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Knizia + Cosmic Encounter + Yspahan Mashup
Posted on July 9, 2012 | Make a CommentIf there is one game mechanic I always like exploring, it's Reiner Knizia's "lowest set" victory condition. The gist is that you're building up several resources throughout the game. However, your final score is based on the lowest of those resources. ... -
Vases, Crates, Barrels and Sacks: Breaking Down the Yspahan Board into a Card Deck
Posted on July 6, 2012 | Make a CommentI've been mulling over the Yspahan game board in the back of my head the past few days. It occurred to me that each market is essentially a permutation combining two independent sets of variables: Suit and Color. The more common a color in a suit, the ... -
Beyond Race for Points: Moving out of my Comfort Zones in Game Design
Posted on June 28, 2012 | Make a Comment"Most significant work comes out of misunderstanding." — Milton GlaserIf there is a big ancient tree at the center of the lush rainforest of graphic design, Milton Glaser is probably it. He's been at the design profession for decades, so he speaks wi... -
Belle of the Ball – Prototype J – New powers, new backgrounds.
Posted on June 24, 2012 | Make a CommentPhew! It's been a long couple of months during this round of playtesting, but I'm happy to release the latest prototype for Belle of the Ball. This prototypes updates include some big presentation changes and a handful of new additions to the list of p... -
Three Best Practices of RISK: Legacy-Style Game Design
Posted on June 1, 2012 | Make a CommentLooks like my RISK: Legacy post got some traction on Google Plus and BGG. What's funny is that the key attributes of Legacy mechanics are something that most traditional RPGs take for granted. In-game choices having persistent effects in future sessio... -
Feedback Loops in Game Design [Infographic]
Posted on May 17, 2012 | Make a CommentFULL TEXT:FEEDBACK LOOPS IN GAME DESIGNas observed by Jesse Catron, Jay Barnson, KyoryuDesign: Daniel Solis (danielsolis.com)In a feedback loop, the output affects the input.POSITIVE FEEDBACK AMPLIFIES the output and tends to destabilize the system. Fo... -
Variable Data in Card Game Design
Posted on May 6, 2012 | Make a CommentI've certainly had an educational weekend. Right now I'm laying out three card games: Zeppelin Armada, Velociraptor! Cannibalism!, and Belle of the Ball. I'm kind of using Belle as a training ground to become a more efficient card game layout-er, 'c... -
Hierarchy of Interface for Tabletop Games – The Stavro Principle
Posted on April 26, 2012 | Make a Commentas observed by John Stavropoulos (Source)TOOLSThe actual components of play, like character sheets, cheat sheets, boards and bits.TEXTThe actual documented rules and how they are presented, including exact wording, procedures and game terms.RULESThe p... -
Crystal Mandalas in Card Game Design
Posted on April 5, 2012 | Make a CommentAfter describing the organic "wabi-sabi" style of card game design I used in Belle of the Ball, I got some comments on boardgamegeek expressing a preference for more symmetrical deck design.Mark McEvoy : "I'm of the camp that prefers the symmetrical sy... -
Triple Town Board Game?
Posted on March 18, 2012 | Make a CommentLike many, I've been a enjoying Triple Town for iOS. And, like many, it's got me thinking about a multiplayer board game adaptation for the mobile game. If you recall, my obsession with Jorinapeka led to Utara, so you could say I have a history. :pStuf...

