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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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gdj

Stronghold has a new edition, huh?

14 września, 2015 by Ignacy Trzewiczek Brak komentarzy

stronghold_cover_loresI didn’t need to do this. I mean, rights for the game came back to Portal Games. The base game was out of stock for some time. It was obvious we will do a reprint. Stronghold was always one of the designs I was most proud of. I wanted it to be back in stock.

But man, did I really need to do the whole new edition?

***

In 2014 I looked at the game to see what we need to change in a reprint. Yes, of course, rulebook could use some rewriting. Yes, square boxes are better than rectangular so we will change it in new print. Yes, artwork on cards looked like artwork from 2009. There was plenty of things we could improve.

Clearly at some point there was this moment where I could stop. When I listed all production problems with the previous edition, asked my team to fix them and we would be done. I could have new edition in couple of weeks ready.

If only I was not Ignacy Trzewiczek. I don’t go for easy solutions.

***

Glory board is super thematic, but it confuses players, makes winning conditions more complicated and leads some times to very unthematic moves that help defender win the game. I decided to trash it.

Battery ram was too weak in Portal printing and too strong in Valley printing and actually I never liked it anyway. I decided to trash it.

Variant for 3 and 4 players worked well, but no one on this whole planet ever tried it. Trash.

Over and over, trashing and trashing…

***

Being serious. I read a lot of opinions about the game on BGG. I read and listened to many reviews of the game. I read comments on webstores about the game. And what is most important, I began to play the game again. And even though I was very proud of this design, I found some things that I could do better now.

So I did.

No Glory board

The Invader will win the game if he manages to break into the castle in 7 rounds. Defender wins the game if he manages to defend castle for 7 rounds.

As simple as that.

What I like about this solution is a great approach of play-testers who played as an Invader. They were planning in which round they will hit hard, in which round they will make a false attack, when they will do two dispatches… They sit to the game and they knew that there is 7 rounds. And they planned. They built precise plan and then they began the attack. It is both thematic and strategic, it works on both levels, on the level of story and on the level of mechanism and strategic challenge.

And man, this is simplest winning condition ever.

Start faster!

I wanted the game to be engaging from the very beginning, I wanted it to let players engage in combat as soon as possible. That is why in 2nd edition Invader begins the game with his forces already on the board, already marching towards the castle. It is the first round of the game when cannons will shoot, it is the first round when dead bodies of orcs and goblins will cover the ramparts.

I made the game shorter. It is only 7 rounds, you start with forces on board, you are put into the action from the very beginning. No time to waste. No time for fooling around. You have your invading forces on the foregrounds. Run towards the wall! Run!

Objective cards and Defense plans

I added Objectives for Invader and I added hidden Defense Plans for defender. There is 10 cards in each of the deck. Each of these cards changes the game, each Objective will encourage Invader to consider particular move, each Defense plan will show Defender different options to surprise opponent.

Objective cards have some small task to achieve like ‘Have Orcs on two adjacent wall sections” or “Destroy two wall sections” and if the Invader manages to achieve this task, he is awarded with small bonus like “Gain 2 additional orcs on each foreground” or “Destroy one cannon”.

Defense plans are opposite. They give a bonus to the defender, but there are bad consequences. Use each of your cannons twice this round, but then remove them from the game. Get additional action points, but then loose two units. Your soldiers are doing their best, but there is a price for that.

With 10 Objectives and 10 defense plans I was able to add new layer of replaybility into the game.

***

I changed many things in the game. Instead of few weeks of easy peasy work on a new print run, I spent with my testers long months of playtesting new edition. It was huge task, it was revisiting the castle for hundred of hours and balancing this game over and over again but the final result is amazing. When we finished testing with my team, they were tired, they were sick of the game, they were so happy that we are finally done and that finally I will stop calling them and ask for another test game.

But what is most important, we were proud. We did so much more than just reprint. I have no doubts you’ll send us few Thumbs up, when you’ll play new edition. I know we earned them. Can’t wait for your feedback.

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Reading time: 4 min
gdj

Designing experience in Convoy

by Ignacy Trzewiczek Jeden komentarz
ruch“A note of caution: there is a bit of strong language in this article.”

