyone rolled for their section of the conveyor simultaneously?

Pros

  • Game goes faster
  • Fun chaos of everyone rolling dice simultaneously

Cons

  • Less player investment for what other people are doing
  • Push your luck is usually combined with spectatorship

Need to specify that the Swap action happens after the rolling phase

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Q: What if only the first person to clear their conveyor line gets a bonus?

  • Makes it more frantic
  • Even more incentive to push your luck and go for all 3
  • 5 dice instead of 4
  • Ended up being much less strategic
  • Fun and frantic but waaay more busts
  • Loses some of the original strategy

Could be good to keep 4 dice and give a bonus to any/all player who complete their conveyor line completely

To Do:

  • Think about asset styling
  • Work on some concepts for non-standard dice

Dice, Probability, Questions, Oh My!

Q: What if the dice had non-uniform probability distributions?

  • Could there be a pool of dice you draft from
  • Different types of dice?
  • Robot types had different number preferences

Q: Should tools be separated from the robot cards?

  • Could have a separate pile that is getting pulled from
  • Dice you place there do no refresh back to you during the round
  • Build up in a little desk tool box

Q: How do we give the player more agency in their robot selection?

  • Double sided robot cards?!
    • Each robot card could have more than one type
  • Simplify the Milk and Cookies pairs to 1 pair type

To Do:

  • Add multi color robot types to spreadsheet
  • Playtest separate tool cards

Card Updates & Tools Implementation

  • Added a second color type to the cards in the spreadsheet
  • Updated the pairs to be simpler
    • Added a new all or nothing pair

Playtest!

  • Conveyor mechanic is still enjoyable
  • EOD should probably not be swappable
  • Tool slot feels really good
    • It’s fun to always have access to it
  • Still maybe need more incentive to clear your full line
    • +1 point? Is that enough
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To Do:

  • Update Cards with second planned color
  • Playtest to see if the daily quota makes sense again

Tools & Dice

Playtest!

M: 21 points - 5b, 1r

Z: 23 points - 4y, 2r, 2g

  • We may want to be more specific with the placement of the ‘end of day’ card in the deck’

  • Paired cards probably shouldn’t have a color

    • May need to add more 2 dice cards
  • Daily quota is still pretty close in numbers

    • Could roll a quota die per round…
    • Daily AND weekly quota?
  • That’s pretty clever die that allows you to take something someone else has rolled?

  • Maybe tools are separate from the cards?

    • Tool die?
      • Per round?
      • Per turn? Up to a max of 3
    • If tools stay as cards they could have different die requirements: 1s & 2s, <3, etc.
  • Could do something with the 1 die cards where having the most of them is worth points instead of them individually

To Do:

  • Think about tool dice options
  • Redistribute colors to the new set of cards
    • And print them?

Card Reprint

  • Updated the card distribution and reprinted some of them!

Playtest!

  • Distributed the EOD card into a set of 3 cards below ~18 cards
    • 2 players x 3 cards x 3 rounds = 18
  • Rolling the tool die each turn is very fun
  • Having the single die cards back in the deck speeds the game back up and felt really good!

M: 9 points - 1R, 1G

  • 3 singles

Z: 15 points - 1R, 1G, 1Y

  • 5 singles
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  • Curious to play through more than 1 round and see how the single cards getting removed from the deck overtime feels

Review Playtest

  • Want to play 2 rounds of the game as is and see how the gameplay feels and the points are distributed

Playtest!

Round 1

Z: 10pt - 0R 0Y 1G 1B - 2 singles - 1 bonus

M: 6pt - 0R 0Y 0G 0B - 2 singles - 1 bonus

  • Could be interesting if the singles AND the pairs stay out between rounds

Round 2

Z: 7pt - 3R 0Y 0G 0B - 1 singles - 0 bonus

M: 10pt - 0R 0Y 0G 1B - 3 singles - 2 bonus

Totals:

Z: 17pt - 3 singles - 1 bonus - Quota Bonus

M: 17pt - 5 singles - 3 bonus

2-6-25_1
  • Not as much choice for choosing robots by color or pair
  • Maybe reduce singles back down to 12 in the deck?

Tool Dice Playtest

  • EOD card distributed into 3 cards below (# Players + 1) x 3 cards

Playtest!

Round 1

Z: 8pt - 0R 1Y 0G 0B - 1A & 2B 0 singles - 0 bonus

M: 8pt - 2R 0Y 0G 1B - 0A & 0B 1 singles - 0 bonus

  • Wild tool die shouldn’t return dice during that turn to keep rerolling
  • When should points be scored for pairs and bonuses?

