Ridere, ludere, hoc est vivere.

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

Having always approached game design as a solitary creative activity, I've been curious about successful design teams like Inka and Markus Brand (Village), or Kramer and Kiesling (Tikal).  My friend Keith Ferguson recently spoke about the collaborative process with Ben Pinchback, who said that he and Matt Riddle meet on a weekly basis and just work on games for a dedicated regular session.

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.

Sunday, August 28, 2016

Hearing Women Tell It: A Review of "Girls on Games"

At a time when the board game community has become gradually aware of the unique experiences of women in the hobby, the gently feminist Girls on Games, an anthology on gender perspective in gaming particularly and in geekdom more generally, successfully Kickstarted in 2014 with over 900 backers.  Elisa Teague - designer of games, events, costumes, and props - compiled 15 essays by women and a foreword (by a man) and herself wrote six more plus an afterword.  She also interleaved “Share My Story Spotlight” anecdotes by two women, three men, and a girl, plus a poem – or perhaps a song lyric – by “The Doubleclicks.”  And to read and hear women tell it, despite a consistently optimistic tone throughout their essays, they experience some ugly behavior in our gaming hobby  – from condescension, to scorn, to challenges to their bona fides as game lovers.  After reading of these experiences, frankly, I don’t know how they put up with it.

Friday, August 12, 2016

Fifth annual-ish "What to pack for a vacation"

This summer we're headed to the North Carolina Outer Banks for a week at a beach house.  We just threw together a list of games to bring based partly on recent acquisitions, partly on old favorites, and partly on family stand-byes that we think we can get the normally reluctant sons to play.  Here's this year's packing list:

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: