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On this channel, I like to dip into certain genres - trick-taking, flicking, tableau-building, dice-rolling - and try to pinpoint the specific mechanisms frequently used in these games. It’s a tool box for you as a game designer. Which of these mechanisms do you want to employ in your own polyomino game? Which of these mechanisms could you subvert? And crucially, which mechanisms spring to mind which haven’t yet been utilised? Is there space for innovation here?
I received a review copy of Prehistories from Hachette Board Games UK.
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0:00 INTRODUCTION
2:06 FILL THE GRID
3:07 FREE, ONE SIDED, OR FIXED
5:25 RESTRICTIONS ON TILE PLACEMENT
8:18 IN-GAME FEEDBACK
10:50 STACKING TILES
11:45 PLACING TOKENS ON TILES
12:29 SCORING CONDITIONS
13:43 SHARED GRID
15:44 MONOMINOES
16:43 PENALTIES