Remove Balance Remove Playtesting Remove Puzzle Remove Tile
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Board Game Pacing: Keeping Your Game Interesting (Tasty Humans Pt. 5)

Brand Game Development

So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing. There is also an escalation in strategy as the players fill up their boards by acquiring more and more Leader tiles. They have just a single Leader tile and their monster’s unique “personal craving.”

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

Brand Game Development

In my Tasty Humans Designer Diary posts so far, I have focused on the puzzle aspect of the game. The design process really started with the puzzle. Players weren’t just drafting which tile they wanted most; they were also picking their turn order for the next round. That is an interesting decision.

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Zugzwang as a pole dance upward unto heaven

Radiator Blog

A broughlike is a variation on a roguelike named after designer Michael Brough , who has spoken before on his design patterns like square tiles, orthogonal movement, turn parity, glitching, limited info, simple maze designs, minimal resources. A dense randomized mini-chess puzzle where everything matters. So what did she want then?

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