What do you do when you want to add a non-combat character to a game with heavy combat? We often design combat systems assuming everyone can deal damage. Otherwise, how can they
Players develop two types of heuristics: positional and directional heuristics. Positional heuristics tell them how well they are doing, and directional heuristics tell them what to do next. You need to give players
Back in 2011, I became obsessed with the video game Achron, which was then unreleased. It billed itself as the "World's First Meta-Time Strategy Game." What made Achron
One of Carcassonne's greatest strengths is its rich array of expansions. Expansions range from the push-your-luck shepherd to the dragon's take-that antics. It is tempting to
Some players refuse to trade because they fear giving their opponent an advantage. If your game revolves around trade, this is a problem. One of the simplest solutions is to give them resources