Wednesday, October 30, 2019

Quick Review - Snow Day: The Cold War - Kickstarter Preview

Snow Day: The Cold War
Designed by: Andrew Voigt
Published by: Vitamin D Games
2-4p | 30-60m | 10+
Quick Review - Snow Day: The Cold War - Kickstarter Preview
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At the first Protospiel event I ever went to I played a bunch of really interesting games, including one called The Dark Forest by Andrew Voigt.  We chatted about the game for a long while and then kept in touch after that.  Since then we've played games together at several other Protospiels, including his pretty complex W.A.R.P., a tactical combat game.  Fast forward a few years later and Andrew contacted me to see if I'd review his newest game, about to hit Kickstarter, so I said sure!

Snow Day: The Cold War is a tactical combat game for two teams of one or two players, for a 2-4 player family weight game.  Snow Day is much simpler than W.A.R.P. with a theme much more suitable for kids in the 8-12 years range.  It's appropriate for adults, too, and plays in just 30-45 minutes.  Snow Day is on Kickstarter from Tuesday, October 29 to Tuesday, November 19.  You'll be able to grab yourself a copy for just $30, plus shipping (estimated at $12 for the US).

Overview:
In Snow Day: The Cold War two teams of players are trying to destroy each other's snowmen.  Teams can be either two teams of two, two teams of one, or a team of one versus a team of two.  Regardless of the number of players, each team will consist of four characters.
The game looks great when all set up and laid out.
Setup is fairly quick and simple.  Just take the four yard boards and lay them out in a 2x2 grid.  Have the houses on the outer edges and the yards all together toward the center.  Then divide up the characters for the teams according to the house colors and decide who will play each color on each team.  Give each character two snowballs and add snow forts to the yards where indicated.  Then set up the snowmen on the spaces indicated and place the character standees in the playing area and get ready to start.
Actions are kept simple for fast, straightforward gameplay.
Alternating turns, each team's characters will take two actions each.  Actions are pretty simple.  Characters can either move up to four spaces, make any combination of two snowballs or snow forts, destroy up to two adjacent snow forts (and gain a snowball for each), knock down a snowman, or throw a snowball.  These are pretty simple choices, with the most complex being movement and throwing snowballs.  Movement is only orthogonally, however snow forts slow you down and ice lets you slide.  This is still pretty straightforward though.  Each level of a snow fort costs you one movement (snow forts can be up to two levels tall).  If your character encounters ice it'll slide in a straight line to the opposite side, potentially letting you gain additional distance, but also requiring you to maneuver just right to get where you want to go.
The ice paths allow for some interesting movement options.
Throwing snowballs is the combat method in Snow Day.  This is only slightly more complex than the other mechanics in the game.  Each character has a range of 7 (in the base game - there are advanced character abilities that change this).  Range is measured by orthogonal spaces, so there's no tricky diagonals or anything to consider.  If a character's target is within range you'll roll a D12.  Whether you score a hit or not depends on your roll and how well protected your target is.  If the target is in the open you score a hit on a 3 or higher.  If one snow fort protects the target a hit requires a roll of 7 or more, and if there are two snow forts it takes an 11 or higher to hit.  Snow forts only protect characters that are directly adjacent to the fort from throws that are from any space across the line the fort creates across the entire playing area.  This means you don't have to worry about line-of-sight or figuring out crazy angles, keeping the game fast and simple for younger players.

When a character gets hit, place a snowball on their health meter on the character card.  This indicates how cold the character is.  If there are snowballs on all the spaces on the health meter the character must go inside to warm up.  They'll go to the nearest house and have to wait a few turns to warm up.  If an opponent's house is closest they'll have to wait an extra turn, however when they come back outside they're that much closer to their opponent's snowmen.
Hanging out in a warm house for a few turns gets you all fired up and ready to fight again!
When your character is next to an opponent's snowman you can use the Knockdown action to knock over the snowman.  The first team to knock over both of the other team's snowmen is the winner!

There is both a simple and advanced version of Snow Day.  The only difference between the two versions is the character abilities.  In the simple version every character is the same.  Flip over the character sheets, however, and each character has a special ability.  The Quarterback has a range of 9, the Digger can make extra snowballs or snow forts, the Figure Skater can turn once on ice, etc.  Some of these abilities seem pretty powerful compared to others, but overall the balance seems pretty good.  Each color has two characters and often when one of the characters has a pretty powerful special ability (like the Quarterback's extra range), the partner character is weaker or more situational (like the Bully's ability to move 1 space and push someone out of the way).  This seems to balance the game overall.
Between the snow forts and ice areas the playing area provides a nice maze.
Final Thoughts:
Overall, Snow Day: The Cold War is a very simple game.  The rules are light and very straightforward.  This is great for an introduction to tactical combat games.  Combat is simple, just a roll of a die, with few modifiers, just a check of any defensive snow forts.  Movement is just simple orthogonal movement, but the inclusion of ice to slide on and the snow forts to climb over add just enough variability to make movement decisions important.  The characters' special abilities are likewise simple, but different enough that they add some interesting interactions and feel like different characters, or units.

