Foreshadowing

Unpleasant surprises can make gameplay feel arbitrary and unfair. Warning players in advance about events that may negatively impact them reduces frustration and restores player agency.

Threats in Cooperative Games Should Compound

At the heart of any cooperative tabletop game is its challenge system. In the absence of a human opponent, players expect the game to offer a challenge appropriate to their skill level. Challenge

Foreshadowing and the Paradox of Agency

Players want two contradictory things in games: to feel in control of the outcome and to be surprised by it. Surprise normally contradicts agency because players feel helpless to predict the future, but

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

Atomic Turns and Passive Threats

How much should a player do in one turn? Short turns may feel empty, while long turns create downtime for others. Ideally, turns should be atomic and meaningful. The key is to create