Today Jaya writes his first ever functional review – an often overlooked gateway title ‘Jamaica’: One of the first tabletop games he ever purchased, and still one he regularly takes out with new friends.
In today’s article Jaya Baldwin compares two different classic word games and, when looked through the lens of modern design, finds one more dated than the other
So much of the conversation about a game’s design bounces from the very broad to the very specific without stopping to consider what really matters: the human emotion game dynamics give rise to. But if designers can spend more time at this level they can make more innovative games.
In my second adventure into forging designer-focused reviews, I start my look at the well-loved co-op Flashpoint: Fire Rescue and go for the world record number of colons in a blog post title.
In my first foray into trying to create a design orientated “functional” boardgame review, I look at a game I have distinctly mixed feelings about: Century: Golem Edition
There’s something missing from the boardgame review landscape. This is what I think it might be – and what I am going to experiment with to fill it.
Last week, I posted about why making print and plays is a great thing for designers to do. This week, I navigate my first two creations and see what I can learn from the whole process.
[Quietly] I’ve never made a print and play (PnP) game before. Is that ok? Well… maybe I’ve been missing out. There are lots of reasons to create a good PnP game, even if you don’t think of yourself as a ‘crafty’ person. Read part I? You can read Part II here.
This is the first post in an occasional series examining design choices that were critical factors in the overall success of a game’s design. In this entry, I go right in with one of the greats and look at Dominion’s powerful victory point (VP) card mechanic.