Puzzle Maker’s Dictionary

Space, Movement, and Control in Games

You can make space carry rules before writing another sentence. A boundary can permit, forbid, connect, separate, conceal, orient, or make a relationship visible. Movement then becomes a way of changing which possibilities space offers.

For Same Circles, space is also expressive. A shared letter is both a legal connection and a visible meeting of words; a blank space can belong to multiword language and become a crossing point; the ring contains the construction while giving it a beginning that loops back toward an end.

Look for the owl mark beside a passage to read or begin a discussion.

Tessellation, Measurement, and Templates: Choose Geometry That Makes Relationships Legible

Technical terms: Tessellation, Pattern movement, Measurement movement, Movement template

These mechanisms define movement through geometry.

A tessellation covers a surface with repeated shapes such as squares or hexagons. Pattern movement permits moves according to a learned spatial form. Measurement movement allows travel by physical distance rather than cells. A movement template provides a fixed shape or path used to position or turn a piece.

See it in chess and miniature games

Chess uses a square tessellation and distinct movement patterns for each piece. Miniature games may measure distance directly or use templates for arcs, turns, and areas.

What you can do with it

Choose geometry that makes legal relationships easy to see. Precision is valuable only when players can read and reproduce it without disputes overwhelming the intended thought.

Ask a player

Could you see where movement was possible before attempting it?

Nearby ideas

  • Affordance — make possible action perceptible.
  • Line of sight — use geometry to determine visibility.
  • Network building — treat links rather than distance as adjacency.
  • Spatial reasoning — infer consequences from position and form.

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), MOV-01, MOV-03, MOV-06, and MOV-20. ---

Movement Systems: Move by Chance, Budget, or Payment

Technical terms: Roll and move, Movement points, Resource to move, Different dice

Roll and move generates a distance through chance. Movement points give a budget to distribute across movement options. Resource to move requires spending something else to travel. Different dice let a player choose or receive randomizers with different ranges or distributions.

What you can do with it

Use random distance when adapting to the result is interesting. Use points when composing a route matters. Charge resources when movement should compete with another valuable use.

Ask a player

Did you choose a route, manage a cost, or merely obey a generated distance?

Nearby ideas

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), MOV-02, MOV-04–MOV-05, and MOV-07. ---

Drift, Impulse, and Programmed Movement: Let Motion Carry Prior Intention

Technical terms: Drift, Impulse, Programmed movement

Drift continues or modifies motion through momentum or environmental forces. Impulse divides movement into small shared increments rather than completing one unit's entire move at once. Programmed movement commits a route or sequence before execution.

What you can do with it

Use momentum when earlier direction should constrain later choice, impulses when several moving parts must remain responsive, and programming when intention interacting with change is the point.

Ask a player

Could you anticipate how prior commitment and changing position would interact?

Nearby ideas

  • Action queue — program actions before resolution.
  • Simultaneous movement — interleave changes among participants.
  • Inertia — make current motion costly to reverse.
  • Emergent behavior — let simple movement rules create complex patterns.

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), MOV-08–MOV-10. ---

Relative, Chained, and Distributed Movement: Make Motion Depend on Relationships

Technical terms: Relative position, Mancala movement, Chaining, Bias, Moving multiple units

Relative position describes location in relation to another element rather than fixed coordinates. Mancala movement picks up a group and distributes it along a route. Chaining lets one move trigger or enable another. Bias makes some directions or destinations easier than others. Moving multiple units changes several positions through one decision.

What you can do with it

Use these patterns when the relationship among positions matters more than one piece's destination. Make the order of distribution and cascading consequences visible.

Ask a player

Could you trace how one movement changed the relationships among several things?

Nearby ideas

  • Network effects — let one change propagate through connections.
  • Positive and negative feedback — amplify or dampen cascades.
  • Relative player experience — define meaning through relationship.
  • Mechanic composition — combine small actions into a larger effect.

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), MOV-11–MOV-15. ---

Changing and Multiple Maps: Let the Play Space Transform

Technical terms: Map addition, Map reduction, Map deformation, Move through deck, Pieces as map, Multiple maps

A map need not remain a fixed board.

Map addition opens or attaches new space. Map reduction removes or closes it. Map deformation changes distances or relationships without simply adding or deleting. Move through deck treats an ordered or changing set of cards as locations. Pieces as map lets components create the terrain itself. Multiple maps represent distinct places, scales, layers, or versions of space.

What you can do with it

Change the map when changing possibility is central. Players must be able to tell which relationships survived the transformation and what new space permits.

Ask a player

When the map changed, could you understand which old possibilities disappeared and which new ones opened?

Nearby ideas

  • Game state — record what is currently true.
  • Legacy game — preserve map changes across sessions.
  • Tile laying — build space from placed components.
  • Minimap — move between strategic and tactical representations.

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), MOV-16–MOV-19 and MOV-21–MOV-22. ---

Shortcuts and Hidden Movement: Conceal, Reveal, or Shorten a Route

Technical terms: Shortcut, Hidden movement

A shortcut offers a faster or cheaper route, usually with a condition, risk, or discovery requirement. Hidden movement conceals a location or route while giving others partial evidence from which to infer it.

What you can do with it

Use shortcuts to reward understanding rather than mere possession of a secret. Use hidden movement when reasoning from traces is richer than seeing the full path.

Ask a player

Did discovering the route reward insight, and was there enough evidence to reason about what remained hidden?

Nearby ideas

  • Hidden information — conceal a state known to someone.
  • Puzzlelike information — uncover a route through evidence.
  • Affordance — signal that an unusual path exists.
  • Pathfinding — compare routes through a network.

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), MOV-23–MOV-24. ---

Area Control and Influence: Does Control Mean Possession, Pressure, or Reach?

Technical terms: Absolute control, Area majority, Area influence, Troop types, Territories and regions, Area parameters

Absolute control requires meeting an exclusive condition. Area majority awards control to the strongest presence, while area influence may reward several levels of presence. Troop types contribute differently. Territories and regions define the spaces compared, and area parameters specify capacity, adjacency, value, or special rules.

What you can do with it

Define both the area and what presence means. Consider whether one participant should own the result or several contributions should remain visible.

Ask a player

Could you tell how your presence mattered even when you did not control the area?

Nearby ideas

  • Ownership — grant durable rights over an asset or place.
  • King of the hill — concentrate competition on one position.
  • Contribution recognition — value partial presence without awarding control.
  • Zone of control — affect nearby movement without occupying every point.

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ARC-01–ARC-05. ---

Force Projection, Zones, and Line of Sight: Influence Space Without Occupying It

Technical terms: Force projection, Zone of control, Line of sight

Force projection lets a piece or position affect distant areas. A zone of control changes movement or action in nearby space without occupying every location. Line of sight determines visibility or effect through an unobstructed geometric relationship.

What you can do with it

Make remote influence visible enough to anticipate. Define what blocks, bends, extends, or ignores it.

Ask a player

Could you see where an element exerted influence before entering that space?

Nearby ideas

  • Affordance and telegraphing — reveal possible effect before it occurs.
  • Connections — use links instead of distance.
  • Enclosure — influence space by closing boundaries.
  • Network building — project effect through connected nodes.

Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ARC-06–ARC-08. ---