We’ve spent the last few weeks talking about various ways in which games start with asymmetry, or introduce it along the way, in order to reach the ultimate asymmetric outcome of winning and losing. Today, we’ll close our series on asymmetry by talking about player interaction. Broadly speaking, nearly every competitive game can be reduced »more
Tag Archives: Jump Drive
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Design Patterns: You Can Also Use It As A Resource
Recently, I’ve been addicted to Jump Drive, the latest game from Tom Lehman’s Race for the Galaxy world. This fast-playing card game carries on the central concept of the previous games in the series, which is that players play cards for their printed effects by paying a cost of a number of other cards. Each »more