Mountain Miners
Welcome to the devlog for Mountain Miners.
In this article, Iâll briefly explain the development process behind this game. At least, itâs supposed to be a very simple game that is quick to make, but that usually doesnât work out well for me âŚ
Whatâs the idea?
You place a grid of square tiles on the table. But they have a diamond shape (so the pointy corners of this rectangle point North, East, South, West). You can view it as two mountains stitched together, the bottom one turned upside-down :p
Thereâs an arrow tile outside the board that points to one of those corners.
Now comes the main rule of the game:
On your turn, grab 1 tile from the âtopâ. The âtopâ is the layer of tiles that the arrow tile currently points at.
Iâll show the sketch I did; itâs much easier to see it that way.

In other words, you are constantly taking a tile from the top of a mountain. But the arrow tile rotates around to constantly change where that top actually is.
This was just a small idea that seemed like itâd take almost no material or rules, yet work really well each time.
- All information is open and predictable. You can plan moves in advance and make sure the perfect tile is âon topâ on your turn. (Obviously, rotating that arrow tile is one of the core actions youâll take in the game.)
- Itâs a unique core mechanic that Iâve never seen before, while staying simple.
- The map can be entirely randomized each time, leading to easy setup and lots of variety.
- Itâs intuitive: you chip away at the mountain, shrinking it, until nothing remains and the game is over.
I immediately made a paper prototype and tested it. (With one A4, I can easily get enough tiles + an arrow tile to make this happen.)
Lessons from the prototype
Ideal board size
I tried 4x4 first, which instantly revealed itself as too small. Even 5x5 was on the small side. A 6x6 diamond seems ideal.
Too many actions
There are action tiles and point tiles. I split them roughly 50/50 at first, but this led to way too many action tiles (and too few points to go around). A 20/80 split seems more reasonable.
Even then, itâs likely thatânear the end of the gameâonly action tiles are left. Itâs pointless to play on then, so I had to change the end condition.
The game ends as soon as all âpoint tiles are goneâ.
Changing the top is too important
Initially, moving that arrow tile (that determines the âtop of the mountainâ) was an action tile.
As the board is randomized, however, we canât even be sure that this tile appears (often enough) in any given game!
Or maybe all of end up in the center, making them unusable until the end of the game.
This wonât work. Changing the top should be a core rule, something you can automatically do each turn.
Ultimately, the best choice seemed to be.
After grabbing your tile, move the arrow tile one step clockwise.
I tried âmove it anywhereâ, but that was obviously too free. I tried âmove it one step clockwise or counterclockwiseâ, but that is still too free, while slowing the game down with that choice each time.
Another action was âarrow lockâ: when played, you canât move the arrow tile anymore (itâs âlockedâ). Until somebody plays another âarrow lockâ and unlocks it.
This also isnât great, as it can lock the arrow for the entire game. (Especially if the map happens to have only have 1 Arrow Lock tile!) So, I replaced it with two actions.
Arrow Move (Action) = move the arrow tile anywhere.
Arrow Lock (Action) = only stops the automatic movement (at the end of your turn).
When to execute actions?
At first, the rule was âYou may discard one action tile to execute its action, before or after grabbing a tileâ.
Many action tiles, however, are not that interesting on their own or just too weak to do damage. The solution was to allow 2 actions: one before and one after your turn. This leads to more interesting combos and more âusefulnessâ to actions.
The crucial one: what is the âtopâ of the mountain?
I hoped to find a simple rule here that allowed more diversity.
The initial rules said âany tile to which you can draw a straight line from the arrow tile, without hitting anything elseâ
Five seconds of testing revealed this to be useless. It ignores tiles that are clearly on top. The arrow tile is haphazardly placed by players, so no true location anyway. Itâs messy and doesnât work.
I tried other simple rules. About edges facing the arrow tile and what not. But nothing reliably (and simply) told you which tiles were currently âon topâ, especially not once you have bigger maps with holes and tunnels after a few rounds.
So I settled for the simplest, barebones definition.
The top of the mountain is the straight line of tiles closest to the arrow tile.
So, well, exactly what youâd expect. It reduces the options, but is much easier to visualize and use.
Until I realized it actually gives new options! So far, the arrow tile could only point in cardinal directions (North, East, South, West). But with the new rule, it can also do the diagonal directions: North-East, South-East, etcetera.
This solidified the rule for me.
- During the game, you can use the Move Arrow action to move it to a diagonal, suddenly opening a world of opportunities. (Because of the diamond shape, youâll generally be allowed to grab more tiles there.)
