Access

Players want to have lots of interesting choices on their turn, and feel like they're in control of what they're doing.

Look at your game's components. Look across the board, and at all the cards, tokens, tiles, and chits. How much of it can I interact with, this turn? This is what I call access.

This window of choice should include much of the game.

Access gives the player a feeling of control. The absence of access gives a feeling of powerlessness, or, at best, makes people feel like they're building a ship in a bottle.

In Machi Koro, players buy cards from ten piles. I like the game, and have tried out a few different combinations of cards. However, this game has very minimal replayability, as these ten piles are always the same.

In the "Harbor" expansion, the game shuffles all the piles of cards, and many more, into a giant deck, from which ten random cards are displayed. This destroyed the access, as I could no longer buy the cards I wanted. I had to just buy from the ten random cards. Much of the long-term strategy went out of the game. 

In one of my prototypes, players could move one space per turn. However, this gave them only a few possible spaces they could go to. By simply allowing players to move up to two spaces per turn, they could reach far more spaces.

Race for the Galaxy is an excellent game. In the game, you draw lots of cards, but you also discard cards as the resource to pay for other cards. This lets you see many of the deck's cards, and the game has very high access for a card game. However, there are very specific unique cards in the deck, and your strategy might be dependent on whether you find them or not. In a way, this makes this game's access insufficient. 

Worker placement

If you're a beginner designer, worker placement is an excellent foundation for a game. (In a worker placement game, there's a board of spaces. On each player's turn, they put one of their workers on an unoccupied space, and do what it says. Typically, once players run out of workers, they're all returned, and a new round begins.)

Worker placement has very high access, as you can do almost anything you like. It also comes with a reasonable level of player interaction, as players can't take a space that another player has taken.

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