The Solo Interviews: Celebrating the 2021 Solitaire Print and Play Contest

Welcome to the Solo Interviews, providing a platform for the designers, artists, YouTubers, and creatives of BGG’s 2021 Solitaire Print and Play Contest. We’ll dive into their gaming interests, their new games, and lessons learnt from designing games.
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Interview with Arthur Wohlwill, designer of Guitar Solo

Today’s interview is with Arthur Wohlwill, whose entry Guitar Solo challenges your ability to put the best band together, finding the best path through the cards to mix values and suits, and using either the game’s cards or a standard 52 card deck. Enjoy the interview, and please head over to their WIP thread to check out the game and show them some love.

Could you talk about your gaming history? How did you get into board games?
I was raised on Scrabble and played many games like Avalon Hill 3M games when I was a teen. But I kind of dropped them until my 40's when a friend ran a game night.

A friend who's never played board games before asks you for advice on what to play. What starter games do you suggest to help them love the hobby?
Kingdomino, Sunset Over Water, Parks. They are fairly simple and the objectives make sense in that you can imagine yourself doing these things.

How did you start designing games?
I did a little when I was a kid. They were abstract strategy games. When I got back into gaming later, I found a few others that were interested in our local game night so I designed with them.

If you've participated in this contest before, what do you know now that you wish you'd known when you first entered?
PNP players consider making games a craft. One of the video reviewers liked my game, but she did not like the fact that it was in B+W and that the backs were blanks, Also, I needed to make the scoring simpler.

Tell us about your game: why should we play it? What makes it interesting?
It is short, relatively simple and you can play it with a deck of cards. People like music. They seem to like the challenge of figuring out the best path to take.

Pick a theme or mechanic that's crucial to your game. What made you want to design a game with this in it?
The basic mechanic is that on your turn you can go as far as you want, but each step costs you time and time is limited. I like spatial puzzles and I like game in which you start with a limited resource and need to optimize what you do with that resource.

What have you found most challenging when designing this game?
Finding scoring conditions which were not too easy, nor too difficult.

Other than your own, which game in this year’s contest is most interesting to you, and why?
Tacmento and Rolling Apartments have the spatial challenges I enjoy. There were a lot of others that were close.

Ask a question for another designer of your choice in this contest. We'll try to get that designer to reply in the comments
Janine Viglietti: Between Rolling Apartments and Village Builder, which was your favorite and why?
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