Designer/Developer Diary, Oath

Oath | Designer Diary 14: Suit Spotlight (Order and Beasts)

Earlier this week I wrote a little about the rules that inform the game's card list. Today I'm going to chat a bit about some cards in the context of those rules.

Designer/Developer Diary, Oath

Oath | Designer Diary 13: Building a Card Atlas

When I tell folks about Oath, one thing I like to mention is that the game will have more than two-hundred unique cards. Today I want to talk a little about where that number comes from and walk you all through some of the design challenges that were associated with working on such a large scale.

Designer/Developer Diary, Oath

Oath | Designer Diary 12: Oath's Landscapes

After a lot of futzing around I found that the only essential structural element I needed in terms of the game's geography was to be able to handle the difference between core and periphery. Thankfully, that's an easy enough thing to collapse down to a single stack of cards, which is critical to how the game stores its map.

Kickstarter, Oath

Oath: Chronicles of Empire & Exile launches on Kickstarter!

In Oath, one to six players guide the course of history in an ancient land. Players might take the role of agents bolstering the old order or scheme to bring the kingdom to ruin.

Designer/Developer Diary, Oath

Oath | Designer Diary 11: The Roguish Cards of Oath

From the very first entry in these series, I hope it's been clear that Oath was always a game that was going to need cards. When I look back on very early proto-Oath designs from many years ago, it's clear to me that the roadblocks I encountered in that game's design existed mostly because I didn't have the proper tools to build the game.

Designer/Developer Diary, Oath

Oath | Designer Diary 10: The Political Economies of Oath

I love closed and semi-closed economic systems in games. It's one reason why I was thrilled to see The Estates get wide distribution last year and one reason why Container beats out most other economic games on the market. A closed economic system is usually symptomatic of a interactive system. It's one of the few design elements that will almost always get me to give something a try, even if I have no other interest in the game.

Designer/Developer Diary, Oath

Oath | Designer Diary 9: The Long March to Oath's Combat System

I'm quite bad at building games around a single clever mechanism. I don't mean to present any false modesty here. I'm bad at it, and I wish I wasn't. While I'm working on a game, I tend generate a lot of little mechanical systems. Most of these are serviceable and will work just fine in whatever game I'm working on or will maybe work on some future project. But, every once in awhile I'll cook up something especially cute. That's when I know I'm in trouble.

Designer/Developer Diary, Oath

Oath | Designer Diary 8: Destinations and Paths (Victory Part 3)

Today I want to wrap up this series of posts on Oath's victory condition. I'll be talking a little about the end-game and offer some more specifics on how the four different path of victory work.

Designer/Developer Diary, Oath

Oath | Designer Diary 7: Are You In or Out? (Victory Part 2)

If there's a common thread that connects the designs I've worked on over the last several years, it's that they are preoccupied with “bad marriages” between players where one or more members must simultaneously work together and against their partners. A victory is never earned alone—the trick is figuring out how to get others to help you win.