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Asymmetrical Suits in Card Games, Part 1

You must walk–or so they say–before you can run.  You must similarly design from the familiar before you can find your own voice.  Freshman designers tend to begin by working with familiar things....

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Icons vs Text, Part 4

You have read several of my design group’s conclusions about the place of icons and text in game components through this series.  Last column examined color, art, and keywords. Today we look at two...

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