In Defense of Default
I’m working on a new game. It’s called “Robot Drop” (for now) and, while you might think it sounds like a typical “dudes fighting on… Read More »In Defense of Default
I’m working on a new game. It’s called “Robot Drop” (for now) and, while you might think it sounds like a typical “dudes fighting on… Read More »In Defense of Default
Weeks ago, I promised to work up what the Spider Siege board game looks like from the perspective of the spider player. It’s got to… Read More »Spider Plan
“So we’re spending these ‘points’ of resources on units,” says my hypothetical reader, picking up the conversation from where it dropped earlier this week. “What… Read More »The Cost of Killing Spiders – Part 2
As I threatened earlier this week, I’ve actually put together a rough draft of the Spider Siege game board. And I do mean rough draft.… Read More »Behold the Board!
Last week I had the opportunity to playtest Doomed Colony two nights in row. I was pretty giddy at this turn of events because it… Read More »Doomed Faster
You know why I’m such a big proponent of taking notes during board game playtests? The biggest reason is that there are always a few… Read More »Doomed Update
I like to throw out bits of game design wisdom when I can. It’s usually stuff that I’ve picked up through study, painful experience, or… Read More »1d6 Game Design Tips
I did it! I ran an actual playtest of Doomed Colony with actual playtesters and it actually wasn’t terrible. Oh, it wasn’t great. It wasn’t… Read More »Doomed Playtest
With sweaty palms and a lump in my throat, I’ve scheduled the first Doomed Colony playtest for this week. Will the game be a great… Read More »Doomed Pre-testing
I was prepared for the worst. The colonist counters in Doomed Colony are the worst types of thing to prototype: they have game information on… Read More »Counter Play