ATLAS / IDEAS Game design atlas Find a mechanism, understand its tradeoffs and smallest useful scope, then build your game with a design card and sample project.
192 Mechanisms32 Mechanism domain48 Art styles12 Genre guides
All252 Mechanisms192 Art styles48 Genre guides12 Core loop 01 Inspect draws and gaps02 Choose a removal cost03 Remove and reshuffle04 Compare key-turn accessCards and dice One rule
Remove a weak card for consistency or retain it as insurance against a specific threat?
Reference games Slay the Spire · Dominion
Core loop 01 Read rolled values02 Match slot requirements03 Assign and spend dice04 Resolve and replanCards and dice One rule
Use the only even die for defense or spend it on a stronger attack?
Reference games Dicey Dungeons · Astrea: Six-Sided Oracles
Core loop 01 Read current resources02 Choose the next effect03 Resolve and inspect change04 Schedule the final spendCards and dice One rule
Add resources before doubling or double the current stock first, and when should it be spent?
Reference games Dominion · Slay the Spire
Core loop 01 Read revealed hazards02 Draw or stop03 Update provisional rewards04 Bank or loseCards and dice One rule
Risk another reveal as visible hazards accumulate?
Reference games Port Royal · Incan Gold
Core loop 01 Read the next threat02 Play cards03 Mark retained cards04 Draw within capacityCards and dice One rule
Keep future defense or make room for fresh offense?
Reference games Slay the Spire · Gloomhaven
Core loop 01 Compare card effects02 Choose a build03 Select payment cards04 Resolve ability and handCards and dice One rule
Spend a strong future card to activate production now?
Reference games Race for the Galaxy · Port Royal
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.