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W. Eric Martin
United States Apex North Carolina
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• In addition to revamping its website, U.S. publisher Plaid Hat Games has announced an August 2012 release date for Jerry Hawthorne's Mice and Mystics. Here's a description of the game from the publisher:
Quote: In Mice and Mystics players take on the roles of those still loyal to the king – but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Colin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle's former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra's weakness and defeat her.
Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle's housecat, Brodie. Mice and Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to horde the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds. A cheese system?! That's one thing missing from nearly all games released to date.
• Plaid Hat Games has also posted a preview of Dungeon Run 2 from Dungeon Run designer "Mr. Bistro". A summary of what's in the works: "DR2 is being developed as both a standalone game and an expansion for the original Dungeon Run. New players will find a complete game that lets them jump in the action, while players with Dungeon Run will discover a wide range of new toys, treats, and backstabbity goodness to add to their games. DR2 will be entirely compatible with Dungeon Run, yet also update and streamline the rules."
• Small Box Games has shipped both Omen: A Reign of War and Hemloch to Kickstarter backers; the games are also available via the SBG website. Designer John Clowdus adds, "We'll be releasing a 'lite' print-and-play version of Omen later this week. With the number of units available in the full version, we had some flexibility in creating a lite version with less content that people with enough patience could download for free and try out. Seems like a good fit for the game." Update, May 16: Clowdus just dropped me this note: "We're not moving forward with Omen Lite at the moment, but it's something we're still looking at for the future."
• In addition to all the other deck-building games in its 2012 line-up, as covered on BGGN in mid-April 2012, Cryptozoic Entertainment has announced another deck-building game titled 3012. Here's a short description:
Quote: The year is 3012. It's been a millennium since the Armageddon. Deep in the Yucatan jungle, humanity has mutated, degenerated, and segregated into five clans: Jaguar, Snake, Monkey, Gar, and Bat. These clans now battle it out for dominance in the region, cooperating when it suits them and actively working against each other when the opportunity arises.
In 3012, players start the game with small decks of Scout cards, which provide gold to make purchases. Two piles of cards – an Ally deck and a Weapon deck – provide static cards to buy, with three cards from each deck always available to purchase each round. Cards that are not bought remain there for other players to buy. Two non-static Action decks – one with cheap cards, the other expensive – are also available, and at the start of your turn, you reveal one card from each of these two Action decks. You get the benefits of the Action cards you reveal, whether you buy them or not, and they're removed from play if you don't buy them. • Wizards of the Coast will release the first two of four announced Dungeon Command games on July 17, 2012. Here's a description for one of those releases:
Quote: Dungeon Command: Sting of Lolth is a card-driven skirmish game played on modular interlocking map tiles that uses action cards, creature cards and miniatures. The object of the game is to remove all of the gold from your opponent's vault. Each player controls a faction comprised of 12 miniatures, while also having a deck of 12 creature cards and a deck of action cards, the number of which varies by faction. Play begins with each player choosing, then putting into play creatures whose combined levels total no more than seven, with and no creature exceeding the third level during this initial placement. Each player then draws three action cards and three creature cards, then places 20 gold into his vault. Creatures are put into play from your hand by paying gold from your supply equal to the creature's level. Action cards can be played by creatures whose stats match the card. (For example, a creature with Dex as its main stat can play any action card that has Dex as its requisite stat.) When a creature is killed, the creature's controller moves gold from his vault into his supply equal to the creature's level. The game ends when a player can no longer move gold from his vault to his supply. Players receive victory points (VP) for gold in their vault, and the player with the most VP wins. Each Dungeon Command release will include twelve miniatures specific to that set. Sting of Lolth, for example, includes an arachnomancer, spiders and spider guards, while Dungeon Command: Heart of Cormyr includes a rogue, a knight, and defenders. Two players can split a Dungeon Command set and have a simplified version of the game, but ideally (especially from the point of view of WotC!) each player would have his own set. Dungeon Command: Tyranny of Goblins is due out August 21, 2012, while Dungeon Command: Curse of Undeath has a November 20, 2012 street date.
And just to let you know, Dungeon Command: Sting of Lolth used to be the only Dungeon Command game in the BGG database, so if you're looking for more details on the game system and what's included in each box, head to that page and peruse the forums there.
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Lorien Green
United States
New Hampshire
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Hey there, BGG readers. My name is Lorien Green, and I'm a boardgame lover/BGG lurker around these parts. I also made the tabletop gaming documentary Going Cardboard. Today I wanted to share with you some of what went into creating that.
I came at this project as a double noob. First, I was a boardgaming noob (compared to some, anyway). I knew designer board games were cool and special, and I'd played a decent number of them. (At the time, my favorites were Goa, Power Grid, and Bohnanza.) I knew enough about the games to realize they would make for a good documentary, but I didn't know a ton about the community, the designers, or how the whole genre came to be. That was an asset in some ways because I approached the hobby with a clean slate, asking lots of questions.
I also didn't know an awful lot about filmmaking. I loved watching documentaries, but had zero experience behind a camera. As I studied up on filmmaking, my nose buried in Documentary Storytelling and The Shut Up and Shoot Documentary Guide, I discovered that I needed to sketch out a story for the film. At first that was counterintuitive. "This is a documentary! You're not supposed to make the story! You just... you document it." Still, people watching films have a certain expectation of a film's structure, whether it is conscious or not, even for a documentary:
Quote: Most screenplays have a three-act structure, following an organization that dates back to Aristotle's Poetics. The three acts are setup (of the location and characters), confrontation (with an obstacle), and resolution (culminating in a climax and a dénouement). In a two-hour film, the first and third acts both typically last around 30 minutes, with the middle act lasting roughly an hour. Confrontation? Climax? We're talking about a hobby documentary here so that was sort of mystifying, pretty much the same way that putting "documentary" and "storytelling" together in a title was to me at that time.
