Small rules, big ideas.

Cards, colonies and conveyor belts. Different scales, the same pleasure of watching a clever idea come together.

Read the field note
Balatro artwork

Eight ways into the idea.

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Balatro artwork
Stop 01 · Analytical

Balatro

Try it for the moment several small modifiers start working together. Read the scoring interactions, then build around the hand your run actually supports.

Slay the Spire artwork
Stop 02 · Analytical

Slay the Spire

This is a collection entry for learning to say no. Removing an appealing option can make the whole system more reliable.

Factorio artwork
Stop 03 · Analytical

Factorio

For players who find pleasure in a working arrangement. Follow a shortage upstream and let the next small repair suggest the next project.

Satisfactory artwork
Stop 04 · Analytical

Satisfactory

A strong companion to Factorio if seeing the system from ground level appeals. Leave room for expansion; a working line can also be a route through a place.

RimWorld artwork
Stop 05 · Analytical

RimWorld

Choose this when you enjoy systems that generate incidents worth remembering. A tidy base is useful; an imperfect cast makes it interesting.

Crusader Kings III artwork
Stop 07 · Analytical

Crusader Kings III

Take this route when a strategy game's characters interest you as much as its map. A setback can be a story rather than a failed optimization.

Vampire Survivors artwork
Stop 08 · Focused

Vampire Survivors

For a more immediate entrance into system-building. You steer a growing combination instead of managing every individual attack.