Personally, I'd really like some optional ways to increase the complexity just a bit.  I'm not a huge fan of rolling a die to determine outcomes without having some way to mitigate bad luck (one game I played I only hit my target once out of about 8 throws, but my opponent hit me every single time).  It would also be nice if there was an option to rebuild a knocked down snowman somehow.  Currently, losing one snowman means you have to really defend your last remaining snowman, changing your strategy significantly.  If there was a way to rebuild a snowman that has been knocked down it would definitely lengthen the game, but would also keep you from feeling like your only option is to defend if you lose a snowman before you have a chance to hinder your opponent.
Sometimes it's good to hunker down behind your snow fort.
Tactical combat games aren't usually my preference, mostly because I'm not very good at them.  Whenever I play a war game or other tactical combat game with friends I almost always end up feeling like I'm fighting from a disadvantage.  Sometimes I can manage to work my way out of a hole, but I didn't feel like that in Snow Day.  Because the game is so simple I felt like a run of bad luck wasn't easy to recover from.  Once you're down a character or two even some good luck isn't always enough to recover.  A simple fix might be to have ambush cards that can be acquired somehow.  These could be one-time use special abilities that change the rules of the game slightly (additional movement, throwing range, dodging a snowball, etc.).  Teams could start the game with one or two and then you earn another one when a character gets sent inside, so they come out of the house all warmed up and ready to fight.  This would add just a tiny bit of mitigation to bad luck that I think would benefit the game greatly.
The game is fast, easy, and thematic.  Perfect for family play.
As it is, Snow Day: The Cold War is a great, light tactical game.  It's a great introduction to war game mechanics with a more family friendly theme.  Its simplicity makes is a good game for families with younger kids (I'd recommend age 8 and up), non gamers, or those times when you just want something light and casual.  You probably won't pull this out with your hard core gamer friends, but it's a fun game for family game night.  If you're looking for a fun way to introduce your family or non-gaming friends to tactical combat games, without overwhelming them with all the complexities or theme of your typical wargame, Snow Day: The Cold War is a great choice!

Be sure to check out Snow Day: The Cold War on Kickstarter between now and November 19, 2019.

Preliminary Rating: 6.5/10

This review is of a prototype game.  Components and rules are not final and are subject to change.


Did you like this review?  Show your support: Support me on Patreon! Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Tuesday, October 29, 2019

People Behind the Meeples - Episode 195: Marco Valtriani

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Marco Valtriani
Location:Pisa, Italy
Day Job:I design games and I work as an advertiser. In both cases I really prefer to work "on demand", on specific targets, with a strong focus and a well planned strategy.
Designing:Over ten years!
Webpage:marcovaltriani.com
Blog:marcovaltriani.com
BGG:Marco Valtriani
Facebook:Marco Valtriani Designer/
Find my games at:Mostly Amazon and stores.
Today's Interview is with:

Marco Valtriani
Interviewed on: 8/13/2019

Italian designer Marco Valtriani has been designing games for over a decade and has a number of published games to his name. Voodoo and the Super Fantasy series are probably his most well known games. Read on to learn more about Marco, his current projects, and how he goes about designing games.

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Over ten years!

Why did you start designing tabletop games?
I suppose it was some kind of inclination. I'm a really creative person - in addition to game design, I work as an advertiser and a graphic designer - and since I was a child, and like many children, I always loved not only to play, but also to modify or invent games. I play tabletop boardgames and videogames since I was six, and role playing games since I was eleven. I started designing board games for a million reasons why: it's creative, it's fun, it makes people have a good time and socialize. And you never stop learning while designing games, and I really like to learn new things.

What game or games are you currently working on?
I'm working on four projects right now. Three of them are specific requests for the publisher I mostly work with, Red Glove, and the last one is a personal project. I can't say much on the first three games due to a non disclosure agreement, and the third one is a huge thematic game about ethical choices in a twisted world, but it's still a work in progress. I also have a story-driven rpg in my drawer, but I have not enough time for everything.

Have you designed any games that have been published?
Sure! Twelve games designed or co-designed by me found their way to the shelves. My first published game is O11, published by Scribabs in 2011. The most known in Italy is undoubtedly Vudù (Voodoo in the US) with Red Glove, and the last one, Armata Strigoi, a game involving the power metal band "Powerwolf" and published by Scribabs.

What is your day job?
As I said, I design games and I work as an advertiser. In both cases I really prefer to work "on demand", on specific targets, with a strong focus and a well planned strategy.

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
At home. I like playing at fairs or events, but usually I have to work there. If I play just to enjoy the experience, my home is my favourite place.

Who do you normally game with?
Mostly with my partner, sometimes with my 11-years old child (but he's more attracted by video games, as I was at his age). And, obviously, with friends. I also like a lot to play with publishers and fellow designers, because it's nice to comment on games with professionals, but this is more "work" than "recreation".

If you were to invite a few friends together for game night tonight, what games would you play?
Well, it depends on the friends. I have a small collection of 250 games of any genre, I think I'll ask my friends what theme they like the most and, considering their experience, I'll try to find a game suiting their taste. My favourite games are usually thematic\hybrid, and I like long games, so if I can freely choose I will probably go for an american\hybrid co-operative game.

And what snacks would you eat?
Is beer considered a snack?

Do you like to have music playing while you play games? If so, what kind?
If I play, I favour silence. I really, really like music, but music and board games does not fit well together for me.

What’s your favorite FLGS?
Stratagemma, in Florence. They're really nice, and in addition to the newest releases they have a lot of rare and old thematic games, which is great.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Ouch, I can't choose just one. My top 3 here and now is Lobotomy (american), Mage Knight Board Game (hybrid) and Puerto Rico (eurogame). Least favorite... probably games that do not regulate interactions between players, like free bargaining.

What is your favorite game mechanic? How about your least favorite?
My favorite mechanic is probably Mac Gerdts' rondel. But I also like a lot deckbuilding, card driven games and role\action selection as in Puerto Rico or Twilight Imperium.

