Skip to content

Category Archives: Game Design

Smoothing Out the Math

Math Can Be Annoying
In Lost Cities you have this wonderful scoring event that happens at the end of the game. There is nothing better after a fun game than taking a math test. It helps to have a pencil and paper handy to calculate your mess of a score. You have to sort through bases […]

Two New Games!

Dan and I met Tuesday night for play testing. We each brought a new game design to the table. Dan had a dice game based on the video game Rampart. We each had a Castle and had a stack of gold placed inside. We were able to build up the walls to our Castles, place […]

Designer Chit-Chat

Last night Ian, Jon, and I met.
Chit-Chat
We started a bit differently by chatting about games on the couch. We talked about our games being published, and all of the details that go along with that.
Ian told us about his newest game idea involving dice, Chun-Li, and fireballs. We were very taken with the idea […]

multi-game

Back in the earlier Internet days, about a dozen ago (that’s 1996-97-ish, for those of you who are either math-addled or from the future), I had fancied myself a bit of a web game developer. I had a website with couple medium-sized multiplayer online games, your standard strategic exploration and combat and tech tree stuff, […]

Suit Up!

Over the weekend, I realized an important aspect of suits in game design. They restrict options and therefore increase tension.
Imagine a game of Lost Cities where all of the cards were of the same suit and they could be played on any expedition. Now instead of a 20% chance of drawing the suit you need, […]

Control Panel

Last night at our design meeting, I mentioned a game that I thought related to the topic at hand. We were discussing designing a game with a space ship control panel, when I remembered this game called Wormhole that had that very thing.
According to the entry on BoardGameGeek.com:
‘Wormhole’ by www.worldworksgames.com is a tabletop space combat game which […]

Flywheel Brainstorming

After a hiatus, we returned to meeting last night. One activity we partook in was to come up with lists of board game titles. We then exchanged them and tried to describe the game that came to mind. Below is the list of game titles that you may one day see at a game store […]

Just Playin Around

My first full fledged attempt to design a game started about two years ago. It began when I read a description of a game on some webpage. The game was Light Speed by Cheapass Games. The game sounded awesome. So awesome that on my lunch break that was all I talked about. In my mind […]

So We Meet Again…

Tonight we will be able to continue with out weekly design meetings on our regular night and regular time. I’m stoked!
Exceptions
I have been playtesting Stellar Underworld at my local game store and with other gamers here and there. At one of those playings, I had one especially “thorough” playtester who offered more advice than I […]

Getting More Bang for the StarCred

I’ve been revamping Space Port lately to fix some issues with the game. Actually, I’m revamping it to allow for more design space to fix some issues. Here are the changes:
StarCreds
The first change I made was to the currency system. In this universe, I used StarCreds as the money of choice. It was a name […]