- But itâs not overpowered, because now the arrow tile stays on diagonals. (Remember: it rotates a quarter turn after each turn.) Once you do this, the next players can reap the same benefits, so time it well.
- Doing a Move Arrow again, though, can move it back, so itâs not like it stays there forever.
Finally, the playtest revealed something that shouldâve been obvious: parts of the board can come loose. Creating tunnels and then grabbing the one tile that connects everything ⌠turns the board into two boards.
There are many ways to solve this in games.
- Simply donât allow the board to ever split.
- Ignore it and play on.
- Make it a bonus: you get the smaller group.
I tried them all, and the third was most interesting. You donât want to accidentally give another player a huge reward (for splitting the board, so you have to be more careful about which tiles you grab.
Conclusion
Thatâs all of it. With these changes, my paper prototype played well. Not awesome, but it worked pretty well, and thatâs enough.
My ideas that add extra spice are all âexpansionsâ you can easily add after a few games. (An obvious one, for example, is turning the entire mountain facedown. Now you donât know what youâre getting, though there are obviously actions to help you here.)
Letâs make that
None of this is particularly interesting, Iâm afraid.
I found a simple visual style. I generated some images, I designed some myself. This game screams for something like diamonds or gold buried in the mines. (Or it screams for treasure buried inside pyramids, but itâs treasure all the same.)
Because all the tiles are on the same map, in any random configuration, it also wants simple and mostly consistent graphics. Otherwise itâs just overwhelming and potentially clashing.
So the general icons are somewhat generic and abstract. I tried to make it a little more unique by having âgold veinsâ running through them.
I wrote the generator for the material. Itâs just square tiles with one big icon placed in the center. (And a slight modification for the expansion that adds a different icon to different corners.)


Then I forgot to update this devlog for a while, which means we will now skip to my notes on playtesting with new players and proper material!
Playtesting & Polishing
The game worked better than I imagined from my own paper prototypes. Thereâs just something about playing against other playersâwith completely unique ideas, strategies, hidden tacticsâthat is needed to truly reveal the flaws or strengths of a game.
Itâs quick to setup and explain. After a few turns, the general idea of âgrab from the top layerâ and âthe arrow rotates clockwiseâ settles in and players grasp the core ideas of the game. Including explanation or interruptions, games usually took 15â20 minutes. Which is great!
While playtesting, I kept thinking âoh we have slightly too many action tilesâ and âoh we have slightly too many gemstonesâ. When all was said and done, this just meant the numbers were actually balanced.
Yes, gemstones are what actually score, so maybe we want more. But also action tiles are the only thing that actually make the game work and give you varying strategies, so maybe we want more. That tension lingers in the game from start to finish, and Iâm actually happy with that.
My main notes were:
- Maybe a nice variant/expansion would be to have a few secret tiles in your hand. It means some information isnât open and it means you start the game with more actions and thus more (long-term) options.
- That whole âsplitting the boardâ thing? Yeah, barely relevant. So irrelevant in fact that I just removed the rule entirely (i.e. didnât even explain it) after the first two test rounds and the game was fine without it.
- The âdoubleâ action said âtake another turnâ, but thatâs actually not most interesting or balanced. Itâs easier to execute and less overpowered to just say âgrab 1 more tile this turnâ. Move some action tiles to a third expansion. (I kinda just chucked all my final ideas into the Gemshards expansion, but that turned into ~10 new icons to learn, which is just too much. The 5 possible actions from the base game have revealed themselves to be the absolute maximum of new information to learn, if the game wants to stay simple and lean.)
- Action tiles that change the direction of arrow rotation (now itâs always clockwise!) and the speed (now itâs always a quarter turn, what if that could be 1/8 or 1/2?)
- This is such an obvious way to play with the core of the game. Donât know why I didnât see it before :p
- But I donât want to blow up the number of unique icons to learn, so I merged some similar actions to make room for these.
- For example, the action âsecretly look at 1 row of tilesâ and âpublicly reveal 1 row of tilesâ were separate icons first. But this can be merged into one and made more interesting by just giving you a choice: âEither secretly study 1 row OR publicly reveal 2 rows.â
With all those tweaks, the game is even better and Iâm confident calling this project finished.
(Itâs never perfect. Because perfect doesnât exist and I can always find flaws and things I wished were more âamazingâ about my projects. In this game, as mentioned, I feel thereâs a weird tension between how little variety in choice/actions you can sometimes have. At the same time, this isnât actually an issue in practice and is also simply part of strategy. What to do? Stop overthinking, test and refine until it plays fine in practice, then call it done.)
Thatâs it for this game!
Until the next devlog, keep playing,
Pandaqi