Dice or Cards

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…

Rise of Tribes: The Path to a Better Game

Rise of Tribes: The Path to a Better Game

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…

Mechanical Cousins

Mechanical Cousins

Seth Johnson stops by and we talk about Mechanical Cousins. Different games based around very similar mechanics producing different dynamics and aesthetics. Mechanical Cousins

Cannibalizing Mechanics

Cannibalizing Mechanics

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…

What’s Your Puzzle?

What’s Your Puzzle?

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…

Stealthy Math

Stealthy Math

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…

How to Design Tie-Breakers

How to Design Tie-Breakers

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…

Game Elements: Conclusion

Game Elements: Conclusion

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…

Just another Mechanic Monday – II

Just another Mechanic Monday – II

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…

Game Elements: Interaction

Game Elements: Interaction

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,…

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