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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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Saturday!

BGGLeaks

5 marca, 2014 by Ignacy Trzewiczek 2 komentarze

I have very important announcement.  I came into possession of documents from Boardgamegeek.com that were confidential and as far as I suspect were to be deleted! This is serious affair. As you will see below some games were deprived of the chance to receive prizes! I am very sorry but this is terrifying truth. Below you will find list of categories and games that would win the price if only BGG would not mess with the procedures and not hide it from us.

Best 3 players game
Half of the box of Space Cadets

Best constantly out of stock game
Robinson Crusoe

Best my 4 year old daughter draws better cover of the game
Caverna

Best unstacking box of the game
Dungeon Roll

Best to promote our hobby game
You suck

Best re-rethemed (so called backwards retheming) game
Love Letter Kanai factory edition

Best golden ring including game
Nothing personal

Best your better order it online game
Ogre Designer’s Edition

 

I am not sure if this is all. These are documents, I found. If you have any access to BGG databases, and can find more of this, I highly appreciate it. World needs to know!

 

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Meet me!

Ludesco

4 marca, 2014 by Ignacy Trzewiczek Brak komentarzy

bann9Last week Robinson had a honor to win Swiss Gamers Award 2013. 22 Swiss game clubs selected their favorite game of 2013. It turned out they like and respect Robinson. I was very happy and proud to hear that.  This weekend I’ll have a honor to be a guest of Ludesco, Swiss convention dedicated to board games.

Yeah, no coincidence here 😉

Three years ago for the first time I was at convention in France, two years ago for the first time in Italy. Last year for the first time in Ukraine and US. This year for the first time I’ll be at convention in Switzerland and then in China. Each year there is a new adventure. Each year I discover new country, new games, new conventions.  And what is most important, each time I meet new gamers. Gamers that stay in my life, people with whom I keep in touch on Facebook, Twitter, people that became my gaming friends.  Fabien, Christian, Toy, Alan, Oleg and Oleksandr… Every time I go to new convention I meet amazing people.

I can’t  wait to be there, at Ludesco, play games and have fun. Please, if you have chance, visit this convention. I hope to meet you there.

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Special guest

The return of the telepaths: when an add-on ruins the game

28 lutego, 2014 by Ignacy Trzewiczek Jeden komentarz

GUEST POST BY MICHAL ORACZ

If I occasionally doubted in the existence of telepathy, it was until yesterday.

Somewhere around midnight I stopped my struggles with the add-on for Theseus. I looked on all the cards, tokens, units and special rules I rejected during proof-gaming. I noticed that I threw away ALMOST EVERY idea that at first occurred to me as revolutionary.

I sat in front of the keyboard and wrote an article about it. To be more precise, it was about this wild passion we authors have to turn the game up side down with an expansion. About how this rabid dog must be kept on a short leash and why.

Next day Ignacy published the text. The disturbing thing was that I haven’t even sent it to him. He published his own article, because he wrote exactly the same thing at the same time 🙂

One of us should definitely use Magneto’s helmet.

Hmm, what now… Maybe this will help:

Highlight half of the text and… DELETE.

OK 🙂

At the end of the (deleted) arguments I’ll use the newest examples taken from my everyday work.

I have just finished working on two, developed simultaneously, expansion – Missisipi for Neuroshima Hex and Robots (working name, maybe somebody has a better idea for a name of the machines’ faction?) for Theseus. Of course we are still polishing the balance but that is a completely different pair of shoes.

Missisipi. When working on an expansion I always feel tempted to show what I can do with a game. The first approach to a new army is like creating a demo. Ideas for creating a completely different game with the help of just one additional faction and eventually some new rules are trying to escape my head as if they were a bunch of wild animals.

