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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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Every once in a while

22 maja, 2016 by Ignacy Trzewiczek 8 komentarzy

Every once in a while we receive a prototype that blows our minds. It doesn’t happen often, but it does happen. We found Legacy: Testament of duke de Crecy in 2012. Tides of Time happened in 2014. Crazy Karts came to us in 2015…

***

I remember exactly the first afternoon we played the Crazy Karts prototype. It was during a whole day that we at Portal Games dedicated to playtesting the submitted prototypes. After a few games, I was tired. I was disappointed. I was one step away from leaving the office and going home. There was nothing new, nothing exciting, nothing immersive in the prototypes we played that day.

Greg put another prototype on the table. “It’s a racing game”, he said. Hundreds of little hexes printed on a small board almost made me run away. The player boards were in French. The player screens were slender and tended to fall over. What a mess.

Anyway, we played. Sixty minutes went by like a second.

***

I remember looking up from the table at the other players. I remember looking at Greg and trying to make eye contact with him. I remember the smile slowly appearing on my face.

I remember thinking: ‘Well, that was actually fun. We’ve got something here. Oh dear, we’ve got something here…’

***

There were many issues with this game. The board, full of these small hexes, looked super boring. The rules for movement were too complicated. The scoring was… well, there was scoring in the first place! I was surprised. I didn’t race to score. I raced to be the first one to drive my cart across the finish line! I didn’t want to score points…

But, below all of that, below all the mud and dirt there was a gem. There was pure fun. There was a brilliant idea of two drivers trying to steer one kart.

We contacted the designer. The work began. Time to polish this diamond.

[To learn more about Crazy Karts, please, visit the game’s dedicated website]

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I strongly believe that good board game is the one that tells a good story. You play it and suddenly you are sucked into it, you feel chills on the skin. Emotions grow. In a moment you defend castle. You hear roar of warriors. You smell boiling oil. You are into it. That's how I design my games. I always want to tell a good story. I want players to be into it. As deep as possible.

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