DICE OR CARDS
Randomness keeps games suspenseful while you’re playing them, and keeps them feeling fresh after repeat plays. Randomness is essential for many games. But there’s more than one way to include…
Randomness keeps games suspenseful while you’re playing them, and keeps them feeling fresh after repeat plays. Randomness is essential for many games. But there’s more than one way to include…
A little over a year ago I had an idea for an action selection mechanic using a queue of dice and designed a prehistoric civilization game around it, Rise of…
Seth Johnson stops by and we talk about Mechanical Cousins. Different games based around very similar mechanics producing different dynamics and aesthetics. MECHANICAL COUSINS
If you’ve played Pandemic, you know how great the infection deck mechanic is: after an outbreak, the discard pile is shuffled and put on top of the deck, ensuring that the…
While many tabletop games focus on particular strengths, there are certain things that basically all games need to be successful: a cohesive aesthetic, ways for players to interact, clear goals…
If you’re like me, you’re a total math nerd. Not all designers approach games from a mathy perspective, but many do. I love solving the math puzzles in games (I’m…
There are many ways to win a game. Some are a race ending when one player wins by achieving a desired condition first (Euphoria, Settlers of Catan). Some end with a…
About a year ago, I wrote an article starting this series on Game Elements. Since then, I’ve written nine articles covering in detail some of the more abstract concepts game designers…
Wish it was Sunday… What tabletop games did you play over the weekend? Do you do as I do and think on what makes a board game tick? If you…
Today I continue looking at the basic elements that make up tabletop games with Interaction. The previous articles can be found here: Goals, Scoring, Actions, Resources, Uncertainty, Space and Time, Acquisition, and Elimination. In my discussion on Actions, I…