What’s your favorite game that you just can’t ever seem to get to the table?
Twilight Imperium on top. Britannia, Shogun and Game of Thrones Board Game tailgate it.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games, Miniatures Games, RPG Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
I really enjoy black humor, but CAH as a game is not my cup of tea.

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
The first thing is always the player. My design method is built around Tracy Fullerton's ideas about player-centric game design and a creative use of the "Five Ws" of journalism (each "W" covers an aspect of the design process). Depending on the target and the genre of the game I may start from the theme or the core mechanic, it does not matter so much, I always try to bond them a lot, I believe that theme and mechanics must work together to make the player experience meaningful, engaging and satisfying.

Have you ever entered or won a game design competition?
Yes, in my early years I entered twice a card game design competition in Lucca Games, one of the biggest Italian fair. I made it to the finals once, but I never won. The winners submitted better games, I have to admit.

Do you have a current favorite game designer or idol?
I really like Vlaada Chvatil's designs, and I think that Mac Gerdts is both a great designer and a really nice person. I also harbor a lot of esteem for Paolo Vallerga, not only as a game designer, but as an all-round artist (he's a graphic designer, a musician, a composer and a video-maker).

Where or when or how do you get your inspiration or come up with your best ideas?
I don't know how to describe it. My best ideas come from the game itself: while thinking about "how" to make the best experience, while trying to figure out how I can make people "feel" the emotions and the sensations I want them to feel, usually something pops out in my mind when I look at the "big picture". It's like a puzzle that solves itself (with a little push from my mind).

How do you go about playtesting your games?
I must admit that I don't like very much playtesting, but it's a really important part of the job, so I try to do efficiently. I do a lot of solo-test, if possible, trying to make the game the most entertaining before playing it with other people. then I try the game over and over with my playtesting group and with publishers. I think that here starts the real development phase, when you polish the game with iterations that sharpen the rules play after play.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I like working alone or with selected people. I really like working with Francesco Giovo, co-designer of Vudù, and I really enjoyed working with Diego Cerreti. I'm a bit of a lone wolf, but working in teams is crucial (and you'll have to do it anyway during the development\editing process, so you can't skip this part), so I always try to get better at team working.

What do you feel is your biggest challenge as a game designer?
In general, I think that making people have a great time is a fantastic job. Not easy, but really satisfying, so I always hope (and try) to do my best, and it's tough anyway. I also try to put some original ideas in every design, maybe just a twist, to make people say "wow, this is clever!". More specifically, I would like to make a board game that allow players to make real ethical choices (not dictated by mere utilitarism). I'm working on it, but it's not an easy task, and I'm really curious about the incoming "King's Dilemma" from Horrible Games, which seems to go in that direction in a smart way.

If you could design a game within any IP, what would it be?
Dragon Ball, I think. I'm a really big fan. Unfortunately CMoN just announced a game with the licence, so I think it will remain a dream. But I'm a metalhead and I had the luck to work with Therion and Powerwolf, designing two games with a "heavy metal" theme, I worked as a developer on a Disney CCG, and Vudù got a Cthulhu spin-off, so I really can't complain, I worked with really nice IPs. Probably the best thing would be designing a game for Fear Factory, my favourite band ever.

What do you wish someone had told you a long time ago about designing games?
I wish someone told me how hard it is designing games and how frustrating can be finding a publisher, especially at the beginning. Sometimes you seriously risk burnout. Often the gaming market seems a big happy family if you look it from outside or superficially, but it's not. I always thank Piero Cioni, a fellow designer that unfortunately had passed away some weeks ago, one of the few people that had the guts to tell me how things work in gaming world.

What advice would you like to share about designing games?
Well, I have a three point list that is the motto of Board Game Designers Italia, my little Facebook community about game design. The Motto is: "Play. Know. Design." You have to play, you really have to play a ton of games, because you can't make something without knowing deeply how it works in practice. And you must play also to keep you updated about news, trends and audience's taste. You have to know at least the basics of game design theory and what Game Studies are: games are a complex subject and no one is born with spontaneous wisdom or infuse science. So you need to study and to learn: talent is a good thing, but it's not enough in 99% of people. And you have to design. To design a lot of games. Make a lot of them. Make mistakes, learn from them, and start again. Don't get stuck on that single, 10-years old project: make new stuff, be creative. I think that these are three good starting points.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: With Scribabs:
011 (2011)
Armata Strigoi (just released at Essen 2019)

With Red Glove:
Super Fantasy: Ugly Snouts Assault (2013)
Vudù (2014, with Francesco Giovo)
Godz (2014, with Diego Cerreti)
Dogsitter (2014)
Ghiotto di Ghiande (2014)
MagiKaboom (2014)
Merry Yard (2014)
Super Fantasy: Night of the Badly-Dead (2014)
Vudù - Ninjas vs Pygmies (2015, with Francesco Giovo)
Vudù - Double Trouble (2015, with Francesco Giovo)
Vudù - Barbarians vs Zombies (2016, with Francesco Giovo)
The Tales of the Jungle Book (2016)
Vudulhu (2017, with Francesco Giovo)
Vudù - Monsters vs Aliens (2018, with Francesco Giovo) Vudù - More Dollz (with Francesco Giovo, also just released)

Games that I'm playtesting are: Lot of stuff here, but all of them are under non-disclosure agreement.

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
Card and Board Game Developers Guild

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I’m sure are on everyone’s minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars. Beer. On-demand media-services providers.

