Bricks and Cantrips A deep dive into card game design

Supporting Ten Prototypes - A Framework for Organizing Game Designs

I was at a playtesting meetup in Brooklyn, where I had the chance to chat with a veteran game designer that I admire and respect.

He had a few different games with him, so I asked him how many game prototypes he had in the works.

“Oh, about thirty,” he said.

Internally, I had a meltdown in my frontal cortex. Thirty prototypes? Thirty?? Here I was, playtesting my second prototype, and feeling guilty for not testing my first.

I asked, “How do you keep track of all of those prototypes?”

He said, “That’s a very good question.”

That conversation got me thinking about the possibility of being able to talk to a publisher, reaching into a grab bag of ten different games, and being able to pitch whichever one was the best fit for what they’re looking for. (Thirty prototypes can come later.)

I’ve leveled up my prototyping, design, and printing processes. Why not level up my organization and create a framework that would allow me to support ten prototypes?

Folder Icon

Shut Up and Playtest - Monster Kitchen

Recently, I went to a game design workshop. There, I got some great advice. Chief among them was “Shut up and playtest.”

So I figured I’d dust off my light card strategy game and shut up and playtest.

Introducing Monster Kitchen! Monster Kitchen Game

A Balancing Act - Making a Balanced and Fair Game

One hurdle in making a game that every designer must overcome is balancing their game to make sure that there are no grossly overpowered strategies.

How does a designer achieve this? Let’s find out!

Powerbalance

Sorcery: Contested Realm, or How To Make A Better Magic

A lot of designers look at Magic: The Gathering and say “Hey, I could make a better version of that!”

One game studio, Erik’s Curiosa Limited, did just that and launched the trading card game Sorcery: Contested Realm with a Kickstarter campaign raising over $4 million.

Let’s take a look at the best example of a Magic: The Gathering inspired game designed for a contemporary audience.

Sorcery: Contested Realm

Rapid Card Prototyping with Squib

In previous posts, we’ve looked at existing cards in card games like Magic the Gathering and Hearthstone. But what if we wanted to look at making our own card game?

It doesn’t have to be a trading card game. It could be a limited card game like Arkham Horror, or a tabletop game that uses cards, like King of Tokyo.

Today, I want to share how I designed and printed cards for a game design I made called Monster Kitchen.

A collage of ingredient cards from Monster Kitchen