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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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Fashion

12 Essens

22 października, 2019 by Ignacy Trzewiczek Brak komentarzy

2007
The optimism. The belief it is our life-changing chance. It’s the year of Neuroshima Hex English release. It’s also us almost get killed in the car accident on the way to Essen. It’s us signing our first license with an American publisher, Z-Man Games. It’s me having terrible flu on the last day of the fair. Like really, really terrible. It’s Portal Games signing a contract with IELLO Games. They will become our partner for years.

2008
Moving to the new location. We are next to the CGE and we help each other to promote our games. It’s releasing my first game in English, co-design with Michał Oracz called Witchcraft. The game doesn’t become a major hit. It’s me running demo of Witchcraft for one of the founders of BGG, Derk and kicking his ass. Not smart to beat press and media during the demo, but well…

2009
It’s the first time Portal Games is doing the epic buzz for the game. It’s the release of Stronghold, and the whole board game world is discussing it. It’s my first live stream at BGG. It’s the first time we are #1 on the BGG buzz list. It’s the first time foreign publishers bidding to get rights for the game. It’s the first time Tom Vasel reviews and praises our title. It’s also our first terrible rulebook.

2010
It’s the first scandal with our production – the box with 51st State misses one of the tokens, we made a mistake and didn’t put it on the punch board. It’s also the first glory moment – one of the most famous German reviewers, Frank Kulkmann, gives us the award for the best game of the Essen Spiel 2010. It’s us eating Haribo bears all day long – we grab them from other publishers booths. It’s the first time we are in Essen with Rebel Games, our exclusive distributor.

2011
It’s Pret-a-Porter year. It’s me trying to convince our hardcore fans who love Neuroshima Hex, Stronghold and 51st State that the game about fashion is a great choice. It’s a Portal team wearing fancy clothes at the booth. It’s the first year for the company without Michał Oracz. It’s a strange year.

2012
It’s the second time Portal Games grasps the attention of the whole board game world. It’s the year of Robinson Crusoe. It’s me going to BGG live stream with volleyball ball that pretends to be Wilson from Tom Hanks’ Cast Away movie. It’s us signing licenses with 12 different publishers to release Robinson in different countries. It’s our first game we sign with Pegasus Spiele. It’s another terrible rulebook. It’s another great Essen.

2013
We move to the new location, again. We split with Rebel Games. After a few years of marriage, it is the first time we are on our own again. It’s the release of Legacy: a testament of Duke de Crecy, brilliant, thematic game with the crazy title. It’s spending great long hours with Michael Hendricks, designer of the game in the evenings. It’s also starting the Kickstarter campaign for my first book right during the show. It’s pure panic when in the very first hours the KS goes far better than planned. It’s me running all around the fair, asking my friends designers to help me and write the article for the book as a stretch goal. It’s me playing 51st State match against a very good Hungarian player. The match takes place in the evening in the restaurant. I am getting smashed. It’s also a year of release of Theseus, but who remembers that game today…

2014
And again we move to the new location. And again, we have an Essen hit – Imperial Settlers. The lines are insane. A number of signed copies, each with a drawing of a cow, is beyond the limits. We have no free tables, we have no space, we have no clue what’s going on around us. One of our volunteers builds a „coffee table” from cardboard boxes, covers it with a piece of rag, and starts demoing the game asking everybody not to touch the table. We are under siege, as never before. The game sells out on the second day of the fair. The most successful Essen in history. Poland becomes World Champion in volleyball that year beating Brazil in the phenomenal final match that takes place a few miles from my home. I don’t hesitate to mention that victory when signing copy of Imperial Settler to my fan from Brazil.

2015
We are releasing Rattle, Battle, Grab the Loot. Don’t remember much from the show except one thing. Last day of the show, Sunday evening. We are in the Irish pub in Essen watching football match Poland versus Ireland. The winner of the match goes to European Championships. The loser is out. There is a pub full of Irish supporters and 5 of us from Poland. Singing, shouting, supporting with the whole passion. Poland wins the game. The night to remember.

