Icons vs Text, Part 2
This series is all about our design group’s conclusions regarding the place of icons and text in game components. Last time, we looked at the merits and limitations of text. Today is all about icons....
View ArticleIcons vs Text, Part 3
This series of articles is all about our icons and text in game components. Our design group has had extensive conversations on the topic and I’m sharing our conclusions with you. Last time, we...
View ArticleTriggered Effects, Part 3
The Story So Far… Triggered card effects all fit under a general “when TRIGGER occurs, do EVENT” template. They can make a card situationally powerful. They can give cardsets a mechanical theme. They...
View ArticleTriggered Effects, Part 4
The Story So Far… Triggered card effects all fit under a general “when TRIGGER occurs, do EVENT” template. They can make a card situationally powerful. They can give cardsets a mechanical theme. They...
View ArticleCross-Platform Game Design, Part 4
The Story So Far Luther and I were recently approached to design a boardgame to enhance an existing RPG product line. This project got me started thinking about cross-platform game design. This series...
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