Flashpoint: Fire Rescue: A functional review: Smelting theme, the power of roleplay and Alphas defeated?

Last week I started my first look at Flashpoint; considering how it builds game arc and the nature of the puzzles it presents. This week I look at the critical role of theme in the game.

Continue reading “Flashpoint: Fire Rescue: A functional review: Smelting theme, the power of roleplay and Alphas defeated?”

Flashpoint: Fire Rescue: A functional review: Co-op arcs, puzzles vs non-puzzles and your pleasure at risk

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.

Continue reading “Flashpoint: Fire Rescue: A functional review: Co-op arcs, puzzles vs non-puzzles and your pleasure at risk”

Great Design Decisions: Dominion’s useless victory point cards

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.

Continue reading “Great Design Decisions: Dominion’s useless victory point cards”

What makes a memorable turn order? An experimental mission to Flashpoint: Fire Rescue (Part I)

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.

Continue reading “What makes a memorable turn order? An experimental mission to Flashpoint: Fire Rescue (Part I)”