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?… Read More
Some people hate Ticket to Ride; people who do not appreciate its brilliance. I hate the United Kingdom expansion as much as they hate the basic game. But unlike them, I’M ACTUALLY RIGHT… right?
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… Read More
A collection of resources to help you speed up and improve the process of working with artists. Especially useful if this is your first game and you’re the one in charge of making sure it’s beautiful.
The MDA framework is now well known in design circles. Here I take it a step further putting forward my own riff on the model for tabletop games specifically; incorporating the notion of access and mapping out some critical detail.
Applying a cost-benefit framework to a specific mechanic in a TTR expansion, I explore if we can create a more objective way of weighing-up design decisions; at least as far as set-up goes.