Issue #249 – Merry Christmas from TiBG! Gangster Dice

 

The Best in Board Games – In 5 Minutes or Less!
Dec 24, 2014 – Issue #249

MERRY CHRISTMAS – HOLIDAY GIVEAWAY!

Merry Christmas from Board Game Innovation and Today in Board Games. We’ve partnered to bring you an exciting holiday giveaway! The winner will get one copy of Robinson Crusoe: Voyage of the Beagle* from Portal Games, along with a full set of matching fantastic overlays from Board Game Innovation. If you haven’t seen these overlays yet take a look – they make organizing and holding your game pieces a cinch!

Close up of character name etching on Robinson Crusoe:Voyage of the Beagle Health Trackers.The giveaway will be open until midnight on Friday, January 2, 2015 and a winner will be announced in a future issue of Today in Board Games. You can get your initial entries now on the contest page, then come back each day to share about the giveaway and earn bonus entries!

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In the Game

Reviews, previews, walkthroughs, and more…

Gangster Dice

Project imageThings went sideways on that last job but you ain’t goin’ to the clinker, see? Ditch your evidence and make someone else take the fall!
In Gangster Dice, each player starts with a set of dice that represents the evidence against you. You win the game by getting rid of all your evidence, which sometimes involves pinning it on someone else. To do this you will compete with the other players for control of four tokens that will let you gain, lose, or otherwise manipulate the dice. But be wary of losing too many dice too quickly, as you may find yourself stuck with the rest!
Gangster Dice is very easy to learn and very quick to play, and on the surface it seems like a simple dice game with minimal strategy. However, as you play a few games you will notice there is much more going on than simply rolling dice. You must anticipate what the other players will do and think several turns ahead to give yourself the best shot at winning this game.
Gangster Dice is currently on Kickstarter. You can back for your own copy for just $25.

Articles

Interviews, strategies, and opinions

Designer Wisdom

Curated By Cardboard Edison

 

Cardboard Edison is currently running a Patreon campaign with the goal of bringing you more great designer-focused tools and content. Be sure to take a look!

“What I have learned over time is to not rely on one strength, and not to have one fixed methodology when designing games. Designing games is not a science where you have a specific method that you always repeat.” – Reiner Knizia
“A designer should work out what people enjoy about their game and then organize the rules such that achieving victory involves doing the enjoyable thing as early and often as possible.” – Gregory Carslaw

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Today In Board Games Is:Roger Hicks (Editor)
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Chris Meeusen (Contributor)
Diana Echevarria (Contributor)
Jessica King (Editor)

By |December 24th, 2014|Issue|Comments Off on Issue #249 – Merry Christmas from TiBG! Gangster Dice

Age of Reason and La Granja Press Release

Stronghold Games Announces Release of
Age of Reason and La Granja

Stronghold Games and Spielworxx create a strategic partnership for these and other games

New Jersey, USA and Billerbeck, Germany – December 17, 2014

FOR IMMEDIATE RELEASE

9812114b-2b36-4aa2-8a78-b10398af4614Stronghold Games and Spielworxx are proud to announce jointly the first English language editions of Age of Reason and La Granja, both to be published by Stronghold Games. These two games previously were published in German by Spielworxx. With the Stronghold Games global distribution network, this will provide gamers worldwide with access to these great games.

69df83c2-48ff-4f53-8397-6cef81028daaAge of Reasonis for 3 to 7 players and is set in the latter half of the 18th century. Players take on the roles of regents for Great Britain, the Netherlands, France, Spain, Prussia, Austria and Russia, who want to increase their home country’s power in Europe while simultaneously establishing colonial empires in Africa, India and the Western Hemisphere. One country working on its own will not be able to achieve its goals, so players must take part in ever-shifting alliances, with whose help they hope to achieve their plans, or at least stave off direct conflict with a potential enemy.

