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: Through the Ages
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Design Pattern: I’ll Rates You!
After last week’s post about worker placement games that dont’ favor buying a lot of workers, a lot of readers brought up some additional examples. By far the most common one was one of my favorite and most-played games of all time, Through the Ages. Thing is, TTA isn’t a worker-placement game. It’s a tableau-building, action »more
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Design Pattern: Don’t Work Harder, Work Smarter
When sitting down to learn a new worker placement game, many of us are just waiting for the answer to one question: how do I get more workers? Since workers are the currency of a worker placement game, getting more workers is the key to getting more of everything else: resources, turn order advantage and »more