I wasn't expecting to find drama; I just thought it was a cool topic and I wanted more people to know about it. I figured I was going to have to ignore that traditional act structure, so I sketched an outline of what I thought I would cover – things like communities, game nights, game groups, conventions, variety and peoples' favorite games, benefits of gaming, etc. – then I started interviewing people at Unity Games in Woburn, Massachusetts in February 2009. I was asking pretty generic questions, but I made a point of asking every interviewee what THEY thought was important or special about the hobby. Their responses started to open up my eyes to things like Spiel (the annual game convention in Essen, Germany, which I did NOT know about prior), self-publication, and more interesting topics than where I'd started.
So as far as that "document this!" side goes, the film follows this general informational flow:
-----• Nostalgic introduction ("what's past is prologue"): people talk about their childhood memories of boardgaming. -----• History: how did designer games come to be, and make their way to the United States all of a sudden -----• Monopoly -----• Community: meeting people, forming game groups, holding game events -----• Designers and Publishers: industry stuff -----• ESSEN -----• So you want to be a game designer? -----• Looking forward: board games moving into the video game space -----• Summary: what does this hobby mean to people
In some ways, the above does follow the three-act structure. There is sort of an Act 1 of setting the stage and relaying background information. One could argue that Essen is the climax of the film, and that the stuff that comes after Essen is "where do we go from here" and summary. Here is one of my early attempts at organizing the topics into that structure:
As it turned out, though, there were a couple of story arcs that themselves followed that three-act structure pretty well...
Bryan Johnson/Huang Di
Act 1 The story behind Huang Di and Bryan himself. The background information of his Salem, Massachusetts surroundings, and a summary that brings you to the point at which JKLM is scheduled to publish his game.
Act 2 Basically the story that unfolds after the set-up, leading up to the bad news and status update about Huang Di's "to date" publishing status. That serves as the climax, I think.
Act 3 Originally, I would have thought the final title card in the credits sequence (and I'm trying to avoid spoilers here, such as they are) would be the climax. But that's actually the "dénouement", "the outcome or resolution of a doubtful series of occurrences" – which does make perfect sense, when you put it that way.
Donald X. Vaccarino/Dominion
Act 1 Same situation here, there's background information that brings you up to speed on Dominion, Donald X. Vaccarino, and Rio Grande Games, and how it all came together.
Act 2 The confrontation, or suspense part, is the anticipation leading up to the Spiel des Jahres win in 2009. Speculations before the announcement. The climax of winning that, and the initial reactions by Jay and Donald.
Act 3 The resolution involves the odd situation in that while the SdJ win has meant a great deal around the world, with Dominion being published in "16 languages already" – 18 last I checked in with Jay, which is more languages than Magic: The Gathering is published in! – here in the U.S. there's still a challenge in trying to get people to understand the magnitude of this accomplishment.
Obviously, I had no idea these two stories would emerge when I first started filming or that they would fit into this act structure format. When I first interviewed Jay Tummelson about Dominion, the game had not yet even been nominated for the Spiel des Jahres. When I was first interviewing Bryan, we were talking about filming his launch party. But if it hadn't been these stories, it would have had to be some other story. This is also why there is room for more documentaries on boardgaming; there are an infinite number of stories to tell around this hobby, and an infinite number of angles and approaches people would take to tell them. In the end, the stories of Huang Di and Dominion not only serve as engaging story arcs, but also contrast with each other very well. This was all luck-based, a matter of me being there with cameras at the right place and time to get enough angles and opinions, and the right timing for these stories to be able to run their courses in time to be concluded before post-production ended – but I think it's one of the big reasons the film is getting a pretty good reception. Because let's face it, it's not my elite filmmaking expertise at work. 
And by the way, if you're interested in documentaries of this nature, these are some I highly recommend, with IMDB links for each:
-----1. Rock, Paper, Scissors: A Geek Tragedy -----2. TILT: the Battle to Save Pinball/Special When Lit -----3. The King of Kong: A Fistful of Quarters -----4. Monster Camp -----5. Get Lamp
Safe travels!
Lorien Green
P.S. – One other little bit I wanted to share was the process behind designing the inside cover of the DVD. My husband had this cool idea for it to be a menagerie of board game components. I think if he'd known what he was getting into, he might not have shared that concept with me, though. I just went down into the basement one night and warned him not to come down there – for his own good:
I used pieces from about 75 games in the final shot. Six of those pieces remain orphaned to this day because I couldn't figure out which game they came from. Hey, out of 75, that's not bad! And they will find their way home someday, but I figured you guys would appreciate the gravity of that photo. This was one of the initial progress shots to give you an idea what the final product looks like:
P.P.S. For those of you who want some taste of what the actual movie is like, here's the trailer:
(Editor's note/disclosure: As you can see from the screenshot above, I'm in the movie. I'm a friend of Lorien's and helped her get in contact with some of those interviewed, so I'm hardly unbiased when it comes to wishing her success – and someday I'll actually watch the movie, too! —WEM)
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W. Eric Martin
United States Apex North Carolina
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• For those who don't already know the news, Fantasy Flight Games has announced a new version of Richard Garfield's Netrunner collectible card game, first released by Wizards of the Coast in 1996. As noted on the game announcement, the new Android: Netrunner – set in FFG's Android-based dystopian future – is "based on the classic card game designed by Richard Garfield", but Garfield himself will not be involved, as he confirmed in a comment on the Games With Garfield blog:
Quote: Fantasy Flight is publishing a new version of Netrunner, a standalone game rather than a trading card game. I am not involved with the design – Fantasy Flight offered to involve me but the time frame seemed too tight. I have not yet seen the design though it has been described – and based on its description and Fantasy Flight's excellent handling of many classic games, I am sure it is in good hands. For those unfamiliar with the game, here's a rundown of the game play:
Quote: Android: Netrunner is an asymmetrical Living Card Game for two players. Set in the cyberpunk future of Android and Infiltration, the game pits a megacorporation and its massive resources against the subversive talents of lone runners.
Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with "ice". These security programs come in different varieties, from simple barriers, to code gates and aggressive sentries. They serve as the corporation's virtual eyes, ears, and machine guns on the sprawling information superhighways of the network.
