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Board Games by Phil Walker-Harding

These are the board games designed by Phil Walker-Harding.
Sushi Go! board game
Rank: 48
Trending: 666
Sushi Go Party! board game
Rank: 56
Trending: 419
Barenpark board game
Rank: 153
Trending: 90
Imhotep board game
Rank: 218
Trending: N/A
Gizmos board game
Rank: 256
Trending: 477
Cacao board game
Rank: 592
Trending: 565
Silver & Gold board game
Archaeology: The New Expedition board game
Sushi Roll board game
Rank: 1002
Trending: 1185
Archaeology The Card Game board game
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Forum Posts

The Board Game Design Process Part 1 - Brainstorming and Prototyping (feat. Phil Walker-Harding) image
Why Phil Walker-Harding Created a Game About Sushi (A Look at Sushi Go!, Imhotep, + More) image
Board Game Wingspan's Artist Spent 20 Hours Straight on the Barn Owl Card image
Artem, Unbroken, and Golden Bell Studios - How Do You Move Past Online Drama? image
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User Activity Feed

Those components look great! Are you planning on doing a playthrough or a review of it anytime soon? I'm a fan of Phil Walker-Harding designs so I would be interested to see how this one plays.

I am definately planning on a review, I may also do a playthrough. I have already played it a couple times, i think its a light but solid game, as you would expect from Phil Walker-Harding. 

I am targeting putting up the review after thanksgiving if I can!


Have to agree with that the luck is a big turn off. Though I generally like Phil Walker-Harding's designs so I wouldn't turn down trying it

I agree with a lot of what's already been said. And as for the potential of higher complexity games to be have a gateway status, I think the key is to make the integration between theme and mechanics as seamless as possible. For example, games like Viticulture and Wingspan are more complex than the standard gateways but aren't too hard to pickup due to the intuitive blend of theme and mechanics (for me, personally). I think this is one of the successes of Stonemaier Games in that they offer a good middle ground between the standard gateway & heavyweight games that are very welcoming for beginners. Sure, they might not get a high score on the first play, but a good "complex gateway" is intuitive enough that a player will be able to do much better at least by the second play.

This is what Phil Walker-Harding mentioned in his interview with me (if you haven't heard of Phil before, he is the designer behind games such as Sushi Go and Imhotep, and I regard him as one of the leading creators of accessible games):

"One of the biggest barriers to people playing games is having to learn the rules. I think for people who aren’t used to it having to learn rules and then play with them can feel stressful, almost like a surprise quiz at school! So a huge part of accessibility is that the game is quick and easy to learn. Ideally, it can be learned by simply watching others play, or it can explained in just a few minutes."

"Players also need to feel comfortable that they understand what they are supposed to do on their turn. So I always try and have only few options to select from, very clear decision points, and quick feedback loops. That is, players can opaquely see the results of their actions soon after they take them."

"Another key factor in accessibility is clear and intuitive graphic design. I think it’s important that players don’t have to expend mental energy on figuring out what the components do or how they work."