Ridere, ludere, hoc est vivere.

Saturday, December 1, 2012

Bellwether interview

About once a month, Bellwether Games interviews a game designer on their blog.  Over the last year and a half, they've asked some illuminating questions of designers in the field.  This month, they were gracious enough to ask me to take a turn in the barrel, and I took full advantage of the opportunity to espouse my thoughts on games and game design.

Oh, and by the way, I happened to notice (no, they didn't ask me to mention) that Bellwether is selling Drop Site (designer Dennis Hoyle, artists Guray Emen and Paolo Vallerga) at 30% off, plus free shipping.  I first heard of this game when it won the Carta Mundi prize for Best Card Game in the 2010 Premio Archimede game design competition.  I haven't played it myself, but from what I've read, it looks like an excellent candidate for a stocking stuffer.

Go forth and see last month's answers

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

Friday, November 23, 2012

Holiday gift guide

(c) boardgamegeek.com
Used by permission
Occasionally I'll get requests from friends for boardgame recommendations, and I've posted some targeted lists for specific demographics and situations (see links below).  But today I'm going to tip my hat to the folks at boardgamegeek.com, who have assembled a terrific holiday gift guide.  The recommendations on their list are uniformly excellent.  I could certainly come up with my own holiday list as well, but if anyone asks me for recommendations for boardgames as gifts, boardgamegeek is the first place I will send them.

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
Last night my friend Brian G. had five of us over for a six-player game of A Game of Thrones (designer Christian T. Petersen, artists Tomasz Marek Jedruszek and Henning Ludvigsen, publisher Fantasy Flight).  I'd played this once before, at Grant G.'s house, and really liked it.  This time I played as the House of Lannister.  I started quick and moved out into the front of the pack in number of castles and supplies and expanded out into the center of the board, in direct violation of my two general rules for multi-player every-man-for-himself wargames:  Don't peak too early (and make yourself a target for everybody else) and don't be in the middle of the map (and make yourself a target for everybody else).

Sunday, November 18, 2012

Rules redlines

East India Company
prototype photo
Just a quick note that I've made some modifications to rules to "East India Company" based on the 8 November playtest.  The most drastic change was to move all the ship operations and unloading steps from the end of the turn to the beginning of the turn.  "Mike from Boston" made this recommendation after having read the actual rules while watching us play.  It makes a lot of sense for several reasons.

Friday, November 16, 2012

Carthage and Old Dominion

Pondering my next action
in Traders of Carthage
Last night Kathy and I played Traders of Carthage (designer Susumu Kawasaki, artists Peter Gifford and You Satouchi, publisher Z-man), which is quickly making its way onto our "regular" list of cocktail-hour games.  We are each beginning to dive deeper into the tactics and strategy of this little gem of a card game.  I came away with a substantial victory this time, but not for lack of some excellent play on Kathy's part.  ToC can be a real, fun mental exercise.

Wednesday, November 14, 2012

Trade triangles in "East India Company"

A very brief note on a subtle change to "East India Company" tonight:  In my last playtest, Mike R. recommended that I modify some of the commodity tiles, deliberately duplicating some of the key production or buying tiles so as to strengthen the probability of creating a "trading triangle."  Most students of history are already familiar with the concept - a product is purchased in Port A and shipped to Port B, where it is sold and the proceeds used to purchase B's product.  That product is now shipped to Port C, where it is sold and the proceeds used to purchase C's product.  That product in turn is shipped back to Port A, where it is sold to restart the cycle.

Monday, November 12, 2012

Tsuro, Settlers, and Time Travellers

Tsuro
(c) Calliope Games.
Used by permission
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.