boardgamegeek

Why “quarterbacking” isn’t a problem in cooperative games

Been thinking about cooperative games for awhile, largely as a result of many of my recent thoughts on competitive games and the way that they inherently “socially rank” their players. There’s something about that that bothers me more and more over the years, both for political and personal reasons, many of which I’ve talked about …

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A conversation with Elizabeth Hargrave

Today I spoke with Elizabeth Hargrave. After playing her game Wingspan and reading some interviews with her, I thought she’d be a great person to have on to talk about some of the stuff I’ve been exploring in terms of strategy games and their relationship to violence, both mechanically and thematically speaking. She had a …

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Introducing Dragon Bridge!

Dragon Bridge is a fantastically magical bridge which joins two of the world’s most fantastically magical islands together. Once per year, it is possible to cross the bridge, summon a fantastically magical item, and escape. However, you must do this quickly, for a fantastically magical Dragon is circling the bridge, one who is known to …

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Tim Fowers

Episode 58 is HERE, with the incredibly awesome and prolific board (and video) game designer Tim Fowers! This was, in many ways, a model episode of the Clockwork Game Design Podcast, because we hit so many different (but relevant) topics involving the process of game design. Yay! Here’s a few key items: Conventions/conferences – which …

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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 …

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