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Decision Space in Game Design

New Belgium Brewery offers a nice decision space! Photo via Flickr user quan ha @2009
Decision Space:
– the range of options at the decision maker’s disposal
That simple definition is from a paper titled Supporting a Robust Decision Space from the Association for the Advancement of Artificial Intelligence. It is a nice definition for what I mean by “decision space.”
Decision space is an important concept for game designers to consider when working on their designs. One of the best things a game can offer is a plethora of interesting decisions. One of the worst things a game can do is limit your decisions or take them away completely. There’s nothing worse in a game when it’s your turn and you only have 1 option. It’s as if you have become a robot just going through the motions.
Today I’m going to cover how game designers should consider Decision Space in their designs. At the forefront of game design is the notion that games are supposed to be fun. With that in mind, let’s cover 3 examples of Decision Space in your game can make it better.
- Unlimited Decision Space
- Limited Decision Space
- Tailored Decision Space
Some times it’s good to offer a lot of choices. Some times it’s good to limit a player’s choices. But the point of this article is that the decision space available to players is an important concept to consider in your game designs.
Unlimited Decision Space
Okay… first off, “Unlimited” is a bit of a misnomer. I do not believe there are any games with a truly infinite decision space. Rather, this is meant to point out situations where the decision space is so large that the players do not feel limited in any way. The world is their oyster, in essence.

Build as you see fit!
One great example of an unlimited decision space is the route-building aspect of the classic game Empire Builder. There is a huge map and you have your special little crayon. You can stare at the board and your cards for a long time while yielding the power of the unlimited. Where should you begin your route? Where should the route go? Should you cross the rivers/mountains or go around? How much track should you lay? There are a lot of decisions you could make about the route you want to build.
How is “Unlimited” Fun?
There is a nice liberty in having an unlimited decision space. Players often enjoy being able to choose freely, to mess up freely, to make an awesome move freely.
Consider utilizing an unlimited decision space in games where you want players to have full control and to be fully accountable for their decisions.
Limited Decision Space
Sometimes it is prudent to limit the decisions a player can make. These situations are common at the start of a game.

Starts “Limited,” ends “Awesome!”
Two great examples are Dominion and Eminent Domain. These are both deckbuilding games. In standard deckbuilding games you start with a very limited hand of cards. One your first few turns you will be limited in what you can do.
Limiting the decision space early in a game can be beneficial to help a player get used to how the game operates.
Another example of “limited” decision space comes from the popular game Ticket to Ride. In the game you have three options on your turn. You can draw more route cards, play trains to the board, or draw train cards. And even the choices within those options are limited. You can only play trains to the board if you have the right cards in your hand. You can only draw train cards from the face up cards or the face down pile.
How is “Limited” Fun?
One of the ways that Limited decision space can be fun is by adding tension to game. Using Ticket to Ride as the example again, players have tension due to the limitation. Maybe they just need one more green train to claim that big route. But perhaps another player has already built near the green route. Not that first player is hoping that the other player doesn’t take that green connection that they’ve been working on. But because the decisions are limited, the player has a slight feeling of helplessness.
Limiting the options on a player’s turn can also speed up the game. Sometimes (or perhaps often) the Unlimited decision space games tend to get into the Analysis Paralysis (AP) regime. Limited decision space games tend to decrease the amount of AP in games.
Tailored Decision Space
Tailored decision space refers to situations in games where the decisions you previously made will shape the decisions you have available in later turns in the game. Often games with tailoring offer multiple paths to victory where once a path has been chosen it is better to continue following that path than to start working on a different path.

How will you shape the countryside?
Some of the best examples that I can think of are Uwe Rosenberg’s games Le Havre and Ora et Labora.
In Ora et Labora players start with a plot of land that they are looking to develop. Throughout the game players will add buildings to the land that provide new actions. Then on their next turn, those previously placed buildings add to the decision space available for the player.
This is actually a common thing in engine building games. Engine builders are games where you build something and increase your skills/options/capabilities. In most of these games you can build something, that let’s you improve it, and then make it really awesome. All along the way you can either diversify and build a bunch of stuff that might be mediocre. Or you could possibly build one type of thing and make it really awesome.
The card game 7 Wonders also has a “tailored decision space” feel to it. In each of the three stages you can play cards to tailor your wonder in one of several different types of things. By adding resource production you can set yourself up for different types of things. For example, if you produce the manufactured goods (gray cards) then you can usually do pretty well with the science cards (green). So the cards you choose throughout the game will tailor the decision space that makes the most sense as you move your way toward victory.
How is “Tailored” Fun?
I think having a tailored decision space in games allows players to feel like they are really accomplishing good stuff throughout the game. In Scoville the field acts as a tailored decision space. Each round as new peppers are added you are creating new opportunities for breeding peppers. Each new spot opens up the number of decisions you can choose.
Tailored decision space is also a way that you can steer your strategy in a game. By choosing card A it might make card B much more attractive. Then by choosing card B it might make card C more attractive.
Why Should You Care?
As a gamer none of this really matters. Just find a game that you think is fun and play it.
As a designer, it can be worthwhile to consider the way decision space works in your game designs. Are you limiting players? Are you allowing them freedom of choice?
Decision space is an easy thing to neglect when designing a game. Normally we’ll pick a theme or pick a mechanic and start designing. But I wonder how things would go if a designer chose the type of decision space they wanted and then added a theme and mechanic after the fact.
What are your thoughts about decision space in games? Did I get it completely wrong? Does it make sense?
Holiday Gaming Guide

