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.
Were you ever about to pledge for an awesome new game on Kickstarter, just to be deterred by a prohibitively high shipping price? Were you irritated by better shipping deal residents of other countries got? If it happened to you – or if you’re a Kickstarter project creator about to set up a campaign –… Read More Kickstarter Shipping Confidential
“A great game should be able to defend itself even if it’s made of two pencils and a sheet of paper”, I was told a few years ago by a game buddy. I agree with one caveat: defending oneself is very different from being successful.
In my previous post I have written about games that got expanded a bit… unnecessarily. You might even have gotten the idea that I’m against expansions in general. And that is an absolutely untrue statement. I believe there are games who wouldn’t last long if not for the expansions! Let’s see, how it actually works.
Hi. My name is Kuba and I’m an addict. I need my collection to be complete. If there is a game I own and there are any expansions for it, I simply need to buy them. Even the micro ones. But to be completely honest – there are only few that actually land on the… Read More Expansions – so much more fun. Oh, really? – part I
Last time I talked a bit about different ways to store your games, as well as about some basics of sleeving. Today it’s time to give you my personal sleeving flowchart, and a bit of a story about a carpet. Yes, a carpet.
If you’re a gamer, chances are that you have a collection of games, including at least some titles you like playing on a regular basis. Since games are things made primarily of cardboard and paper, they suffer wear and tear. Here’s a short list of ideas how to make your games last longer – and… Read More Protecting your Treasures, Part 1
What do Terra Mystica and Tzolk’in have in common? Apart from being some of my favourite games of all time, together with Agricola or Puerto Rico back in the day, they lack the luck factor. As a player, I love luck-free games. As a designer? Not so much.
Board gaming is in essence perceived as a social experience. We meet in one place, sit around a table, and play a game together. However, the “we” of ten years ago differs slightly from the “we” today. Sometime, the “we” even means “me”.
In my first post about the fresh dungeon-crawling-character-building game we are planning, I talked marginally about a story telling element which will be almost central to the game, both in terms of questing and character progression. But there are not that many games out there which use story choices as one of the main mechanisms… Read More The Love/Hate for Storytelling Games