2016
We move again. We move to the prestigious hall 3. The epic booth is one of the best looking booths at Essen that year. For the whole 4 days of the show I cannot help it, but compare it all to the year 2007, the year when I feel we made it – Portal Games is doing something exceptional. At this show, we are releasing Cry Havoc, and for the first time, our German division releases a game – German edition of 51st State. Jeff, our volunteer from US, who was with us at every Gen con, visits Europe and is with us all Essen. I meet Patric, the most insane volunteer Portal ever had. Essen 2016 is the Essen we moved to the hall 3. The Essen to remember.

2017
We increase the size of the booth. Portal Games is one of the major exhibitors at the fair with a 200 square meters booth. We release First Martians and Alien Artifacts; none of them becomes a major hit of the show. It’s the first time we must care for power banks and tablets – First Martians demos and Rising 5 demos need some technology! We have an army of amazing volunteers. We have a great team. And although I see that this Essen releases are not very popular, I am optimistic. At that time I am already working on Detective. I know the next year will be huge. Detective is phenomenal.

2018
Monolith Arena on 20 tables. Two offices as part of the booth busy with ongoing meetings all day long. Seminar for press and media with the announcement of L.A. Crimes expansion for Detective. Then a special Detective event for nearly 100 players playing Suburbia case in one big room. The year of Detective released in German at Portal Games and Pegasus Spiele booths at once. A great year, although there is one issue – I am missing Champions League game – my favorite German football club, Borussia Dortmund, plays a game a few miles from Essen. A ton of my friends go to see the match. I don’t have tickets. Sad face.

2019
As I am writing this post, my team is on the way to Essen. It’s the first time I will show up only for two days. It’s the first time I will be more visiting than running the show. It’s the first time Portal Games doesn’t mean Ignacy. It’s the first time Portal Games means amazing team that can do exceptional work and needs boss only to smile for selfies and interviews. It’s the first time… It’s awkward. Weird. It’s different.

Things changed over these past few years. Things changed…

Which our Essen was your first Essen to discover Portal Games? Any cool memories from that time?

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Reading time: 6 min
Fashion

Stronghold Undead 2nd Edition is coming here.

18 października, 2019 by Ignacy Trzewiczek Jeden komentarz

It’s impossible. It literally cannot be done. There is no way I can sell you the full scope of colors, depth, and history of this project. I spent more than a year designing the base game of Stronghold, and then another few months designing Undead variant. The game was out of print for 10 years until we finally decided to get back to it. I sat with my team and spent countless hours developing the game even further. Stronghold: Undead is a pure manifesto of my Board Games That Tell Stories tagline and trust me, it’s a great story on so many levels. It’s impossible to tell them all, and yet, let me try.

So where do I begin?

Besetment of the fortress is one of the richest and most inspiring themes in the fantasy genre. The battle for the Helm Deep and defending it against an army of Uruk-hai is a stunning piece of fiction. Having a board game telling this story, having a chance to command forces and try to break the walls, or fight in despair to defend them, is the theme for a great game night with your old friend.

Stronghold: Undead tells that story. You command dark forces of evil marching towards the Pearl Keep. You may summon Phantom Gale to move your forces, or change the foregrounds into rotten Marshes boiling with dark energy. You may cover ramparts with Ghostly Mist so your forces can move unnoticed. Your Vampires besiege walls and give their dark power to Phantoms that hover over the towers and dump defenders on the ground. Skeletons slowly march towards walls, while Strigoi abducts archers. Cursed bats veil the moon covering the battlefield in darkness. The whole table is in your control, wherever you look, it’s your army closing the pale fist around the human castle. It’s a majestic view.

