How do you design zero-level heuristics for abstract strategy games? What are the benefits of limiting how many actions a player can perform? Charlie, Trevor, and Ananda break the ice in Hey, That’s My Fish!
Episode 111: Hey, That’s My Fish!
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What are the advantages of only allowing players to move one piece per turn? Are one-hit kills broken? Should you design a variant? Charlie, Trevor, and Ananda discuss the classic
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How do you create long-term goals for players? Can one-shot cards progress your engine? Trevor, Ananda, and Charlie excavate lairs in Wyrmspan.
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