I’ve had this idea kicking around in my head for a while of a boardgame that involves persistant characters. It’d be RPG-like but without set dungeons the way things like Heroquest are using a tile picking mechanic like Betrayal at the House on the Hill. I couldn’t square a lot of the mechanics, though, and how they should work. I think I’ve figured it out, though.

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While this is primarily aimed at Dungeons and Dragons, especially my focuses on my rewrite, a lot of what I’m going to say here applies to other games as well. Well, board and card games. Balance is a much more complex issue when you get into anything with visuals and dexterity-based mechanics. The principles are basically the same in video games and dexterity games (like those weird games that came out in the 90s that involve catching butterfly toys or tapping out fake ice cubes from a plastic frame) but there are far more variables and more assumptions that have to be made during design.

So, anyway, what is balance? And why does it matter?

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A Return to Resources

June 22, 2016

Hey everyone! Sorry I’ve missed a post this week, it’s been far, far too hot. Today, though, we’re gonna examine another important aspect of game design in card-based games and continue to look at Touché!

We’ve skimmed the top of what decks are and how deck building works. Before we can build on how deck building functions in any game, though, we have to look at the ecosystem that decks exist in. Or, to be less cryptic, we need to look at how a turn operates and the kinds of cards that are important in play. Since Touché! is a simple game, it’s a lot easier to see how turn order is important.

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