Stronghold Games will release Age of Reason as the first game in its new “Great Designer Series”, which will highlight games from the best game designers in the world. This first game in the series, designed by renowned game designer Martin Wallace, reimplements and streamlines Wallace’s classic game Struggle of Empires. Additional titles in the “Great Designer Series” will be released over time.

b40559a5-08eb-476d-8c72-ce1e27b6dd0fLa Granja is for 1 to 4 players who control small farms by the Alpich Pond near the Village of Esporles on Mallorca. During the course of the game, the players try to steadily expand their farms into the mighty country estate, La Granja, while also seeking to deliver goods to the village. In this game, speed is critical to success. La Granja is a game that requires careful planning, while learning to cope with the uncertainty of some card play. The player who has earned the most victory points at the end of the game is the winner and new owner of the La Granja estate.

a1a3dd4e-1c63-4fdf-a229-e73012103903The release of La Granja strengthens the commitment of Stronghold Games to partner with publishers globally, bringing their great games to North America and the rest of the world, as well as to continue to publish great euro-game designs. La Granja follows the success of two smash-hit 2014 euro-games from Stronghold Games, Panamax and Kanban: Automotive Revolution.

Stronghold Games will print Age of Reason and La Granja at Ludofact Germany, the leading printer of hobby games in the world. Age of Reason has a tentative release date of June 2015, and will have an MSRP of $59.95. La Granja has a tentative release date of June 2015, and it will have an MSRP of $59.95. Stronghold Games may have advanced copies available to demo or purchase at the Origins Game Fair in Columbus, Ohio in June 3-7, 2015.

As with all of its new game releases, Stronghold Games will offer Age of Reason and La Granja to its North American customers via their industry-leading Preorder Program. The Stronghold Games Preorder Program offers preorder customers 30% off MSRP, and the guarantee that the games will ship to them before any other customers, including Distributors and Retailers. Stronghold Games’ preorders for these games are tentatively scheduled to open in March 2015 with preorders shipping tentatively in May 2015.

Stronghold Games and Spielworxx expect to collaborate on future projects, thus creating a strategic partnership to co-publish additional games in the future. Further products and timelines will be announced as the information becomes available.

“We will continue to bring great games from Europe to North America and the rest of the world, as well as support our existing internal game lines”, said Stephen Buonocore, President of Stronghold Games. “We are excited to be working on these first two projects with the excellent company, Spielworxx.”

“We are very excited to be working with a great company such as Stronghold Games”, said Uli Blennanman, President of Spielworxx. “Such an alliance will bring greater exposure to our games, and make them available in a much wider market.”

About Stronghold Games LLC:

Stronghold Games LLC is a publisher of high-quality board and card games in the hobby game industry. Since 2009, Stronghold Games has released many highly-regarded games, including the best-selling “Survive: Escape From Atlantis!”, the most innovative deck-building game, “Core Worlds”, the smash-hit game line of “Space Cadets”, and its latest copublished game line “Among The Stars”. Stronghold Games publishes great game designs developed both in-house and in partnership with European publishers. Stronghold Games LLC is a Limited Liability Company formed in the State of Delaware, USA.

About Spielworxx:

Spielworxx was founded in 2010 in Germany and publishes cutting-edge board- and card games for the gaming gourmet.

1Stronghold Games Logo

Contact:

  • Stephen M. Buonocore, President
  • Stephen@StrongholdGames.com
  • Stronghold Games LLC
    • 17 Sunflower Road
    • Somerset, NJ 08873 USA
  • Website: http://www.StrongholdGames.com
  • Phone: +1-908-304-5711

042349b1-ebc1-4edb-a543-bbb597e049afUli Blennemann, President

  • uli@spielworxx.de
  • Spielworxx
    • Nielande 12
    • 48727 Billerbeck
    • Germany
  • Website: http://www.spielworxx.de
  • Phone: +49-2543-9309107

Issue #248 – Emergents: Genesis / Funemployed

 

The Best in Board Games – In 5 Minutes or Less!
Dec 13, 2014 – Issue #248

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Emergents: Genesis

Project image

FunemployedProject image

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Diana Echevarria (Contributor)
Jessica King (Editor)

Articles

Interviews, strategies, and opinions

TiBG Designer Interview Series

TRIPLE FEATURE!

