THE THEMES, THEY ARE A’ CHANGING
Guest post by Randy Hoyt. In his day job, Randy works on the user experience design team for a Silicon Valley startup. But at night, he designs and publishes board games.…
Guest post by Randy Hoyt. In his day job, Randy works on the user experience design team for a Silicon Valley startup. But at night, he designs and publishes board games.…
In June, agent Laurie threw down a MECHANICS gauntlet, and lo and behold, the forces of THEME rose up to defend their territory from invasion. During this time, I consulted the tomes and…
You’re sitting at the table with four of your closest friends, playing a rousing game of Brains, Grains, and Trains. You play a zombie card triumphantly… only to find out…
Most conversations about theme and mechanics treat games as if those are the only two elements a game has. Some comments make it seem like there’s this linear scale with…
Does your latest design resemble flavorless tofu cubes, ready to mix with a flavor? Are the mechanics straight from a can, with a generic label? This will hopefully prove a…
When talking non-RPG tabletop games, mechanics make the game. Mechanics ARE the game. Themes and components can enhance games and create more immersive experiences, but the core of a game is ultimately…
ARE YOU READY TO START BUILDING? In Part 1 we covered the first two steps of building a worker placement game: Research and Innovate. In this installment, we’ll cover the Build step.…
Do you know what happens when you start designing a Euro-style game? You start to live one. Some Euro games have mechanics in them like worker-placement, resource management, possibly even…