Author: Brian

Time

Time is an interesting thing in board games. I’m not talking about play time here. I am talking about the simulated passing of time in the game itself. In many games time has little impact or is ignored. How long did it take for you to build your power plant empire in Powergrid? No one knows and that is ok. But, used correctly, time can really ramp up the tension in games. I want to focus on ways games can simulate time to give players a sense of urgency or make time into a resource that players need to...

Read More

Defining Thematic

I want to talk about the word “thematic”. This is a much used word that can have different meanings to different people. It got me thinking. What do I mean when I say that a game is “thematic”? That spawned this mass of text. I apologize up front for the length. If you can make it to the end you will get a reward. Called satisfaction. If that isn’t enough for you, I am truly sorry that you can’t be satisfied with the simple things of life. Enough introduction. Time to dive into the word “thematic”. I am going...

Read More

Design Deconstruction: Robinson Crusoe

This article is not intended as a review of the game but as a commentary on some design elements and the lessons that can be learned from them. You will find first a brief summary of how the game is played for the sake of context and then specific design elements that we as designers can draw lessons from. Robinson Crusoe is a very thematic co-op game about surviving on an island as a band of shipwrecked survivors. There are several different scenarios that come with the game so the goals will be different depending on the scenario you...

Read More

Recent Videos

Loading...

Recent Tweets