Anthony Conta – Emergents: Genesis

“A lot of deck building games are about collecting points and don’t allow for much interaction with other players. We wanted to change that’we’re all about interaction. As developers, we don’t like “cellphone syndrome” in games-the concept of being engaged only during your turn. We’ve played a lot of physical games where only one player is paying attention to the game, while all others are just looking at their cellphones or disengaged in some other way. We wanted the gameplay to be tense, engaging, and interactive-so we built an engine that allowed us to do so….” (read the rest)

Anthony Conta – Funemployed

“In most party games have you submit your cards as secret information, hoping a judge picks your submission. We felt that this process stifled creativity and didn’t allow people to explain their cards, so we went with a storytelling mechanic instead. There have been several story telling games before, but they’ve been set in fantasy or otherwise unreal settings. In Funemployed, we’ve chosen the real world as our inspiration…..” (read the rest)

Jon Ruland – Gangster Dice

“While Gangster Dice is a dice game, it’s very different from many of the recently published dice games that use the “Yahtzee!”mechanic. Because you bid secretly for each token but you and the other players can see the dice everyone rolled, you are able to make educated guesses about what the other players will do but you cannot be sure until everyone reveals their cards…..” (read the rest)

Designer Wisdom

Curated By Cardboard Edison

 

Cardboard Edison is currently running a Patreon campaign with the goal of bringing you more great designer-focused tools and content. Be sure to take a look!

“I can’t repeat this often enough: If most players are playing your game incorrectly, blame the game, not them. Don’t correct; observe.” –  Eric Lang
“The sooner you’re testing, the sooner you can move on to testing more.” –  Anthony Conta
“I think that the process of design is similar to curation. Ideas already exist. Nothing is original. Select what you need from every source.” – Behrooz Shahriari

BOARD BUSINESS

Articles for designers, publishers, and other industry professionals

 

By |December 12th, 2014|Issue|Comments Off on Issue #248 – Emergents: Genesis / Funemployed

Interview with Jon Ruland designer of Gangster Dice

1622632_353100991531138_3707080847336107834_nToday’s interview is with Jon Ruland designer of Gangster Dice now on Kickstarter!

Give us an overview of your game and how it’s played.

In Gangster Dice you play a 1920s era gangster who has been caught pulling a big job along with a few other gangsters. The cops are investigating you and you need to ditch the evidence against you to be found “innocent” and win the game.
Each round you will roll your dice and then secretly bid for control one of 4 separate tokens using your cards. These tokens represent people and places of power. If you win a bid for a token you get to use its special ability to manipulate your dice or favor cards, ultimately allowing you to ditch all your dice and win the game.

What innovative mechanic or creative idea distinguishes your game from others?

While Gangster Dice is a dice game, it’s very different from many of the recently published dice games that use the “Yahtzee!” mechanic. Because you bid secretly for each token but you and the other players can see the dice everyone rolled, you are able to make educated guesses about what the other players will do but you cannot be sure until everyone reveals their cards.

Tell us about the spark or inspiration for this game.

My co-designer and I noticed we had a bit of a gap in our collection in that we hadn’t managed to find any games that were both very quick to play yet strategically deep enough to keep us interested for more than a few plays. Gangster Dice has filled this void in that it is very easy to learn and quick to play, yet we are still finding new strategies and paths to victory even after hundreds of test plays.

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Let’s talk about the design process. Tell us a bit about the iterations the game has gone through and the refinements you’ve made along the way.

The finished game is very different from the first few iterations. For example, dice rolling used to be hidden behind player screens, but we found this to be clunky and non-interactive. We didn’t even use cards originally. The game is far smoother, easier to play, and more strategic now than it was in the early days.

What has been your biggest challenge in designing this game?

Getting the gameplay to flow smoothly, quickly, and intuitively was always a big challenge. It’s tough designing a game to be fast and simple yet still have lots of strategic depth. It took us many months to iron out the game into the smooth and elegant thing it is today.

Let’s shift gears and talk about you. How did you get into game design?

My co-designer and I have been making games since we were kids. We used the Starcraft and Warcraft 3 map editors in college to create some pretty cool mods, one of which became quite popular (The Black Road RPG). Since graduating college our interests have shifted away from video games and more toward tabletop games because we prefer enjoying a game with friends over sitting alone in front of a computer.

What is your greatest moment as a game designer?

That would probably be watching people enjoy Gangster Dice at RinCon this October. That was the first time we showed our game to complete strangers, and most of them seemed to love it.

Tell us a little bit about your life outside of game design and gaming: family? work? other interests?

I live with my girlfriend and 7 pets (3 dogs, 4 cats). On weekends when I’m not gaming I like to get out and rock climb in the beautiful mountains around Tucson and the southwest. My co-designer has a wife and 2 daughters. He likes gaming and football.