It’s all super simple. One player commands Moloch robots and has to win couple of battles and in the end to destroy New York. The other player gets deck of The Outpost and has to stop them, has to slow and sabotages them. He needs to do whatever he can to not let Moloch reach New York.

On one hand I had these powerful machines marching towards New York. O, man, I was having fun designing them. I wanted them to be big and deadly. I gave Strength of 3 to most of the cards, I gave Strength of 4 to some of them and I even gave Strength of 5 here and there. Why not, huh? Huge robots that will destroy New York in a heartbeat. The moment Moloch player gets his cards, he will smile, and this smile will mean one thing: “Knock, knock, NY, is anybody here?”

Then I sat with The Outpost deck. O, man, that was fun! I wanted them to be fast, to be sneaky, and to be smart. I gave Strength of 1 to most of the cards. I gave Strength of 2 here and there. I looked at them and said: “You guys are in trouble. Good luck. Try to get out of the shit I just put you in.”

Asymetrical games. That is what I love. That is what I’ve built in Zombiaki in 2003. That is what I’ve built in Stronghold in 2009. That is what I am good at. Watch me. This is me at my best.

I was going to cross over the line with Moloch. I wanted them to be ridiculously strong. I gave them high numbers and then I gave them super abilities. Kill soldier. Protect other robot. Turn off The Outpost abilities. All that crazy stuff. Every single card was overpowered. That is lesson I learned from Michał Oracz – do abilities that rocks, do abilities that are so freaking awesome that players will get crazy. Then think about balance.

I was not thinking on balance yet. I was designing experience. I was building emotions. Moloch has to feel like a train – slow, but unfuckingstopabble.

So I kept crossing the line. I added Modules. Yes, additional parts that you can attach to the Robot to make him even stronger. Just in case you would like to show off. Stuff like +3 Strength . You know.

I looked at the deck and every single card was clearly OP. I loved it.

To The Outpost now. Hey guys, how are you? Not good? Look at you. You have Strength 1 on most of the cards. And you want to stop Moloch, huh? Do you have a plan? No?

Don’t worry. You got me. I’ll help.

You are guerrillas. You will jink battles. You will cheat. You will get Robots back in hand of Moloch player. You will move them to the other city. You will appear from nowhere, blow them and escape. You will block their movement. You will be fuckin’ cheating, because this is your only chance to win. You will loose three battles in a row and then you will hit him in his steel balls and trust me, you will hit him hard.

Yes, your average Strength is 1. I know that, I designed these cards. Yes, you have no chance in direct confrontation. I know that, I designed these cards. But please, stop whining, get a grip and think. Think! I gave you tools to outsmart Moloch. Use them wisely.

***

I had two amazing decks in Convoy. They played so different. I loved them both. And then it took me ‘only’ 6 months of day by day testing over and over to balance this shit.

Effect? I can’t wait for you to try it. I couldn’t be more proud.

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Reading time: 3 min
Fashion

About wearing two hats

7 września, 2015 by Ignacy Trzewiczek Brak komentarzy

wood-architect-table-work-largeAs you probably heard already, Martin Wallace decided to close his company – Treefrog Games and focus on designing games that will be published by other companies. As he wrote in his statement: „We will cease to produce our own titles and focus instead on designing games for other companies. There are numerous reasons behind this decision, but the main factor has been the increased costs of running the company from New Zealand. This does not mean the end of 'Treefrog’ style games, it just means they will appear with another companies [sic] logo on.”

I am this guy who wears two hats too, I am designer and I am publisher. I totally understand his decision.

Managing company is a huge task, no matter if you work in software industry, food industry or board game industry, it is a huge thing. Being entrepreneur means being at work 24/7.  It’s answering hundreds of emails, it is having tens of Skype meetings, it is catching up every single day. Never good time for setting up prototype and testing for few hours.

I have a team behind me, I managed to build a pretty solid company here with seven full time employees who do all that crazy work that has to be done. And yet, it is a rare time that I can sit in my office and do actual design. When I am in the office, for most time I have to be CEO of Portal Games. I can wear my designer hat after hours, in the evening, at home. That’s how it is.

