Worker Placement Mechanic – Circle J Games
Let’s take a closer look at worker placement and how it relates to designing and playing great tabletop games of any type. Source: Worker Placement Mechanic – Circle J Games
View ArticleHow to Get Ideas – The Dark Imp
I came to realise that when faced with a problem most people look for the one right solution because that’s the way they were brought up. All through school they had to answer multiple-choice and...
View ArticleShippBoard Games: On Victory Points
Victory points are a weird thing. They are almost always used in themed games, but they often aren’t themed. Instead, they are representative of value accumulation. Source: ShippBoard Games: On Victory...
View ArticleDo You suffer from Shiny Object Syndrome (SOS)? – The Board Game Design Course
It’s so easy to set aside a game you’re working on, especially if you run into a problem you don’t yet have a solution for. But if you continually move on to the next game before the last one has...
View ArticleTile Laying Mechanic – Circle J Games
For our purposes we define tile placement as a mechanic where tiles or cards are placed or moved throughout the game and where their placement affects the gameplay in some way. Source: Tile Laying...
View ArticleCreating Hundreds of Cards in Component Studio – Stonemaier Games
That’s why we want to tell you about a fantastic tool we’ve been using called Component Studio. Source: Creating Hundreds of Cards in Component Studio – Stonemaier Games
View ArticleCooperation Mechanic – Circle J Games
When designing a game with cooperation, we need to decide what level of cooperation we want to include in the game (see above), and then find the most appropriate way to include it while keeping...
View ArticleWhen Should You Shelve a game? 8 Questions To Ask Yourself – Entro Games by...
The 8 questions to ask before shelving a game Source: When Should You Shelve a game? 8 Questions To Ask Yourself – Entro Games by Chris Backe
View ArticleThe key to a great engine-building game – The Board Game Design Course
The key to winning (or even just doing well) in these games is to build an engine that will continue to give you the resources you need to gain points and beat your opponents. You do this through...
View ArticleDesigning the ‘Teach’ into the game – The Dark Imp
How can we reduce the perception of complexity when creating games for the mass market? Source: Designing the ‘Teach’ into the game – The Dark Imp
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