007 – Groggy Gamer Muse (Perfect Knowledge)

Games like Chess with perfect knowledge are memorizable, so grandmasters spend their time memorizing positions and the possible outcomes of that. 

That’s a lot of work, so games like Tash kalar, which has limited memorization and more of a luck factor, seem less daunting, and more fun. 

Onitama did it a different way by having perfect knowledge, but a smaller amount of information to know for each game. 

I would love something like tash kalar, where you are trying to achieve specific board states, but a bigger amount of moves are available between the two players. So, instead of two available moves a la Onitama, there’s 5-7 available to use until someone refreshes them. 

Anyone heard of something similar?

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Design Theory
Carla Kopp

In Depth Design: Venice

If you haven’t played Venice by Braincrack Games, you can check out the BGG page or this video by Gaming Rules! Venice is a really neat blend of worker placement and pick up and deliver. In Venice, you’ll travel around Venice in gondolas, leaving assistants at most of the locations you stop on. Each time

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Responses

  1. In Othello each tile can be flipped to the opponent’s color.
    Players can “save” a row or column for flipping later which can sometimes be mitigated by the opponent creating a better move to counter-flip. It looks like Tash Kalar has something similar with piece destruction.

    Maybe something like Carcassonne with a shared set of actions you draft from, played to change a shared space is what you’re looking for?