Image via http://www.theguardian.com
‘Tis the season to be jolly! Whether or not you celebrate Christmas, you can still see that this time of year is special. Winter is nearly here, snow may be on the ground where you live, and the year is about to end. As we scramble to get in as many games as we can before the end of the year we usually find that we get the privilege of gaming with friends or family that don’t normally play games.
So today I present my guide to holiday gaming. Let’s get started with the best introductory games for non-gamers!
Non-Gamer Games…
When gathering together with family for Christmas I usually like to “dumb down” the level of games that I bring along. While I think they would probably enjoy longer, heavier games I find it’s just not worth it to try and teach those types of games. So I like to bring games that are light and accessible, yet still fun to play.
The other day I sent out a tweet and asked what games people like to bring for non-gaming family members. I got a great response:
So let’s run through some of my favorites from those that people mentioned (that I have played before):
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Have you got your ticket? All Aboard!
Qwirkle: This is such a simple game but has such excellent tactics. I have the travel version so it’s so easy to bring along!
- Dixit: It’s like Balderdash without the fiddlyness and with beautiful cards. Can you make up a story? Then try out this game. Plus, it can play up to 12 players so know one will be left out at your Christmas gathering!
- Ticket to Ride: A classic gateway game renowned for simplicity and accessibility! My non-gaming sister-in-law put it on her Christmas list a few years ago. If you haven’t taught this to your non-gaming family members yet, this is the year!
- Apples to Apples: It’s simple… play a card that you think the player will choose. While that sounds a little boring, this game is a lot of fun with family members. And it can help you learn about them. So invite your crazy uncle to play so you can learn to avoid what he likes!
- Farmageddon: This is a fun “take-that” farming game where you scrape by to get any points you can. The theme is funny and the artwork is great. Plus, the price is ideal!
- The Great Heartland Hauling Co.: For small box games with big strategy this one is a winner. You are a trucker utilizing a pick up and deliver mechanic. It plays quickly and has awesome wooden 18 Wheeler Meeples!
- Hanabi: It can be infuriating! But it is so much fun. This is a hidden information game where you build fireworks. The info that is hidden are the cards in your own hand. Everyone else can see what you have except you. Work together as a team in this cooperative game to build all the fireworks!
- Love Letter: About as quick as they come, Love Letter is a card game about winning the princess’ heart. It’s so quick and easy that it would be a crime not to play it with non-gamers.
Any of those games listed above would be good games to play with non-gamers. They are all accessible, relatively light, and all are fun to play. But if you’ve got people who want a little more strategy, here are my mid-tier recommendations for Christmas holiday gaming:
For those wanting more…
Sometimes family will want a slightly heavier game. You may have already piqued their gaming interest with one of the games listed above. So now what? Here are a few games that I think fit the “gateway” mold very well. These are games for people who want to play more and want a little more strategy.
-
How would you build a kingdom?
Stone Age: I love teaching this game to non-gamers who want a little more. It has excellent strategy. But moreso, there is the idea of trying to do the absolute best with your tribe on every single turn. And the theme is fun.
- Carcassonne: I would have put this in the upper list, but some people don’t always quite get the placement strategy. Fundamentally it is simple: Take a tile, Place a Tile, Put a meeple on it if you want. But there is a serious amount of fun going on here.
- Dominion: I have had my fill of this game, but it definitely is a great one for those wanting more strategy and depth. This is the original deck-building game where each turn you can add cards to your personal deck. As the game progresses, the better cards in your deck allow you to do more and better stuff. It’s also pretty easy to teach and learn.
- Pandemic: While I’m not huge on the cooperative thing in games, this game is greatly loved and adored my many people. You have to work together to stop the viruses from spreading and creating epidemics. The theme is pretty cool and there was recently a newly revised version out. So this might be something for those who want more.
- Kingdom Builder: I love this game. And I love the variability with the expansions. The concept is simple, but the strategy is deep. Kingdom builder is another fun game where you try to maximize each and every turn. I highly recommend this one.
- Bohnanza: This is a card game about planting beans. But the strategy here is pretty awesome. When should you harvest? Should you wait one more turn? Should you buy that 3rd bean field? This game involves a lot of fun decisions.
Those are some very good options for mid-tier games that you might want to try with your families. Finally, here are my gamer games that I might try to push on people this Christmas season:
The Big Dogs…
These are games that are deep, strategic, and heavier than what your family of non-gamers might be into. But if you can teach them well and quickly explain the games then they might be worth trying to get to the table.
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Agricola: The game of farming and family growth.
Power Grid: This can is a nice heavy game with a ton of strategy and interesting decisions. You are trying to build a power grid and supply power to the most cities. But there is a balance of overentending yourself for money or hanging back and trying to leapfrog for the win. Excellent game.
- Anything Rosenberg: Agricola, Le Havre, Ora et Labora, Glass Road, Caverna. You can’t go wrong. These are heavy games that allow you to spend a long time sitting down with your family. But these games are intense and challenging. I recommend them.
- Anything Feld: If you want something slightly less intense, but no less awesome, then check out games by Stefan Feld. Macao, Notre Dame, Trajan, In the Year of the Dragon, The Castles of Burgundy, Rialto, Bruges, Bora Bora. Seriously… this guy is a designer of awesomeness!
- 7 Wonders: The learning curve is a little too steep for this to have been in the previous lists. But this game is seriously awesome. You are trying to build one of the 7 Wonders and you are trying to make yours the best! A cool card drafing mechanic is the main concept behind the game and it works really well.
- Lords of Waterdeep: If you’ve got any Dungeons & Dragons people in your family then I recommend trying out this worker placement game with them. It’s a fantastic game that works really well.
- Empire Builder: A classic. This game involves players drawing routes on the board with crayons. Routes allow your trains to access different cities. This is probably my favorite pick up and deliver game.
There you go. I’ve provided three different game categories for you to push on your families. After the holidays I’ll report back since I’m going to ramp up my efforts this year. And I’ll be looking forward to hearing how it went with you all! So pour yourself some egg nog, eat too much food, and play games with your family!
Sourcing Game Components: Chits