I feel drawn to pour a whole bucket of innovations on the game. New units appear, they run all over the board game like crazy. Some new tiles and tokens appear and then coal mining and economy (just you wait, we’ll publish it one day but until then not a word to anybody!), tiles of special locations, armies consisting of mainly instant tiles or terrain tiles… Same thing in, I’m even afraid to describe it all: a tile that automatically kills everything around it. Indestructible tiles. Terrible area damage effects, wiping out few units with one shot. Units that can heal the Headquarters…

Robots. Here the situation is quite similar, first draft of the faction is a real display of fireworks. Each of the three (or four) units is different. Both reverse and obverse of the unit are not just better and worse sides. They simply have different actions. Each unit can enter the other unit and they can join to became a one big unit only to divide to smaller, specialized ones later on. Units have special directions of acting through walls. A whole bunch of new ability markers to place on your units.

I could stir things up like this all the time. I always loved it, especially when we created RPG games. I striped the game’s structure down to basic elements I meditated on each one of them. Could we improve it somehow? Could we change it to something else? Do it the way it was never done before.

When you create a game all that is great, there’s no problem.

But an expansion?

That’s why most of those innovations found their way into the trash just like half of the text I prepared, which was telepathically nicked by Ignacy (I’ll skip the argument that was brilliantly described by Ignacy and provide a bit of my own thoughts).

The author has to be fair with the player. First of all we won’t encourage new people to reach for the game. It’s an illusion. Some people think they can increase the popularity of a game and lure new players because from now on, thanks to the expansion, we have implemented deck-building and economy. No. The expansion is for those who liked the core version. They trusted us and it’s to them that we owe a debt that can only be repaid with the best possible expansion we can make.

And so for example in Neuroshima Hex if we had too much mobility it would kill the very sense of the game. No place for theory here or 'I said so and that’s how we do it’. It ruins the game in the worst possible way. Hex is a game about positioning, its like very strategic puzzle making. If there is a faction with too much mobility on the game board, it starts to play a different game and then the worst thing happens – every now and then there is the proverbial „Cancel” or „Dispel”. Too much mobility in Hex turns off all the advantages of other armies. Others make their slow and strategic puzzle while the mobile ones are playing PacMan with them.

Same thing with instant tiles. It’s not a problem to design an army consisting only of these (I still have the draft of Parker Lots gang in my magic box, they are assassins who spit out instants as if they were mad). But Parker Lots play their own game on a board of NS Hex and the unfortunate army that goes against them plays a different one. It doesn’t matter that balance can be forced so that in the end it will be more or less equal. It’s about the fact that it feels unpleasant, unfair and frustrating.

All of the new markers got kicked out of Missisipi, same with the economy in Hex, instant armies and one hundred percent mobile ones.

Specialized units got kicked out of the Robots faction as well as piles of tokens and special movement rules – they might return in the future if they can defend themselves better in tests of a different faction. Until then they have the red card and will have to warm the bench.

An innovative expansion is a great thing as long as it deepens what we already love about a game, not simply denies everything we knew, in the name of innovation and game play variation.

That’s the end of demos, it’s high time to create some cool, complete new expansions for the fans of these two games.

It’s not about some sophisticated theory. It’s all very simple:

Each game has its own rhythm and characteristics of game play.

Let’s embrace it while creating expansions, we owe that to those who love it.

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Fashion

Drug dealers from GW

27 lutego, 2014 by Ignacy Trzewiczek Brak komentarzy

zdjęcieIt all began in summer 1994. I was in Warsaw (capitol of Poland) at RPG convention and I had one in a life time chance to buy Warhammer Battle base box. It costed me more than my 1 year pocket money. But I didn’t hesitate. I spent all money I had and I bought it. I didn’t speak English so I had to read it with dictionary. I was stubborn and WFB was so cool!

I was into it for many years. I ran gaming club, I organized tournaments, I was running campaigns and – of course – I was buying miniatures. I had Dwarf army, Wood elves army, Empire army… Yes, GW took every penny I had…

Then I grew up, got into board games, my mates grew up and got into kids and wives…

I sold my Empire models. I gave my Wood elves models to one of my mates… Only Dwarfs survived. Hey! Dwarfs are dwarfs! No one touch my Dwarfs! They were stuck on my shelf covered with dust, forgotten for years.

I haven’t play Warhammer Battle for a long time.

And yet…

Today I bought a book. Even though I am 100% I will never ever use it.

I can’t help it. I am addicted. Shame on you Games Workshop!

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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.

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

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

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