Goal
Create a strategic decision that considers an opponent’s actions.
Scenario and materials
Two craftspeople share a set of machines to fulfil orders. An occupied machine is unavailable to the opponent until the next round. Design a choice between a quick simple order and preparation for a valuable order that a competitor can disrupt.
Two players and tokens
Constraints
- There is no randomness or hidden information.
- Use no more than three machines and three order types.
- The game ends after six rounds.
Steps
- Describe available actions and when machines become free.
- Create two situations in which the preferable action depends on the opponent’s response.
- Swap players’ positions and check the effect of going first.
Deliverable
Rules, two analysed game states and observations about turn order.
Check your work
- Explain how one player’s action changes the other’s options.
- At least one decision depends on the opponent’s expected response.
- Check whether the first player receives a persistent advantage.
Reflect
Does a player win through planning or through the privilege of moving first?
Sources and further reading
Thematic inspiration: Challenges for Game Designers by Brenda Brathwaite and Ian Schreiber. These scenarios, constraints and checks are independently written around broad game-design learning topics. This is not a translation or a sequential retelling of the book exercises.