In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It's not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort's defenses, there's no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing.
The first player to seven points wins the game, but not likely before he suffers some brain damage or bad publicity. FFG's Living Card Game format consists of a Core Set of fixed cards that is supplemented by regular releases of expansion packs, each with a fixed assortment of cards rather than a randomized selection of cards. Android: Netrunner carries a MSRP of $40 and is due out Q3 2012, so I expect to see it on display – and, more likely, for sale – at Gen Con in mid-August. If not, I'll do something drastic, like open that sealed box of Proteus cards in my garage...
• In other FFG news, Alliance Game Distributors is noting that the Revised Printing of Mansions of Madness: Forbidden Alchemy, which will include a number of corrected cards and revised scenarios, is due out in May 2012. If you own a copy of the first printing of Forbidden Alchemy, you can request replacement parts from FFG as detailed in this FFG news post.
• Filosofia's Sophie Gravel has mentioned on BGG that Christian Marcussen's Clash of Cultures will be published "later this year" by Z-Man Games, along with Atlantis Rising, Battle Beyond Space and Equilibrion (now due out in May).
• Wydawnictwo Portal has updated its game page for The Convoy to include a longer game description and depict ten of the 70 cards in the game.
• NSKN Legendary Games, in association with Italian fan site Le Tana dei Goblin, is releasing a small expansion for Warriors & Traders titled Warriors & Traders: Italia in July 2012. Warriors designer and publisher Andrei Novac said that the limited-edition expansion sold out weeks earlier than he had anticipated. As a result, he says, "NSKN is considering creating an expansion – also a limited edition of a hundred copies – to be sold exclusively at Spiel 2012 in Essen. The time is short, but we will confirm this in the summer."
Game board for Warriors & Traders: Italia • Novac also notes that NSKN has hired David Prieto to do the art and design on its Wild Fun West card game (previously titled Wild Wild West) due out at Spiel 2012.
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Oleksandr Nevskiy
Ukraine Khmelnitsky
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At the start of summer 2011, Oleg Sidorenko and I had the idea of creating a game which could display the life of a small farm in a light and accessible form. We wanted to show the seasonality of labor and the dependence of crop ripening with the seasons. Different crops have different terms of ripening, and we wanted to make this process take place with the players.
In order to give sense to the process of growing the crop, it was necessary to come up with a deserved reward – that is, a logical calculation of victory points. Just growing this or that crop was dry and boring, and we wanted something deeper and more unusual. There was also the idea of competition between players in the quality of their harvest: some kind of County Fair, in which each farmer would be praised for his "longest squash" – but a seed's transformation into "better" or "less better" crops appeared too accidental (via a deck of events) and we didn't like that. In addition, the question arose about displaying a larger number of different crops of one kind, not just the worst and the best. All of this seemed to be too overloaded and not very interesting.
After that, we decided to abandon the competition for quality and instead try to arrange a competition for different combinations of fruit. Right at this time, we got the idea for which different fruit combinations might be needed – and in such a roundabout way the animals were born, animals which must be fed, and the feeding process of the game reminded us of our childhood.
We don't know whether the following game is known outside the Soviet Union:
Each player draws on the top of a sheet of paper the head of a person/animal/fish, then folds the sheet so that the next player cannot see the image. Then the next player draws the body and folds the sheet again. The last player draws the legs or tail or anything else. In such a way the "animals" appear, and it's very funny...
In this way, the general concept of My Happy Farm occurred and the game immediately started up with a large number of animals, including dogs, cats and even mice. One of the first prototypes even included a human: "Uncle Nick" (a cousin of the farmer, elbow-bender). We treated it as some kind of model tryout for the game in which we had to leave just the right animals we would need for a good game. (Many of our friends regretted Uncle Nick leaving the game as he was a favorite.) The game process appeared quite logical and interesting. We just needed to bring this model to the perfection of balance and replayability. And so the week of tests began...
Artist Margitich Mihail, aka Monkey, made us a test copy of the game components. Almost immediately we decided to reduce the number of animals. Uncle Nick left first, while the pig remained a favorite among the animals as it eats everything, acting like a wild card. During the evolution of the game, we tried different mathematical models: something changed, something added, something cut off completely. Finally, half of the initial number of animals left our farm, and the game mechanisms turned out simple, logical, and dynamic.
A beta-version of the "farm" was made by Monkey in the style of Android, with players feeding the "animal-robots" with screw nuts, letting them drink lubricating oil – but we abandoned this style; that's another game!
At the same time, while working on the project StalkerQuest, we met with the artist Leonid Androschuk and he agreed to draw images for My Happy Farm in a cartoon style.
Весела Ферма was presented to the public by the Ukrainian publisher IGAMES for the first time at the Ukrainian Boardgaming Festival 2011 in August and received the award for "Best Game Art" and a nomination for "Best Game of the Exhibition". While we liked Leonid's style at once – and the game design of the first edition hasn't changed since being released in Ukraine and Russia – we have made some changes to the art which will appear in future editions. We hope players will like our new art.
After the Ukrainian Boardgaming Festival, we clarified some details of the game mechanisms, decided on the game components, and printed the game. At that same festival, our "farm" was sighted by the largest Russian publisher, Hobby World, and in February 2012 Счастливая ферма appeared on the shelves of Russian stores. A few months later, we signed an agreement for an English-language edition of My Happy Farm from publisher 5th Street Games, which is running a Kickstarter campaign for the game through mid-June 2012.
Also, after the Igrosfera 2012 (Ukrainian Game Fair), Hobby World said that it wants an expansion for My Happy Farm, as this game has found ready sales...
Oleksandr Nevskiy
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W. Eric Martin
United States Apex North Carolina
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• "GeekInsight" at Giant Fire Breathing Robot answers the question "Is Glory to Rome a Strategy Game?" The answer, although written in a more GtR-specific manner than my interpretation below, can be applied to any number of games: It's a strategy game if you know how to play it well; otherwise, it's not.