What hobbies do you have besides tabletop games?
I have a degree in arts and the disciplines of performing arts: Cinema and Music are a fundamental part of my life. I also really like videogames.

What is something you learned in the last week?
New tendencies on US gaming market. But also that anxiety is usually wrong. And an alternative way to cook a Weißwurst.

Favorite type of music? Books? Movies?
Music: mostly metal (power\gothic\death), punk and darkwave, but I really enjoy a lot of different genres. Books: apart from great classics, my favourite genre is undoubtedly fantasy. I also like horror and I'm a huge fan of Sir Terry Pratchett, Neil Gaiman and Douglas Adams. I also devour tons of japanese and american comics and graphic novels. Movies: A Clockwork Orange by Stanley Kubrick is my #1. I like both deep movies from visionary directors and light-hearted, entertaining movies. I like mostly action, horror and comedy, but as you may presume with a degree in Cinema I really watched a huge amount of movies of any genre.

What was the last book you read?
I would like to say "Fenrir's Awakening" by Paolo Vallerga, but it's the penultimate. The last one is "Game Mechanics: Advanced Game Design (Voices That Matter)" by Ernest Adams and Joris Dormans.

Do you play any musical instruments?
Not anymore.

Tell us something about yourself that you think might surprise people.
I'm koumpounophobic. I have an irrational discomfort with buttons, so I never wear them (just like Steve Jobs, but with less money on my bank account). And I always wear black.

Tell us about something crazy that you once did.
I've done plenty of crazy things, but I fear that most of them are not suitable for any audience. Maybe I can get away with it mentioning the time I made an unplanned travel in Germany, with almost no money, no contacts and no ideas about where to go, lodging in the red light district of Frankfurt (because it was cheaper), just because it was fun. And it was.

Biggest accident that turned out awesome?
It happened more than 15 years ago. I was completely frantic after the end of a love story. I decided to go on a trip with two crazy friends across Italy, visiting people we met on the internet and random places. Most exciting, insane, adventurous travel ever, without even leaving the country.

Who is your idol?
I don't have an idol, I take inspiration from many people but I tend not to idolize anyone. I really like Giulio Cavalli (a writer and dramatist strongly involved in the fight against italian mafia), Doug Stanhope (stand up comedian), Neil Gaiman (writer), Burton C. Bell (Fear Factory singer and songwriter), Fat Mike (NOFX singer and songwriter), Richard Dawkins (scientist) and a load of writers, musicians and directors. Also, I really admire strong people that have made something good, it's a long list ranging from Charles Darwin to Muhammad Yunus. People can be awesome.

What would you do if you had a time machine?
Nothing. Life is just a ride, a single ride, let's enjoy it as it is.

Are you an extrovert or introvert?
Totally introvert. I fake extroversion if needed, but it's exhausting.

If you could be any superhero, which one would you be?
Batman, without any doubt.

Have any pets?
Two pets. Sayuki, a mutt dog, and Ichigo, a norwegian rat.

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
I think that the instinct to play will survive until humanity does. I don't know which games will survive - it's probably mostly a matter of chance - but I'm sure that people will make new games anyway. So, who cares? We will always find something to play with.

If you’d like to send a shout out to anyone, anyone at all, here’s your chance (I can’t guarantee they’ll read this though):
Please, study and learn. Ignorance is a scourge. And be honest and kind. Being an asshole is really humiliating, considering the potential of any human being.


Thanks for answering all my crazy questions!

\m/(^_^)\m/




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Friday, October 25, 2019

Eye on Kickstarter #76


Welcome to my Eye on Kickstarter series!  This series will highlight Kickstarter campaigns I am following that have recently launched (or I've recently discovered) because they have caught my interest.  Usually they'll catch my interest because they look like great games that I have either backed or would like to back (unfortunately budget doesn't allow me to back everything I'd like to).  But occasionally the campaigns caught my attention for other reasons.  Twice a month, on the 2nd and 4th Fridays, I'll make a new post in this series, highlighting the campaigns that have caught my attention since the last post.  In each post I'll highlight one campaign that has really grabbed my attention, followed by other campaigns I've backed or am interested in.  I'll also include links to any related reviews or interviews I've done.  Comments are welcome, as are suggestions for new campaigns to check out!

You can also see my full Kickstarter Profile to see what I've backed or my old Eye on Kickstarter page that was too unwieldy to maintain.  Also, check out the 2019 Kickstarter Boardgame Projects geeklist over on Board Game Geek for a list of all the tabletop games of the year.
So, without further ado, here are the projects I'm currently watching as of the fourth Friday of October, 2019:

Live Campaigns from Past Eyes:
The Search for Planet X by Foxtrot Games
Scary Stories: A Tribute to Terror by Curt Tuckfield and Shane Hunt
POWERUP 4.0 - Smartphone Controlled Paper Airplane by POWERUP
Gameboard-1 by The Last Gameboard


HIGHLIGHTED CAMPAIGN
Beyond Humanity: Colonies
by Three Headed Monster
    This game looks absolutely incredible. Not just because of interesting gameplay and cool components, but because of the innovative blend of board games and technology. The price is pretty high, high enough that this is way outside my budget, but for that sizable chunk of change you'll get yourself a game that is truly on the cutting edge. Unlike other app assisted games, Beyond Humanity: Colonies uses an app to do all the heavy lifting for tracking stats, doing math, etc. Each piece in the game can communicate with the app to send and receive location and status information, allowing for what looks like an incredibly immersive experience. LEDs in the pieces can change color and flash to indicate different states, even the playing cards use RFID to integrate directly with the game. It really looks like Beyond Humanity: Colonies is a revolution in merging technology with analog gaming that keeps the feel of board games without trying to turn them into tabletop video games. I can't wait to see where this technology goes in the future.


