Many years and quite a few designs ago, I made a mini-expansion for Dominion. It’s been sat in a drawer ever since. So as an experiment in criticism and self-reflection – and with the benefit of hindsight – I’ve decided to dissect it. I want to see what I did well… and not so well, and what lessons I can learn from it about design.
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.