One game I am working on right now is a social deduction game with a drawing element. Players conceal subtle details in their drawings in case they are randomly selected for a secret
Effort in games should be balanced by reward. When players perform work for no reward, the game seems long, tedious, and not worth the setup. Rolling dice is work, and rolling attack dice
The most precious resource in games is player attention. There is only so much to go around, and when players run out, they feel overwhelmed. Attention burden is caused by options and passive
Both push-your-luck and memory mechanics have weaknesses that can lead to negative experiences. In push-your-luck games, an unlucky run can end much earlier than expected, leading to a bust
Counterspells can be annoying to play against. These effects, here named after the iconic card from Magic: The Gathering but most common in take-that games, negate an opponent's action. They