The Game Should React to the Player

In writing, we know that audiences prefer proactive characters to reactive ones. Likewise, in game design, we want to frame players in a proactive rather than a reactive role. Practically, this means they

The Case for One Move Per Turn

Restricting players to one move per turn has many advantages in turn-based board games. It simplifies turns, prevents leaders from running away from the game, and makes future actions more predictable. The