Do you have any works-in-progress or game ideas you would like to share?

Our next game currently in the works is a zombie-themed card game in which you try to collect vehicle components to escape the city to a safe house out in the country before you are overwhelmed by zombies. Like Gangster Dice, the mechanics of this game are very different from anything we have seen in other games.

What games have you been playing lately? What have you liked, what have you disliked, and why?

I like all kinds of games so long as they keep me engaged the whole way. I have a soft spot for quick games that pack a lot of punch, but I also enjoy games of any length so long as they meet the “keep me engaged” criteria.
Games that I dislike include any game in which your decisions don’t matter very much (i.e. games that play themselves) or games where one or more players don’t really get to participate for a significant portion of the game.

Share your favorite game you haven’t designed and why?

I’m not sure I have a favorite game, but one game I have played a fair amount of recently is Sheriff of Nottingham. This game is great because it relies on human interaction for its core mechanics, and to me that is what tabletop games are all about.

A word of advice to your fellow game designers?

Playtest as much as you can. Get as many other people involved as you can. Get other people as excited about your game as you are. You can’t do it by yourself; the more the merrier.

1014042_254479898059915_878547251_nAnyone you’d like to give a shout out to? (playtesters, design mentors, your friendly local game store, etc.)

I’ll refrain from using last names, but our artist Danielle has been amazing. Also, Aaron and Hoss have been closely involved in the development process and have helped immensely. There are plenty of other people who have been very helpful as well, but that would be a lot of names. You know who you are. Thank you very much.

Tell us how (and where) we can find you (social networks, BGG username, website, cons you plan to attend). 

I am on Facebook as Jonathan Ruland; our Facebook page is Spider-Goat Games. My BGG user name is jruland.

Interview with Anthony Contra designer of Funemployed

75f65bd776f62930870cddfb9fcaca3d_largeToday’s interview is with Anthony Contra designer of Funemployed now on Kickstarter!

Give us an overview of your game and how it’s played.

Funemployed is a party game for three or more people (we’ve played it with up to 20 at one time–it can get a little crazy!). In Funemployed, people apply to (mostly) real, everyday life jobs a person could have, but in order to do so, have to use crazy, unreal qualifications that’d you never actually say on an interview. For example, you could apply to be an Astronaut, but have to explain why your Dragon, Lasso, Sad Childhood and Foam Sword make you the best for the job. There will be a lot of “qualified” candidates, but only one person can get the job!
The goal of the game? Get as many jobs as you can!

What innovative mechanic or creative idea distinguishes your game from others?

In most party games have you submit your cards as secret information, hoping a judge picks your submission. We felt that this process stifled creativity and didn’t allow people to explain their cards, so we went with a storytelling mechanic instead. There have been several story telling games before, but they’ve been set in fantasy or otherwise unreal settings. In Funemployed, we’ve chosen the real world as our inspiration.
Additionally, a lot of party games of this ilk don’t allow players to exchange their cards if they don’t apply to the situation at hand, which results in players sometimes “throwing away” cards in order to get rid of them. In Funemployed, not only are the cards incredibly open ended so you can tell whatever story you want, but there are also mechanics in place that let you exchange cards with a common pool of cards, so you can prevent situations where you would otherwise throw away a card you can’t use.

de6dc5c4b83ef56273319d4ab07df37a_largeTell us about the spark or inspiration for this game.

 We were playing a ton of party games, and we really enjoyed them–they were light, easy to play and allowed a lot of players at once. However, we became frustrated when we couldn’t “explain” our cards–we never got the opportunity to say why our cards should win, instead relying solely on the discretion of the judge. We decided we wanted to make a game that allowed for more open discussion, where players could explain why their cards were funny instead of let the cards speak for themselves. We thought about situations where people would do the most explaining, and came to the conclusion that the most common form of explaining, a form that anyone could relate to, was “selling themselves”. We figured out that the quintessential form of selling oneself is a job interview. But, those can be pretty boring, so we decided to make them completely satirical and fun instead of stressful and complicated. Thus, Funemployed was born!

Let’s talk about the design process. Tell us a bit about the iterations the game has gone through and the refinements you’ve made along the way.