Round 2

Z: 11pt - 0R 2Y 0G 0B - 2A & 1B - 3 singles - 1 bonus

M: 14pt - 0R 1Y 0G 0B - 0A & 1B - 0 singles - 0 bonus

Totals:

Z: 19pt - 3A & 3B - 3 singles - 1 bonus = 26pt + Quota Bonus + Singles Bonus

M: 22pt - 0A & 1B - 1 singles - 0 bonus = 22pts

  • Shuffle feels good for player agency
  • Love the customized tool dice :)
2-10-25_1
  • Additional conveyor spot not in front of a player was nice
  • Color on robots doesn’t feel as impactful
    • Could be worth removing?
  • Keeping the pairs between rounds is nice
  • It might be nice to have something that ramps up each round to make the game have a more distinct progression
    • Each round you add a die?
    • Personal dice that have different distributions?
    • Worth trying for next time

Types or No Types Playtest

  • What if there weren’t any color types on robots?

Playtest!

  • Seems like it mostly reduces the reason to shuffle cards around…

Round 1

Z: 9pt | 0A & 0B | 1 singles | 0 bonus

M: 10pt | 0A & 1B | 1 singles | 0 bonus

  • Maybe instead of one of the rerolls, there should be a tool that saves you from busting if you roll incorrectly and allows you to walk away with what you’ve already fixed
  • Color types are probably worth keeping
    • What if EVERY card had a color instead

Specialty Dice!

  • The idea being that each round you specialize in a certain way of fixing robots, so you either replace or are adding specialty dice to your rolling pool
  • Need to brainstorm more specialty dice here
    • Oops all 4s where there are 5 sides of 4 and 1 side of nothing XD
  • Try out some of these mixed in with normal dice next time

Specialty Dice Playtest Pt. 1

  • Let’s see how 4 normal dice + 1 specialty die feels in a round
2-18-25_1

Playtest!

  • Quite fast with more stuff being cleared (though it has a round 1 distribution of 1s cards)

Round 1

Z: 8pt | 0A & 1B | 1 singles | 0 bonus

M: 16pt | 0A & 0B | 2 singles | 2 bonus

4R, 2Y, 1G, 1B

  • Need to playtest more for specialty dice distribution over each round
    • Round 1: 4 normal dice
    • Round 2: 4 normal dice + 1 specialty die
    • Round 3: 4 normal dice + 2 specialty dice?

Specialty Dice Playtest Pt. 2

  • Let’s see how 4 normal dice + 1 specialty die and then + 2 specialty dice feel

Playtest!

  • 6 pointer might be too powerful… needs 4 dice?

Round “2”

Z: 10pt | 0A & 0B | 2 singles | 1 bonus

M: 10pt | 0A & 0B | 1 singles | 0 bonus

3R, 1Y, 1G, 1B

Round “3”

Z: 12pt | 0A & 0B | 4 singles | 2 bonus

M: 17pt | 1A & 2B | 0 singles | 1 bonus

3R, 2Y, 2G, 1B

Totals

Z: 22pt + singles + quota + 3 bonus = 33pt

M: 27pt + 1 pairs + 1 bonus = 30pt

  • Maybe singles cards have different #s on the back of the cards you can choose between
  • Almost every card should have 2 color options

To Do:

  • Add color to the single die cards
  • Make the additional specialty dice
  • Playtest with drafting specialty dice from the person with the lowest points up

3 Dice?

  • What if we dropped down to only 3 normal dice and added specialty dice as we went

Playtest!

  • Feels REAL tough with only 3 dice
  • There is a distinct disadvantage to the player who starts the first round - they get more time with the end of day card

Round 1

Z: 3pt | 0A & 0B | 2 singles | 1 clears

M: 12pt | 1A & 0B | 0 singles | 0 clears

4R, 1Y, 0G, 1B

  • Could be good to replace 6 of the 1 die cards with 4 dice cards 👀
  • And go back to rolling 4 dice to start

Round 2

Z: 10pt | 0A & 0B | 2 singles | 1 clears

M: 6pt | 1A & 0B | 1 singles| 0 clears

4R, 3Y, 2G, 1B

  • Maybe there are more types of tools?

Double Sided Singles

  • Adding a second side to the single die cards

Playtest!

