If you’ve been following us on Facebook, you might have noticed a certain announcement we’ve made recently: we are once again going back into the world of Aestemyr. Specifically, we’re working on a new game that takes place in Valskyrr.
When asked about what makes a good strategy game, people talk of multiple paths to victory and a wealth of meaningful decisions. While “meaningful” is great, it’s the “wealth” that often becomes a problem.
Many board game enthusiasts, and, among them, many first time designers, are also video games players. With the incredible advancements of video games for the past two decades, they have become an amazing source of inspiration for board game designers, especially newbie in our industry. That is both good and bad.
We’ve mentioned on more than one occasion that NSKN Games is working on its own XXL-sized game. It’s my turn to raise the lid and take a look into the pot. The only problem is that I don’t even like monster games.
Reputedly once said by Raymond Chandler, a writer can seek inspiration by rummaging by other writers’ desks, when they are not home. But how does a game designer find inspiration to theme their game? Let’s take a closer look.
Being a game designer sometimes brings new and unexpected challenges. Last week I was asked to help out with an event at a local community centre, where a group of people banded together to make a game. Here’s a bit of the story – and perhaps a challenge for all of you!
It’s been a while since a new title with my name on it hit the shelves of board game stores. Expansions aside, my last published board game was Versailles in 2014. I have stated many times that publishing turns out to be challenging enough so that I can no longer dedicate time to board game… Read More Back to the drawing board
If you’ve been following the NSKN Games Blog for some time, you might have noticed that we have had a tradition of going to a county retreat every year after Essen to play some new games. Last week we found a completely new use for the same great location.
The Event Horizon Kickstarter campaign is within its last 48 hours, and we would like to use the time we still have left to let Rainer Åhlfors, the lead designer of the expansion talk a bit more about the process of designing, developing and publishing Event Horizon, while tying a few loose ends.
As the number of elements you can customize your Event Horizon grows with every Stretch Goal of its Kickstarter campaign, you might be wondering how different modules interact. To give you a bit of an idea Rainer Åhlfors, the lead designer of Event Horizon, gives you a pretty detailed walkthrough.