What about you?
Give players more necessary tasks than possible to complete and make them expire to make players have to triage effectively.
In the game, you are given 2 orders each turn that last 4 turns before counting as -pts. But can usually only fulfill 1 per turn.
Give players more necessary tasks than possible to complete and make them expire to make players have to triage effectively.
In the game, you are given 2 orders each turn that last 4 turns before counting as -pts. But can usually only fulfill 1 per turn.
🎲✂️ 12. Flip City - Forced Push Your Luck
Adding a negative element that forces you to push longer adds tension.
In the game, if the top of the deck has a Res. Area, you must take it. Even though it has a unhappiness which will bust you if you have 3.
🎲✂️ 12. Flip City - Forced Push Your Luck
Adding a negative element that forces you to push longer adds tension.
In the game, if the top of the deck has a Res. Area, you must take it. Even though it has a unhappiness which will bust you if you have 3.
You're welcome, even if you don't feel like a game designer!
1/3🧵
You're welcome, even if you don't feel like a game designer!
1/3🧵
Its incredibly rewarding to come back from the brink of losing.
In the game, you can be right on the edge, and still not fall off!
If you fall off you will lose. But you get to take the risk of pushing your opponent off or trying to save yourself.
Its incredibly rewarding to come back from the brink of losing.
In the game, you can be right on the edge, and still not fall off!
If you fall off you will lose. But you get to take the risk of pushing your opponent off or trying to save yourself.
If you put a hard cap on the turns in a game, it increases the tension.
In the game, you have to place a token out every turn. And you only have 7 tokens. Every turn makes or breaks the game.
p.s. a bonus game that does this is The White Castle
If you put a hard cap on the turns in a game, it increases the tension.
In the game, you have to place a token out every turn. And you only have 7 tokens. Every turn makes or breaks the game.
p.s. a bonus game that does this is The White Castle
If you want lots of replayability, add big goals that direct the strategy of players.
In the game you have 3 goals which give you most of the points. But they want different things, like diagonal Mtns or a big group of meadows.
🎲✂️
If you want lots of replayability, add big goals that direct the strategy of players.
In the game you have 3 goals which give you most of the points. But they want different things, like diagonal Mtns or a big group of meadows.
🎲✂️
Let players feel clever by letting them add upgrades that aren't predetermined.
e.g in The Brass Age, you have upgrades that you place on actions to upgrade them. But, you get to pick what upgrade you place on the action, instead of flipping the card over. 🎲✂️
Let players feel clever by letting them add upgrades that aren't predetermined.
e.g in The Brass Age, you have upgrades that you place on actions to upgrade them. But, you get to pick what upgrade you place on the action, instead of flipping the card over. 🎲✂️
Make players have to rely on each other to win.
e.g in Switchbacks, to score a line it has to be a straight of 4+ tiles or it scores 0. However, you don’t have all of them. So you have to make the others join you instead of going off on their own.
🎲✂️
Make players have to rely on each other to win.
e.g in Switchbacks, to score a line it has to be a straight of 4+ tiles or it scores 0. However, you don’t have all of them. So you have to make the others join you instead of going off on their own.
🎲✂️
Here's a quick guide to making them:
🎲✂️
Here's a quick guide to making them:
🎲✂️
If you force players to take good items with bad items, you add depth to the decision with no complexity.
Now, you have to decide between that thing you really want that also has a horrible thing, or two ok things.
🎲✂️
If you force players to take good items with bad items, you add depth to the decision with no complexity.
Now, you have to decide between that thing you really want that also has a horrible thing, or two ok things.
🎲✂️
Don't let players spam the same option, as that gets boring.
Instead, make them work for it, so they feel accomplished.
Some common ways to do that are by adding a resource or financial cost to the action. Or here, the card is moved to the back.
🎲✂️
Don't let players spam the same option, as that gets boring.
Instead, make them work for it, so they feel accomplished.
Some common ways to do that are by adding a resource or financial cost to the action. Or here, the card is moved to the back.
🎲✂️
This is because I have learned that BlueSky isn't the best for discussion, I should just use Discord for those things instead.
This is because I have learned that BlueSky isn't the best for discussion, I should just use Discord for those things instead.
Add memorable moments by incorporating human judgement.
Since everybody notices different things, we can give a "obvious" clue, that nobody else gets, or misinterprets horribly.
🎲✂️
Add memorable moments by incorporating human judgement.
Since everybody notices different things, we can give a "obvious" clue, that nobody else gets, or misinterprets horribly.
🎲✂️
An example game would be Scout, where at the end of the round, you score points, which are stored away, and reshuffle the deck, going again until someone hits a certain point threshold. 🎲✂️
An example game would be Scout, where at the end of the round, you score points, which are stored away, and reshuffle the deck, going again until someone hits a certain point threshold. 🎲✂️
Adding adjacency effects is a cheap way to add depth, rules-wise.
In Skulls, you draft or place a card. That's it.
But then comes scoring. Everything want to be next something, and you can't satisfy them all. All because of adjacency.
Adding adjacency effects is a cheap way to add depth, rules-wise.
In Skulls, you draft or place a card. That's it.
But then comes scoring. Everything want to be next something, and you can't satisfy them all. All because of adjacency.
For me, its ROVE by Dustin Dobson & Milan Zivkovic, and what I want to emulate is the tightness of the game, and how you can't waste a move.
What about you?
For me, its ROVE by Dustin Dobson & Milan Zivkovic, and what I want to emulate is the tightness of the game, and how you can't waste a move.
What about you?
In game design, restrictions give you meaningful choices, instead of random "choices".
However, sometimes you need multiple restrictions to achieve this.
In game design, restrictions give you meaningful choices, instead of random "choices".
However, sometimes you need multiple restrictions to achieve this.
For example, @alexcutler.bsky.social & Peter C. Hayward's Critter Kitchen just came out, and the worker placement, where you have 3 different types of worker, sounds really cool. Would it be unprofessional to use it in a game?
For example, @alexcutler.bsky.social & Peter C. Hayward's Critter Kitchen just came out, and the worker placement, where you have 3 different types of worker, sounds really cool. Would it be unprofessional to use it in a game?
Small bonuses are fun: you are constantly getting small bonuses, which feel great.
e.g. You play a card that moves you on a track, hitting a bonus, which lets you move again, letting you hit another bonus, gaining a card this time!
What's your favorite game with small bonuses?
Small bonuses are fun: you are constantly getting small bonuses, which feel great.
e.g. You play a card that moves you on a track, hitting a bonus, which lets you move again, letting you hit another bonus, gaining a card this time!
What's your favorite game with small bonuses?
On Tuesday's, I will post some lesson I learned from a recent game I played, or a mechanic I really liked from it.
On Thursday's, I will post a discussion question about Board game design, even if only tangentially related.
See you Tomorrow!
On Tuesday's, I will post some lesson I learned from a recent game I played, or a mechanic I really liked from it.
On Thursday's, I will post a discussion question about Board game design, even if only tangentially related.
See you Tomorrow!
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