Round “2”

Z: 9pt | 0A & 0B & 1Z | 2 singles | 2 bonus M: 4pt | 1A & 0B & 0Z | 2 singles | 1 bonus

3R, 1Y, 2G, 3B

  • Double sided cards feel a bit annoying to swap since people need to look at both sides

Round “3”

Z: 6pt | 1A & 1B | 2 singles | 2 bonus

M: 14pt | 1A & 0B | 0 singles | 2 bonus

3R, 3Y, 2G, 2B

Totals

Z: 19pt + 1 pairs + singles = 24pt

M: 21pt + quota = 27pt

6R, 4Y, 2G, 2B

  • Cleared ⅞ lines…
  • Should there be 4 die cards

Card Brainstorm

  • New more colorful specialty dice!
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Brainstorm ideas:

  • Basically all cards should just have 1 color type
  • Maybe at the start of your turn you can always burn 1 of your cards and replace it blindly from the top of the deck
  • Instead of assigning each player a quota color, each day you draw a few quota requests that require certain cards to be fixed for a small bonus

4 Dice Card Playtest

  • What if the Quota Requests were like, 1 Red & 2 Yellow
  • Could be interesting to try out having the option to burn a card at the start of your turn
  • Trying out some robot visuals:
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Playtest!

  • Tool idea: conveyor shift where all the cards move 1 slot to the right or left
  • Burning each round makes things move a bit faster if pulling from the regular deck

Round 1

Z: 8pt | 0A & 0B | 1 singles | 0 clears

M: 7pt | 0A & 2B | 1 singles | 1 clears

0R, 4Y, 1G, 2B

3-6-25_2
  • The conveyor shouldn't clear between rounds
  • Burn & swap ability could swap in the EOD which could be bad for balance…
    • Additional pile of robot cards to swap in for this?

Quota Requests Revamped

  • When can you grab a quota? - End of turn
  • Can you fill multiple in one turn? - Yes

Quota Types:

  • Color types (R, R, Y)

  • Die Types (1, 1, 1)

  • Tool Dice? (Shuffle Shuffle)

  • When you burn cards at the start of your turn, where does that get replenished from?

  • Might make sense if there is a separate robot deck that isn’t managing the round length

Tool Die Ideas:

  • Flip tool: you can flip a die option 180 to the other side
  • Bust saver: you can stop a bust from happening and walk away
  • Conveyor crank: shifts the entire conveyor one to the right or left

Quota Card Playtest

  • Made some quota cards physically to play with
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Playtest:

  • Love having the macro goal of the quota cards to be looking at/building towards
  • Could be useful to have card info at the top of the robot cards so you can stack them slightly offset and see what quotas you are close to
  • Should fixed robots count towards quotas on subsequent days?
  • Should everything be scored at the end?
  • Scoring cards could be a fun way to track everything throughout the game 🤔

Round 1

Z: 10pt | 1 quota | 1A & 0B | 1 singles | 0 clears

M: 9pt | 0 quota | 1A & 1B | 1 singles | 1 clears

  • Need to playtest through a full game to start to answer the scoring questions

Full Game Playtest

Let’s play through 3 full rounds of the game and see how it feels:

  • What should the order of tool dice, burning and swapping be?
  • Could the 2, 2, 2 quota be filled by 2 cards where one of them has two 2s
  • This is definitely a better version of the quotas (compared to just amount of color throughout the game)
  • Once you have 3 tool dice in front of you the next turn you should be able to reroll one of yours
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End of Game

Z: 72pt: 5 quota | 2A 1B 2Z | 5 singles | 5 clears

I: 58pt: 5 quota | 4A 3B 0Z | 4 singles | 4 clears

  • Game felt too long
  • Best part was definitely the specialty dice
  • Quotas were kind of gathered passively, just by getting robots over time
  • Clearing the board is VERY satisfying
  • Could have the EOD at a set number of rounds or move down the conveyor each round

Simplifying the Conveyor

How would the conveyor feel if it was simplified down to just like 4 or 6 slots that were shared

3-21-25_1
  • What if the rounds were limited to just like 1 or 2 turns per?
    • So the whole game took place over the course of 6 rounds

6 Round Playtest

  • Definitely feels more concise with just the 2 turns per round
  • Might need the quotas to be more difficult to get
    • Could include 4 robot quotas?
  • No more As & Bs
    • It just hasn’t panned out to be fun or impactful

End of game scores:

Z: 24 pts | 4 quotas | 1 clear | 1 A & 1 B | 3 singles

M: 37 pts | 4 quotas | 2 clears | 1A & 0B | 3 singles

Concept Meeting

  • Ordered custom dice with icons on each of the faces instead of numbers
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  • Now need to get the cards updated…
  • Could be fun to have the different types of cards have different theming
    • Singles are little junk fixes
    • 2s could be some sort of wild type or blueprint?

