Last fall I laid out a model for decision making in games that divided it into three parts: action selection; action execution; and action resolution. This article concludes the series by examining how it works using the concrete examples of three games: the DSP winners from three different decades — which also does a nice job of highlighting how the hobby has changed in the last twenty or more years.
Tigris & Euphrates (1997) by Reiner Knizia
Tigris & Euphrates is a game in the classic eurogame mold. It features some elements rare in modern eurogames, such as more chaotic resolution, and it has a simpler selection model. Put all that together and you have a game that does a great job of demonstrating how this decision making model can be used to map out any entire game. Continue reading