Ridere, ludere, hoc est vivere.

Friday, July 22, 2016

Can one house rule make an old game new again?

Replacing the dryer with one that was two inches wider led to having to move a shelf unit.  Which meant unloading all the old games from the shelves.  Which meant going through all the old games and deciding which to keep and which to dispose of.  Which meant rediscovering games that perhaps deserved a second look.  Which led to trying a 20-year-old game that I'd picked up at a PrezCon auction thinking my wife would like it but never actually played - 221B Baker Street: Sherlock Holmes and the Time Machine (designer Jay Moriarity, publisher John N. Hansen Co).

Saturday, July 16, 2016

Kramer and Kiesling recommendations

A couple of weeks ago I tweeted my realization that I have no games in my collection that are designed by Wolfgang Kramer nor Michael Kiesling, arguably two of the biggest designer names of our time.  They collaborated to design such high-flyers as Tikal, Torres, and Maharaja.  Kramer also designed El Grande, Princes of Florence, and Colosseum.  So I solicited recommendations from Twitter followers, and here are the titles that came up:

Sunday, June 26, 2016

Perspectives on Origins 2016 - Friday 17 June

Continued from Part 1, Thursday 16 June

East India Company
My primary purpose at Origins was to pitch "East India Company" to publishers.  At noon on Friday, my first appointment went well, but the publisher had issues with some of the liberties I'd taken with history in terms of which commodities were produced at which colonies.  I'd certainly made some "convenient assignments" in the interest of making the math work in the gameplay, but he seemed to think I'd gone too far and ought to revisit the historical basis of the game.

Friday, June 24, 2016

Perspectives on Origins 2016 - Thursday 16 Jun

Keith Ferguson and I drove to the Origins Game Fair in Columbus, Ohio, on Thursday 16 June.  Most of what I recorded at Origins manifested in the medium of tweets.  What follows are a few highlights, and as the opportunity arises, I may elaborate on some of them.

Sunday, June 5, 2016

Dice, Dexterity, and Tactics: A One-play Review of "Barrage Battle"

The application of dexterity to combat resolution in modern game design appears to be an emerging phenomenon, the Western-themed Flick 'em Up the most notable example.  Raechel Mykytiuk and Matthew Kuehn bring a new innovation by blending dexterity with the card-character skirmish format of such games as Up Front and Summoner Wars in the fantasy-themed combat game Barrage Battle, currently on Kickstarter with a funding date of Friday June 24. 

Friday, April 29, 2016

Gaming in a hospital room - revisited

A little over four years ago, I wrote a couple of posts on what works and what doesn't when playing games in a hospital room or waiting room.  We find ourselves in a similar situation this week, although the medical circumstances are decidedly more serious.  All the same, it is helpful to revisit the principles that make for a good pasttime under such trying circumstances - portability, compactness, simplicity, humor, interruptibility, and brevity.  What follows is an amalgamation of highlights from the two posts.

Friday, April 22, 2016

Games for a one-armed mother-in-law

My mother-in-law was in a rather severe car accident a few weeks ago.  She is home from the hospital and recovering from surgery to her elbow, arm, and hand.  We plan to visit soon, but we are faced with a dilemma:  What three-player games are appropriate when one player can't easily hold a hand of cards and really only has use of one hand?