Game Design Blog

Secret Game Design web log

Posted by on Sep 29, 2016 in Game Design Blog | 1 comment

I have decided to keep a log of my secret game design process. Here are the reasons why I should not keep this log. 1. Nobody cares. It is depressing to address the universe and be ignored.  I’d rather talk to my buddies who at least are polite enough to nod and smile while they wait their turn for me to ignore their ideas. 2. Somebody might steal my stuff. See number one above.  I’ve had stuff in parallel to other designers but never had anything stolen. The fact is, putting my ideas out there is more protection than less. 3. I’m lazy. That’s right. I don’t want to have to do the work of writing stuff down. I’m so lazy, I accidentally put the above line in italics and can’t be bothered to fix it.   Having said all of that, it will be good for me to practice talking about my games in a one-sided forum.  I’ve noticed that much of the “Palaces” blind playtesting went horribly. I think this is because I’m much better at explaining in person than sending off rules. This forum forces me to think out loud in a way that doesn’t get feedback. Having said all of that, please feel free to give me feedback. This blog is intended for my private use.  This is the shelf above my workstation. Now, on to...

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Playing Hooky

Posted by on Oct 31, 2015 in Game Design Blog | 1 comment

I’m playing hooky from designing “DraftCraft: SteamPunk” right now.  Instead, I was working on grenades and stun and Coup de Grace for Battlestations.  This is a high compliment to Mario because his character was using all of those rules together in a way that was breaking the system.  I had been dialing up the effectiveness of grenades and the “Grenadier” ability but I reached a tipping point and now I have to back it down. It is funny because “Battlestations” is so much effort usually that it is the “day job” I play hooky from but today, I got a call from Dennis and it fired me up to get under the hood and monkey around with Battlestations rules. “DraftCraft: SteamPunk” will get written. BTW, it is good to be back from Essen.  Whenever I start a blog or a journal or a fitness regimen, a trip like that can disrupt things.  I hope to be back on track and checking in daily here.  Game design is who I am. This is a quiet little space to celebrate and explore that...

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Posted by on Oct 1, 2015 in Game Design Blog | 0 comments

I designed this last year at Essen because I wanted to prove that a card should have as little info on it as possible.  I love drive thru because I was able to print out a few decks cheap and now I’m seriously playtesting. I ditched the luck mechanic and my friend Bryan suggested that you get multiple brushes with death.  So far, I like it. I’m prepping for Essen tomorrow (which is why I dusted off “Daredevil”) so I’m going to leave today’s log as it is. I’ll be back in 2 weeks exhausted and inspired....

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Posted by on Sep 29, 2015 in Game Design Blog | 0 comments

3d Three-player Tic Tac Toe with wooden blocks. I figured out pretty early that you have to go to 5 in a row. I came up with the name “YalplaY” because it is a palindrome and my original idea for this game was to have only black and white halved pieces. I’m struggling in the design stage right now. Tic Tac Toe is the classic example of a solvable game.  Adding another player and another dimension to it just makes it more difficult to solve. I’ve only tested a few times by myself and with my kids but I’m finding kingmaking to be a huge problem.  If player A wins unless stopped and Player B wins unless blocked twice, then what does player c do?  If he blocks A, B wins. If he blocks C, A wins. I like the pieces and the play. I’m just not sure if I have a game here yet. It was fun to build the prototype. Now, I must play.  ...

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