Play is study · The reference shelf

THE PLAYLIST

You cannot learn design by only reading about it. Each stop on the course has a few games that show the idea working at a real table. Play them like a designer: not to win, but to feel where the decisions live.

How to use this. Pick the stop you are on, grab one game from it, and play one round with the single question in mind. Most of these are cheap, old, or free, and several you already own. You are studying the machine, not chasing a high score.
M1

One clean verb

Games built on a single, sharp mechanic. Notice how much depth comes from almost nothing.

Connect Four
2 players · ~10 min · classic

Watch for: one verb, drop a disc, and a surprising amount of forward planning. The whole game lives in a single repeated action.

Love Letter
2–4 players · ~15 min · 16 cards

Watch for: a complete game made of sixteen cards. Every card is one tiny rule. Study how little it takes to make a real decision.

Hive
2 players · ~20 min · no board

Watch for: chess-like depth with a handful of movement rules and no board at all. Mechanics as the entire game.

M2

Meaningful decisions

Where every choice has a visible consequence and you can see enough to choose well.

Chess
2 players · varies · everything is visible

Watch for: total information. No hidden cards, no dice. Every loss is yours. The purest case of a decision with consequences.

Patchwork
2 players · ~25 min · tile economy

Watch for: every turn is a clear trade of time for buttons for space. You can always see the cost of what you want.

Azul
2–4 players · ~35 min · drafting

Watch for: taking what you need also hands something to your neighbor. Decisions you can read on the table.

M5

Luck & hidden information

Tell input luck (the hand you start with) from output luck (the roll that decides it after you commit). Feel how hidden information changes the whole texture.

Can't Stop
2–4 players · ~30 min · push your luck

Watch for: pure output luck you choose how far to ride. The dice are random; when to stop is all you.

Poker
2+ players · varies · hidden hands

Watch for: the math is luck, the betting is information warfare. The cards barely matter next to what you make others believe.

The Resistance / Avalon
5–10 players · ~30 min · social deduction

Watch for: the entire game is hidden information about who is lying. The board is the other players' faces.

M6

Designing a feeling

Games engineered to produce one specific emotion. Name the feeling, then find the mechanic that causes it.

Dread
RPG · group · a Jenga tower

Watch for: dread itself, built from one object. Pulling a block to act means the tower might fall and your character dies. The feeling is the mechanic.

Dixit
3–6 players · ~30 min · dreamlike art

Watch for: whimsy and ambiguity by design. Score rules push you to be clever but not too clever. Aesthetic as the goal.

Fiasco
RPG · 3–5 · no game master

Watch for: the feeling of a heist movie going wrong. The whole structure exists to manufacture escalating disaster.

M7

Players & systems

Feedback loops, table politics, and the co-op problem where one loud player runs everyone's turn.

Catan
3–4 players · ~75 min · negative feedback

Watch for: the leader gets ganged up on, the robber and trades drag them back. A negative feedback loop you can watch happen.

Diplomacy
2–7 players · long · no luck, all alliances

Watch for: the three-player problem at full scale. Kingmaking, betrayal, and the player who cannot win but decides who does.

Pandemic
2–4 players · ~45 min · cooperative

Watch for: the "quarterback" problem live. One confident player can plan everyone's moves. Notice how that drains the others.

Hanabi
2–5 players · ~25 min · co-op, limited talk

Watch for: the elegant fix to quarterbacking. You cannot see your own cards and may only give narrow hints, so no one can run the table.

M8

Simulation vs representation

The third build's core question. Does the game model how a system works, or just show a picture of it?

Pandemic
2–4 players · ~45 min

Watch for: it represents disease spread with a clever rule, it does not simulate epidemiology. Notice what it chose to model and what it threw away.

Twilight Struggle
2 players · ~3 hr · Cold War

Watch for: a model of influence and tension across the globe. Study which real forces it turned into rules and which it ignored.

Monopoly
2–8 players · long · cautionary tale

Watch for: a famously bad simulation of real estate. Almost no real decisions, runaway leader, no catch-up. Study it for what not to do.

M9

Changing the rules

House rules, legacy formats, and games whose rules change as you play. The well-played game.

Cosmic Encounter
3–5 players · ~90 min · the source text

Watch for: every player has a power that breaks a different rule. The course's case study for why "fair" is not the goal. Read the canon entry alongside it.

Fluxx
2–6 players · ~20 min · rules in motion

Watch for: the rules and the win condition literally change mid-game through the cards you play. A game about changing the game.

Pandemic Legacy
2–4 players · campaign · permanent change

Watch for: a game you alter forever as you play, tearing up cards and adding rules. The legacy format, where change is the point.

Werewolf / Mafia
7+ players · ~30 min · social play

Watch for: almost no components, all social. The game is the conversation. De Koven's "well-played game" in its rawest form.

BONUS

The deliberate anti-example

The MIT course points at this one on purpose. Play it to feel the absence of meaningful choice.

We Didn't Playtest This At All
2+ players · ~5 min · Asmadi Games, 2007

Watch for: a game that can end on turn one for reasons you could not prevent. It is funny precisely because it has almost no real decisions. A perfect mirror of what you are learning to build instead.