Should board games have miniatures? Why do people want miniatures in a "perfectly good" board game? Are there too many miniatures in games where they don't belong? Any examples? When should there not be miniatures?
What do you think?
Ed and I discuss our thoughts on the blog. However, we want to know what you think.
What is the Unattainable Triangle and why is it relevant to board games? How is communication involved?
It's something I have been thinking about for a while now about Quality, Speed, and Time. It's mainly used for the production side of things and we talk about that in our article but I keep thinking about it from a consumer point of view.
What do you think? Does this triangle hold true for board games? Is there a way around it?
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?
The countdown has started for Cult of the Deep, coming to Kickstarter February 2nd. To be notified, download the rulebook, sign-up for the newsletter, or download the Tabletop Simulator Mod, check out the link.