• Uncategorized

    AUTOMATIC MODE ENGAGED

    Here’s a fun experiment you can try at home. The next time you’re in the middle of a board game with your friends and nobody’s having any fun with it, suggest that you all quit and play something better. Nine times out of ten, everyone will refuse, citing that they…

  • Uncategorized

    Magical Passover Land

    The Magic: The Gathering community has a useful term called “Magical Christmas Land” that also has some value for game design. It’s a derogatory phrase used to describe decks or cards that are very powerful under ideal circumstances, but in most other cases (and there are many, as Magic is…

  • Uncategorized

    Game Analysis: Epic Spell Wars

    The Take-That genre finds itself in an uncomfortable position between pure party games and strategic games. Games like Red Dragon Inn and Room Party have very light tactical elements but are mostly used to generate funny situations, with players attacking each other more for the hell of it than to…

  • Uncategorized

    The Unbearable Lightness of Theming

      Some designers are of the opinion that theme is secondary for a game: That as long as the mechanical backing is suitable, you can basically slap on whatever theme you want and you’ll get something good. I’m not so blind as to think the exact opposite – that you can…

  • Uncategorized

    My Top Ten Games

    Because it’s been a busy couple of weeks with the holidays, I thought that this week I’d bunt and write a column about my top ten favorite games. Two things to note: A) Everything below second place is vague and could shift up or down several places depending on my…

  • Uncategorized

    Rough Drafts

    There’s basically two kinds of game mechanics: Ones that are hefty enough to require the game to be about them (hidden movement, worker placement) and ones that are usually added in a small amount to a more complicated game (bluffing, dice-rolling). Falling half-and-half into both camps is my pet mechanic,…