Games of uncertainty (not risk); art thinking and generative uncertainty; veal parts; accidents of the knee and of wine; patterns in fashion, AI consultants, editable drawings, AI4HR; coffee time.
An idea since your article gave me an idea on how to improve a board game I like: El Dorado.
It is a racing game where you basically set up the map from the beginning. The map is made of multiple sections which can be shuffled to change the difficulty. First one to reach El Dorado (always the end of the map), wins.
It may get boring after some time since you know the whole map and you can just plan ahead. However, what if we insert some of these "uncertainty rules". For example, the map is created as a player reaches the end of a section through voting or a dice. Maybe the players could even create a new section or a new movement types. A combination with 1000 white cards.
It will be interesting to notice how the logic and skills of the game changes by just adding one of these uncertainty rules.
An idea since your article gave me an idea on how to improve a board game I like: El Dorado.
It is a racing game where you basically set up the map from the beginning. The map is made of multiple sections which can be shuffled to change the difficulty. First one to reach El Dorado (always the end of the map), wins.
It may get boring after some time since you know the whole map and you can just plan ahead. However, what if we insert some of these "uncertainty rules". For example, the map is created as a player reaches the end of a section through voting or a dice. Maybe the players could even create a new section or a new movement types. A combination with 1000 white cards.
It will be interesting to notice how the logic and skills of the game changes by just adding one of these uncertainty rules.