In today’s video I discuss some tools to consider if you believe your game is best structured with rounds, along with some examples of games that use these tools.
1. update turn order (clockwise): Dog Park
2. accumulating values and incentives of unselected cards/actions: Lords of Waterdeep and Agricola
3. asymmetric player-specific bonus/ability: Terra Mystica and Tricktakers
4. passive benefits/progress: Viticulture and Tzolk’in
5. variable scoring: Isle of Skye and Cartographers
6. comparative scoring: Belfort and Glen More
7. income: Ark Nova and Tapestry
8. timed benefits and thematic events: Lands of Galzyr and Obsession
9. public supply reset: Azul, Lost Ruins of Arnak
10. refresh the puzzle: Libertalia (plus carryover)
11. climactic end or shared antagonist: Dune Imperium and Champions of Midgard
12. public asymmetry: Creature Comforts and The Guild of Merchant Explorers
13. refresh/reroll personal supply: Dice Miner
14. free supplies: The Isle of Cats, A Feast for Odin, Clans of Caledonia
15. escalation: Bullet, 7 Wonders, Russian Railroads
16. organic and staggered rounds are fine: Everdell, Tapestry, Ark Nova, Ra
17. catch-up mechanism: The Quacks of Quedlinburg
18. simultaneous play: Orleans, Planet Unknown
19. tension and control of game length: Wingspan
Also watch this video about games that excel without using the round structure: • My Top 10 Favorite Gam...
Become a champion of this channel: stonemaier-games.myshopify.co...
podcast link: stonemaiergames.com/about/pod...
Intro animation by Jeff Payne vimeo.com/jaaronpayne and video proofing by Cody Simonsen
Негізгі бет Ойындар 19 Tools to Consider for Designing Games With Rounds
Пікірлер: 62