• Tao Wong at online retailer Starlit Citadel writes about "The Wheaton Effect". Wil Wheaton's online boardgame-centric show TableTop – available on YouTube, with the Small World episode boasting a half-million views and the featuring Get Bit!, Tsuro and Zombie Dice having more than 200,000 views after less than a week – has boosted sales on most games that have been featured, with Wong offering the following chart as evidence:
Why didn't The Settlers of Catan receive a similar sales bump? Wong guesses that "Settlers is such a popular, mainstream game that [it] is easy to find; it's no wonder that we don't see a change in sales. Customers don't need to come to a game shop to find it – Chapters, Amazon, B&N all have the game in-stock. The other 3 though are harder to find; and thus we receive the 'knock-on' effect from the publicity." The sales figures aren't huge, mind you, but in cases like these you don't necessarily expect them to be. (Wheaton – or someone from the Geek & Sundry crew – includes links to Amazon listings for the games, so expect Amazon to be the prime beneficiary of such sales.)
As the months pass, however, people will keep discovering TableTop, watching the episodes, and ordering the games. And folks who have bought the games will play them with others, and some of those players will become buyers as well. The road to mainstream success is paved with celebrity endorsements...
• Designer Philip duBarry has started a weekly series of designer diary postings about Courtier, due out from Alderac Entertainment Group in October 2012. Here's an excerpt from the first installment:
Quote: Courtier began its game life as Henry the Great. This title may bring to mind Henry VIII of England, however my game was about the much-revered Henry IV of France (1553-1610). Champlain's Dream, David Hackett Fischer's engaging history of French-speaking settlements in the New World, inspired me to make a game about the complicated court intrigue surrounding Henry IV.
Fischer describes a world populated by strange but important-sounding figures such as Intendant, Chancellor, and Marshal who sought to administer the kingdom of France. Many religious groups, both Catholic (Jesuit and Recollet orders) as well as Protestant (Huguenot), and numerous artisans and businessmen all vied for the patronage of their king. Added to this web were several layers of nobility and those supporting the Queen, Marie de Medici (yes, those Medicis). In 1600, the famous Cardinal Richelieu was only a bishop, yet he had already begun to maneuver his way into the royal court. And hardly anything was done without the consent of the powerful Minister Maximilien de Bethune, duc de Sully. Champlain, the great explorer and founder of Quebec, routinely wove his way in and out of this complex mess to secure needed permissions, capital and supplies.
I admired Champlain's skill at navigating this sea of bureaucratic red tape. It seemed like a compelling setting: the kind of story that could be told by a board game. • All of your favorite childhood games (or the games you hated) come into play, rock to the beat, then get destroyed in the video for "Get By" by Delta Heavy:
Having done a bit of stop-motion animation in the past, I'll just say, "Egads, that must have taken a long time..." (HT: Dale Yu)
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W. Eric Martin
United States Apex North Carolina
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• French publisher Funforge will release Tokaido, an Antoine Bauza design at Spiel 2012. Here's an overview of the game which is long on theme and setting and light on game play details:
Quote: In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things.
Through a unique zen mood, Tokaido is a strategic game while being extraordinarily peaceful and easy to apprehend by everyone. The artwork by Naïade is incredibly evocative, lush and inviting, and after viewing this and all the games coming from Libellud in 2012, I think that for my artistic tastes, every game should be published by small French publishers.
• Valley Games has posted a Kickstarter update about D-Day Dice, noting that the game's production is supposed to be finished before the end of May 2012, after which everything will be shipped to North America, which takes about three weeks on its own. Thus, the hoped-for (by some) June 6 release date won't happen. As noted on the update: "[T]he factory has informed us that this project has been more labour intensive than originally anticipated :-) A year's worth of expansions, limited edition items and consolidation of items from other manufacturers made for a lot of collating and non-generic packaging. This does not affect the above date but did play a role in the game taking this long to get done. Just an FYI really."
• Ares Games has announced a Spiel 2012 release from designer Leo Colovini. Here's an overview of Aztlán, which will be available in stores in Q4 2012:
Quote: Aztlán is a strategy game with bluffing and challenging mechanisms set in the mythical land of Aztlán, ancestral home of the Nahuatl (Aztec) people. In Aztlán, four tribes strive to survive and prosper, under the scrutiny of the Aztec Gods themselves.
The game develops during five different epochs, each one divided into four phases. Players try to conquer the largest realm, using an intriguing and highly interactive mechanism. In each epoch, the tribes have uneven and secret strengths, so the players' strategy must be based on intuition and bluff.
When winning a conflict, you are faced with the difficult choice between eliminating your enemies, or deciding to co-exist with them. Peaceful co-existence brings the opportunity to develop your own civilization and gain future advantages, but can you trust your opponent? • English rules are now available for Philip duBarry's Courtier (PDF) and Jeff Tidball's Mercante (PDF), the first and second titles in Alderac's Tempest series of games.
• On the Catan.com blog, designer Klaus Teuber has posted the first two articles of sixteen (!) covering the next expansion for The Rivals for Catan, which will be titled The Rivals for Catan: Age of Enlightenment. Both articles are part of a fictional narrative about "The Era of Prosperity" theme set from that expansion, revealing numerous card details in the process of telling the story.
• Ted Alspach at Bézier Games has posted a Kickstarter update for Mutant Meeples, noting that the game won't meet its previously announced May 2012 release date. Pegasus Spiele, the German publisher of the title, has adjusted the release date to July 2012 on its website.
• For a Kickstarter link this time, let's look to the Road to Enlightenment – the second mention of "enlightenment" this post, hmm – a huge game from designer Dirk Knemeyer and Conquistador Games, Inc., with artwork by Heiko Günther. The rulebook itself is 37MB (PDF), despite being only twelve pages long. Here's a short description of the game:
Quote: Road to Enlightenment gives players control of great scientists, artists, philosophers, religious leaders, politicians and military leaders, bringing them uniquely and individually to life.