In Beyond Humanity: Colonies, players take on the roles of managers of a new settlement built on a distant exoplanet by refugees from a future Earth that is polluted and overpopulated. As a manager, you will propose and vote on new modules to be built, introduce decrees to define the culture and functionality of the colony, carry out planetary exploration and research to obtain valuable artifacts, gather resources, and gain public support from the colonists.

This is a semi-cooperative game, which means you will have to cooperate to keep the colony operational and self-sufficient, while at the same time competing to gain influence and make decisions on the direction of the colony's development based on your individual victory goals. If the colony fails, you all lose, but if it succeeds, there will only be one true winner.

Beyond Humanity: Colonies is a hybrid board game like you've never seen before: it is an unprecedented combination of a traditional board game combined with electronic miniatures that are supported by a linked app.

As board game enthusiasts, our team believes that an app should never take the player's attention away from the board. As engineers and designers, we fought to change the way software is used and can be a part of an exciting tabletop experience.

During the game, the app serves as a self-operating data slate that enhances the classic and traditional board game experience. It displays the status of the colony and its citizens and does not require any interaction asides from clicking “next” at the end of turn. Instead, the game gathers information about your actions on its own! Thanks to the CPU built into the central piece of the game, the app recognizes when the new buildings are connected to it and it can recognize smart cards with the RFID technology built into modules. The miniature buildings will communicate their status with you by flashing lights of different colors. The application on your smartphone or tablet is connected wirelessly to the colony itself and will display all the important information like the current resource statuses and the status of the residents.

On top of it all, hidden behind the scenes, there is a neural network implemented that simulates moods, opinions, and the current feelings of thousands of virtual citizens.





Telapathic
by Dogtown Games and The Game Crafter
  • GJJ Games Review
  • People Behind the Meeples Interview, Quick Interview
  • I've played Telepathic a few times at various Protospiels that I've been to. It's a game that Carl Klutzke has been working on for quite a while. It's been pretty much the same game for a long time with minor tweaks and updates to art and components, but the reaction is the same from everyone I've seen play the game. "Carl, when are you going to publish this?" Well, now is your chance to finally pick up this outstanding 2-player game of mind reading, and the more people that jump in on this campaign, the cheaper it'll be! It also made my list of Top Prototype Games of 2016! Once again, this isn't a Kickstarter campaign, but a Crowd Sale on The Game Crafter, just like Iron Help a few months ago. Crowd Sales utilize The Game Crafter's new crowdfunding platform where the games get cheaper the more that are purchased. It's already reached a hefty discount of over $7, so it's already a very reasonable price. If you like silent, brain burner games in the likes of Hanabi or The Mind, but want something that feels even more intimate and intense, be sure to check out Telepathic!


Cards of Olympus, A Wizard's Shelf, and This IS Rocket Science
by Concrete Canoe Games
  • This collection of three 18-card games comes from three great designers that are very well known in the game design and Protospiel communities. Some of my first game designs were 18 card games, so I really like seeing what other people can do with just a smattering of cards.


Tiny Epic Dinosaurs
by Gamelyn Games
  • GJJ Games Backed
  • People Behind the Meeples Interview
  • Tiny Epic Dinosaurs is the first game in the Tiny Epic line that repeats that last letter. Both Tiny Epic Dinosaurs and Tiny Epic Defenders are abbreviated TED. That's not stopping me from adding it to my collection though. Over 70 dinosaur meeples!


Fossilis
by Kids Table Board Games
  • Yes, I have two games on this list about dinosaurs. But where Tiny Epic Dinosaurs is about having a dinosaur ranch, Fossilis is about paleontology. Through a pretty innovative 3-d playing area you'll get to actually dig for dinosaur bones! This looks like a tn of fun!


Aeolis
by Dreamcraft Games
  • This game looks gorgeous, and has a pretty cool tagline: "a kingdom building miniature game with strong civ aspects". Unfortunately the campaign seems to be very poorly run right now. Apparently the launch was delayed because Kickstarter was busy and didn't get around to approving the campaign until late. The team wanted to get the campaign live before heading to Essen, so they launched it and then headed straight to Essen, meaning they're not available to answer questions or make updates to the page in a timely manner. So there's no details on the gameplay, no examples of the family friendly art options that don't include scantily clad women. It's a shame because the game looks like it's worth looking into, but how the campaign is being run so far calls into question how the rest of the game's production will be managed.

Tuesday, October 22, 2019

People Behind the Meeples - Episode 194: Zach W. Lorton

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Zach W. Lorton
Email:livingonthebackburner@gmail.com
Location:Alton, Illinois -- just north of St. Louis, Missouri
Day Job:I work in media production for my church (graphic design, video creation & editing, social media), and as a DJ in the wedding industry on the weekends.
Designing:Two to five years.
Webpage:Zach W Lorton, Designer on BGG
Blog:Living on the Back Burner
BGG:DJZachLorton
Facebook:livingonthebackburner
Twitter:@ZachLorton
YouTube:Zach Lorton
Instagram:@backburnergames
Other:Patreon.com/backburnergames
Find my games at:Patreon.com/backburnergames
Today's Interview is with:

Zach W. Lorton
Interviewed on: 10/8/2019

Zach Lorton is a designer who is fortunate enough to live in the St. Louis area, right in the backyard of some great board game companies, like Stonemaier Games, Grey Fox Games, and Miniature Market. This year his design for The Cutting Room Floor was a finalist in the Geekway to the West Game Design Contest and he has a number of other projects in the works. Keep your eye out for more of his games, and read on to learn more about Zach.

