![]() With only 9 cards, that’s easy to do, so I am able to playtest a lot more games than in some of the bigger format contests. I want to be a good “citizen” in the design contests, and that means playing other designers’ games. The ease of playtesting other designers games.In a 9 card game, the whole game fits on one sheet of paper, so there is very little effort in changing the game. I’ve designed one larger board game (Highlands, with a game board, a player mat, and 2 decks of cards), and as you are designing a game like that, at least once you get past the hand written prototypes, making changes takes a lot of effort, and that may discourage you from making changes you know you should make. The ease of modifying your own game as the design progresses.So, in that way, I can design a game with less pressure of it being compared to a “real” game. If I can only use 9 cards, you can’t expect me to design the next Gloomhaven, or Scythe, or Spirit Island, or whatever. And maybe (as I think about it more), it’s sort of a defense mechanism too. ![]() I think putting constraints on a design is a good thing. As a designer, I struggle with a wide open “canvas” of no design constraints. What do you enjoy about designing for that format? What are some of the unique challenges that come from having only 9 cards?įour things I enjoy about the 9-card nanogame design contests are: You’ve done several 9-card nanogame designs.As a designer, it’s easier for me to playtest the design if it is a solo game.This means in most contests, the solo game designs get played more. For those contests, solo games are easier for people to playtest – since they don’t need to recruit other people to play some unknown game they just printed out. Most of my game designs are for contests.In addition, it was sort of following a natural flow: ![]() I think sort of subconsciously, he probably inspired me, or at least demonstrated that a game designer can be successful by designing primarily solo games.
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