You play as one of the great monarchs from 17th and early 18th century Europe representing one of the seven top powers of the era: Austria, England, France, Poland, Russia, Spain or Sweden. Your objective is to be recognized as the most prestigious monarch by producing the most admired art and culture, lead the continent in scientific innovations, spread or resist the spread of Catholicism, and attempt military expansion beyond your historical borders. All of this is accomplished by marshaling 134 historical "luminaries": important historical figures covering every relevant domain of human achievement during the period.
The luminaries are rated in between one and seven different areas of endeavour: military, politics, religion, ideas, science, art or wealth. Additionally, each luminary has a unique Action, Enhancement or Response based on their real historical achievements to be brought to bear in service of your nation.
In order to create a game that simulates the battle between nations for prestige - covering war, politics, religion, science and art - while focusing on many of the diverse people of history, we've mashed up aspects from wargames, Euro games, deck building games, and statistical sports simulations. While it is an eclectic mix, this broad spectrum approach to the game's design enabled this diverse and richly detailed set of conditions to come together in a game that is epic in scale but doesn't take all day to play. (KS link)
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W. Eric Martin
United States Apex North Carolina
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• In March 2012, Z-Man Games announced an exclusive distribution deal with Alliance Game Distributors, as covered on BGGN at the time – yet ACD Distribution, one of Alliance's U.S. competitors, is now offering both Vinhos and Fairy Tale to U.S. retailers in late April 2012. What gives?
The answer lies in the logo at the lower-right of both boxes on the ACD announcement. ACD is distributing the What's Your Game? versions of these titles and not the Z-Man Games versions. WYG is the original publisher of Vinhos, which debuted in Europe in late 2010, and the European licensor of Fairy Tale from original publisher Yuhodo. I asked WYG's Mariano Iannelli whether ACD purchased the games directly from WYG, and he answered, "[W]e did not have any kind of relationship with ACD and we did not sell them any units of our version of Vinhos and Fairy Tale."
• From Wired's Geekdad: "Auction Preview of D&D Co-Creator’s Personal Collection and Archives — Game's Secrets to Be Revealed". Starting May 6, 2012, according to the Wired article, Dave Arneson's "personal archives and game collection", which were found in an abandoned storage locker in Minnesota, will be auctioned on eBay. Arneson died in 2009.
• Klaus-Jürgen Wrede's Rapa Nui, published in 2011 by Kosmos, is now available for play in beta form on Yucata.de.
• Out of the Box Publishing interviewed designer Keith Meyers, whose Shake 'n Take was published by, yes, OotB. Meyers also has design or co-design credits for Sitting Ducks Gallery, Tiki Topple and Fantasy Flight's 2001 version of The Hobbit.
• In one of its daily Illuminator posts, Steve Jackson Games mentioned that it's sold 65,000 copies of Zombie Dice, which is in its third printing and recently had an expansion released for it, Zombie Dice 2: Double Feature. Zombie Dice was also featured in episode #3 of Wil Wheaton's TableTop show on Geek & Sundry, along with Get Bit! and Tsuro.
• In the first of what I imagine could be a series, I present this image of math homework presented to the child of a BGG user who wishes to remain anonymous:
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W. Eric Martin
United States Apex North Carolina
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• "Giving people a customized die is very sexy." —Richard Garfield
King of Tokyo has an expansion due out in the near future, with it ideally being released at Gen Con 2012, according to the game's designer Richard Garfield. In an hour-long podcast at Games with Garfield, he talks about the complications involved with designing this expansion, which in the end does not include sexy customized dice, but does include separate abilities for each of the monsters – something he says was the most requested feature/addition by players.
One of Garfield's discoveries will working through possibilities for the expansion was that he didn't want to front-load complication in the game by having everyone start with a different power. In the base game, everyone starts from the same point, then they diverge as the game progresses, moving to attack other monsters, occupy Tokyo, or focus on cards based on the dice they roll and what everyone else is doing. If each player started with one or more abilities, (1) they'd have to keep in mind up to six abilities from the start of the game, which makes the game tougher to explain and get into and (2) they might be forced down a path they'd prefer not to take. After all, if your powers relate to gaining and using cards, and you prefer to attack, your monster works against your inclinations, making the game less fun for you.
In the end, each player will have a set of eight cards specific to her monster and these cards start the game face-down. When a player rolls three hearts, she can activate one of her cards, allowing her monster to make a one-time surprise play or level up with a constant ability.
The entire podcast would likely be of interest to anyone who cares about game design as Garfield and Skaff Elias go through the many ups-and-downs of the King of Tokyo expansion as well as other aspects of game design and submission. King of Tokyo fans, on the other hand, might want to listen for hints of what else might be published for the game in the future. (HT: Chris Schreiber)
• Michael Schacht's Call to Glory, announced the other day on BGGN, is now in the BGG database and revealed to be a new version of Crazy Chicken with a Japanese setting. While the basic game play remains the same as in that game – or rather its previous successor Drive since Call to Glory is for 2-4 players – the Q3 2012 title from White Goblin Games also includes two variants: one in which you're trying to achieve particular targets in order to score imperial tasks, and another in which the ninja cards provide an extra bonus for players.
• Reiner Stockhausen's Siberia, which I noted the other day will be distributed in the U.S. by Coffee Haus Games, will also be distributed in France by Oya, according to TricTrac.net.
• Following up on the Town Center announcement from yesterday, designer/self-publisher Alban Viard has passed along news of his Age of Steam expansions for 2012. Notes Viard, "As a big fan of Age of Steam, you can't forget it is the tenth anniversary of its release." As such, Viard has designed not one pair of expansions, but two: Age of Steam: Tibet and Cyprus and Age of Steam: Las Vegas and Korea (N&S).
"I mixed simple twists with original new rules as usual with my latest expansions," says Viard. In the former set, players can use sherpa discs to help deliver cubes through otherwise impassable Tibetan mountains, while in the three-player-only Cyprus one player controls the Greeks, another the Turks, and the third the UN, with each player having particular strengths and weaknesses. In the latter set, players build a network in Vegas while also looking for money on the game board; in Korea, the building costs and availability of cubes matches what you'd expect – cheap and sparse in the North, expensive and plentiful in the South – with rising delivery costs across the DMZ as the game progresses.