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
I wanted to play games that I found to be fun without being confusing. That, and sometimes you have an idea that you just absolutely have to get down on paper, or else you lose it.

What game or games are you currently working on?
I've been developing my first tabletop board game, The Cutting Room Floor, for a couple years. I also write roleplaying game content, producing something new every month for my backers on Patreon.

Have you designed any games that have been published?
Everything I've put out so far has been self-published.

What is your day job?
I work in media production for my church (graphic design, video creation & editing, social media), and as a DJ in the wedding industry on the weekends.

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
Wherever I can. With my work schedule, I can't get together with people as often as I'd like, so I also play quite a few solo games.

Who do you normally game with?
There are a couple groups of gamers I get together with on a somewhat regular basis. I help run a monthly game night out of my church, and there's another weekly game night I can only make once every other month. These people are a mix of casual gamers and hardcore strategy gamers.

If you were to invite a few friends together for game night tonight, what games would you play?
If a board game, any of the Tiny Epic line of games, Dead of Winter, Cosmic Encounter, Mars Open: Tabletop Golf, King of New York, Scoville. If a roleplaying game, Ten Candles, Fiasco, or any of my creations (I need playtesters!).

And what snacks would you eat?
Fruit like grapes, candies like M&Ms or Skittles, and maybe small deli sandwiches.

Do you like to have music playing while you play games? If so, what kind?
Music can be helpful to have in the background, but not all the time, and not for every game. For board games, I enjoy a mixture of rock, punk, metal, and alternative. For RPGs, I'd rather have background music that evokes the world in which we're playing.

What’s your favorite FLGS?
Otherside Comics & Games in Edwardsville, Illinois. It's a small joint, but they've got a pretty devoted group that meets for board gaming every Monday night, and if they don't have something in stock, they can get it for you.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
My current favorite, only because I don't get to play it all that often, is Captain Sonar. A wonderful team vs. team game that, when played in real time, is a perfect challenge filled with tension and teamwork. I've not played a game that comes close to achieving this level of satisfaction from the cooperation of the players, regardless of whether you win or lose. For added fun, pull up a sonar ping sound effect while you're playing . . . it really immerses you in the game! Least favorite, but still enjoy? MegaStar, a small card game by Freidemann Friese. It's all about moving bands up and down the sales charts through a series of rounds -- you're playing cards to increase the artist's position, but then you also need to have those cards in your hand at the end of the game to score points, so it's an interesting act in balance. I like to hack this game to make it shorter than the rules state, because it becomes too repetitive after a bit, but I still like it. Never pass up a $2.00 game, folks -- you'll never know what design tips you can learn from it. Worst game? Quack in the Box. Way too long for what it is, completely unbalanced, and not really a fun theme.

What is your favorite game mechanic? How about your least favorite?
Favorite -- anything that involves dice rolling. I love rolling dice. Least favorite -- Hand management. I like playing games with this mechanic, but it can be frustrating at times.

What’s your favorite game that you just can’t ever seem to get to the table?
Quicksilver. It's a simple Victorian airship racing game, but it's almost too complex for most of my non-gaming family, and almost too simple for most of my gamer friends. For a roll-and-move game, it actually offers a lot of ways to mitigate poor rolls and interact with other players, so it's definitely not boring.

What styles of games do you play?
I like to play Board Games, Card Games, RPG Games

Do you design different styles of games than what you play?
I like to design Board Games, RPG Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Theme almost always comes first for me. With The Cutting Room Floor, I wanted to create a game where the players were actually MAKING a movie, creating the film as the game went on. The mechanic of drafting cards from the cutting room floor (a film industry term for the editing room) came afterwards, and seemed to combine the best with the theme of building your movie. Plus, I hadn't played that many games where card drafting was the main mechanic, and choosing from bits of footage and story to piece together the movie you wanted just kind of begged for card drafting.

My other unrealized board game ideas have all started with the theme. Mechanics come second . . . so far.

Same thing with my RPG designs -- I focus on the idea of the theme or setting first, and then figure out how to best implement the idea. Do I create a new game with new mechanics, or do I develop the idea as a scenario to be used with an existing RPG system? The answers differ depending on the theme.

Have you ever entered or won a game design competition?
I entered The Cutting Room Floor into the Geekway to the West Game Design Contest in 2019, and was shocked to be one of the top 4 finalists. I didn't win, but got tremendous feedback from the players, and was informed by the judges that my game was the most fun game they'd played in the contest. Seeing as how this was my first design, it was a great shot of confidence to me, and it let me know that game has legs, and it has an audience. I just have to get it in front of them.

Do you have a current favorite game designer or idol?
I love Brian Suhre's games. He has a way of finding great puzzles to work with, and his games pop off the table in unique, compelling, and drawing ways. I'll never pass up the opportunity to test or play a Brian Suhre design.

Where or when or how do you get your inspiration or come up with your best ideas?
Anywhere . . . heck, EVERYWHERE. Sometimes I'll hear a phrase, and it will stick out in my head. At a recent company meeting, I heard, "We have some new additions today...", and I wrote down "New Additions". That idea eventually developed into an RPG called New Arrivals, where the players all play newborn babies trying to escape the maternity ward of a hospital. The most mundane things can be made to be fantastic with just a little imagination. Not only that, but they're often the most relatable, as well, and I want my designs to touch on those things that people already find familiar, but then turn them on their ears and take them in unexpected directions.

