Design Diary
Summary: Board game designer / publisher Jason Tagmire looks at a new featured word each day from a design perspective. Sometimes it'll be mechanics, sometimes theme or tone, and sometimes the inspiration for a full game.
Podcasts:
Today we look at board game design based on the word "parlous". : full of danger or risk http://buttonshy.com/designdiary/DD082-Parlous.mp3
Today we look at board game design based on the word "manticore". : a legendary animal with the head of a man, the body of a lion, and the tail of a dragon or scorpion http://buttonshy.com/designdiary/DD081-Manticore.mp3
Today we look at board game design based on the word "cadre". 1 : a nucleus or core group especially of trained personnel able to assume control and to train others; broadly : a group of people having some unifying relationship 2 : a cell of indoctrinated leaders active in promoting the interests of a revolutionary party 3 : a member of a cadre 4 : frame, framework http://buttonshy.com/designdiary/DD080-Cadre.mp3
Today we look at board game design based on the word "grandiose". 1 : characterized by affectation of grandeur or splendor or by absurd exaggeration 2 : impressive because of uncommon largeness, scope, effect, or grandeur http://buttonshy.com/designdiary/DD079-Grandiose.mp3
Today we look at board game design based on the word "bravado". Stick around to the end to hear some concepts from the design community. 1 a : blustering swaggering conduct b : a pretense of bravery 2 : the quality or state of being foolhardy http://buttonshy.com/designdiary/DD078-Bravado.mp3
Today special guest Emma Larkins (Heartcatchers) looks at board game design based on the word "spiel". : a voluble line of often extravagant talk : a speech delivered especially to sell or promote something http://buttonshy.com/designdiary/DD077-Spiel.mp3
Today special guest Emma Larkins (Heartcatchers) looks at board game design based on the word "antithetical". 1 : being in direct and unequivocal opposition : directly opposite or opposed 2 : constituting or marked by antithesis : pertaining to the rhetorical contrast of ideas by means of parallel arrangements of words, clauses, or sentences http://buttonshy.com/designdiary/DD076-Antithetical.mp3
Today we look at board game design based on the word "never-never land". : an ideal or imaginary place http://buttonshy.com/designdiary/DD075-NeverNeverLand.mp3
Today we look at board game design based on the word "lugubrious". 1 : mournful; especially : exaggeratedly or affectedly mournful 2 : dismal http://buttonshy.com/designdiary/DD074-Lugubrious.mp3
Today we look at board game design based on the word "invigilate". 1 : to keep watch; especially : to supervise students at an examination 2 : supervise, monitor http://buttonshy.com/designdiary/DD073-Invigilate.mp3
Today we look at board game design based on the word "yegg". : one that breaks open safes to steal : safecracker; also : robber http://buttonshy.com/designdiary/DD072-Yegg.mp3
Today we look at board game design based on the word "hachure". : to denote surfaces in relief (as on a map) by shading with short lines drawn in the direction of slope http://buttonshy.com/designdiary/DD071-Hachure.mp3
Today Dr. Wictz (You Fool) looks at board game design based on the word "farce". 1 : a savory stuffing : forcemeat 2 : a light dramatic composition marked by broadly satirical comedy and improbable plot 3 : the broad humor characteristic of farce 4 : an empty or patently ridiculous act, proceeding, or situation http://buttonshy.com/designdiary/DD070-Farce.mp3
Today Dr. Wictz (You Fool) looks at board game design based on the word "uncanny". 1 : seeming to have a supernatural character or origin : eerie, mysterious 2 : being beyond what is normal or expected : suggesting superhuman or supernatural powers http://buttonshy.com/designdiary/DD069-Uncanny.mp3
Today we look at board game design based on the word "anent". : about, concerning http://buttonshy.com/designdiary/DD068-Anent.mp3