Says Viard, "These two sets can not be split, and I offer a completely new pair of expansions for SNCF (Paris Connection) for customers who order the four Age of Steam expansions. The price of the set will be €50, which I think should be around $70 including shipping to U.S." Delivery will start at the end of May 2012; email Viard at ageofsteam2012ATgmail.com if you're interested.
• Wow, this is turning into a total follow-up post for previous BGGN posts. The Doom That Came To Atlantic City, covered on BGGN here, is now live on Kickstarter. As someone commented on the BGGN post, this game is a riff on Monopoly with players playing one of eight Great Old Ones. Sculptor Paul Komoda has created GOO figures available in pewter and stainless steel at various KS levels.
(KS link)
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W. Eric Martin
United States Apex North Carolina
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• Designer Alban Viard has released a number of Age of Steam expansions over the years, starting with The Moon in 2005 and Mars in 2007, then moving closer to home. For 2012, however, Viard is releasing the first in what he plans as a trilogy of SimCity-style city-building games. Here's an overview of Town Center, which he plans to release in June 2012 through AoS Team, which he co-owns:
Quote: In Town Center, players build a city – in particular, the town center. They add cubes on their personal board and try to arrange them as best as possible in order to score the most victory points. Each cube represents a different type of module. Flats, shops, offices, generators, lifts, car parks, town hall can be built and stacked during the course of the game. Each module generates influence on adjacent land and on cubes directly below or above.
Each round, players will gain two cubes of different colors through a non-random mechanism, build them on their game board, then eventually stack them in order to make towers according to the building rules. If the players have done their job well, some modules will be able to evolve, becoming bigger in three dimensions. The last phase is an income phase in which players gain money from the shops and parking lots if they are supplied with electricity.
The bigger and higher your city is, the more victory points players will have at the end of the game, which lasts ten rounds – but do not forget to provide electricity to all your flats, shops, and lifts to make them more efficient. "I will make only eighty copies," says Viard, noting that he'll have to buy more than ten thousand cubes for even that small of a print run. "It is impossible for a professional publisher to release this game due to the nature of the components. I chose 10mm cubes to stack as the cube towers are rarely above the fourth floor, and it is pretty nice to stack cubes, paying attention to which sort of cubes surround each module in three dimensions." The price will be approximately €15, and I'll post details once Viard is taking orders.
• Fantasy Flight Games has announced an expansion for Cadwallon: City of Thieves titled The King of Ashes, due out in Q3 2012. From the game description: "Rumors claim the newly-opened catacombs contain the legendary treasure of Sophet Drahas, and the thieves of the city above race to find the entrance to these long-hidden catacombs and grab their riches. The King of Ashes explores these catacombs with a new board and six adventures that can be played independently or combined into a larger campaign. Revised rules make the militia a more imposing force, and rules for experience, equipment, and mercenaries afford tremendous strategic options in your games, especially when you play them as part of a larger campaign."
• Gloom designer Keith Baker has a new title coming from new publisher The Forking Path. Here's a description of The Doom That Came To Atlantic City, due out November 21, 2012:
Quote: You're one of the Great Old Ones – beings of ancient and eldritch power. Cosmic forces have held you at bay for untold aeons, but at last the stars are right and your maniacal cult has called you to this benighted place. Once you regain your full powers, you will unleash your Doom upon the world!
There's only one problem: You're not alone. The other Great Old Ones are here as well, and your rivals are determined to steal your cultists and snatch victory from your flabby claws! It's a race to the ultimate finish as you crush houses, smash holes in reality, and fight to call down The Doom That Came To Atlantic City!
You and your fellow players are Great Old Ones competing to be the first to destroy the world. There are two ways to achieve this:
• Any Great Old One can win by obtaining six gates, at which point the game instantly ends. You have only five gate markers because if you open a sixth gate, you win!
• At the start of the game, each Great Old One receives a Doom card providing a shortcut to victory. If you land on one of your gates and meet the preconditions, you may attempt the action listed on your Doom. If you succeed, you win! • APE Games will publish D. Brad Talton, Jr.'s Kill the Overlord! and has posted English rules for the game on its website. Here's a description for, as APE puts it, a "light hot-potato-passing party card game for 4-8 scoundrels":
Quote: It's good to be the Overlord. You have minions to grovel at your feet, limitless wealth, and absolute power over all the lands – but you know that your subjects are plotting. They envy your wealth and hope to steal it for themselves, specifically by removing you from the picture.
So you've decided to secure your power and eliminate these individuals by sending your executioner out with orders to kill the first person he meets. Unfortunately, your executioner is a gullible fellow who's extremely enthusiastic about his job – easy to dissuade and misdirect, if you're clever enough.
Who will be the first player with no excuse to miss his own funeral? Once the axe starts swinging, not even the Overlord is safe!
Kill the Overlord is a fun, fast-paced game of political murder for 4 to 8 players that can be played in about twenty minutes. The goal of the game is simple: Eliminate other players by sending the Overlord's executioner after them, while at the same time saving your own skin. Each time a player dies, his survivors climb another rung up the political ladder, taking the deceased's title and all the wealth and power that comes with it. The player who can secure enough wealth and the title of Overlord first will become the True Ultimate Supreme Overlord (and win the game). APE Games hasn't yet announced a release date for Kill the Overlord!, which includes the cutest little ol' executioner ever!
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Miguel
France Caen (from Valencia, Spain)
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This is a summary of why and how I designed BASKETmind back in 1981, how the game has evolved over time, how I made the most recent prototype, and how things changed during the production process that has lead to its publication by nestorgames in April 2012. I only hope that if I publish a second game it will take less than thirty years!
The title of this diary says "Play" because there are a lot of league management basketball games, but few about playing the game itself, and I found those few either too simple or too fiddly. That's why I thought that, after thirty years, there was still an opportunity for my game to get published.
