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The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Tom Francis

What follows is how my first game of this iteration of Scavenger Chess played out… The board: littered with precious items and horsies. Board setup is random with some attempt at balance, plus a balancing rule: One player chooses which corner to start in, then the other player takes the first turn. Bugle is strong, though.

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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Good ideas do come spontaneously, albeit inspired by random discussions among players, reactions to various situations in game, even playing other games and consuming various non-game media. Balancing Levers The idea of “post-balance” from this article’s title doesn’t mean no balance.

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A dramatic design shift for Spellstorm

Keith Burgun

Back in September, I introduced people to my upcoming card game, Spellstorm. Let me quickly explain how the game worked in broad strokes, and then I can explain the main problem. ” A lot of the basic MOVE/BUMP dynamics were inherited from my 2019 card game, Dragon Bridge. What Spellstorm Was. The Problems.

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Marvel Snap - The Definitive Deconstruction

Deconstructor of Fun

At that point, Second Dinner revealed that their first project just so happens to be a licensed Marvel IP, which the team has been working on for six months already and is currently beginning to playtest. Fastforward to September of 2022 and the game, Marvel Snap, is finally out globally after a considerable amount of time in soft launch.

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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. Need help on your board game? But how do you do that?

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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. Let’s talk about how you can create hard choices in your board game. He, after all, created the pattern building game that we call Tasty Humans , so it makes for a great case study! Need help on your board game?

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

Zugzwang by Robert Yang This post details my process and intent for making my new release Zugzwang (pronounced in German like /ts'OOK-ts'VAHng/ ) a tactical sex dungeon roguelike cum ritual game. SPOILER ALERT: This post spoils what happens in the game. So this game too is set in a dungeon -- a divine sex maze dungeon.

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