Keyforge – A Game Design Review of the Unique Deck Idea

Hello fellow adventurers,  today we are going to review Keyforge the Unique Deck Game (UDG) by Richard Garfield and Fantasy Flight Games. I spent quite a bit of time thinking about the core concept of unique card games and some of Keyforge’s new and exciting mechanics. If you prefer to listen to my review, I have also recorded […]

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010 – Faction Design & Color Identity in Card Games

Hello fellow adventurers, In today’s podcast episode we’re dealing with a topic that made me ponder and sometimes even despair during the last week. It’s about dividing game elements into logically connected groups. In other words. How can I divide my cards into different factions or colors? I was wondering if my game even needs […]

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009 – Keyforge – A Game Developer’s Review of the Unique Deck Game (UDG) Concept

Hello fellow adventurers, and welcome in 2019. Let’s start this year by talking about the Unique Deck Game (UDG) Keyforge from Richard Garfield and Fantasy Flight Games. I spent quite a bit of time thinking about the core concept of unique deck games and some of the mechanics of Keyforge in particular. Therefore, I decided […]

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008 – Goal Setting for Game Developers

Hello fellow adventurers, The new year is approaching fast. We are going to use this weeks episode to talk a little bit about goal setting and why it is especially important for game developers. Topics: Goal Setting / Life Planning Why is goal setting is so important for game designers? How to set goals as […]

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004 – Building an Encounter System Part 3

Hello fellow adventurers, in Episode 4 of the Nerdlab we will talk about the third and final building block of exceptional encounter design. In the first part of this 3 part series, we identified how to ask dramatic questions to our players by creating interesting conflicts and real decision points. In the second part we […]

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003 – Building an Encounter System Part 2

In Episode 3 of the Nerdlab we will talk about the second building block of encounter and combat design. Last week we identified how to ask dramatic questions to our players by creating interesting conflicts and real decision points. This week we will talk about fireballs and crushing blows. In other words: how to design […]

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