2s As Wild Playtest

  • What if 2s didn’t have one of the 4 quota colors but instead required two of them to fulfil a quota color request
  • Also singles have no color

*insert Matt and Zayna playtesting this idea

  • Seemed good, like the long term play was more important
  • Will be interesting to combine with further game adjustments

Tool Die Ideation

  • What if the shuffle tool was pulling from the trash instead
  • Switch the wild tool out for a duplication tool
    • Where you can use it as though you rolled multiple of something and it stands in for a placeable die 1 time
  • Claw tool where you can move or? remove a placed die

So instead the new distribution looks like:

  1. Reroll
  2. Reroll
  3. Trash Swap
  4. Bust Saver
  5. Duplicator
  6. Claw
4-14-25_1

New Card Playtest

  • Not playing with specialty dice, just 3 rounds of having the starting standard 4

*insert Matt and Zayna playtesting this idea

  • Icons were nice to have on cards!
  • Question about the dupe die -> can it also save you from a bust?
    • Probably not, since it can only be used after placing a die you’ve just rolled
  • Having the back up of 2 gray cards to fill quotas was good to make them not impossible to get
  • The new claw and dupe die did some fun logic with placing stuff
  • Didn’t get to see the trash or bust save come into play this game
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End of game scores:

Z: 22 pts | 1 quota | singles bonus

M: 21 pts | 1 quota | 1 clear bonus

To Dos:

  • Add 2 card quotas (and maybe some 4s?)
  • Make custom specialty dice

All Custom Icons Playtest

  • Trashcan tool die is pretty fun, allows for some control over what you have been dealt
  • Should quotas devalue over time?
    • Like the longer it has been waiting to be filled the less it is worth?
    • May just over complicate things…
  • Choosing specialty dice feels more confusing the second time, you’re trying to balance a mixture of the two and it feels sort of like I don’t know how to make a good decision
  • Maybe extra unused tool dice at the end of the game get you +1 point per die
    • (Just in case you couldn’t use the tool or didn’t want to)
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End of game scores:

M: 48 pts (3 quotas + 2 clears + singles bonus)

Z: 40 pts (3 quotas)

  • The game still feels a little long…
  • Maybe at the end of the day it’s just 2 days of 2 rounds and then 1 final bonanza round with something wild or crazy

2 Days Playtest

  • What if it was just 2 days of 2 rounds:

End of game scores:

Z: 19 pts (1x 3pt quota + 1x clear bonus)

M: 22 pts (1x 2pt quota)

  • Tied with 1 single each
  • Feels like it would be nice if the game culminated in a final round…
  • Framing the game as a work week could be fun like M-F
    • Should distribute the additional mechanics throughout the week
      • M: Start
      • Tue: +1 quota
      • W: + Specialty Dice
      • Th: +1 quota
      • F: TGIF?

Work Week Playtest

  • Bust save probably shouldn’t allow you to reroll, just end your turn and keep your bots
  • Maybe specialty dice are given randomly? (instead of choosing)

I: 37 pts + Singles Bonus (3 quotas)

Z: 26 pts (2 quotas)

  • Game length felt pretty good
  • 4 Quotas out at a time was probably too many
  • Specialty Dice should also probably all be 50/50s
  • Could probably reduce the points on cards down by 1
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Ideation

  • Add a card to the conveyor as a day modification?
  • Multiple conveyor belts??
    • Clearing any 1 gets you the clear bonus
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Q: What if it was Dorf-ified

  • Progression that unlocks different work week mechanics
    • Quotas
    • Specialty Dice
    • Tool Dice
  • Training Week could be just like 3 days
  • Week 1 introduces quotas
  • Week 2 introduces specialty dice
  • Week 3 ?

Playtest

  • Additional Quota on Day 2 feels a little odd
  • Trying it out with 3 cards
5-5-25_1

Z: 25 pts (2 quotas) + singles bonus (1 per) = 27 pts

M: 33 pts (3 quotas) + clear bonus (1) = 34 pts

  • Liked each day giving you something new
  • Friday round would be fun if shorter
    • Could be fun if it was a broken conveyor that chucks your bots off the end
    • Or against a timer?
  • Could explore an either or face of the dice

Quick Check In

  • Playtest with the 1s and 2s deck separate from a 3s deck
    • Rounds are real fast
    • Chance of busting is higher
  • Should playtest with additional conveyor belts
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Playtest

  • 1s and 2s deck -> Round 1&2
  • 2s & 3s deck -> Round 3&4
  • 4s deck -> Round 5
    • Doesn’t really work since it’s too hard to get your die back off the cards
  • Try multi-belt playtest
  • Maybe also shuffling into the deck?

