Designer Diary: Knitting Circle
by Emily Vincent
Knitting Circle emerged from Emily Vincent’s journey as a game designer during her first year. With a commitment to rapidly enhance her design skills, she set out to create a variety of games inspired by her interests, favorite podcasts, and spontaneous ideas. This article offers a glimpse into the development process of Knitting Circle, a cozy board game that captures the essence of knitting.
Knitting Circle Overview: How Does the Game Work
Knitting Circle is played over six rounds, each consisting of two main phases: the drafting phase and the crafting phase. During the drafting phase, players take turns moving their kitty pawns around a rondel, selecting tiles that represent knit and purl stitches. Each player drafts four tiles to add to their player mat.
The crafting phase occurs simultaneously, where players can:
- Place yarn tiles on their garment cards
- Purchase new garment cards
- Complete garments and add corresponding buttons
- Flip yarn tiles for strategic advantage
- Use a grabby paw to select a tile from the bag
Players aim to maximize their scores through various criteria, including the length of garments, garment bonuses, and button objectives. The game encourages engine building, allowing players to shape their strategy based on earlier garment completions.
Getting Started
The concept for Knitting Circle sparked while Emily listened to a podcast discussing cozy games. The warmth of knitting immediately came to her mind, prompting the idea of creating a game centered around the two primary knitting stitches: knit and purl. This foundational theme informed the design, with tiles featuring one side for knit and the other for purl, reflecting the duality of these stitches.
Inspiration
Emily’s design was influenced by the notion that cozy games evoke a sense of pride in players, regardless of victory. Games like Creature Comforts inspired her to create a similar atmosphere, while puzzle games such as Sagrada, Azul, and Calico provided additional motivation to craft a game that would stand alongside these beloved titles.
Initial Prototype & Testing: The Good and the (Mostly) Bad
The first prototype consisted of index cards and resin gems, which lacked distinct sides. This limitation led to an overly complex design that ultimately confused players. Despite these challenges, the initial version confirmed that the knitting puzzle concept was engaging.
Subsequent prototypes introduced tiles that clearly distinguished between knit and purl sides. Despite improvements, early playtesting revealed that players struggled with the alternating sequences, raising concerns about the game’s accessibility.
The Eureka Moment
A pivotal breakthrough occurred after a particularly frustrating playtest. Emily redesigned the yarn tiles to enforce an alternating sequence, ensuring players could not place them incorrectly. This innovation dramatically improved gameplay, drawing players in with its vibrant colors and intuitive mechanics.
Further refinements were made during public playtests, leading to a simplified drafting process that enhanced player interaction and enjoyment. The shift from complex knitting patterns to a more straightforward approach revitalized the game’s dynamics.
Feedback from Publishers
Publisher feedback indicated that while the game possessed a solid core, it was positioned between simplicity and complexity. Some recommended a more approachable design, while others sought greater depth for replayability. This feedback illuminated the potential for the game’s evolution based on the vision of its publisher.
The Development Process: Continuing the Journey with Flatout Games
Collaborating with Flatout Games proved to be a rewarding experience. The development team focused on creating multiple paths to victory, enhancing replayability, and streamlining gameplay. By separating garments into individual cards, the game gained variability that kept players engaged.
New scoring vectors, including buttons as mini-objectives, mirrored elements familiar to fans of Calico, reinforcing the thematic connection between the two games. The introduction of a rondel for drafting added player interaction, transforming the game’s strategic landscape.
Final Thoughts
The transition from concept to completed game has been a remarkable journey for Emily Vincent. She expresses gratitude to Flatout Games for their collaboration throughout the development process. The final product, Knitting Circle, embodies a unique sequencing puzzle intertwined with a knitting theme, offering players both individual challenges and a sense of community around the game table.
Ultimately, Knitting Circle aims to deliver a cozy experience that resonates with players, satisfying both casual gamers and puzzle enthusiasts alike.
Via BoardGameGeek Blog

