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.
In the last post I explored some possible reasons why Flashpoint’s turn order is just so forgettable. In this post, I present the results of my little experiment and explore what it all means.
Flashpoint is a very well designed game but it has an oddly forgettable turn order. Can we use it to find out if certain design decisions will always result in a more memorable structure? UPDATE: Full results now available in Part II.