As we turn over from one year to the next, and perhaps from one decade to the next, depending one who you ask, I wanted to share reflections on the tabletop industry itself, and how that will impact consumers, designers, publishers, and everyone involved in making and playing board games. This is the first in »more
-
Design Patterns: Perpendicular Constraints
There’s a useful term in project management called the Critical Path, which is defined as the least amount of time needed to complete some multi-step operation. A project manager tries to figure out how to sequence tasks in a way that is most efficient and wastes the least amount of time. Eurogames offer a similar »more
-
Design Patterns: Random Reactions
The recent boom in Yahtzee-style games, known as roll-and-writes (or RnW for short) got me thinking about the genre and its underlying mechanisms. One major design innovation, that distinguishes many games from Yahtzee, is having more than one player make use of a common set of random results. Sometimes this happens in the form of »more
-
Playful Thoughts: The Hit List
Nick Bentley is one of the brightest minds in gaming, and I’ve often turned to his blog, or approached him personally, for his insights into game design, product marketing, and the tabletop games industry. From his perch at North Star Games, Nick sees a lot, and understands more, about how to be successful in gaming. »more
-
Design Patterns: This Is Bigger Than All Of Us
In their terrific new book, Meeples Together, Christopher Allen and Shannon Appelcline discuss”challenge systems” in cooperative games. Though they don’t explicitly offer a concise definition of a challenge system, we might distill one out of their extensive coverage of the topic and say that a Challenge System is a mechanism or set of mechanisms that »more
-
Design Pattern: Winning and Goals
As the Women’s World Cup rolls forward, I though we’d talk a bit about goaaaaaaals! Or just goals, as English-speaking commentators call them. Reiner Knizia once said “When playing a game the goal is to win, but it is the goal that is important, not the winning.” At first impression, Knizia appears to be saying »more
-
Design Patterns: Random Loops
Game designers often talk about two types of randomness, input randomness and output randomness. In this post, I’d like to critique this polar model of randomness and introduce some new thinking about it that designers should consider. First, a quick summary for those new to the concepts: The distinction between input and output randomness in »more
-
The Digital Difference
by Marlene Rivers There is an ongoing trend of classic board games being ported to digital platforms. For instance, the popular tabletop wargame Ogre by Steve Jackson was revived last year through a video game adaptation. Some studios are even pushing the envelope, like Asmodee Digital, who is bringing classic board games to virtual reality. »more
-
Design Pattern: Leveraging Luck
In a recent appearance on Gabe Barret’s Boardgame Design Lab podcast, Richard Garfield, designer of Magic: The Gathering, spoke about the interplay between luck and skill in a game. Garfield made the point that luck appears in many games we normally see as purely contests of skill. The argument goes like this. Chess is a »more








