05Off the clock

Strategy, off the clock.

No luck, no shooters — economic engines and macro strategy. The same systems itch as the day job, after hours.

0 on screen · 0 on the table · 2 field notes

On screen · real time

On the table · turn by turn

Same itch, slower clock: the systems step off 30 frames a second and onto a table.

Tap a game for the designer, mechanics, and why it's here.

Field notes

Two notes between matches: why engines beat dice, and what the engine-builder's brain borrows from network design.

On strategy

No luck, only systems

I don’t play games to escape systems thinking — I play to indulge it. Dota 2 is supply-and-demand under fire. Age of Empires is the S&OP loop I run at work, sped up and with trebuchets. The board games are quieter versions of the same itch. Add dice-luck and I lose interest fast.

On engines

The engine-builder’s brain

A good Euro game is a constraint problem you actually want to solve. Castles of Burgundy is inventory placement; Splendor is tempo and compounding; Gizmos is a literal engine you build mid-game. Same muscle as network design at work — better decisions, better outcomes, no hiding behind a slide deck.

Same systems after hours — the only difference is trebuchets.