Decoupling Board Game Mechanics, Replayability, and Cost - bagamesco.com

Game Design
We had a board game design problem for Cult of the Deep and after attending a Protospiel, we spent hours and hours going over the issues. We came up with a simple but great solution using what we call "decoupling." It's where you break a rule, mechanic, or component into smaller parts.
 
When designing your games, how have you found ways to fix issues or handle problems?
 

Like| 0 comments | report | subscribe

Please log in or make an account to post a comment.

No Comments

You can start the conversation by leaving a comment above.

Linked Games
Cult of the Deep
Linked Topic