Some of the biggest design challenges have been which words to choose for the game–since the game doesn’t use different art for each card, the only information we can convey is the text on the card. Because of this, we have to carefully craft each word in order to optimize its play potential. We have to choose between singular or plural, verb or noun, constantly crafting the language on each card to make sure it fits. Then, we have to craft an environment for those cards to make sure they fit together. It’s a laborious, yet rewarding process.

What has been your biggest challenge in designing this game?

Crafting the language, definitely. Choosing which words to go into the game has been the greatest design challenge.

Let’s shift gears and talk about you. How did you get into game design? 

I’ve always wanted to make games, but never thought I could do it without coding. Two years ago, my friend said he was making a physical game, and I said I wanted in. Soon enough, I found out you don’t need to program to design a game, and I haven’t looked back since.

 bba4309f1700270cbbf4d0bf813c3b79_largeWhat is your greatest moment as a game designer?

Selling out of Funemployed, my first published game, at PAX East 2014–it was surreal. It was the first convention Urban Island Games had a presence at, and the Megabooth was very accommodating. Those guys were great.

Tell us a little bit about your life outside of game design and gaming: family? work? other interests?

I’m getting married in April (I actually used Funemployed to propose to my then girlfriend!), I’m a chess tutor for 3-7 year olds and academic tutor to teens and above on the side, and I enjoy playing all sorts of games in my spare time. I’m also really into Marvel right now (because the MCU is impressive to me as a designer and a consumer).

 Do you have any works-in-progress or game ideas you would like to share?

None that I can talk about, sadly.

What games have you been playing lately? What have you liked, what have you disliked, and why?

I love all forms of Smash Brothers, so that’s taken up a lot of my time. It’s got such simple mechanics yet such incredible depth and customization, that I could never get sick of it. I’m also into the Binding of Issac and Sentinels of the Multiverse currently.

 Share your favorite game you haven’t designed and why?

Since I can’t code (yet!), I’ll share a physical game. I wish I had designed (or helped design) Sentinels of the Multiverse, because it’s an awesome cooperative experience, customizable, and rather unique–I have yet to find a game like it.

A word of advice to your fellow game designers?

Plenty, but that’s a separate topic. I’d say iteration is one of the most important things you can do, as is being open to criticism. If someone is spending the time to test your game, honestly listen to what they say, and don’t take it personally.

428dfccb6dab8a25ab8f7264d7a65f52_largeAnyone you’d like to give a shout out to? (playtesters, design mentors, your friendly local game store, etc.)

Thanks to my incredibly supportive partner (in life and in business) Carrie Neff, and the rest of the design teams for the projects I’m on: Kyle Gallagher, Matt Ferrando, and Miles Rodriguez; Brian David-Marshall and Matthew Wang of Top8Magic; Rob Daviau, Steve Butcher and Bob Driscoll at IronWall Games; and all the playtesters of my games. I wouldn’t be here without all of you.

Tell us how (and where) we can find you (social networks, BGG username, website, cons you plan to attend). 

I’ll be at Toy Fair, Pax East, Gen Con, and hopefully a few other places in 2015, but you can always find me on Twitter as @ACMaverick. We’ve also got a Twitter for Urban Island at @UrbanIslandGame,  a Facebook page, and a website.

Interview with Anthony Conta designer of Emergents: Genesis

9f6e64edd13f1a6c5aa5f6de2da551d8_largeToday’s interview is with Anthony Contra designer of Emergents: Genesis now on Kickstarter!

Give us an overview of your game and how it’s played.

Emergents Genesis is a 2-4 player deck building game with a superhero theme. You’re an emergent–a super powered being–battling against other emergents to train and improve your skills. The goal of the game is simple: be the last emergent standing. To do this, however, you’ll have to use your hero, your cards, and a collection of other cards you acquire as the game progresses in order to be victorious.

The game takes place in the Emergents Universe, created by Brian David-Marshall. Four of the first Emergents (known as the Genesis Squadron) created a school to train other emergents that developed similar powers to them, and they each created a discipline in that school based on their powers. In Emergents: Genesis, we took each discipline and made it a faction in the game. The four factions we have are StrongHarms (powerful, muscular emergents), Acolytes (stealthy, mental emergents), Non-Stops (fast, speedy emergents) and Sculptors (emergents that shape elements like fire, energy, and ice). Each faction has multiple strategies toward victory, which gives them each their own, unique feel.

