A great article by Jasmine Davis of the League of Gamemakers. It outlines the pro’s and con’s of self-publishing a game versus pitching a game to a publisher. This decision can be overwhelming but it is an important one to make because as the article describes doing both normally ends in indecision and in stagnating a project.
This is the start of my game making process: sketches and notes. Once I figure out the basic game flow I start fleshing out card stats, player turns, etc. Then I go back over my notes again and again: slowly tweaking the game as it all comes together. This process takes place over the course of a few months ending with the first alpha print out. The brainstorm phase is my favorite part of the game designing process.
Really cool game, by Marc LeBlanc and Eduardo Baraf, where players are merchants selling to good and evil heroes across the land of Smiteros. The kickstarter has surpassed it’s goal and there are only less than two days left to get your copy!
IMAGES: from the Heroes Welcome kickstarter page.
Food Fight by @Cryptozoic is a bit of an older, hard-to-find game, but I really wanted to share it as it is one of the first “real” board/card games I ever played. I was drawn in by the characters created by @robbmommaerts and the visual design of the game but soon became obsessed with the card drafting mechanic. In this game players control armies of food that are fighting to be eaten at the decided meal. The first army to five victories wins the game!
James Van Niekirk creator of @MinionsofMordak, wrote a very good article on basic design principals for laying out text in games. Text is the key element in most games and can cause a lot of unneeded clutter and confusion if handled improperly. I recommend the article for any starting out in the board game industry.
I’d like to shine a spotlight on one of my favorite game companies in the industry right now :@KeymasterGames. Keymaster Game has created titles such as CAMPY CREATURES and most recently SPACE PARK. The thing I admire most about them is their design work. The founders have graphic design backgrounds which comes out in the projects they create. Keymaster Games works with clean design that one normally sees with executive branding or high end product design. The accompanied illustrations are always colourful, vibrant and sharp. Check out their catalog of titles here.
This is a quick and fun little game that I had the pleasure of working on for Baksha Games. Players compete as rats and weasels to gain as many points as they can by poisoning their villainous King or the opposing vermin type. This game gets really good when players begin to poison each other out of plain spite and gain tactical advantage. Very simple but a lot of fun!
Silent Stalker is one of the more terrifying units in Armies of Primus. Looking like hybrid of slender man, a mummy and one of those Hollowgast creatures from Miss Peregrine’s Home for Peculiar Children, this unit possesses an ability that gives it a defense buff based on how many hits it has taken. If that wasn’t scary enough this Silent Stalker also has flying (It is unaffected by terrain restrictions) which only adds to its threat level.
Armies of Primus features many figures, nearly 150. The original plan for the game was to make a print & play paper miniature game, as I am obsessed with a bunch of Patreon artists who are creating them mainly for Role-playing games like Dungeons and Dragons. The figures I created for my beta game were created by spraying Rustoleum NeverWet on cheap colour print outs from my local office store. You can use pretty much any acrylic spray fixative available at any craft/hardware store. For the bases I purchased a bunch online from LITKO Game Accessories (@litkoga) that are designed for flat paper miniatures. After the figures are printed and sprayed you just glue, fold, cut and color the white edges with a black marker for a final polish. In the end you’ve got a pretty nice result.