Rock, Paper, Failure
The Appeal of 18-Card Games I’ve been really interested in building an 18-card game ever since I learned about “wallet games,” which I most notably associate with Button Shy Games. Constraints often breed creativity, as limited space requires unique solutions. You can’t simply add more cards, components, or pieces to accomplish your goal. Limiting scope when building software—whether that’s enterprise applications or video games—often leads to faster delivery, as it simply requires less work. I assumed the same principle would apply to board games, or in this case, a card game. Limit the scope, invent something simple, and boom, I have a game! Spoiler alert… this is not true. ...