What innovative mechanic or creative idea distinguishes your game from others?

A lot of deck building games are about collecting points and don’t allow for much interaction with other players. We wanted to change that–we’re all about interaction. As developers, we don’t like “cellphone syndrome” in games–the concept of being engaged only during your turn. We’ve played a lot of physical games where only one player is paying attention to the game, while all others are just looking at their cellphones or disengaged in some other way. We wanted the gameplay to be tense, engaging, and interactive–so we built an engine that allowed us to do so.

Tell us about the spark or inspiration for this game.

We wanted an interactive deck building game–that was the real spark. We felt that the best way to accomplish that was by building mechanics and interactions that allowed players to beat each other up. It’s very satisfying to say “I’ll punch you!” to your friends.

Let’s talk about the design process. Tell us a bit about the iterations the game has gone through and the refinements you’ve made along the way.

Originally, we had a ton of mechanics in the game–each faction had around 2, and then we also had a lot of evergreen mechanics that every faction had. After we found that player turns were taking too long and that even the developers were confused about some of the mechanics, we realized we had to pair it down. Now, we have one core mechanic for each faction (but each faction has multiple strategies), and a few evergreen mechanics that should feel familiar to long time players of the genre, yet easy to understand for newcomers as well.

We also spent a ton of time refining the language and aesthetic of the game–from the names of cards, to the art on those cards, to the names of mechanics and game zones as well. We wanted everything to feel like you were in the comics, so we chose names like “erase” for getting rid of cards and “The Page” for one of the zones you can buy cards from. The end result makes it feel like you’re in an 80’s comic book, which is exactly what we were going for.

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What has been your biggest challenge in designing this game?

Balance–between four factions, 12 heroes, and 56 unique cards to purchase, we had to make sure everything fit together yet felt fresh, multiple times in. Luckily, we were able to figure it out!

Let’s shift gears and talk about you. How did you get into game design?

I’ve always wanted to make games, but never thought I could do it without coding. Two years ago, my friend said he was making a physical game, and I said I wanted in. Soon enough, I found out you don’t need to program to design a game, and I haven’t looked back since.

What is your greatest moment as a game designer?

Selling out of Funemployed, my first published game, at PAX East 2014–it was surreal. It was the first convention Urban Island Games had a presence at, and the Megabooth was very accommodating. Those guys were great.

Tell us a little bit about your life outside of game design and gaming: family? work? other interests?

I’m getting married in April (I actually used Funemployed to propose to my then girlfriend!), I’m a chess tutor for 3-7 year olds and academic tutor to teens and above on the side, and I enjoy playing all sorts of games in my spare time. I’m also really into Marvel right now (because the MCU is impressive to me as a designer and a consumer).

Do you have any works-in-progress or game ideas you would like to share?

None that I can talk about, sadly.

What games have you been playing lately? What have you liked, what have you disliked, and why?

I love all forms of Smash Brothers, so that’s taken up a lot of my time. It’s got such simple mechanics yet such incredible depth and customization, that I could never get sick of it. I’m also into the Binding of Issac and Sentinels of the Multiverse currently.

 Share your favorite game you haven’t designed and why?

Since I can’t code (yet!), I’ll share a physical game. I wish I had designed (or helped design) Sentinels of the Multiverse, because it’s an awesome cooperative experience, customizable, and rather unique–I have yet to find a game like it.

A word of advice to your fellow game designers?

Plenty, but that’s a separate topic. I’d say iteration is one of the most important things you can do, as is being open to criticism. If someone is spending the time to test your game, honestly listen to what they say, and don’t take it personally.

Anyone you’d like to give a shout out to? (playtesters, design mentors, your friendly local game store, etc.)

Thanks to my incredibly supportive partner (in life and in business) Carrie Neff, and the rest of the design teams for the projects I’m on: Kyle Gallagher, Matt Ferrando, and Miles Rodriguez; Brian David-Marshall and Matthew Wang of Top8Magic; Rob Daviau, Steve Butcher and Bob Driscoll at IronWall Games; and all the playtesters of my games. I wouldn’t be here without all of you.

Tell us how (and where) we can find you (social networks, BGG username, website, cons you plan to attend). 