That’s why I am happy for Martin. I actually envy him. I know it is best for him and I know it is best for all of us, fans of Brass, Steam and all other great designs he made. When he cuts off all those business emails, when he cuts off all those customer service emails, when he cuts off all those shipping issues, production issues, delays issues, he will be finally  able to breath.

And then he’ll give us plenty of amazing designs.

Can’t wait.

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Reading time: 1 min
Conventions

Go, meet people!

24 sierpnia, 2015 by Ignacy Trzewiczek 3 komentarze

10551521_10152599062559686_5047243371117910583_oI was asked once if there is any sense for me to go to small conventions. Ignacy you go to Essen, Gen con, BGG con, Lucca, you visit all those big shows, you meet thousands of players, sign boxes and promote your games. Why the hell are you still going to small cons. It doesn’t make sense anymore. Focus on big cons, man.

This weekend I spent in Lublin at Boardmania con. Smallest convention ever. There was like 30 people there. It was basically board games hangout. Makes no sense to go there, huh?

Well, actually it makes a lot of sense to me.

Big cons are big. I meet so many gamers, so many fans, but I have like only 2 or 3 minutes to chat with them, just few sentences and that’s it, new people come and want ask me question, sign game or take a photo. It’s always rush, it’s always in hurry, it’s shaking hands with hundreds of people per day.

Totally different story is a small con. I can sit with few guys for an hour drinking tea and talking about games. I can run demo of my game and tell jokes and stories at the same time because we are not in a hurry – we have two hours to enjoy the moment. I can meet and get to know people. You guys can meet me and get to know me better.

That is why I go to small conventions as often as I go to big conventions. I believe our hobby is all about people. Games are social experience. Games are about hanging out with people. Convention where I can spend a weekend with 50 gamers and hang out with them is a great choice.

My advice for you? Go, meet people.

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Reading time: 1 min
Twitter

Tweets from the week!

20 sierpnia, 2015 by Ignacy Trzewiczek Brak komentarzy

Here is a couple of cool tweets that made me smile this past week. I hope you’ll enjoy them too!

 

 

@trzewik first, build a shelter.

— Keith Collins (@MajMalfunction) August 18, 2015

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@trzewik Great family gaming night! Played Rattle Battle Grab the Loot!! The whole family had a blast! 9yr old wins pic.twitter.com/ye7vJJKx1B

— OneBoardGamer (@OneBoardGamer) August 17, 2015

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Then we put together weird ships in Rattle, Battle from @trzewik. pic.twitter.com/cZDiWyb6p5

— Dan Thurot (@DanThurot) August 17, 2015

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@trzewik Which Imperial Settlers characters have WAY MORE image thumbs on BGG? Inside-the-box NINJAS! #PortalatNight pic.twitter.com/muDdEHPuIk

— Chris Schreiber (@knobuddy) August 19, 2015

//platform.twitter.com/widgets.js

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Kindle Edition

MY DESIGN PHILOSOPHY

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.

VISIT BTTS AT BGG

There is a mirror of this blog at boardgamegeek.com with lots of discussions, comments and community support. Pleas, join us here:

VISIT PORTAL GAMES

Visit Portal Games website to learn about my new releases and games I published.

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Retweet on Twitter Ignacy Trzewiczek at Portal Games Retweeted
9 paź 1843979237730263474

BGG has some testimonials about AI Space Puzzle and I like them a lot! 📷

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8 paź 1843724895089504343

Just had a long call with Adam Kwapiński discussing abilities and powers in the faction I designed for Nemesis: Retaliation!

I cannot wait for you to change Island setting into Space base and die again... 😉

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8 paź 1843668539691151812

1/3
🌴 Robinson Crusoé - Aventures sur l’Île Maudite 🧭
Ça y est, Robinson Crusoé effectue son grand retour ce vendredi ! Suite à un naufrage… vous serez confrontés à une aventure extraordinaire, dans laquelle il va être question de gestion, construction, exploration…

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🌴 Robinson Crusoé - Aventures Twitter feed image.
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🌴 Robinson Crusoé - Aventures Twitter feed image.
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8 paź 1843607414106407042

Back in the office! Excited to dig into all these "I'll do it after Essen" topics! 😉

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