01 Jan 26
Some folks very kindly put up a French version of the blorb principles.
22 Sep 25
Sedan när vi demar/lär ut våra spel är det en sådan skillnad i insikten om konsekvenser mellan oss och de som provar att det känns rättvist att inte vara så hård.
Aha gör ni spel? Läs dom här.
https://boardgamegeek.com/blog/252/blogpost/1008/opacity-in-gaming
07 Aug 25
漢字一字をアイコンとして見るのは駐車場の掲示等でお馴染みだけど、まさかこれをBa Ba is Youライクなデザインのゲームにするとは!!
16 Jul 25
Matt Leacock just posted his difficulty ideal on BGG.
Design the game such that:
if a group of people appropriately self-selects a well-defined difficulty setting,
that their odds of success will be about 50/50,
05 Jun 25
02 Jun 25
Web review of Ervin
07 May 25
I normally hate 3d games but Journey is an exception and this 2014 video explains why.
02 Apr 25
A two-player letter-writing game about maintaining connection against impossible odds. This seems really cool, and just the kind of wierd game I like.
A two-player letter-writing game about maintaining connection against impossible odds. This seems really cool, and just the kind of wierd game I like.
07 Jan 25
Fun video by Gavin last spring on how ward in Magic kinda got out of hand.
30 Dec 24
Image description.
Agnes in front of her computer with a clenched fist of vowing: “This year, I resolve to spend four hours a day thinking through the lore of the fantasy world I’m creating!”
Lucy: “Agnes, you might want to think twice about that…”
Agnes: “Hm, if you think so…
21 Dec 24
I’ve always been bugged by the kluginess and ugliness of adding corner indices to playing cards since they look so good without them. And so redundant with both. Like, a two of hearts technically has four hearts. Some cards have only corner indicies and that’s fine, doesn’t look as good as no-indices but looks better than both and is functional in hand.
But corner indices is a usability necessity. Today I found out about a type of corner index I hadn’y seen before: I love Dexter indices!
07 Dec 24
Magic removed the “conga line” rule.
Revising the earlier example under the new rules, my 5/5 attacker gets blocked by your 3/3 and your 4/4. It’s now the declare blockers step, after blockers are declared, our last opportunity to do anything before combat damage is dealt. I pass priority. You have that Giant Growth in hand. You can still save the creature of your choice. We’ll say you want to save that 3/3, probably for the same reason I wanted it gone, so you pump it up to a 6/6. We move on to combat damage, and now I get to assign my creature’s 5 damage any way I want. Most likely, I’ll take out your 4/4, as it’s the best I can do. But maybe I have, you know … plans and would rather deal 3 damage to the 6/6 and 2 damage to the 4/4. That’s okay, too.
So now double blocking is even weaker than it was. And some of my favorite cards (tricks that give one toughness or prevent one damage) are now unplayably weak. But they’ve apparently playtested this inhouse for a full year.
27 Sep 24
Maro.
It’s not the players’ job to find the fun. It is your job as the game designer to put the fun where the players can’t help but find it. When the players sit down to play a game, there’s an implied promise from the game designer that if they do what the game tells them to do, it will be fun. So most players will do whatever the game tells them to do to achieve the desired goal (usually win), even if that thing isn’t fun. When the game is done, if the players didn’t enjoy themselves, they will blame the game—and rightfully so!
It’s your job as a game designer to make sure that what it takes to succeed at your game is the very thing that makes the game fun. Fun cannot be tangential; it has to be the core component of your game experience. I can’t stress this enough. You can’t hide the fun and expect your players to hunt for it. That’s not their job. It’s your job as a game designer to lead the players to the fun.
18 Sep 24
Here’s an idea to improve the fun level of games that involve some degree of resource management, as e.g. Monopoly does. Like any amazing idea, it could either work out great or be a complete disaster. To be clear, I have not yet had the opportunity to test this myself, but I’d really like to some day.
17 May 24
Once more stumbling into so much discourse about me that I had never heard of.
First of all, they’re codifying one variant of antiblorb.
25 Mar 24
And to Technoskald but that one I had seen and dug before!