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GOING BANANAS

</going bananas>

GOING BANANAS

4-player Euro-style board game, playtested through 3 major iterations.

3

major playtested versions

4

asymmetric characters

9 + 18

tile types + battle cards

SPECIFICATIONS

ROLEGAME DESIGNER
YEAR2024
TYPEBOARD GAME
STATUSarchive
STACKgame design · playtesting · user research · iterative design · systems design
LINKS
DELIVERABLES1 artifacts · research → hi-fi
TOOLSgame design · playtesting · user research · iterative design · systems design

A four-player economy game has to stay tense for 15 rounds: strategies need to diverge, leaders can't be allowed to run away with it, and the moment-to-moment decision can't collapse under its own complexity.

A Euro-style board game for 4 players with asymmetric characters, tile-based economy, battle card combat, and layered end-game scoring.Playtested with real users across 3 major iterations.

README.TXT — GOING BANANAS (3 KB)[full readme →]

== WHAT IS THIS ==

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A Euro-style board game for 4 players with asymmetric characters, tile-based economy, battle card combat, and layered end-game scoring. Playtested with real users across 3 major iterations.

== </the problem> ==

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A four-player economy game has to stay tense for 15 rounds: strategies need to diverge, leaders can't be allowed to run away with it, and the moment-to-moment decision can't collapse under its own complexity.

== </my approach> ==

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I designed the complete system — 9 tile types, an 18-card battle deck, 4 asymmetric monkey characters with unique powers and win conditions, evolution mechanics, and layered end-game scoring with multipliers — then refined it across three major versions of structured playtesting with real users.

== </the story> ==

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Going Bananas is a medium Euro-style board game where 4 players take the role of monkeys hoarding bananas across 15 rounds. I designed the complete system: 9 tile types, 18-card battle deck with rock-paper-scissors combat, 4 asymmetric monkey characters (Gorilla, Baboon, Chimpanzee, Orangutan) each with unique powers and win conditions, evolution mechanics, and layered end-game scoring with multipliers. Three major versions refined through structured playtesting.

== </architecture> ==

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Game economy built around deliberate scarcity. Bananas serve as both score and currency. Seven single-use VP milestones ensure strategies diverge. Alpha crown mechanic creates natural rubber-banding without artificial catch-up.

== </design decisions> ==

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Binary core turn

Move or Stay. The moment-to-moment decision stays simple while the systems around it supply the depth.

Bananas as score and currency

One resource doing double duty builds deliberate scarcity into the economy — spending power always costs standing.

Card combat over dice

An 18-card rock-paper-scissors battle deck adds a skill element while keeping variance alive.

Asymmetric characters

Gorilla, Baboon, Chimpanzee, and Orangutan each play with unique powers and their own win conditions.

Alpha crown rubber-banding

The crown mechanic creates natural catch-up pressure without an artificial handicap system.

Single-use VP milestones

Seven one-time milestones force strategies apart — once one is claimed, everyone else has to find another route.

== </key decisions> ==

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DECISION 01

Binary core turn (Move or Stay) keeps moment-to-moment decisions simple while systems add depth. Evolution cost (25 AP) calibrated through playtesting for genuine dilemma. Card-based combat replaces dice for skill element while maintaining variance.

== </what i learned> ==

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>

Keep the core decision binary and push complexity into the surrounding systems — players handle depth better than wide decision trees.

>

Numbers only get honest through playtesting. The 25 AP evolution cost was recalibrated across versions until it produced a genuine dilemma.

>

Replacing dice with cards keeps the variance but hands players agency — randomness feels fair when you chose the card.

game design · playtesting · user research · iterative design · systems design

archive