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IDEAS LIKE A RIVER KEEP FLOWING

The other day, I was strolling through some tabletop board-game ideas, some on the files on my computer, and others in paper folders in my file cabinet. I go through this process regularly, for if too long a period transpires, I might lose track of an idea that sparked my neurons at some point or repeat an idea that’s not needed.



Ideas for tabletop gaming can begin with a spark, a dream, or residue from something someone said in a conversation. It could come from a surge as dice clatter, cards shuffle, and the world unfolds on a board or across a character's stats sheet. Hearing other game players saying, “It can’t be done,” and that phrase will set my mind to work. Should I become too bogged down, I can always rely on my father's spirit telling me, “Don’t you think that’s enough?” I smile and file the ideas away, promising to return to them later.


Still, these ideas aren’t just kinetic or competitive but imaginative, social, and narrative. They pulse with anticipation, and I’m charged with possibilities. All the while knowing that I have enough games out already. Amurá Unlimited publishes five tabletop board games: Attactics, Duo Coup, Squarin’ Off, Gin-Go, and Kitunda (and another is waiting in the dugout).


Every game starts with an abundance of ideas, enthusiasm, and strategies. I will pour over notes, sketches, write out rulebooks, choose pieces that will line up for battle, and the world-building is thick with promise. I will even build working models. It’s a rush—progress, power, escalation. Every turn feels like growth, every encounter a leap forward. I think I’m juiced on the problem-solving aspect of ideas.


But tabletop game ideas aren’t just about the number of games. The heart lies in a cooperative desire to have others experience these ideas, especially in games that spark cooperative play. Observing the interaction between players is a highlight of my day. Knowing the feedback of a positive response shared between players. Watching a seasoned tactician sit beside a first-time player and seeing the real game is how they share the table. It’s not about domination but connection.


Showcasing Kitunda and other board games at Long Island Tabletop Expo 2025.
Showcasing Kitunda and other board games at Long Island Tabletop Expo 2025.

I like it when experienced players surrender their instinct to take over, offering guidance rather than control. The group thrives when knowledge is shared, and everyone has space to stumble, discover, and contribute. Victory, in this sense, isn’t the goal—it’s the shared journey through the idea that came through the designer. First-time players often surprise you, resulting in the “Wow” factor.


Don’t know what too many ideas are. I don’t mind them coming, and I don’t mind revisiting them. I know enough not to let them go hog wild and keep them in their pen until they’re ready for public consumption. Learning the art of restraint and keeping new game ideas for a prosperous future.


Looking forward to presenting them to the world at some point, but for now, let’s just play.

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