How do you go about playtesting your games?
This is where my design process falters, mostly because of my inability to gather with people to play as often as I'd like. So I playtest whenever I can, but not every time I can. It kind of depends on what kind of time I'll have available, who I'm playing with, etc. I do have a group of people that playtest the RPG content I send through my Patreon, so they let me know their thoughts after they play something I've created.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I haven't yet designed as part of a team. But a friend of mine and I have bounced off a couple ideas to each other about games we could develop, and I think with the right person, design collaboration could work out very well.

What do you feel is your biggest challenge as a game designer?
Finding the right artwork. I'm not the best graphic designer. My visual ideas certainly evoke something specific, but I'm a better manipulator than I am a straight up creator in the visual realm.

If you could design a game within any IP, what would it be?
Tron. Hands down, Tron. All day, Tron. End of line.

What do you wish someone had told you a long time ago about designing games?
It's going to take you much longer than you think to get your game to the point where you think it's good enough to publish. Don't worry, that's all part of it.

What advice would you like to share about designing games?
If you have an idea, WRITE IT DOWN, as soon as possible. I can't tell you the number of ideas I've lost to the ether simply because I didn't take 30 seconds to record the idea. You never know when an idea will develop into something fun, but you gotta get it down on paper, because you WILL NOT remember it like you think you will.

Then, set aside time every week to revisit each idea, and see if you can develop it. Some ideas may sit dormant for months before your mind fires on something that will work for it, but the wait is worth it. Write your ideas down.

Would you like to tell my readers what games you're working on and how far along they are?
Currently looking for a publisher I have: The Cutting Room Floor: The Moviebuilding Game
I'm planning to crowdfund: New Arrivals (RPG)
Roasters (RPG)
The Quint RPG System

Games I feel are in the final development and tweaking stage are: The Quint RPG System
Games that I'm playtesting are: The Cutting Room Floor
Games that are in the early stages of development and beta testing are: We're Here to Learn (RPG)
Untitled card-based RPG system
Untitled Wedding DJ RPG (no, I'm not kidding)

And games that are still in the very early idea phase are: Shrubbery!
Crowded Elevators
Dodge Ball World Tournament
Public Transit
Bumpkin Abduction
Barbecue Battalion
Waking Up Wanted (RPG)
What is Grandpa Doing? (RPG)
Nanny, Inc. (RPG)
The Slow Season (RPG)

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
Board Game Design Lab Community, Card & Board Game Designers Guild, Board Game Reviewers & Media, St. Louis Board Game Design

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I’m sure are on everyone’s minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars when I want to be entertained. Star Trek when I want to be challenged. Coke. I don't have a Betamax player, so . . . yeah, VHS.

What hobbies do you have besides tabletop games?
I'm a musician and a singer, so I often have music going. I also love pistol shooting and performing stand-up and improv comedy.

What is something you learned in the last week?
If you're looking for some kind of randomizing method to explore a game mechanic, nearly everything you're looking for can be found either online or through a mobile app, even something as simple as a deck of poker cards that you can customize.

Favorite type of music? Books? Movies?
Music - I grew up on arena rock & metal, then grew into alternative, punk, and hip-hop. Books - These days I'm reading leadership & development books. Movies - Like Michael Bolton, I'm a major cinephile. I'll watch pretty much anything, but if I start watching a movie that's unfolding pretty predictably (such as a romantic comedy), then it better be unique enough for me to keep watching, otherwise, I'm out.

What was the last book you read?
Start With Why - Simon Sinek

Do you play any musical instruments?
Primarily, I'm a vocalist, but I do play a few instruments . . . trumpet, drums, a bit of piano/keyboard, a bit of guitar.

Tell us something about yourself that you think might surprise people.
I toured in a Trans-Siberian Orchestra tribute band as one of the feature vocalists.

Tell us about something crazy that you once did.
The first time I flew in a plane, I didn't land in it.
.
.
.
.
.
That's because I went skydiving.

Biggest accident that turned out awesome?
Poked myself in the eye at band rehearsal when I was in high school. What did I poke myself with? My thumb. What was I doing when it happened? Conducting the band. Scraped my cornea and had to wear an eye patch for a few days while it healed up. But it gave me a great story to tell. How it happened, to this day, I don't know, but it's given me tons of storytelling mileage.

Who is your idol?
I don't idolize other human beings. Once you strip away the enormity of their perceived greatness, you find they're just like you and the people you already know. Two of my biggest influences, though, are musicians Steve Taylor of Steve Taylor and the Perfect Foil and Eric Clayton of Saviour Machine. These are guys who pushed the boundaries of what many mainstream critics and fans found "acceptable" and created new pathways for others to follow in their wake.

What would you do if you had a time machine?
I would love to witness the 1980s again, but as an adult. I feel I was too young to fully appreciate the overt style.

Are you an extrovert or introvert?
Extrovert.

Have any pets?
None at the moment.

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
Man, this is one I can't answer. I'm adaptable, so I figure whatever survives I'll be good with, but if there's something I absolutely need to have, I figure out a way to reproduce it.

If you’d like to send a shout out to anyone, anyone at all, here’s your chance (I can’t guarantee they’ll read this though):
I want to thank Mike Brodeur of Miniature Market. A few years ago, while he was working for a different FLGS, he donated a bundle of board games for a silent auction my church was hosting, and I ended up going home with that bundle. That kickstarted my board game collection, and the rest is history.


Thanks for answering all my crazy questions!