The Idea
In 1981, when I was 13, I began playing games, mainly wargames, and designing games of my own about WWII battles I could not find (Okinawa) or those that did not exist (a hypothetical Nazi invasion of Iceland), but then I began to think about sport simulations. I started with tennis, but it was too simple for a game, then soccer and handball, but the shots were hard to simulate: The goal was several hexes wide – yes, I only knew wargames! – and the scoring probability depended on both distance and angle.
And then I thought about basketball: The basket is just one hex, and the scoring probability depends only on the distance! So back in 1981 I began drawing hex mats on paper (if only I had thought about the circle alternative...), checking the right court size, and playtesting some rules. The size of the board was dictated by one fact: I wanted shots beside the basket to be missed only on a 1, and beyond the three-point arc to be scored only on a 6. Yes, at that time to me die=d6!
The First Prototypes
The first board was a full basketball court, drawn almost freehand, and mounted on a thick wooden base. The players were pawns, but soon I wanted to introduce players of different heights, so I glued different discs below the pawns. The ball was beside the pawns, however, so the hexes had to be bigger to hold pawn and ball, and it was not visually appealing. I added toothpicks to the pawn heads and a hole to the ball.
Unfortunately, I didn't keep the very first board and players; I offered them to the first friend that played the game with me. Everything was resolved with dice: shots, dribbles, passes, blocks, rebounds, steals... (We were used to dice at that time since we played Risk!) Passes and shots could only go through straight lines of hexes, but this limited action a lot, especially shots, since there were only three lines of shot to be defended. (The three-point arc was drawn only until 60 degrees from the center.) Therefore I extended shots to any hex, always missing on a 1 beside the basket and on one unit more every extra hex away; just beyond the three-point arc, shots were missed on a 1-5.
The turns, score and statistics were written on a sheet. (We were used to that, too.) We tracked even the individual player scores, and number of fouls. There were two replacements with poorer abilities that could enter play when important players were close to their fifth foul, or that did when one player was eliminated. Everything was resolved with a d6, but forwards got a bonus for shots.
One thing hard to implement was counterattacks as players needed two movement values: one for the normal sequence of play and a bigger one for movement from one half of the court to the other. And before the five players came back, attacks were quite easy with such a low density: hard to both cover the perimeter and block a drive to the basket with only two or three players!
Despite these difficulties, I organized tournaments with friends and my brother, and everyone loved them! Matches looked a lot like real ones, with teams exhausting possession when leading, forcing attacks on players with four fouls, decisive shots on the last turn... Luck played a role but not a huge one: the final game was often my brother against me, and I think I won all of them! The games were long enough to reward good play (looking for better shooting positions) over lucky rolls, and we were used to long games at that time (Risk again).
A few years later I got my first computer and drew the board with a program, added colors to the court and key – but then I left to the University and the game found a quiet place inside a drawer. A few years ago I came back to the boardgame hobby and discovered a lot of new games, with more elegant mechanisms than just throwing dice, that lasted less than an hour now that we are always in a hurry, with beautiful components... and I wondered about that basketball game in a drawer, which by the way I had already named BASKETmind. (I played Mastermind in the 1980s...) Could I adapt it to the present generation of board games?
The Mechanisms
The guidelines to follow were to make the game simpler, shorter and prettier! And with fewer rolls...
1) Shots: The only die roll I could not suppress was the one for shots. Players would still miss on a 1 beside the basket and 1 extra unit every extra hex away. This was the core idea of the game from the start. I added two new ingredients: Forwards use a d8 (no need of bonus), and the shot can be taken from any hex around the player, that being the Zone of Control or ZoC. (No bonus needed for easy shots either.)
2) Counterattacks: If transitions from half to half were hard to simulate, why not throw them away? The board was reduced to a half court, which in addition could be expanded and lead to bigger hexes/players. A playtest try (with circles!):
I was afraid that setting up the players at the end of every ball possession would slow down the game, but it did not; it was much faster than counterattacks.
3) Passes: There should be lines of pass but not too restrictive. I had added some "hex diagonals" to the straight lines, but they were quite complex. And then I thought about straight lines only – but from ZoC to ZoC! Passes are easy to perform but still not easy to survey for the defender. Before, any defender along the line could try to roll for interception, but I replaced this roll with one-player-only secret activation.
4) Dribbles: And this activation mechanism could be applied to dribbles at the same time! If the ball handler goes through the activated player's ZoC, the dribble fails. The failing probability was 1/6 and now is 1/5, avoiding one roll (or more). The activation mechanism is definitely modern as it adds a bluffing aspect to the game.
5) Blocks: I replaced the block roll, too. If the shooter secretly chooses the shot hex, then the defender can choose the hex(es) he will block! This is another bluffing element and very realistic. The defender marks the blocking hex(es), then the shooter places the ball for a shot. Fouls are therefore easily introduced: If you block the shooter hex but he can still shoot, you committed a foul.
6) Rebounds and Free Throws: After a rebound in the earlier version, the game continued. Offensive rebounds ended often in a slam dunk, or with all the attacker players having to leave the key, and defensive rebounds started a complicated transition. Now the team getting the rebound re-starts possession, period. Free throws were performed as in real games, with rebounds, etc. Now you just roll the die, without re-setting up players, and miss on a 1-2.
7) Press: When one team was leading and was playing long possessions, the other team could try to steal the ball always with the same probabilities: 1-2 foul, 6 steal. Now I use the secret block mechanism to try to steal the ball. One more roll avoided, one more bluffing element added! And when the ball handler is cornered it is easier to steal. The lower foul probability is compensated by the fact that you lose the activation of those players, so your team gets quite exposed after pressing.
8) Replacements: The counting of individual fouls was realistic but complicated the game, and if one wanted to play a shorter game the foul limit would have been re-scaled. And there was a "center" replacement and a "guard/forward" one, so one player could use three centers by the end of a game. The easiest solution was to eliminate foul counting, and thus eliminate replacements. Special players can still be introduced, see below.
