Cooperative vs. competitive games
In a competitive game, players supply the challenge for each other, and the designer's job is to keep that contest fair and interesting. In a cooperative game, the designer is the opponent: the game system itself must threaten, surprise, and pressure the players. That is a fundamentally harder authoring job, because a co-op needs an "AI" of event decks, escalating timers, and spreading threats that feels relentless without feeling arbitrary.
The signature failure of cooperative design is quarterbacking, where the most experienced player directs everyone else's turns and the other players become spectators. The proven countermeasures all limit shared information or shared control: hidden hands that cannot be fully discussed, real-time pressure that leaves no time to direct others, simultaneous secret decisions, or traitor and hidden-role elements that make blind trust dangerous. If your co-op allows perfect table talk with full information, expect one player to solve it aloud.
Difficulty tuning also diverges. Competitive games self-balance in one sense, since someone always wins. A co-op must be tuned so that groups lose often enough to feel tension, and most successful co-ops target a first-game loss or a narrow escape, then offer difficulty levels. A co-op that groups beat on the first try is usually shelved, because beating the system was the whole product.
Hybrids are a spectrum worth exploring: one-versus-many games with a single overlord player, semi-cooperative games where everyone needs the group to survive but only one can win, and traitor games where a hidden player works against the team. Each hybrid inherits problems from both parents, so prototype the pure version of your idea first, then add asymmetry once the core system works.
Choose between
Option A
Cooperative
Use this when it supports the experience you want players to have most often.
Option B
competitive games
Use this when the tradeoff creates better decisions for your target players.
Video tutorials
How to make money designing board games - Jamey Stegmaier
10 Types of Board Game Designers (And How to Discover Your Own Style)