Playtest & Rules Review

  • Tried the multiple conveyor belts with 3 slots for 1s & 2s, 2 slots for 2s & 3s and 1 slot for 4s
    • Maybe a tad long/overwhelming?
5-29-25_1
  • What if every time you rolled the conveyor moves?
  • Still need to make all the possible combos of specialty dice 50/50s

Horizontal Playtest

  • Tried adding conveyor lines down into one horizontal belt
6-2-25_1

M: 26 pts + 5 quotas + Singles Bonus

Z: 26 pts + 6 quotas + Clear Bonus

  • Liked this a lot
  • Having the 1s and 2s deck and then the 3s and then the 4s was nice
  • Might be long for a 4 player game?
  • Friday speed round was actually kind of fun?
  • Need to test this more
6-2-25_2

Friday Bonanza Playtest

  • Robots acquired:
    • 2/2/3
    • 3/3
    • 3/3/1
    • 2/3/3/4
  • Actually pretty fun/addicting

3 Player Playtest

  • Game Name Ideas:
    • Rollbots
    • Roll & Repair

New work week schedule:

6-10-25_1

Playtest Thoughts

  • Quotas should probably be fixed and start at day 1 (Weekly Quotas)
    • Should the # of players = # of quotas?

AJ: 32 pts (2 quotas + 2 clears)

I: 34 pts (1 quota + 2 clears) + shared single bonus

Z: 38 pts (2 quotas + 1 clear) + shared single bonus

6-10-25_2

Game Check-In

  • Need to formally write up some rules
  • New card #s for 4 players
    • 1s & 2s = 80 cards (5 days * 4 cards * 4 players)
    • 3s = 32 cards
    • 4s = 16 cards

Specialty Dice Adjustments

  • 6 symbols: Electric, Chip, Gear, Spring, Wheel, Light
  • Need to have a more balanced set of specialty dice

Current Dice:

  • Electric + Spring
  • Wheel + Chip
  • Wheel + Light
  • Light + Gear
  • Chip + Gear

New Dice:

  • Electric + Chip
  • Spring + Wheel
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Rules Review

  • Could change the decks to A, B, & C
    • Throw in some 3 cards with 3 singles that contribute to your singles count 🤔
  • Have different week trackers in the base game
    • Training week - tutorial
    • Standard work week - base game
    • Holiday crush - advanced
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Open Questions:

  • Is the bust save tool too strong?
  • Does the TGIF round feel too different from the rest of the game?

Game Review

  • How can we switch up tool dice to make them fair-er or more balanced
  • Bust save can only save 1 card?
  • All dice can be rerolls?
  1. Reroll
  2. Reroll / Trash Peep
  3. Reroll / Claw
  4. Reroll / Dupe
  5. Multitool Blank?
  6. Bust Save
  • What would a work week card look like?
  • Should we put more iconography on it?
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Glunch Playtest

  • Like the drop down conveyor method for card refill
  • Danny wants to be able to reroll tools every day or maybe be able to trade them?
    • Probably solved by adding a reroll to each tool side
    • Or drafting tool dice at the start of each day?
  • Want more ways to nudge the game in your favor
  • Also could be fun to add weird cards in the decks
    • Birthday
    • Fire drill
    • Etc.
  • The game is basically 4 player solitaire -> how to add more player interaction?
7-23-25_1

Glunch Debrief

Main Game Questions:

  • What kind of modifiers or cards could get added to the robot cards to spice things up?
  • How can we get players to engage more during other people’s turns?
  • What things could give players more autonomy or opportunities to feel smart

Matt and Mat Meeting

  • Stellar Factory is interested in the game!
  • Want to add silly and different cards to mix up the game a bit
    • Give a sense of place to this wacky and wild robot factory
  • Add Mat to additional weekly meeting

Glunch Getaway Playtest

thoughts had while playing the game more critically with 3 players

  • Cards that could give other people tools
  • Rerolls always being an option with your tool dice is nice
  • Betting on other people’s success? (When it’s not your turn)
    • Stocks in the company or something lol
  • Individual cards aren’t robots, they are parts of robots (arms, wheels, etc.) and the quotas are for combinations of voltron-like robots
  • Could have a personal projects pile, like robot parts you are working on in the background
    • Could award tool dice? Or something?
    • Or a currency to get something else?
8-3-25_1

