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Mechanic of the Day, 9.26.08 End Game Triggers

Today's mechanic is another that is oft overlooked: end game triggers. They can be straightforward (Candyland), or allow random game length (Palazzo). Lets has a look...

-First to victory. In a game where is victory is a pre-set thing, such crossing the finish line in a race game, the game can end when one player wins. It is straightforward and can cause much jostling in close games. It can also be utilized as 'first to X points'. When one player starts getting close to winning, there will usually
be a desperate grab for points in an attempt to outdo the leader. Good stuff.

Mechanic of the Day, 9.25.08 Auction Pt. 1

Lets has a looks at some auction mechanics for this one, ya?

-High Bid. Most straightforward auction mechanic. Players bid higher and higher until no one is willing to pass the previous bid. The winning player then either pays the bank or the auctioning player.

Mechanic of the Day, 9.24.08 End Game Scoring

Hey-o! Stop! Mechanic time! This time: end game scoring.

End game scoring is a good way to add an element of uncertainty to a game that might otherwise have it clear-cut who is winning (or is going to win). It provides a sub-strategy for players to get those last points to squeak out a win that is talked about for weeks afterword.

-Set collection. One way is set collection. In a game of archeology, for example, you may get points for finding that ancient crown; but you get additional bonus points at the end of the game for getting the scepter and ring that go with it.

Assemble! Part 2: Movement

The game board is a tile-placement setup, there is a central time that is placed with intersections to connect. Each tile represents 1 city block, most blocks have a special features that will alter the various turn functions. Each turn the player draws on tile from the supply and places it so the intersections line up correctly with one of the existing intersections. In this way the city is eventually built and the players my then explore it to meet the goals to complete/beat the master plan.

Mechanic of the Day, 9.23.08 Turn Order

Oio, designeroonies. Here's another overlooked mechanic for today: turn order. Often times, simply going around the board to the left (or right) is just fine. Every once in a while, though, you need to shake things up...

-Money determines play order. For a particular phase, money could be what allows players to act first. For a stock market (or 'rich people' game), the player with the most dough gets first crack. Or, if an action costs progressively more for each player to use it on their turn, the poorest player could go first to have access to

Designer Notes for King of Siam

Peer Sylvester's designer notes for the creation of the game, King of Siam, are available on my blog:

Mechanic of the Day, 9.22.08 Prisoners' Dilemma

Lets rock this! With one of the coolest and hardest mechanics to work with: Prisoners' dilemma. (For groups larger than 2, it's technically diners' dilemma...)

Mechanic of the Day, 9.19.08 Starting Handicap

Lets get to it: Starting handicap. This can be tricky. In many instances, it isn't necessary. But when it is, it can be hard to find balance of handicapping the first player without outright capping the first player in the leg.

-Less starting resources. In a game where resources are important, this keeps the first player from dominating out the gate while still having choice of most actions.

-Worse starting position. This helps in games where board position is critical. The first player gets first choice of action, but must do a bit more with it.

Adventure Game - Quest and Encounter source materials

Okay, so the site's new layout is still sinking in. So I posted a Game Journal entry when what I think I wanted was a Blog. I want to add additional entries as I progress. So let's try this again (at the end is posted my FIRST entry).

Anyway! On to today's entry!

Mechanic of the Day, 9.17.08 Tie Breaker

Hullo, everyone. We'll have a look at an often overlooked mechanic today, the tie-breaker.

The tie breaker is often relegated to 'most money', or 'first to do X', which, while functional, can be... mundane. If not set properly, it may also favor one strategy over another; which may lead to stale play. We want excitement, adventure and tension, right?

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by Dr. Radut