Representing the Unrepresentable

Published: Oct. 13, 2021, 7 a.m.

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Hunger, madness, cold, and fatigue. These are strong motivators we experience as humans and enticing topics to include in a board game. But how can a designer go about doing so effectively? Damon talks us through ways that "unrepresentable" feelings have been mechanized in games, both effectively and ineffectively.

Games we played:
Throw Throw Burrito | Board Game | BoardGameGeek
Sheriff of Nottingham | Board Game | BoardGameGeek
Shadows in the Forest | Board Game | BoardGameGeek
Fire Tower | Board Game | BoardGameGeek

Games we discussed:
Butchering Pathologic - Part 1: The Body | Rock Paper Shotgun
Agricola | Board Game | BoardGameGeek
Frostpunk: The Board Game | Board Game | BoardGameGeek
Caverna: The Cave Farmers | Board Game | BoardGameGeek
This War of Mine: The Board Game | Board Game | BoardGameGeek
Fearsome Floors | Board Game | BoardGameGeek
Trapwords | Board Game | BoardGameGeek
Mountains of Madness | Board Game | BoardGameGeek
Mansions of Madness | Board Game | BoardGameGeek
Arkham Horror | Board Game | BoardGameGeek
Nemesis | Board Game | BoardGameGeek
Dead of Winter: A Crossroads Game | Board Game | BoardGameGeek
Evolution: Climate | Board Game | BoardGameGeek
Terraforming Mars | Board Game | BoardGameGeek
Fresco | Board Game | BoardGameGeek
Detective: A Modern Crime Board Game | Board Game | BoardGameGeek
Sheepy Time | Board Game | BoardGameGeek
Don't Wake Daddy | Board Game | BoardGameGeek
Perfection | Board Game | BoardGameGeek

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