u/GreatAgainGame

Image 1 —
Image 2 —
Image 3 —
Image 4 —
Image 5 —

Working on a card-driven board game called Great Again. The twist: cards don't just give resources or effects - each one stays in play and changes a rule for the next round.

A few examples (in the collage):

  • A decree that breaks one of your main mitigation actions
  • A role that lets you block another player's role for a round
  • A contact that wipes Influence from a whole faction
  • A law that locks action prices

So your strategy at round 1 is irrelevant by round 4 - the rule set keeps shifting.

For card-game folks here: rule-rewriting decks vs. resource-spending decks - which do you find more replayable? Fluxx-style chaos vs. something more predictable like ours?

u/GreatAgainGame — 10 days ago

I've been working on a series of anthropomorphic characters where each animal had to read instantly as a specific personality archetype. What I keep noticing is that the first animal that comes to mind is almost always the meme version of the trait - fox = sly, owl = wise, lion = brave. And those choices end up flat, because everyone's seen them a thousand times.

The choices that actually land for me are the second-order ones. A bulldog for someone stubborn - but specifically because bulldogs read as tired and used to getting their way, not just "tough." A sphinx cat for someone who thinks they're above everyone - because the hairlessness reads as alien and contemptuous in a way a regular cat doesn't. A sloth for a war veteran behind a desk - because it captures the exhausted quality more than a wolf or a bear would.

It feels like the trick is to find the animal whose texture matches the personality, not just the headline trait. But I've also seen really strong work that just goes for the obvious match and commits to it hard.

Curious how others approach this - do you start with the obvious species and try to subvert it, or actively look for the unexpected one? And does it change depending on whether the character has to read fast (poster, card, thumbnail) vs. slow (illustrated story)?

reddit.com
u/GreatAgainGame — 14 days ago

I've been working on a competitive board game about political lobbying, and the central design problem was: how do you make players ruthlessly compete while also needing each other to keep the game going?

My solution was a shared Collapse tracker. It starts at 0 and climbs whenever players act aggressively - failed power plays, broken deals, destructive events. The escalation isn't linear:

  • 0-3: normal play
  • 4-6: every new event adds +1 extra Collapse
  • 7-9: every new event adds +2 extra
  • 10: game ends immediately, and everyone loses their stored assets (which are worth victory points)

This creates a few interesting dynamics:

The hoarder's dilemma. Players who've been saving assets suddenly care deeply about stability, because Collapse wipes their investment. Players who are behind might secretly want Collapse to level the playing field.

Reluctant alliances. Your biggest rival one round becomes your partner the next, because neither of you can afford the system crashing. But the moment one pulls ahead, the incentive to cooperate disappears.

The free-rider problem. Reducing Collapse costs 5 coins and a full action. You're helping everyone, but paying alone. So the optimal move is to let someone else stabilize - except if everyone thinks that way, the game ends.

The mechanic was inspired by real political dynamics - everyone extracting value from a system while hoping someone else keeps it running.

My question for other designers: how do you handle shared negative externalities in competitive games? I've seen co-op games solve this easily (everyone loses together), but in competitive games it's trickier. What are some good examples of this tension done well?

reddit.com
u/GreatAgainGame — 19 days ago