These are posts about how we design our games, the things we consider, how we tackle the problems that come up and the satisfaction that comes from developing novel mechanisms for play.
Believe it or not, getting the employee deck right was one of the most challenging aspects to designing Periorbis. We starting off believing that we could simply put in as many cards as we wanted and players would quickly sort out what was good for them and ignore the rest. It turns out that doesn't work very well! There are lots of things that need [...]