
Driving home from work takes me, depending on traffic, 15 to 20 minutes. For more than half of this route, we were complaining about War of the Ring: The Card Game. We had just finished playing it, and we were airing our grievances. I was complaining about its randomness. Marek agreed that the cards were very situational—powerful in certain combinations, but useless in others. I was whining that the scaling was quite weird, and the variants for 2, 3, and 4 players all had many small different rules. And Marek dared to complain about the balance right after the first playthrough—said it was off, and that the Fellowship of the Ring felt much more powerful in a 3-player game.
I was turning into my street when Marek said he’d love to play it again. I said I couldn’t wait to play again as well.






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.
