Mr. President: A Month in the Life

Last week, I let you guys know in our monthly update that I’ve been working on a solitaire game called Mr. President. Some of you read last year’s teaser article about the game, but virtually everyone is still in the dark about how this game plays. Well, it IS still in the design and alpha […]

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Designer Blogs

Welcome to Centerville

Behind the Curtain So, you’ve read the description of the game or looked at the pictures of some playtest graphics, and you want to know more. Well, come on over here, mind your step around the 4-sided dice on the floor there and please ignore the man behind that curtain. That’s just Chad – hard

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Designer Blogs

Dark Sands – Compass Scenario AAR, Part 2

Click this link to read Part 1 of this article. Chit 6: Axis Half Move/Combat-1 Next Chit is an Axis HalfMove/Combat. The Axis takes it as a move and attempts to cover major crossroads. The Italians in Sidi Baranni attempt to move out of their predicament. At this point they will survive the attrition phase

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After Action Report, Series Replay

Solitaire System for Fields of Despair, Part I

Hey Solitaire Gamers! Now for Something Completely Different. Solitaire Design for a Block War Game! Solitaire play for Fields of Despair was first brought up by developer Mike Bertucelli who my family affectionately refers to as, “your other wife.”  Every so often Mike would say, “You know what would be awesome?” (pause – I know

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Designer Blogs, Solitaire Systems

Design Update from Mark Herman

I had the pleasure of spending a few days with Mark this week at John Kranz’s excellent Consimworld Expo in Tempe, AZ. I got to play the final version of Churchill and had a blast and also got some detailed updates on Mark’s upcoming games. Mark has a bevy of terrific titles lined up to grace

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Designer Blogs

Dark Sands – Compass Scenario AAR, Part 1

The following is the beginning of a multi-part After Action Review (AAR) by Tim Wilcox of the Compass Scenario from Ted Raicer’s Dark Sands. Enjoy! Turn 1 It is December 1940 and O’Conner is leading the British attack to push the Italians out of Egypt. The Axis have two VPs, one for holding Benghazi, one

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After Action Report, Series Replay

BLOODY THURSDAY: The Battle of Gravelotte-St. Privat 1870

“It is difficult to think of a great passage of arms in which one critical day of battle was so strangely – and so soon – underscored by another” – David Ascoli, author of A Day of Battle On the evening of Tuesday, August 16th 1870, the battlefield of Mars-la-Tour looked much like countless other

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Designer Blogs, Inside the Game as History

Addition by Subtraction: Creating the 2-Player Bonus Variant for Triumph and Tragedy

Triumph and Tragedy was designed from the bottom up as a three-sided game, taking the viewpoint that the democratic/capitalist West, the fascist Axis and the communist Soviet Union were at bottom irreconcilable rivals for European (and possibly world) hegemony. A corollary is that the historical West-Soviet alliance was not inevitable, but arose from necessity (Axis

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Designer Blogs, Scenarios/Variants

Next War Series Design Notes

This article started as an attempt at some design notes for Next War: Taiwan (NWT), but it quickly also became somewhat of an essay on my general take on game design with the bits of how it affected the Next War games woven in. It’s long and a little rambling at times. Hopefully, you get

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Designer Blogs

Comanchería: Designing For Feel

One of the challenges of designing a game that depicts the vast sweep of Comanche history was how to model the phases of their history without a host of special rules and exceptions. In short: how do you put the player into a position from which he or she can get a reasonably realistic perspective

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Designer Blogs
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