The Problem With Ideas

I love ideas.  Ideas have potential — unfulfilled possibility.  Ideas are applied imagination.  Ideas are my fuel. I spend a lot of my in-between time thinking about games.  And mostly about creating games — trying to invent novel ones and/or ones I would love to play. Games provide the sandbox for my imagination.  Mechanics and […]

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The Game Theory of Games

I’ve been witnessing a Twitter Battle play out over weeks, days, and now over the course of minutes.  The subject is Machi Koro.  The debate is about whether Machi Koro is fun (or even a game). I boil it down to two perspectives: 1.  There are lots of ways to play and win 2.  There […]

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The Problem With Deck Builders

I played Legendary solo last night.  It was my first time playing the game.  I was excited about how different hero and villain superpowers would be expressed via the card mechanics.  However, like many deck builders I’ve played, it was more of the same. You can break most cards down into: The cost to acquire […]

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Mancala Worker Placement

The worker “earn” mechanic is what attracted me to Five Tribes (and also a Days of Wonder + Bruno Cathala production).  The idea of the cause and effect of player actions across turns should provide a fertile ground for emergent strategies.  Said another way — looked like a good engine for fun. I like to provide […]

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Evaluating A Tabletop Game

I went on a game buying spree recently. I focused on games that could be played one player. I’m researching various game mechanics around creature AI and dynamic boards/environments. My starting list was based off the most interesting links Ricky Royal described in his video series here. By buying 10 or more games at once […]

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A Better Version of Monopoly

I added a new “game in production” to my development pipeline. My 2nd grade daughter is now requesting Monopoly as her default game to play. We’ve included games for her birthday and Christmas presents every year past 3 years old. I want to expose her to all sorts of mechanics and themes. But that hasn’t […]

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