Five cool things about the design of Dragon Bridge

Today I wanted to talk a little bit about the game design of Dragon Bridge. Dragon Bridge is a two player competitive card game. I originally designed it very quickly—in a matter of a few hours—as part of the #18CardStrategyJam, and I had never had the experience before of making a game that kinda “worked” … Continue reading "Five cool things about the design of Dragon Bridge"

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Building Blocks of Tabletop Game Design – interview with Geoff Engelstein and Isaac Shalev

I can’t believe I went this long without interviewing one of my biggest game design theory heroes, Geoff Engelstein. Together with designer, game design writer and fellow game design podcaster Isaac Shalev, they’ve written a book that seems like it might be kind of a big deal in this field. To quote a bit of … Continue reading "Building Blocks of Tabletop Game Design – interview with Geoff Engelstein and Isaac Shalev"

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Execution in strategy games should be considered “randomness”

I have long considered execution to be basically a form of randomness, similar to dice rolls or card draws. I have also long recognized that not everyone agrees with me, and some people find the idea deeply offensive. I can understand both of these responses, but today I would like to address them directly and … Continue reading "Execution in strategy games should be considered “randomness”"

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Dialectic with my 2012 self on “the importance of theme”

One of the things that’s scary about being a writer is that the things you write keep existing, unchanged, the way that you wrote them, back when you wrote them. Sometimes it’s difficult to go back to a piece you wrote even six months ago and re-read your own work. There’s just always so much … Continue reading "Dialectic with my 2012 self on “the importance of theme”"

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