Show the Lock Before the Key

The lock-and-key puzzle is a popular pattern in video games. The player wants to bypass an obstacle but must first acquire something that allows them to do so, whether a literal

Avoid Dead Shops by Giving Broke Players Options

Buying items from a shop or market is a great source of progress. But when players lack the means to buy anything, it feels like a waste of time, especially if visiting the

Designing Conflict for the Whole Table

Aggression is a bad strategy in a multiplayer game. When you spend resources attacking another player to hurt their position, the rest of the table benefits as much as you do, but with

Foreshadowing Makes Event Cards Feel Fair

Event cards can cause frustration if they feel too unpredictable. To avoid players feeling arbitrarily rewarded or punished, an event needs enough foreshadowing to give them an idea of what to expect. There