Tom Gurganus posed a provocative "Question of the Month" for October: "Where are the new game mechanisms?" He received a fascinating variety of answers from a number of thoughtful designers. Worth a perusal.
Coming up: An interview with Bellwether Games
Ridere, ludere, hoc est vivere.
Saturday, December 1, 2012
Friday, November 23, 2012
Holiday gift guide
(c) boardgamegeek.com Used by permission |
The boardgamegeek holiday list has but two shortcomings. First, it does not include my own Trains Planes and Automobiles, which is appropriate for any family with kids ages eight and up. (Okay, shameless self-promotion complete. Moving on.)
Thursday, November 22, 2012
A game of "A Game of Thrones"
(c) Fantasy Flight Games Used by permission |
Sunday, November 18, 2012
Rules redlines
East India Company prototype photo |
Friday, November 16, 2012
Carthage and Old Dominion
Pondering my next action in Traders of Carthage |
Wednesday, November 14, 2012
Trade triangles in "East India Company"
Monday, November 12, 2012
Tsuro, Settlers, and Time Travellers
Tsuro
One of my posts last Thursday described my initial impression of Tsuro of the Seas, a recent variation on the Calliope Games gem Tsuro (designer Tom McMurchie; artists Shane Small, Cathy Brigg, and Sarah Phelps; publisher Calliope Games). Playing TotS made me want to revisit the original Tsuro, which my good friend Grant Greffey had given us for Christmas a couple of years ago. As it happened, we had in turn recently given a copy to our friend Jeff, so on the occasion of having a number of friends over for dinner and games, he was happy to break it out and give it a spin.
(c) Calliope Games. Used by permission |
Thursday, November 8, 2012
Running the numbers in East India Company
I've mentioned several times that I'm worried about game length in "East India Company." Each turn has a "New Colony Phase" in which a tile is drawn from a bag and added to one of the seven colonies on the board. There are 21 tiles, three for each colony. My previous rules held that the tile draw would trigger game end when all seven colonies had at least two tiles. But the Congress of Gamers playtest ran the maximum possible length, when the second China tile didn't come out until all 18 tiles on the other six colonies had been drawn. That turned out to be too long.
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