Final Scores

D: 12pts (1 quota)

I: 30pts ( 2 quotas) + 1 clear bonus

Z: 15pts (1 quota)

Check-In Meeting

  • Instead of quotas that are one and done claimable, there are instead robot designs for the week
    • Could make more flexible and allow for mix and matching or strategy
    • Makes the most sense in tandem with the cards aren’t complete robots but instead robot parts you are assembling
  • Tool dice could instead be given based on a tracker or something?
    • You get points based on other people getting robots and you can use those points to get tools?

Flexible Quotas

  • Quotas being able to be blueprints OR requests
    • Blueprints = 1B + as many G as you can add (gives non-linear points the more you have)
    • Requests = 1G + 1Y exactly (and the more the better)
  • Parts of robots could be like: heads, bodies, arms, legs, attachments, etc.

New Quotas Playtest

  • Playtesting with 1 modular two type and 3 type quotas
  • Does make the gameplay a smidge faster because you aren’t checking every single turn to see if you can/should capture a one off quota
    • Is this less strategic?
  • LOVE the choosing specialty dice per round from the supply
8-18-25_1

To Do:

  • Change the singles to be gray wilds
  • Make doubles into single color cards
  • Make triples into either or colors
  • Make quads into 2 colors

Future Questions:

  • What should the final tool die options be
    • Is multitool too powerful?
  • How does the updated color distribution on the cards feel to play with
    • And how easy is it to get quotas?

Monday Playtest

  • Made adjustments to the claw tool so you can move any # of dice to different cards
  • Added Eject tool which allows you to retrieve any # of dice from a single card
  • Still need to sort out the Blueprint scoring balance
  • Could be cool to spit the card colors vertically or horizontally depending on the type of card, 3 die ORs, 4 die ANDs

Thursday Playtest

  • Could be cool to have unfinished robot repairs move down the line with some sort of token to replace the die 🤔
  • Need to mock up the new tool dice & print new cards
  • Maybe when you bust you get those repair tokens
    • 1 per card you busted?
    • So in the future you get a free repair
9-11-25_1

Tool Dice Update

  1. Reroll
  2. Reroll / Trash Peep
  3. Reroll / Dupe
  4. Reroll / Claw
  5. Eject
  6. Bust Save
9-12-25_1

Monday Playtest

  • Really liked the repair plates!
    • Question about when someone busts if the plates get added, helping the next players
  • Felt good to have a little help after you bust
  • Question about TGIF and if you can roll forever?
    • Or if you can bust and that just ends your turn
9-15-25_1

Glunch Playtest

  • If you bust when you haven’t gotten anything it feels bad
  • The bust coverups are a great solution
    • Should it allow you to not bust?
      • Probably no, you have to use them between placing dice and rolling again
  • The current game has a lot of clerical work to keep track of the various moving parts, might want to simplify here
9-17-25_2

Thursday Check-In

  • Need to get a final components list together for Stellar Factory
    • Think about simplifying down a bit to get to the most essential core mechanics
  • Try out making a player mat and or a conveyor mat
  • Days without an incident tracker?

Stellar Factory Timeline:

  1. Components List -> to get a quote on the whole shebang
  2. Test run of the various pieces (dice, cards, boards, etc.)

Monday Playtest

  • Yay conveyor mat prototype!
  • Could we adjust the way that cards are fed in
  • Reroll tokens instead of tool dice?
    • Get 1 per day and can spend them in multiples to get a different tool maybe?

Game Changes:

  1. Cards in the right most slot only will burn between turns
  2. Players can refill however they want (with the appropriate decks)
  3. Bust plates get distributed based on the day of the week (Day 1 = 1 token, etc.)
  4. Instead of tool dice, players receive one reroll token per day
9-29-25_1

Sunday 4 Player Playtest!

  • Need to redo the math on how many cards you could possibly refill from the different stacks
  • Could make the AND cards a checkerboard pattern to better see both color ways from the side and top
  • TGIF = The Gears Induce Fear
  • Possible that the double mix and match goals are a little too complicated 🤔
    • Include a standard robot blueprint that is always 1 of each robot part
10-5-25_3

Monday Check-In

  • Make more Specialty Dice, Repair Plates, Calendar Trackers and Quotas to pass off a copy of the whole game to Stellar Factory
  • Want to try other work week schedules