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Game Designer's Notes #9: Cooperative games

Sometimes trashing your friends repeatedly gets boring, and then you decide to play a cooperative game. You know, where everyone’s on the same team, and the game itself is the enemy. 269 more words

Eurogames

Game Designer's Notes #8: Preventing never-ending games

Everyone knows that one game that takes twenty five hours to play, and every hour is another hour of pain. Two quintessential classics come to mind: … 276 more words

Eurogames

Game Designer's Notes #7: Simplifying mechanics

Someone once told me that NASA spent several million dollars inventing a pen that could write upside down, underwater and in zero gravity so that their astronauts could write in space. 230 more words

Eurogames

Eurogames (9 Nov 2016)

On the 9th of November we’re going to be playing three award-winning Eurogames, specifically Klaus Teuber’s The Settlers of Catan (1995), Klaus-Jürgen Wrede’s Carcassonne (2000), and Alan R. 257 more words

Game Context

Game Designer's Notes #6: Catch-up systems

Catch-up systems. The mechanic that favours the weaker players. This mechanic is a defining feature of European-style games, as it grants every player a winning chance despite early setbacks. 280 more words

Eurogames

Game Designer's Notes #5: Paths to victory

As I discussed previously, every game has different victory conditions. However, many games, especially points-based games, also have different paths to that victory. Take 7 Wonders… 275 more words

Eurogames

Game Designer's Notes #4: Types of victories

The aim of any game is to win. The question is, of course, how do you do that? Well, that depends on the game, right? Every game has different victory conditions: different conditions you need to fulfill in order to win the game. 245 more words

Eurogames