
I remember my first Forgotten Waters playthrough. My hands were trembling from excitement, I couldn’t sit down, I was standing at the table, and the designer in me was over the moon. The Location Book—a bound set of adventures we experience during the game—opened an ocean of possibilities before us. On page 2, we’re at the Port, but then we set sail, turn to page 8, the Archipelago, and after a few rounds we end up in the Bay with a secret cave, and if there’s a cave, we move to page 18, where we see a mysterious…
Every page is a new world. Every page is a new mini set of rules, a new challenge, a new adventure. Forgotten Waters have unhinged the door to a chamber containing dozens of new game ideas.


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.
