You've helped them one at a time. The real understanding is how the ideas CONNECT — teach that next.
Bones (dice and randomness — chance is a design craft, not betting) ×Move (turn-structure — every turn is a question and an answer)
A board game has exciting dice but every turn you just roll and move with no choices. What do Bones and Move say is missing?
Bones then says: “As long as a game has dice, it is fun; whether turns offer any decisions is irrelevant.” — is that right?
The link: chance becomes a game when each turn wraps it in a real decision.
Roll the dice, but give the turn a choice.
Trial (playtest and iteration — what players DID matters more than what they SAID) ×Theme (theme integration — the game IS its mechanics; the theme must do real work)
You think your space theme is deeply woven in, but why do Trial and Theme mean you have to playtest to be sure?
Trial then says: “You can know your theme is well-integrated just by thinking about it, with no playtest needed.” — is that right?
The link: watch a playtest to see if the theme is felt through the mechanics.
Play it to find out if the theme does its work.
Capstone — design one game together
Three pieces of a good game. Bring in the cast member for each.
Make chance a fair, exciting craft. Who?
Who do you bring in?
Give each turn a real decision. Who?
Who do you bring in?
Watch a playtest to see what truly works. Who?
Who do you bring in?
The synthesis: fair chance, meaningful turns, and honest playtesting — how a game becomes worth playing.