Players need goals. Without them, gameplay loses its meaning. But they also prefer to choose their own objectives. Telling players what to do next robs them of agency and makes games feel like
The first decision players are confronted with in many games is "who goes first?". But the value of going first differs wildly depending on the game, with few common heuristics to
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
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 play