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|Session Name:||Board Game Design Day: 'Puzzle Strike': A Design Diary|
|Company Name(s):||Sirlin Games|
|Track / Format:||Design|
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|Overview:||'Puzzle Strike' is a tabletop deck-building game in the vein of 'Dominion', based on an unusual comeback mechanism found in the video game 'Puzzle Fighter'. This session covers the design process behind 'Puzzle Strike'. What were its design goals? How did it go about achieving them? 'Puzzle Strike' tackled problems such as eliminating lame duck (players still in the game who can't win anymore), reducing pre-game collusion of doubling up on opponents, building exciting moments into the system, and more. It was unusually difficult to balance, even as asymmetric games go, because its systems are so overlapping and interconnected. It took years to discover some changes that were needed for its core systems, but you can learn all that in just 30 minutes.|