Hair of the Dog is an inclusive pub. Thanks to some generous backers, we’re letting cats and chameleons mingle with the doggie clientele. While it’s cool to see different looking pets in the bar, it’s important to us that they play differently too. Petting a dog is all about set collection. As the likelihood of a getting a certain pet card goes up, the difficulty also increases. It’s a system that rewards patience and information sharing, but also supports an occasional bout of luck. The other animals need to give players a different angle for completing their point-based objectives.
Modular Design
If you get food at a nice French restaurant and ask for hot sauce or salt, you’re committing a culinary sin. If you sit down for a nice bowl of phở, you’re automatically given a plethora of sauces and garnishes that would be a waste not to add. It’s the fundamental divide in food service: either the chef knows what’s best or the customer does. Obviously, there’s no universally “correct” take on that debate. It boils down to who you’re catering to. A diner serving the masses needs options for picky guests, whereas a gastropub serving a tasting menu is trying to provide a precise experience. This same dynamic is found in board games. How much flexibility should a game give its players? Is it better to deliver a singular, targeted experience or a collection of experiences that the group tailors to its own needs?