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First Contact: Playability and Printability

First Contact: Playability and Printability

There are two large areas for designers to consider when they are putting a game together. Playability and Printability. Playability is simply how well the game plays and how it feels to the players. Is it a satisfying or frustrating experience? Printability comes to...
Current Status: Temps

Current Status: Temps

Dice. The ultimate form of simple randomization. I am a big fan of the way dice have been used recently in games such as Alien Frontiers and Kingsburg. Dice allocation as a mechanic has a big appeal to me because it offers fresh take on rolling dice and provides...
Introduction to Road Trip Insanity

Introduction to Road Trip Insanity

Road Trip Insanity was born out of, you guessed it, a road trip but also my desire to work on a simpler and shorter game. Most of my other designs I have spent time with have been big both in components and play time. This means that prototyping and playtesting them...
Current Status: Trade Deadline

Current Status: Trade Deadline

Trade Deadline is the second game I started designing after First Contact. Unfortunately it hasn’t had much attention recently. I need to give it more since it really is close to a play testing state. It is a card trading/set collection game with a round of...
Introduction to Empire

Introduction to Empire

Alright, it is time to start talking about Empire. This is a grail game design for me. I love 4X games and that is exactly what Empire is. Players are powerful faction leaders trying to take control of a floundering empire after its emperor was assassinated. The...
Current Status: First Contact

Current Status: First Contact

First Contact began life as a push your luck dice adventure game where players start the game with a hero card on the table that they would modify by playing other cards that represent armor and weapons that would all them to roll dice in combat. Then I read a book...