What do Terra Mystica and Tzolk’in have in common? Apart from being some of my favourite games of all time, together with Agricola or Puerto Rico back in the day, they lack the luck factor. As a player, I love luck-free games. As a designer? Not so much.
A few days ago I had a very interesting conversation about cheating and cheaters in board games which made me think a lot more (than needed probably) about this topic. As it turns out, there are people who cheat while playing board games… and I am not talking here about poker for money or Russian… Read More No cheating!
If there is one thing that is constant, it’s change. Last time I started the walk through the current top ten games as ranked by Boardgamegeek, and now it’s time to continue, starting with the sixth position.
The New Year has welcomed the boardgaming community with a great change. Twilight Struggle, the number one game in the BoardGameGeek ranking has been dethroned by an upstart – and one that people had been bombing with preventive ones for some time now.
Some may argue that designing a board game is not art, it is simply the process of dressing up a mathematical structure with a theme and the few tweaks that make the game interesting can be easily added during play-testing. If you play Uwe Rosenberg’s Agricola you will most likely have the peculiar feeling that the game… Read More Between Art and Engineering
Is there any real innovation in board games lately? I’ve heard opinions in both directions and the truth lies somewhere in the middle… or does it?
You might say that making a good deception-based game is a task more difficult than making, say, a Eurogame. After all, games that make us question the truthfulness of our friends are based on a set of concepts much more nebulous than a well-written and tested mathematical model that will run your trading in the… Read More Making Mind Games