mån. sep 15th, 2025

When game designers let us peek into their creative process, it’s rarely just about rules, dice, and victory points. Instead, it’s about human imagination—what fascinates them, what disturbs them, and what they believe makes a game more than just a box of cardboard. The diary of *Carnival of Sins* is exactly that: a glimpse into a carnival that isn’t meant for children, but for players willing to step into a stage where temptation is both the lure and the trap.

Welcome to the Carnival

At its heart, *Carnival of Sins* is about indulgence. The setting is a decadent circus where each act embodies one of the seven deadly sins. Every choice you make tempts you toward excess while daring you to resist. It’s a clever metaphor for the struggle between restraint and desire, wrapped in flickering lanterns, surreal performers, and an atmosphere as unsettling as it is captivating.

Playing With Sin

Mechanically, the game puts sin at the center—treating it as both a resource and a risk. Players thrive by leaning into temptation, but too much indulgence can cripple their position. That tension plays out in moments where you ask yourself: do I grab the reward now, or play cautiously for the long game?

  • Committing sins propels your strategy forward.
  • Every sin offers unique power, but overload invites disaster.
  • The tension mixes push-your-luck thrills with clever engine-building mechanics.

This seamless fusion of theme and mechanics is part of the modern board game landscape—where audiences demand more than just abstract puzzles dressed up in decorative art. Here, the game makes sure every choice feels narratively charged.

Behind the Curtain

The design didn’t start where it ended. Early versions relied heavily on familiar worker placement, but it clashed with the wild unpredictability a carnival demands. The breakthrough came with a shift to card-driven mechanics that encouraged risk-taking. Instead of punishing players for daring choices, the game entices them further—rewarding audacity and letting consequences unfold later.

  1. Initial playtests showed structure was too rigid.
  2. The move to cards and engine-building unlocked freedom and chaos.
  3. The final design encourages risk rather than discouraging it.

The result is a game where decisions sting and thrill at the same time—where consequences feel natural, not forced.

A Dark Vision

Equally important is the art style: grotesque and symbolic, somewhere between Tarot mysticism and decadent cabaret. These illustrations don’t just decorate—they reinforce theme, mood, and tension. The board game industry has steadily leaned toward bold presentation, where the visual narrative is as important as mechanics. *Carnival of Sins* embodies that, refusing to soften itself to appeal to lighter audiences.

Will It Find Its Audience?

It’s undeniable that this project won’t be for everyone. Families seeking simple fun likely won’t gravitate toward a Gothic circus of temptation. But enthusiasts who love thematic immersion—players of *Arkham Horror*, *The Bloody Inn*, or even *Nemesis*—may find themselves captivated. The carnival knows its crowd, and it whispers only to them.

The Bigger Picture

Beneath it all, *Carnival of Sins* isn’t just another board game; it’s part of a growing movement exploring darker, symbolic stories through play. Rather than abstract puzzles with a thin thematic coat, designers are pushing toward games that ask players to feel—whether it’s dread, temptation, or even guilt. If the balance between risk and fun holds, this carnival could become one of the more memorable releases ahead.

Your Turn

The lingering question is whether dark and symbolic games intrigue you—or push you away. Do you prefer indulging in themes where morality intertwines with mechanics, or do you prefer a night where rules take center stage and atmosphere stays secondary? For me, this feels like one gamble worth keeping an eye on—because in the end, every carnival is about temptation, isn’t it?

Would you like me to expand this piece into a comparative spotlight—placing *Carnival of Sins* against other thematically rich titles like *Nemesis* or *The Bloody Inn*? That way, the contrast highlights just how this carnival carves its own identity in an already crowded genre.