The Components
I wanted them simple/cheap, functional and pretty, and then I found these plastic checkers' pieces:
For about €1 I had the twelve discs per color needed (six for centers, four for forwards, one for guard, and one spare), and they were indented! The ball, a wooden cylinder, would be easily carried with the ball handler. The discs were big enough to get the player movement, shooting and ball abilities printed on them. They are not hard to remember, but the discs being indented, I could add a label below the player and introduce variant players with new abilities that could balance the game against beginners or add variety for experts.
When I first thought about replacing the rolling-dice-for-everything mechanism with secret activation, I used "benches" and screens. It looked good, but it slowed down the game play and made the design incompatible with the nestorgames format. I was trying other publishers, too, but thinking about how to make the game suitable for nestorgames I realized that the dice already in the game could be used to activate players and blocks by just covering them with your hand! Bye, screens...
Aside from being better suited for nestorgames, the game play became easier and faster. You had to remove the screen every turn, and "imagine" the shooter's ZoC on the bench for the block, which was hard for some players; now you just uncover a die: the d6 to choose the activated player (1-5) and the d8 to choose the hex around the ball handler (1-7). The score sheet was replaced by a panel, with two turn markers and two score wheels, with a special d6 (numbered 0-5) to count tens of points:
No more need to photocopy sheets or look for pens! The panel has a block of fifty turns, and you can choose to play a quick fifty-turn game or four quarters of fifty – the 200 turns that we played in the 1980s! I took advantage of my computer skills to make a pretty board, with the key colored in order to remind players that attackers cannot stop inside, and with the two semicircles (decoration only) in light blue. I mounted the board on two thick cardboard panels that fold at the center. All the components would fit in a very small box.
The Game Play
Finally, the game became simpler, shorter and prettier...and with fewer rolls! But does it play better? I have been playtesting it intermittently in these recent years, and it feels (1) much more modern and up-to-date, and (2) much closer to basketball. The only problem with the activation system that I have found is that it makes solo play impossible, even with a split personality! I use to playtest solo a lot, but once I introduced activation I needed help from my brother, nephew, and brother-in-law.
Shorter games may rely a bit on luck, but this is something I do not mind when I play games now. Anyway, better play is still rewarded; I played against my nephew, letting him use all the variant players, and I beat him easily. In order to get an idea of how close it is to real basketball, check the examples of play at the end of the rulebook (zipped PDF); you will see many spectacular actions!
That is exactly what I wanted: Allow as many "real" actions as possible through few and simple rules. For example, there is no specific rule for screens, but they ARE in the game. (See "Example C" in the rulebook.)
Publication and Production: Nestorgames
And to conclude this diary, here is the final product!
The game entered the nestorgames continuous abstract game design contest with the prototype described above, and in only three weeks it got the 100 thumbs it needed to get published! I was happy about that, of course, but mainly about the interaction I had with so many users on BGG that like both board games and basketball, and the support of many "virtual" friends who I have met over the past years here.
The last step before entering Néstor's contest was making the rules available so that people could find out whether they liked the game or not. That was a lot of work! The rules had always seemed simple to me because I was always there to explain them, but organizing them, making everything explicit, adding the rules that would avoid people playing the game "not as intended"... And in order to get more support I created the rulebook in English AND Spanish, so I had to correct/change/add things in both at the same time!
Some users were very important during these last steps. The first one was kduke, who encouraged me to go ahead and tried several U.S. publishers for me, and GeoMan, who built the first prototype I didn't build myself and through his playtesting comments encouraged many Greek boardgamers/basketballers to give the "final push".
I cannot say much about game production compromises because this was only my first experience, but it was a great one. I don't know how common it is on the game industry, but Néstor (n_r_a) from nestorgames has always listened and respected my opinion on the changes that had to be introduced. And most of them, though imposed by production constraints, have made the game look better!
1) The player symbols: The nestorgames format makes the scale of the board and players a bit smaller, so the small hex/die numbers were hard to read. Néstor came up with the symbol idea, which I like much more!
2) The circle grid: The new move symbols were circles, and then it made more sense to use a circle grid instead of the hexagonal one. I had used both through the years, and we liked the look of the result.
3) The score panel and team colors: Néstor proposed the hollow frames for the score, and since the background is black, a black team was not a good choice. I had used black/white in order to give the game a "classic", chess-like feel, but those bright red and blue are much more attractive!
4) Number of dice and markers: During production we realized that I had been using more pieces than needed! Not a problem for a prototype, but we found out that six gray markers – red is used for a team – and two dice were enough.
5) The variant players: Having the variant player labels below the pieces is not very "durable" as they wear out if the pieces are not indented. When Néstor decided to make separate pieces, we thought that proposing them as an expansion was a better idea. Indeed they are not needed at all; the hundreds of games I have played through the years have never used variant players! I used them only for some sample turns to see how the game would change. The game has enough variety without them, but if some want to change, balance teams, play the pre-game of drafting the players, etc., then they are available as an expansion.
6) The rulebook: The rules have not changed, but they are much clearer now. That's why I have deleted the files I had posted on BGG; now the official rulebooks are available only at the nestorgames site. The links have been added on the BASKETmind game page. Note that I have added a summary at the end that makes clear many things that can be forgotten during a first play. I am also working on a French version of the rules...
Happy End
Hopefully I don't design games for a living, only to have fun. I like games and I like creating things, but most of the time I have created alternative pieces, variants or scenarios for existing games. And believe me, creating a game from scratch is a completely different beast!
If I have to keep one thing from these thirty years, it will be the memories of the Basketball World Cups I organized with my friends in the 1980s – that and the interactions I had with the BGG users and Néstor. And the feeling that "something has been completed" when I see the game at nestorgames. Well, that makes three things to keep!
Next time I open a game and think "But why did they do it that way?", I'll remember the compromises I had to meet with BASKETmind and be more understanding... Thanks for reading, and I hope some of you will enjoy the game!
Miguel Marqués
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