How this works
We’re hunting for the next “Dominion → Slay the Spire” pattern — board game mechanics that have a clean translation to a single-player digital game but no one’s shipped it yet. The data flows through four layers, each adding a coarser-to-finer signal. Below: the same game (Heat: Pedal to the Metal) at every layer.
Scraped from BoardGameGeek
The bedrock layer. We pull every game's metadata from BGG's XML API: complexity, ratings, mechanism tags, categories, player counts. ~2,000 games today, refreshed on demand.
Terse design primitives from a v2 prompt
An LLM pass over each game's rules + reviews extracts a small terse-phrase fingerprint: core verb, decision shape, port status, tags. Runs across the whole corpus.
Choose a gear, play that many speed cards; corner too fast and you stuff heat cards into your deck.
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none yet
Paragraph-length design analysis + archetype fit
On top translation candidates only, a richer v3 pass extracts long-form mechanics analysis, theme/audience, and concrete digital-meta-layer ideas. v4 adds five canonical archetype fits (Balatro, Cozy, Coop, Snap, Wordle).
Each round you grip a hand of 7 speed cards and choose a gear (1-4); the gear is the number of cards you must commit face-down behind your screen. Everyone reveals simultaneously, sums their speed values, and moves their car that many spaces. Optional spice: spend Heat to boost (flip the top of your deck for bonus speed) or to shift gears more than one step.
“You are a 1960s F1 driver. Late-brake into the chicane, scream past the leader, feel like a stunt driver — without simulating tire physics.”
- 5-race roguelite season: procgen tracks, draft 1 of 3 upgrade cards plus 1 of 2 garage relics between races, run ends if you finish last twice
- Garage / Workshop build-identity: choose engine archetype (more boost vs less heat-payoff) and tire profile (better cornering vs better straights) between runs
- Daily challenge: fixed track + fixed AI rivals + fixed starting deck + a constraint (e.g. 'start with 4 Heat in deck'), global leaderboard by finish position
A long-form design document
When a candidate looks strong, we generate a Heat-style 7-section deep dive: precise mechanics, what makes it work, existing digital attempts, the translation problem, an iOS prototype spec, risks, references.
Heat: Pedal to the Metal
Deep Dive for an iOS Roguelite Translation
- 1. The mechanics, precisely
- 2. What makes Heat work as a tabletop game
- 3. Existing digital attempts
- 4. The translation problem
- 5. Concrete iOS prototype spec
- 6. Risks and unknowns
- 7. References
Project context: Translate the core loop of *Heat: Pedal to the Metal* (Asger Harding Granerud & Daniel Skjold Pedersen, Days of Wonder, 2022) into a single-player iOS roguelite. The "Dominion -> Slay the Spire" pattern, but for a racing deckbuilder. No direct digital competitor …
Read the full Heat deep dive →