I’ll be at Toy Fair, Pax East, Gen Con, and hopefully a few other places in 2015, but you can always find me on Twitter as @ACMaverick. We’ve also got a Twitter for Urban Island at @UrbanIslandGame, a Facebook page, and a website.

Issue #247 – Hunny Hunters

 

The Best in Board Games – In 5 Minutes or Less!
Dec 06, 2014 – Issue #247

TOP NEWS

HOT DEALS

Giveaways, specials, and freebies
KICKSTARTER CORNER

In the Game

Reviews, previews, walkthroughs, and more…
Follow Today in Board Games:
Facebook
Facebook

Twitter
Twitter

Website
Website

Google Plus
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Today In Board Games Is:Roger Hicks (Editor)Charlie Ecenbarger (Contributor)Michelle Mazala (Contributor)

Chris Meeusen (Contributor)

Diana Echevarria (Contributor)

Jessica King (Editor)

Hunny Hunters

Project image
Hunny Hunters is a game of deception and bluffing from UK based ShroomLab Games. Players take on the role of grizzly bears attempting to collecting honey from beehives. But the tasty treats don’t come without risk. To be successful you’ll have to avoid the bees, wasps, and your fellow bears to claim the prize. Hunny Hunters includes elements of both memory and subterfuge. It plays well from 2 to five players and takes about 30 minutes. Check it out on Kickstarter now – you can grab a copy (with free worldwide shipping) for about $28.

Articles

Interviews, strategies, and opinions

Grizzly Bears Collect Honey

A review of “Hunny Hunters” – By Michelle Mazala

Spell_Stealers_boxSince the hand of cards you have changes constantly and the board setup will be different every time, there is enough re-playability in Hunny Hunters that the game won’t feel stale after multiple plays. I did not play this game with children, but I imagine Hunny Hunters would be popular with the younger crowd…..(read the rest)

Designer Wisdom

Curated By Cardboard Edison

 

BOARD BUSINESS

Articles for designers, publishers, and other industry professionals

By |December 6th, 2014|Issue|Comments Off on Issue #247 – Hunny Hunters

Guardians: Explore Press Release

1The Guardians: Explore; Unique Deck Builder Game, now on Kickstarter

The Guardians: Explore, a strategic deck refinement game launched on Kickstarter, takes the idea of the deck building game to the next level. This game utilizes drafting, simultaneous play, hidden quests, worker placement, area manipulation and team boss fight mechanics to create a completely unique gameplay experience.

It’s spring break in Arthursburg, a time when kids set out on heroic quests of excitement and imagination. But this year, the danger and magic are real – the residents and wildlife around town have been transformed into evil monsters bent on total destruction!

Only you and your friends have the power and wits to rise up and save your loved ones from this unknown evil.
To defeat the monstrous hordes that are spreading chaos and evil everywhere they go.
To become the legendary heroes who will save the people of Arthursburg.
THE GUARDIANS!

The Guardians: Explore is a strategic deck refinement game where you fight monsters, sometimes cooperatively, for trophies. The game takes place over two game chapters. In the first chapter, the warm up, players select a hidden quest to attempt to complete and choose thirteen guardian cards to supplement their seven generic cards. These will drive players’ strategy for the second game chapter. In the second chapter, the battle, you have six individual turns and two cooperative turns to acquire as many trophies as possible and claim the title of true guardian. As players defeat monsters within the city they are able to construct blanket forts to make the location’s benefit available to the group. When all the players work together against the team bosses they are all rewarded if they are successful, but if they can’t band together to defeat the boss they’ll be punished and so will the city!

As an independent developer, I need Kickstarter’s help.  Our Kickstarter campaign, is crowdfunding the completion of the artwork for the project and ordering the first print run. The majority of these funds are being invested in the first print run and the rest is going to the artists to finish their wonderful work. Once the games are manufactured and shipped to all the Kickstarter backers I will be sending demo copies to various game stores across the US and working with distributors to get copies on shelves in stores around the world!

About The Guardians: Explore

The Guardians: Explore is a strategic deck refinement game where you fight monsters, sometimes cooperatively, for trophies. Whoever collects the most trophies claims the title of true guardian. Find out more about this innovative game .

By |December 6th, 2014|Press Releases|Comments Off on Guardians: Explore Press Release