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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The game, a historical 4X set in classical antiquity, released on July 1, 2021, and is available for purchase here. The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change.

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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

Perfect board game pacing is one of the most underrated aspects of board game design. Somewhere between overwhelm and ennui, there lies a middle ground where a game is perfectly paced. A great board game feels challenging and interesting throughout. At the beginning of the game, a player’s objective is simple.

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My Elephant in the Room, Part 1

Designer Notes

Welcome to My Elephant in the Room: An Old World Design Postmortem. Here are the games that I’ve worked on. Spoiler alert: Civilization 3 and 4 are going to come up a lot in the presentation… I also do a podcast where I interview game designers about why they make games, so check it out if you have time for 4-hour interviews.

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Creating Hard Choices in Board Games (Tasty Humans Pt. 4)

Brand Game Development

One of the hallmarks of good board game design is being able to create hard choices. Sounds easy enough to do, but it’s actually really tough from the designer’s perspective! Let’s talk about how you can create hard choices in your board game. Particularly when hard choices come from simple mechanics.

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Old World Designer Notes #6: Citizens and Specialists

Designer Notes

The following is an excerpt from the Designer Notes for Old World. The game, a historical 4X set in classical antiquity, released on July 1, 2021, and is available for purchase here. The first Civilization game was like a game design thunderbolt, sent from the heavens and marking everything it touched.

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How to Design the Mechanics of Your Board Game

Brand Game Development

Board game development is a very individual process. Every single developer has different methods for creating their games. This article is the third of a 19-part suite on board game design and development. Need help on your board game? I studied Game Design at UAT in Tempe, AZ and graduated with honors in 2009.

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A dramatic design shift for Spellstorm

Keith Burgun

At different parts of the bridge there were investment tiles, so on a basic level the premise was kind of, “do I move to a relatively unsafe investment tile, or do I BUMP?” ” A lot of the basic MOVE/BUMP dynamics were inherited from my 2019 card game, Dragon Bridge. Spellstorm At Its Heart. “Spellstorm 2.0”