Started acquiring lots of games from June 2012. I wanted to design a simple negotiation game (with Pax Britannica as my model) but was having trouble, so I viewed it as research to play a lot more games.
Over time I've been seduced by euro drafting mechanics (auctions, worker placement, time track, card markets, etc.), and the mechanics for "bundling effects" in the sense of binding diverse consequences to a single decision.
I've also become more open to games with spatial mechanisms (which I initially avoided due to the difficulty of analyzing them). In combination with an interest in commodity speculation (and stocks), this has led me to play a number of train games.
I'm interested in the range of game design possibilities and in uniform ways of describing designs.
I am mostly looking for shorter, rules-light games that demonstrate some mechanic or dynamic. They can be heavy/deep/hard, that's not a problem.I try to avoid:
Hidden information, simultaneous moves, bluffing
Too many options at one time, or abilities usable out of turn
Long list of special tiles/cards/powers to study, and combos
Co-ops and two-player gaming
Tons of things directly giving VP
Real-time or dexterity
Taking cards into hand by random draw
Hot 10 is supposed to be 11-20: