Why Many Eurogames Are Inherently Single-Player Games

Back around 2010 or so, I discovered the world of “designer boardgames”. If you don’t already know about them, they’re very, very different from “boardgames” most of us are used to finding stuffed in the top shelves of our closets – the Risks, the Monopolys, the Sorrys. Designer boardgames were almost the opposite of the … Continue reading "Why Many Eurogames Are Inherently Single-Player Games"

Read More

Auro’s out on iOS! (Finally!)

The game I’ve been designing for four years now, Auro, is finally out on iOS! Grab it here. Also, just a reminder, it’s also out on Android. Because of the release, the article writing / 3MGD is a bit delayed. But don’t worry, I have two articles and one 3MGD episode in the pipeline.

Read More

Uncapped Look-Ahead and the Information Horizon

I write a lot about how bad output randomness is for games, but today I want to write about a problem common in many deterministic games – specifically ones that lack hidden information. Why doesn’t everyone just play chess, if it’s so great? The answer is that chess, or other ancient abstracts like Go and … Continue reading "Uncapped Look-Ahead and the Information Horizon"

Read More

3 Minute Game Design – Episode 4: Elegance and Depth

Here’s another episode of 3 Minute Game Design! This one deals with the ideas of elegance and depth in game design.   As a side note, I’ve also begun cleaning up some of my older articles. To support the creation of these videos and the maintenance of this site, please support me on Patreon at … Continue reading "3 Minute Game Design – Episode 4: Elegance and Depth"

Read More