Supported player count range.
Estimated time to learn and play your first game in minutes.
Estimated age range in years.
Current component requirements of design excluding rules and box.
Game should be playable without guidance.
Playtests available with Xoe's guidance. Contact to try!
Early stage design with little testing done.
I design games around social conflict that center how the players reconcile.
You’ve recently met some eligible suitors, full of potential wealth 💎, standing 👑, and passion 🌹. You’ve detailed your desires in your diary, and now you must discern who meets your needs by reading the trait cards they mail you.
Your cards describe actions, but only the players you court will perform them. Each round, you share a card with a player, and they’ll choose which of your cards to leverage. When you find the one, send them your ring! They must reciprocate for you two to become engaged, so you must persuade them you’re compatible with their desires!
Persuasion is my most robust design that I would be content selling as is.
Featured on the Board Game Community Show Podcast.
Reviewed by Space Biff and rated 3rd best trauma game of 2022!
A multi-victor info sharing deduction game.
Working with a publisher
A devious conspirator is carefully crafting a web of influence over this city. Only a ragtag group of sleuths have taken notice, gathering traces of evidence left in their wake. It will only take one key piece of evidence to bring down the conspirator’s master plan.
With every examination, the conspirator prepares and schemes. They’ll run out the clock, rig evidence, and even disrupt the sleuths’ lives. A sleuth may find their loyalties align with the conspirator’s ambitions, and even sabotage the investigation to aid them. Will you unravel this web of conspiracy, or help weave it?
A 2 team asymmetric logic puzzle and deduction game
Needs unguided playtesting
Shortly after your “happily ever after,” the two of you, the stable stalwart and the free spirited idealist, come to an impasse.
Change your friend’s mind by shifting cards of your suit into their deck, choosing which to keep for their effect. Can you cooperate for a mutual agreement, or will you dominate the story?
Conviction was a finalist in the 2021 Life.Love. Game Design Challenge.
An 18 card semi cooperative deck builder.
Ready to play
A comet is on the horizon, and how you and your dinosaur friends cope with Human games is all that matters now.
Following the Human game rules… not so much.
A real-time meta improv party game about the right (wrong) way to play games.
Needs unguided playtesting
The world’s resources are depleting at a critical time, and you need the right infrastructure to survive. Burn resources to fuel your tools. Gather and build to secure bread. There’s enough for all… in theory…
While in your hand, your cards are just resources. In your tableau, they provide effects as your built cards:
🔥 Requires you to discard cards
🚚 Lets you to take & draw more
🏭 Lets you add to your built cards
🧱️ Impede actions to/from others
🍞 Removes your 🔥, and is also how you win the game.
Bread was initially designed as a tweet game for the Micro Fiction Game Jam and for the BGG Traditional Deck Contest.
A multi-victor tableau engine builder.
Needs guided playtesting
Note, the video is for an outdated version.
Fight for shape representation as advocates with intersecting shapes. Play across multiple generations, starting with one built by ⭐️ bellied owls. Can you guide your hand of owl cards towards acceptance?
Each generation consists of about 4 games, and each game is made up of about 6 tricks. Each trick, players will either closet a card to remove it from their hand, or reveal a card. Revealed cards add to their shape’s visibility score, with shapes in parliament giving a bonus each trick. All cards of the winning shapes are ✅ accepted, and all other cards are ❌ rejected.
The player with the most accepted cards adds one to parliament as the winner, which will shape the rules and bonuses for future generations. What legacy will you leave behind in your fight for opacity?
Opacity was designed as part of the Small Game Big Theme Game Jam and also a Break My Game Jam.
A competitive "legacy trick taking" game.
Needs guided playtesting
You are two strangers, stuck in the same place. Could be worse though, you feel a bit of a spark! If you play your cards right, maybe they'll feel the same way you do. But hopefully they don't get the wrong idea... what if they're dangerous?
You start with a score sheet and an attraction card. The attraction card’s dark sidebar shows your feelings towards the other player:
Over the game, you'll each secretly write down vibes you get from the other’s actions. At the end you'll add them all up, and if they match your attraction card, you win! Hopefully they win, too!
Just be careful not to lose too much control...
This design needs serious sensitivity consultation
Closer was designed for the 18 card Gen Can't flip & write contest.
It is a collaboration with Shanti!
An 18 card semi cooperative flip and write
Playable, Deferred Design