Tag Archives: boardgames

A Visual Guide to the World of The Convoy (sort of)

The Convoy is a new two-player game by the creator of and set in the world of Neuroshima Hex and 51st State/The New Era, which is a ravaged, post-apocalyptic USA. In The Convoy, the robotic hordes of Moloch are headed … Continue reading

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Game Design Status Report #8: Cranking the Dial

Say hello to prototype #2! You can click on that image to make it bigger. Got all that? Now say goodbye to prototype #2. By the time you read this it will have begun its transformation into prototype #3. Earlier … Continue reading

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Game Design Status Report #7: Interlude: Perils of Designing a Game

One of the problems with designing a game is suddenly having to think about game design. Part of why I once swore I’d never do this is because I don’t like thinking about game design, not in games I’m currently … Continue reading

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This Year’s New (to Me) Boardgames, Vol I

With the first quarter of 2013 on the shelf, let’s take a look at all the boardgames I’ve played so far this year that were new to me! Sid Meier’s Civilization: The Board Game – I’ve always been terrible at … Continue reading

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Game Design Status Report #6: First Playtest!

Sorry about that bit of japery yesterday, folks. Dice! In! Spaaaaace! is not getting published or Kickstarted. In fact, that’s not even a goal here. (The sweet-ass artwork I ripped off for the cover image came from here, by the … Continue reading

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Game Design Status Report #6: An Important Announcement!

Despite (or maybe because of) the current economy, boardgames are booming. A lot of companies are looking to expand and to use new incentives and tools to do so. One company, Fantasy Flight Games, has started a Designer Outreach Program … Continue reading

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Game Design Status Report #5: First Prototype

Behold! I have created a full (sort of) prototype for Dice! In! Spaaaaace! I actually need to make more dice for it, as there aren’t enough for even two players yet, much less four. That’s why my dice game seems … Continue reading

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Game Design Status Report #4: Pre-Playtesting Playtesting

(I apologize for all the game design posts lately: this is what medicated chronic depression looks like.) The game I’m designing is pretty straightforward, but I’ve still come across what must be a perennial issue for designers: interlocking pieces. In … Continue reading

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