Game Design Friday

Each month Scott Jon Siegel creates a new, pen and paper game you can play at home. His accompanying articles provide a detailed look at the process of game design, opening an unparalleled vista into the way we play.

Game Design Friday

The creator of Masquerade!, a "board game of debauchery and disease," wants your help refining the game's design. Are you up to the challenge?

Game Design Friday

omg teh interview!, a mini-game expansion to omg hire me, is far better than real job interviews because you can wear your pyjamas and chew gum the entire time.

Game Design Friday

What better way to take the edge off of looking for your first job than to make a game out of it?

Game Design Friday

Turfy is a risky dice game of adolescent warfare that takes place on that most sacred of grade school locales: the jungle gym.

Game Design Friday

In "the free card game that anyone can edit," players rush to complete wiki entries while destroying the efforts and edits of their opponents.

Game Design Friday

myNo is a hybrid game, conceived as a cross between the real-time pattern recognition of Set, the rolling and scoring of Yahtzee, and the fast-paced momentum of Pounce. I wanted to use a lot of dice, and I wanted the game to be really quick, playable in under twenty minutes.

Game Design Friday

Gygaxian is a competitive creation game, with several "dungeon masters" (known here as GameGods) battling for control over the direction of a fantasy world. The sole Player moves about this world, in search of whatever treasure or other ultimate goal he chooses. Meanwhile, the GameGods build the world as the player traverses it, extemporaneously creating the map and its details through description (and dice).

Game Design Friday

In the not-too-distant future, the price of gas has skyrocketed astronomically, but far be it for hard-working citizens to let this get in the way of their vacations. Each holiday, families take to the freeways in their sport utility vehicles to beat everyone else to the prime vacation hot-spots (hopefully with enough cash left to have a holiday at all).

Game Design Friday

In the not-too-distant future, the price of gas has skyrocketed astronomically, but far be it for hard-working citizens to let this get in the way of their vacations. Each holiday, families take to the freeways in their sport utility vehicles to beat everyone else to the prime vacation hot-spots (hopefully with enough cash left to have a holiday at all).

Game Design Friday

A bit stuck for game concepts this month, I decided to try blending classic mechanics together in an attempt to create something new. ... I liked the idea of players rolling the dice and being unsure of whether they should move the number of spaces or sell the roll to make a profit. I opted to start there, and see where it took me.

Game Design Friday

No college student likes signing up for a 9:00 a.m. lecture on Monday mornings, but sometimes you just need the credits. It's a simple enough class, and your only real challenge is remaining conscious the entire two hours. The prof just loves calling on students for answers, but you'll be fine as long as you're not passed out when he shouts your name.

Game Design Friday

Nobody likes zombies - especially not the living. To prevent zombie outbreaks, cemetery owners hire Fillers, individuals who pack suspicious graves with concrete to prevent the undead from rising.

Game Design Friday

ARROWGAMÉ (pronounced "arrow-gah-may") follows a grand tradition of games of battle, and achieves a zen-like balance of aesthetics and destruction. Two forces stand opposed, seated, with an index card between them. Playing is poetry. Each time the card is creased, hell breaks loose on the lined battlefield. Arrows against arrows. It is gruesome to watch, and yet I cannot look away.

Game Design Friday

Every last Friday of the month, Scott Jon Siegel brings us another unique game design you can play just about anywhere. This week, in honor of Labor Day, Scott presents Officeball.

Game Design Friday

The Escapist is proud to present Magic Numbers, the first in a series of game designs from Scott Jon Siegel. Magic Numbers is a game of good, evil and putting one over on your friends:

"When designing Magic Numbers, I opted to focus less on technical complexity and more on approachability. I wanted a dice game based around uncertainty (not knowing the results of your roll), but also around hidden information (your opponents not knowing how your roll affects you)."