Almost two years ago, I recounted an initial foray into a collaborative design with Keith Ferguson. We have come a long way in those two years, and that work has paid off. On August 6, Hexagram 63 Game Studios announced that we had signed with them to produce "Magnificent Marvels," our contraption-inventing game. Keith and I are excited to be working with Anthony Racano and his team to make "Magnificent Marvels" a reality on the tabletop.
Ridere, ludere, hoc est vivere.
Monday, August 20, 2018
Saturday, April 1, 2017
Notes on Games with Sequential Moves
In this second post in a series exploring games of strategy (begun last month), designers Aaron Honsowetz, Austin Smokowicz, and I explore strategic games involving sequential moves, i.e. those in which each player's decision happens in the context of knowing opponents' previous decisions. This exploration has its foundation in Chapter 3 of Dixit, Skeath, and Reiley's Games of Strategy.
Wednesday, February 22, 2017
Notes on Games of Strategy
Over three years ago, I wrote about my effort to approach a simple three-player race game using game theory. Economist and game designer Dr. Aaron Honsowetz responded, which led to his recommendation that I look up the book Games of Strategy by Avinash Dixit, Susan Skeath, and David Reiley. I finally obtained the third edition recently, and that has led Aaron, fellow designer Austin Smokowicz, and me to explore Dixit Skeath and Reiley's text in a kind of virtual book club.
Sunday, January 15, 2017
Papal Pilgrimage: A preview of the sequel to Avignon
The microgame format that Love Letter popularized poses a considerable design challenge. Fewer cards mean players face statistically fewer different situations. Pared down to a skeletal structure, a microgame really has to make every card significant and capitalize on every opportunity for interaction. John du Bois introduced a clever two-player tug-of-war in this format with the 2016 Button Shy game Avignon: A Clash of Popes. To that tight little design Button Shy Games is Kickstarting a sequel, Avignon: Pilgrimage, that introduces new characters that can stand alone as a separate game or that players can mix in with the original Avignon for a variety of interactions.
Wednesday, December 28, 2016
Getting to Know "The Grid"
Games in some ways, like people, have personalities. Some, like Ticket to Ride, are friendly, fun, and easy to get to know. Others, like Two Rooms and a Boom, are gregarious and a little crazy; if you can handle the energy, they are very entertaining. Some are obtuse and a little intimidating, like a Phil Eklund simulation or a heavy wargame. And some are subtle, reserved, and a little introverted; they don't want to show you everything right away, and if you base your opinion on a first impression, you'll miss what's hidden underneath.
Saturday, October 1, 2016
Congress of Gamers 2016
Every fall there's a little weekend convention in Rockville, Maryland that I've always enjoyed. Hosted at the unassuming Rockville Senior Center, Congress of Gamers features a series of Euro tournaments, an auction store, and a game design room. The Games Club of Maryland sponsored the convention, and Break My Game ran the prototype testing event this year's session, which convened last weekend.
Friday, September 9, 2016
Collaboration
Monday, September 5, 2016
Summer vacation gaming
Our friends gave us access to their beach house in Rodanthe, North Carolina, for a week this summer. For me, the best part of a summer vacation is simply sitting without a care in the world and reading a book or playing a game, and we did plenty of both. I finished three books (including Girls on Games, reviewed in my last post), and we played games every day, including my sons, who are not normally enthusiastic gamers.
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