Crokinole and the geometry of flicking
A dexterity game with deep Canadian roots, where the board's scoring rings turn a flick of the finger into a question of angle and weight.
Read article →Tatorrami reads board games as designed objects. Each piece examines rule structures, balance choices, and the decisions players make at the table, with examples drawn from Canadian tabletop traditions.
A board game can be examined the way a process can: as a sequence of stages, each with its own questions. These labels organize how the articles approach a design.
How turn order, actions, and constraints fit together, and where a single rule quietly carries most of the weight.
Whether strategies stay viable across a game, and how starting positions or randomness are kept from deciding the result alone.
The texture of choices a player faces: open information, hidden information, and the trade-offs that make a turn interesting.
A dexterity game with deep Canadian roots, where the board's scoring rings turn a flick of the finger into a question of angle and weight.
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What keeps a rule set fair as games scale in length and player count, using long-lived abstract games as reference points.
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How dice, draws, and hidden information shape choices, and where chance supports a game rather than overwhelming it.
Read article →Reader questions about a rule reading or a balance argument are welcome. This form runs entirely in the browser and does not transmit data.