boardgameBuilder wiki

Working notes, April 2026

Feeling-Blocks Catalogue — boardgameBuilder v1

Status: v1 draft for KB assembly Date: 24 April 2026 Role in architecture: Intent layer. Dragged onto the canvas "What we want" region. Feeds the Stage 2 intent-service channel. Separate from the six mechanic dimensions.


Design principles


The 15 feeling-blocks

Colour family: Red / coral (all feeling-blocks share a colour to visually separate them from mechanic blocks).

Block What it feels like in play Supported by (mechanical tendency) Opposed by (mechanical tendency)
excited Loud table. Big swings. You can't look away. push-your-luck, direct-confrontation, race, dice solo-in-parallel, mostly-skill, long turns
clever You feel smart when you play well. Your choices matter. mostly-skill, hand-management, full-information mostly-chance, random-draw
silly Laughing at what just happened. Absurd moments. absurd theme, direct-confrontation, push-your-luck, bluffing abstract theme, mostly-skill, long turns
tense You're on edge. Something could go wrong any moment. push-your-luck, hidden-identity, cooperative-survival, timers full-information, mostly-skill race
together You and your friends are in it as one. Shared fate. fully-cooperative, team-vs-team, shared-objective direct-confrontation, last-standing, traitor
sneaky Hiding things, tricking people, secret plans. hidden-hands, hidden-identity, bluffing, traitor full-information, fully-cooperative
lucky The dice or the draw felt magical. You got away with it. mostly-chance, push-your-luck, dice-rolling mostly-skill, full-information
in charge You're directing something. Deep decisions have weight. worker-placement, area-control, hand-management roll-and-move, mostly-chance
surprised Something unexpected keeps happening. hidden-hands, chance-with-mitigation, narrative-completion full-information, mostly-skill
thoughtful You sit back and think. Time to plan. mostly-skill, worker-placement, full-information push-your-luck, direct-confrontation, timers
fast The game moves. Short turns, quick rounds. drafting, trick-taking, roll-and-move, push-your-luck worker-placement, negotiation
unfair (in a fun way) Someone got wrecked. Everyone laughed. Including them. direct-confrontation, take-that, traitor, last-standing fully-cooperative, shared-objective
careful One wrong move and you're in trouble. Precision matters. cooperative-survival, hidden-hands cooperation, worker-placement push-your-luck, mostly-chance
daring You tried something risky and it paid off (or didn't). push-your-luck, bidding, direct-confrontation mostly-skill, full-information, solo-in-parallel
friendly Warm. Nobody's out to get anyone. fully-cooperative, shared-objective, indirect-via-board direct-confrontation, traitor, last-standing

How feeling-blocks work in the pipeline

Stage 1 — Human qualification

The group drags 2-4 feeling-blocks to the "What we want" shelf. No AI. Order doesn't matter. Blocks can be added or removed at any time during building.

Stage 2 — Intent-service channel

For each feeling-block on the shelf, the rules body looks up which mechanical elements in the "Our game" region support that feeling and which oppose it. The system produces one of three verdicts for the whole assembly:

When feeling-blocks themselves are internally contradictory (e.g. together + sneaky + unfair-in-a-fun-way), the verdict is pulling apart — but the narration names it as "you want different kinds of feelings at once — that's interesting, but one game can't easily do all of them."

Stage 3 — Narration register

The Stage 3 prompt receives both the mechanical-pair verdicts AND the intent-service verdict. The feedback states both in plain words (since 16 October 2026 assembled in code from the knowledge base, with no model):


Notes on the "opposed by" column

The "opposed by" column is where intent-service does its real work. A feeling is opposed by a mechanic when the mechanic's characteristic play experience pulls in the opposite direction. Example: thoughtful is opposed by push-your-luck because push-your-luck rewards gut-level quick decisions, not deliberation. Clever is opposed by mostly-chance because chance minimises the impact of skillful play.

Some pairs are deterministic opposites (you can't have both feel strong at once). Others are soft opposition (a skilled designer can build a game that partly does both — e.g. together + sneaky is present in cooperative-with-traitor games like Dead of Winter, but the two feelings still pull against each other).

The rules body encodes both hard and soft opposition. Hard opposition triggers a pulling apart verdict. Soft opposition lowers the match score but does not alone trigger it.


Shelf dynamics


Open design questions (for after the weekend)

These are grounding questions, not spec questions. Decide after the workshops.


Next: interactions-draft.json via clustered Perplexity generation (pending MCP reconnect) or training-knowledge generation flagged as unverified.