Kind Fortress

Kind Fortress

A Board Game Design Blog

  • Home
  • Building Blocks Book
  • Store
  • Print-and-Play
  • Feedback
  • Design Patterns: A Rich Victory

    From Monopoly to Food Chain Magnate, and many games in between, players earn the victory by becoming the wealthiest by game end. Given that so many games are economic simulations, perhaps this shouldn’t be surprising. What might surprise us is how many games, even economic games, are not won by becoming the richest player. I »more

    May 7, 2018 Isaac Shalev Posted in: Patterns in Game Design 3 Comments
  • Design Patterns: Triangular Scoring

    A quick note before we get into today’s post. I recently appeared on the fantastic Ludology podcast, hosted by Geoff Engelstein and Gil Hova, where I talked about this series of design patterns. Some of you may be reading this now because you heard that episode. Welcome! If you’re a regular and want to listen, »more

    April 24, 2018 Isaac Shalev Posted in: Patterns in Game Design 7 Comments
  • Blind Remote Playtesting In 10 Easy Steps

    Blind playtesting, where players encounter your game as a consumer might, and must learn how to play from the written rules, is a critical part of the game design process. Some designers reserve blind testing towards the end of their process, and primarily use it to refine rules. Others start much earlier, sometimes relying on »more

    March 19, 2018 Isaac Shalev Posted in: How To 2 Comments
  • Guest Post, JR Honeycutt: Make Choices, Feel Things

    JR Honeycutt is a developer and designer who is known throughout the industry for his work on legacy games from Seafall to Charterstone to the upcoming Betrayal Legacy. In the past, JR has worked with Dirk Knemeyer on the Tesla vs Edison franchise, and with Daryl Andrews on the Fantasy Fantasy sports franchise. JR, in »more

    March 12, 2018 Isaac Shalev Posted in: Guest Post, Thoughts 2 Comments
  • Design Patterns: Asymmetry and Player Interaction

    We’ve spent the last few weeks talking about various ways in which games start with asymmetry, or introduce it along the way, in order to reach the ultimate asymmetric outcome of winning and losing. Today, we’ll close our series on asymmetry by talking about player interaction. Broadly speaking, nearly every competitive game can be reduced »more

    March 6, 2018 Isaac Shalev Posted in: Patterns in Game Design, Thoughts 1 Comment
  • Design Patterns: Asymmetry And Opacity

    Welcome back! This is the third part of the asymmetry series. You can catch up here, or just keep reading. No prior knowledge required! Well… except this bit. Last week I said: I am not addressing the asymmetry that arises based on the natural outcome of non-mirrored gameplay. Players take turns and make decisions and »more

    February 5, 2018 Isaac Shalev Posted in: Patterns in Game Design, Thoughts 4 Comments
  • Design Patterns: Asymmetry (Part 2)

    Last week I introduced the topic of asymmetry, and wondered out loud about all the different ways we use the term. Is there any hope of putting some order to all the chaos we uncovered? Probably not. But we’ll try anyway! It might help to identify different categories of asymmetry. I’m going to try out »more

    December 6, 2017 Isaac Shalev Posted in: Patterns in Game Design, Thoughts No Comments
  • Design Patterns: Asymmetry (Part 1)

    Recently I’ve been frustrated by the term asymmetry in game design. What are asymmetric games? Common examples are Cosmic Encounter, Chaos in the Old World, Twilight Struggle, Android: Netrunner, or Fury of Dracula. Looking over that list, it’s clear that we mean lots of different things when we talk about asymmetry! Twilight Struggle, for example, »more

    November 27, 2017 Isaac Shalev Posted in: Patterns in Game Design 7 Comments
  • Design Pattern: I’ll Rates You!

    After last week’s post about worker placement games that dont’ favor buying a lot of workers, a lot of readers brought up some additional examples. By far the most common one was one of my favorite and most-played games of all time, Through the Ages. Thing is, TTA isn’t a worker-placement game. It’s a tableau-building, action »more

    November 15, 2017 Isaac Shalev Posted in: Patterns in Game Design 4 Comments
  • Design Pattern: Don’t Work Harder, Work Smarter

    When sitting down to learn a new worker placement game, many of us are just waiting for the answer to one question: how do I get more workers? Since workers are the currency of a worker placement game, getting more workers is the key to getting more of everything else: resources, turn order advantage and »more

    November 6, 2017 Isaac Shalev Posted in: Patterns in Game Design 4 Comments
« Previous 1 2 3 4 5 6 Next »

Archives

  • April 2026
  • March 2026
  • December 2025
  • March 2025
  • February 2025
  • February 2020
  • January 2020
  • December 2019
  • November 2019
  • August 2019
  • July 2019
  • October 2018
  • May 2018
  • April 2018
  • March 2018
  • February 2018
  • December 2017
  • November 2017
  • October 2017
  • September 2017
  • August 2017
  • July 2017
  • March 2017
  • March 2016
  • May 2015
  • April 2015
  • February 2015
  • July 2014
  • August 2013

Meta

  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org
Become a patron at Patreon!
Kind FortressProudly powered by WordPress

 

Loading Comments...