
In the games I design, players have dozens of decisions to make. In the famous „51st State,” each card can be played in three ways. In „Robinson,” each action can be performed in two ways—safely or with risk. Even in my story-driven „Detective,” I crammed in as many choices as possible—there are 36 cards in the deck, but players will only read 18 of them. Which ones? That’s their choice.
I like choices in games. I like making decisions and, most importantly, I love that moment after the game ends when I look at my score and tell myself, „At that moment, I made the wrong decision. If I played again, I would play differently.”
This week, I played a game during which I hardly made any decisions.


I strongly believe that good board game is the one that tells a good story. You play it and suddenly you are sucked into it, you feel chills on the skin. Emotions grow. In a moment you defend castle. You hear roar of warriors. You smell boiling oil. You are into it.
That's how I design my games. I always want to tell a good story. I want players to be into it. As deep as possible.
