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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.

Concept

Created to closely simulate a real airport and make it possible to build actual real world airports

First Prints

I started way too early printing (6 months after the hardly tested paper prototype), which has resulted in a print with lots of working parts but ultimately a flawed 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 more interesting, meaningful decision making process.

Complete Redesign

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

Problems

Played board added.

Plane Tiles

The planes were problematic as it was hard to mark them, or constantly have to move both a plane and a marker.

Balancing

Scaling

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.

Player Board Tuning

The player boards had quite a lot of different designs as it should be clear,

Reprint

Two vs two.

Airport Design

Two Player

Leftovers

Currently the game has been out for blind testing (a test by players including the rules, without me present), which resulted in loads of feedback on the rules. The length of the game is still a bit undecided

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