







anything related to wargame especially as a sand box for strategy
Collections: The Great War: Western Front, A Gain of Inches
This week we’re looking at The Great War: Western Front, a hybrid turn-based/real-time strategy game about the First World War developed by Petroglyph Games, a renowned maker of real-time str…

Build, gather, brawl, repeat: The history of real-time strategy games
As we wait on a new Age of Empires this fall, let's revisit the RTS genre's highs and lows.

Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
Building games that can be understood at a glance
Building games that can be understood at a glance - Zach Gage, GDC 2018
Designing And Building Stockfighter, Our Programming Game | Kalzumeus Software
Warframe Beginners Guide: Things I wish I knew when I started | Technobubble
Tips, tricks and advice for aspiring Tenno and beginning Warframe players.

Reflections on Teaching Wargame Design
Disaster loomed for the hard-pressed U.S. Strategic Command team and the nascent U.S. Space Force. Negotiators toiled to maintain an international

̶B̶a̶d̶ Good Game Design - Clicker Games (Idle Games, Incremental Games)
Curriculum Guide
Riot Games’ Game Design Curriculum is an entry-level course that teaches high school students the fundamental elements of game design using a framework and interactive workshops created by our own game designers. Students will ultimately utilize their newfound knowledge of core game design concepts like goals, types of fun, opposition, rules, interaction, and balance to create a paper prototype of a multiplayer game.
Steam :: Battlerite :: Reflections and Future of Battlerite
A year and a half ago, we sat down to discuss the future. We were beaten and bruised, but eager; a few half-formed ideas competed with our endless passion to create the most adrenaline-filled competitive experience. It was the beginning of a great undertaking, and a wellspring of ideas came forth. Some ideas were strong, others fumbling. Running on nothing but burning desire, the ideas were solidified, refined and molded into reality.

mudcoders/awesome-mud
🖥 A curated list of bookmarks, tools, tutorials, and other cool resources for text-based game developers.
Good Game Well Played: The Story of the Staying Power of ‘StarCraft’
Twenty years after Blizzard’s baby redefined a genre and spawned the esports movement, it remains a timeless proof of concept for what online competition can be

No One Wins in Nuclear War: Social Simulations of High-stakes Military Decision-making
WOPR is a social-simulation environment for studying how organizations make high-stakes decisions, built on a deterministic, replay-validated rules engine and using wargames as the vehicle. We instantiate it first with the published card game Nuclear War, traced against its published rules. We start with military decision-making because of its safety implications and because it needs further study, but the design is not specific to it: the decision- point contract that exposes the engine to agents is reusable across verifiable rule systems. Existing social-simulation work emphasizes persona fidelity and synthetic opinion, but lacks a verifiable rules engine with replay-checkable mechanics and private-channel negotiation. WOPR supplies that engine, and its contract makes every strategic choice an explicit agent decision. The method is agnostic to social-simulation frameworks; we adopt Concordia as the default harness for driving the game. On the same engine, WOPR layers a four-rung press ladder from silence to private single- recipient channels with structured commitments, and instantiates each faction as a collective command-and-control system rather than a single agent. We make all code, example configurations, and replay data publicly available at https://github.com/eilab-gt/wopr.
Game Theory | Open Yale Courses
This course is an introduction to game theory and strategic thinking. Ideas such as dominance, backward induction, Nash equilibrium, evolutionary stability, commitment, credibility, asymmetric information, adverse selection, and signaling are discussed and applied to games played in class and to examples drawn from economics, politics, the movies, and elsewhere.

CRASH THE ARCADE
Cartridge
Star Realms

Billionaires & Guillotines: A Game
Patrick's Parabox
Hollow Knight: Silksong

Hollow Knight

Mama's Sleeping Angels