Unpunched chits from Small World.
Today I’m posting the third article in a four part series about where to buy components for your game designs. Last week I posted about Meeples. The previous week I posted about cards. Today is about those obscure little components so nicely referred to as Chits. Here is a list of the four articles in this series:
- Sourcing Cards: 9-5-13
- Sourcing Meeples: 9-12-13
- Sourcing Chits: Today!
- Sourcing Dice: 9-26-13
First, a disclaimer: There is nothing quite like that fresh new board game smell when you pull off the shrink wrap and open a game for the first time. Then you have the awesome moment of getting to punch out the chits and that really makes you feel special. I love that!
Today, however, we are not talking about unpunched chits, but rather blank chits that you can use for prototyping your game design. These include circles, squares, hexes, and more.
As a reminder I want to give credit to the list that inspired me to write these articles. This list is much more exhaustive than mine since I am just highlighting a few of the major suppliers. But here’s the list so you can check it out yourself:
So today I present a few of the sources that I think are worth checking out…
SpielMaterial.de
If you are of the European contingent, then I would suggest starting with SpielMaterial.de. They have a very nice assortment of chits that you can purchase. Here is the link:
On their page you can purchase triangles, hexagons, squares, rectangles, diamonds, circles, and more. They seem like an excellent option for purchasing chits.
Print & Play Productions
I have purchase hexagon chits from Print & Play in the past and have been very pleased. I like to buy the blank tiles with white on both sides. You can order them with your own artwork as well, so keep that in mind. Here is their page for “Counters”:
One of the nice things about Print & Play productions is that if you order the hex tiles, you’ll also receive the little rhombuses that were in between the tiles. And those could potentially be useful in a future game design! Available to you are triangles, circles, squares, rectangles, and hexes.
The Game Crafter
While my go-to source for chits is Print & Play it is necessary to add The Game Crafter into the list as well. If you are ordering cards and meeples from The Game Crafter, then you might as well order some chits too! Here is a link to one of the chits they offer. Below the main area they link to similar items:
They don’t have nearly the variety of SpielMaterial or Print & Play Productions. And you have to deal with the lead-time issue. But it sure is convenient if you can order all of your components from the same source.
Superior POD
While blank counters are not available, Superior POD (Print On Demand) does offer printed square and hex tiles, but only of limited sizes. Here is the link:
They only offer 2″ hexes, 1″ squares, and 5/8″ squares. So it’s pretty limited, but it appears that they might be mailed to you unpunched, which is sweet.
So there you go. I know this is a short list, but I think that’s because there just are not very many sources for board game tiles like these. If you know of other sources that have quality components available, please let me know and I’ll add them to this list.
Thanks for checking this out. I hope it helps you as you build your game prototypes!