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Tuesday, October 15, 2019

People Behind the Meeples - Episode 193: Joel Lewis

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Joel lewis
Location:AUSTRALIA
Day Job:Nurse
Designing:Two to five years.
Webpage:Nursesharkgames.com
BGG:Jlewis87
Facebook:Nurse shark games or the Fluttering Souls board game group
Twitter:@nursesharkgames
Instagram:@nursesharkgames
Find my games at:My first publication is through Good Games Publishing. Their social media pages will have more information about the release or check out their website at http://www.goodgamespublishing.com/
Today's Interview is with:

Joel lewis
Interviewed on: 8/14/2019

This week's interview is with Joel Lewis, the designer of the recently released Fluttering Souls, a fast card game about butterflies from Good Games Publishing. This gorgeous game made it's first appearance at Gen Con and sold out there! Read on to learn more about Joel and his other projects.

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
As a form of bereavement. We suffered some losses as a family and designing games helped keep me distracted and cope with those losses.

What game or games are you currently working on?
An expansion for my first published game and a mint tin game for tgc mint tin competition

Have you designed any games that have been published?
Yes. Fluttering Souls

What is your day job?
Nurse

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
At home

Who do you normally game with?
My wife, two of my best mates Matt and Steph or my brothers

If you were to invite a few friends together for game night tonight, what games would you play?
At the moment. Raiders of the north sea and Planet. However whatever anyone brings/wants to play is A-okay

And what snacks would you eat?
Usually cheese, crackers, patte and fruit....and beer or mead

Do you like to have music playing while you play games? If so, what kind?
Not usually

What’s your favorite FLGS?
Good Games Cannington

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Raiders of the north sea. Munchkin and worst I have no idea.

What is your favorite game mechanic? How about your least favorite?
Most favourite would be Worker placement or tile laying. Least: roll and write, i just don't get it

What’s your favorite game that you just can’t ever seem to get to the table?
Dungeons and dragons with my brothers and cousin. We have all moved away and don't have the time anymore.

What styles of games do you play?
I like to play Board Games, Card Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
At a party after a dozen beers sure.....but not usually

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
Either. Fluttering souls was mechanic first but my current designs are theme 1st

Have you ever entered or won a game design competition?
Entered, yes. Won, not yet.

Do you have a current favorite game designer or idol?
Phil Walker Harding

Where or when or how do you get your inspiration or come up with your best ideas?
From design contests. I find the constraints makes it easier to regulate my designs so I'm not trying to throw the kitchen sink at them.

How do you go about playtesting your games?
Playtest with my wife first. If its not broken then in groups. In particular Eric Spain whom i work with.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
Alone

What do you feel is your biggest challenge as a game designer?
Time to commit to designs between work and family life

If you could design a game within any IP, what would it be?
No idea. Something fun and nostalgic. Maybe ninja turtles but its been done. Something from my childhood. Nothing really stands out. Perhaps Street Sharks

What do you wish someone had told you a long time ago about designing games?
You will have a shelf full of failed or broken games before you make something beautiful

What advice would you like to share about designing games?
You will have a shelf full of failed or broken games before you make something beautiful

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: 1
Currently looking for a publisher I have: 2
Games I feel are in the final development and tweaking stage are: 1
Games that I'm playtesting are: 2
Games that are in the early stages of development and beta testing are: 2
And games that are still in the very early idea phase are: 3 however the above does not reflect failed games or ones that worked as a game but failed to be a good game

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
Tgc designers discussion. Tabletop game designers Australia. Board game developers guild. Board game design lab community

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I’m sure are on everyone’s minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star wars. coke. Vhs

What hobbies do you have besides tabletop games?
Beach volleyball. Playing music

What is something you learned in the last week?
Koalas will often eat dirt as their staple diet of eucalyptus leaves lack calcium.

Favorite type of music? Books? Movies?
Music = folk, ska and rock. Books = marvel comics (daredevil and the punisher) Movies = most except war and supernatural horror

What was the last book you read?
Arnold Schwarzenegger's biography

Do you play any musical instruments?
Drums, percussion and the ukulele

Tell us something about yourself that you think might surprise people.
I have an unhealthy fear of horses

Tell us about something crazy that you once did.
Got my feet tattooed at a friend’s stag do. Ziplined and trekked through the jungle in Laos

Biggest accident that turned out awesome?
I have been thinking about this for hours but have nothing.

Who is your idol?
My wife or my Nana (rip) two of the strongest people I have ever met.

What would you do if you had a time machine?
Nothing. I’d be too worried I’d mess up timelines and not meet my wife of have my son.

Are you an extrovert or introvert?
Usually an introvert but becoming more of an extrovert the older and more confident I become. At Gen Con 2019 (my first) I was an extrovert

If you could be any superhero, which one would you be?
Thor

Have any pets?
1 dog (labrador) called moose

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
The entirety of my game collection lol. Thats hard because there are so many good games. Raiders of the North sea, Scythe, Dice Hospital, Fluttering Souls, Century Golem Edition, Betrayal at Baldur’s Gate, Deep Sea Adventure, Jaipur, The Mind, Pandemic (Iberia) and Unfair and it's expansions and all D&D fifth edition books. And please remove coriander (cilantro) from the face of the earth.

If you’d like to send a shout out to anyone, anyone at all, here’s your chance (I can’t guarantee they’ll read this though):
My wife Alyssa, my son Caleb. My brothers Rhys and Luke

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

A good publisher can make your design process a magical thing. I struck gold with Good Games Publishing. Work with someone who will push your design and question your decisions. It will help you grow.




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.