Les Mécanicartes de Prismatik reviennent sous forme d'une application web :
https://app.mecanicartes.fr/cartes
Piochez dans la liste de ludèmes autour du matériel, des actions et des émotions pour analyser un jeu existant ou créer le votre.
Les Mécanicartes de Prismatik reviennent sous forme d'une application web :
https://app.mecanicartes.fr/cartes
Piochez dans la liste de ludèmes autour du matériel, des actions et des émotions pour analyser un jeu existant ou créer le votre.
Board game design meetup: Join us at ThinkTank Adelaide on 18 April 12:30-17:00 @ Dragon's Lair, Edwardstown.
Interesting article looking at degenerate game states:
Working on a new game design today. Appropriately with bunnies.
I've been really bad at keeping up with blogging my game design progress lately, so in order to get things going again, here's the current state of one of my co-designs. It has actually changed quite dramatically since I last wrote about it...
https://firsttakesomedice.blogspot.com/2026/03/introducing-artificers.html
#WritersCoffeeClub Mar. 23: What's the most you've worked on a WIP before deciding to scrap it? What happened?
I had a game I had worked on for four years. Card designs, graphics, art. Lots of changes and improvements but after constant tweaks it just… wasn’t clicking the way it needed to.
I scrapped the mechanics, rebuilt it into a brand new game, and I am much happier for having done so.
for anyone in need; here are the card values and tokens. ignore the * sign, they were flipped the wrong way inside my sleeves (it doesn't matter to the game itself, just me so i could go back and flip them the correct way).
When there is no local #boardgame store and only one #toystore, but your in laws get obsessed about #Scout and want a copy of the game.
Board game design meetup: Join us at ThinkTank Adelaide on 21 March 12:30-17:00 @ Dragon's Lair, Edwardstown.
I met up with a co-designer today at a cafe/workspace that was about half way between where we live - which would be several hours' drive. It was great to work on our game in a physical form, and we spent a load of the time trying various configurations of the game, just playing the first few turns to see how long it takes for the game to settle into its flow. The early stages of the game can be vulnerable to some random factors providing frustration, and we now have a mitigation for that which seems to work pretty well. A whole heap more testing is required, obvs.