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Design Dilemma: Any vs. All

July 10, 2025 Apps, Birdigo, Games, Projects

In Birdigo, the game that Corey Martin and I are releasing on July 30th, we’ve run into an interesting design question.

The central mechanic of the game is using letters in your hand to build words, much like in Scrabble. Each card has a single letter on it, with the exception of the QXZ card, which can be played as ANY of those letters.

Birdigo screenshot showing cards make ZITI
ZITI, not QITI or XITI

The QXZ card comes from my previous (physical) card game, AlphaBirds. It’s a useful innovation, turning a card that could be an albatross into something more flexible and useful. You’re not inclined to automatically discard QXZ like you might with a J.

Since Birdigo isn’t constrained by physical reality, we can do fun things to the cards themselves. They can be transformed into speckled, gold, platinum or diamond versions, scoring higher points when played. We can duplicate or destroy cards. We can even merge them using a special song:

Corncrake
Merge two selected cards

If you have a N and G in your hand, you can merge them into a NG card. But what exactly should that card do? In my head (and Corey’s coding logic), the card is counted as either an N or a G. You can use it to play words like LAWN or GRADE.

But that’s not how playtester Budgie saw it:

i combined N and G into one tile and the game frequently (but not always) fails to recognize words using the new tile. For example, e(ng)ine and leavi(ng) weren’t recognized as words, but fa(ng)s was.

Budgie saw the merged card as being both NG, not either N or G. But that’s not how the game logic works. It was letting him play FAN, but not ENINE, EGINE, LEAVIN or LEAVIG. It was user error, not a game bug.

Here’s the thing: Budgie’s mistaken assumption was potentially better than reality. Corey and I both got excited. What if Corncrake created cards that were ALL the letters rather than ANY of the letters? We could even let it fuse together more letters:

Corncrake
Merge up to three selected cards

This would make certain strategies much more plausible, including these feathers:

Do-er +20 flaps if word ends in ER
Click +20 flaps per played “CK”
Birdigoing +30 flaps if word ends in ING

The problem is, that would create a new design challenge. The QXZ card means “any one of these letters.” Should a corncraked ING card mean “all these letters in this order” or “any one of these letters” depending on context? How do you make the distinction clear to the player?

After a lot of back and forth, Corey came up with four scenarios:

Option A:
unpublish Corncrake
don’t have ALL cards, only ANY
+ simplest to implement
– least fun

Option B:
make an ALL card type
make Corncrake create ALL cards instead of ANY
QXZ is the only ANY card and is visually distinct from ALL cards
+ fun new game mechanic
– potentially confusing to existing players
– a fair amount of work

Option C:
turn ANY cards into ALL cards
split our Gold QXZ into Diamond Q, Platinum X and Platinum Z
+ easy to understand
– Q, X and Z are harder to play
– makes lean decks riskier to play

Option D:
make merged cards valid as ALL or ANY
+ maximum flexibility for player
– confusing ambiguity
– extra game logic

As of this publication, we’re trying Option B. We will redesign the QXZ card to make it visually distinct from merged cards. We’ll play around with it internally before pushing it out to testers.


I’ve honestly loved iterating on Birdigo. Design dilemmas like this challenge your assumptions, and force you to look at problems from multiple perspectives. I’ve have similar experiences with Highland, Weekend Read and Writer Emergency Pack, all of which benefited from a team poking and prodding at every detail.

As a screenwriter who’s always dealing with narrative hypotheticals, it’s gratifying to be able to talk through a change, see it implemented, and quickly decide if it works.

When I’m pushing words around on a page, I’m mostly trying to make my inner critic happy, because the feedback loop with executives, producers and directors is so much slower. Collaborative projects like Birdigo require consensus and compromise, disagreement and discovery. I love it.

Birdigo comes out July 30th!

July 9, 2025 Birdigo, Games, Projects

Birdigo, the fun word game I made with Corey Martin, comes out on Steam on July 30th. (That’s a Wednesday.)

Here’s a brand new trailer:

Birdigo began with a mention on Scriptnotes that I was looking for a developer to collaborate with on a new videogame. Corey wrote in; we zoomed; we had a demo up on Steam just a few months later. (Weirdly, we’ve never met in person.)

I’m incredibly proud of this game. It’s been a damn delight to make and play. We’ve gotten great response from reviewers, many focusing on Birdigo’s chill-but-challenging vibe.

Birdigo is a rare thing: a word game that’s both meditative and meaningfully strategic. It has the cosy vibe of a puzzler, the satisfying depth of a deckbuilder, and it’s all wrapped in a charming, low-poly aesthetic.

If you’re reading this blog, you’ll probably dig it. Make sure to wishlist it today!

New Florida, an Alien RPG scenario

April 8, 2025 Games, Geek Alert, Resources

book cover for Alien RPGOver the weekend, friends and I played our first game of Free League’s Alien The Roleplaying Game. We had a blast. The game mechanics are fun, built around a Stress mechanic that basically ensures characters will freak out at some point.

Alien RPG can be played in campaign mode, where characters progress over many sessions like classic D&D, but it’s probably best suited to “cinematic mode,” which captures the experience of the movies. Most characters will die. That’s how we played it.

The rulebook comes with a scenario — a one-shot called Hadley’s Hope — but I was eager to design my own. The result is New Florida, which finds a crew on a routine, short-haul flight from a research station to Torin Prime.

Spoiler: things go very wrong.

The scenario is designed for 3-5 player characters, and should take about three hours to play. It’s heavy on role-playing, with appropriately terrifying bursts of combat.

The characters are pre-generated, and include:

Vivian Rook — Company executive. Sharp, polished, and dangerous. She rose through the Weyland-Yutani ranks with a mix of ruthlessness and charm.

Sgt. Elias Kane — Marine, Rook’s bodyguard. Professional to a fault — except with Vivian. Loyal, physically imposing, emotionally compartmentalized.

Jace Calder — Pilot. Roguish but competent. Thinks quick, acts quicker.

Milo “Gramps” Vech — Engineer. A long-timer nearing retirement.
Grizzled and grease-stained, he knows this ship better than anyone.

Corporal Dex Marrow — Marine. Sardonic, weary, smokes when he shouldn’t. Doesn’t trust many, but once he gives it, it’s for life. Good friend of Kane’s.

While it’s not a murder mystery, players know details about their characters (and crucial story points) that the others don’t. I gave each player a backstory sheet before we started playing.

I’ve packaged up all the maps, tokens, and other resources I used in a .zip file you can download here: New Florida – Alien RPG Scenario

If you play New Florida at your own table, please let me know!

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