That’s a glimpse of what the game has. 24 different spells for Invader player, different forces, different wall sections they can attack, and then we can start talking about the wealth of defender actions and his desperate fight to keep the fortress safe. Stronghold: Undead is a fascinating project that lets you relive the epic siege.Well, as I said, it is impossible to tell it all. It’s impossible to sell the depth of this project. And yet, I’ll try. I’ll try to give you a small glimpse, a piece of all the stories that Stronghold: Undead tells. I have a couple of weeks until the Kickstarter campaign finishes. Stay with me.

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Fashion

The possibilities are endless – Tides of Time app

1 kwietnia, 2019 by Ignacy Trzewiczek Brak komentarzy

We announced founding Portal Games Digital in January 2017. A separate division of our company dedicated to bringing our best selling games to mobile. It’s been two years. They finished developing First Martians app. They finished the Antares website for Detective. They almost finished companion app for Robinson Crusoe.

But the main project they were working was Tides of Time. After many months, two weeks ago it finally got released. I couldn’t be more proud of it.


Tides of Time is the all-time best seller for us. Released in 2015 this small card game immediately became a major hit, got nominated for Golden Geek in two categories – Best card game and Best 2 player game. It got dozen of reprints, it got follow up game called Tides of Madness and became a strong contender in our catalog.

It was the obvious choice to make Tides of Time the first app developed by PG Digital.


Tides of Time is a game with stunning artwork. Every art piece on the card is a top industry illustration. And yet, PG Digital ordered more art. I was skeptical, I didn’t see a reason for doing that. Months passed, 3d versions of every building for every card were made. And then animations. And then the surrounding environment. And then…

And then I was amazed. The illustrations I knew so well from cards became a part of the living empire player was building, epic structures surrounded by trees or fields. It all felt familiar and new at the same time. I guess you were right, I had to say to the team.

Each new version brought something interesting. I loved when we were testing AI and tweaked it to be more and more smart. We hired Michał Walczak, developer for the original Tides of Time card game to write the whole strategy behind the AI, what it wants to achieve and how it plays. We finally went for three basic levels for AI and it was fascinating to see Michał competing with the program he designed himself.

Then PG Digital showed me challenges. The small thing that sounded stupid and absolutely not necessary until I actually played with it. Cannot imagine playing Tides now without it. Each time you play the app challenges you with a small additional task. Win the game with Most Gardens in Your Empire. Lose first round and then win the whole game. Win without drafting any Crown cards. And so on, and so forth.


What’s fascinating to me is the ongoingness of the process. On one hand, the product is ready, gets amazing reviews (we have an average rating on Appstore 5.0!) and everybody says PG Digital did a great job with this app, and on the other hand we have so many new ideas for the game. It’s different from the cardboard industry I work for. You finish the game, it goes to print, you are done.

Here it’s different. Releasing the game did not change our routine, we meet with the PG Digital team and we plan. We talk about online play. We talk about campaign mode. We talk about adding 'character’ to the AI, one would be defensive, another mean, another would be risky…

We talk about incorporating every tiny comment we find on the Internet and think has value.

I love my cardboard, but Portal Games Digital is a fresh air I love to breathe now. Possibilities are infinite.

Ignacy Trzewiczek



Learn more on PortalGamesDigital.com

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Fashion

What happened in Alton?

22 marca, 2019 by Ignacy Trzewiczek Brak komentarzy

Where to start? This time I guess I need to take you to Alton in Hamshire, England. That’s where it all began. I was sitting in Asmodee UK offices meeting with their sales team and presenting Detective. It was spring 2018, a few months before the release of the game and as always I was doing my magic tricks. Everybody in the room was very excited about the game and when I finished one of the guys sitting left to me said something like: 'This all sounds awesome. I’d die for a case in X-Files setting!’

’Be careful what you wish for’ I said. He smiled. He knew what’s coming.


OK, let’s be honest. Nothing was coming. We were on our way to the hotel with Marcin, Portal Games Sales Director and my brain was working like crazy.

’Did you hear what the guy said?’ I asked with the excitement.

’Which guy?’

’The guy sitting left to me!’ I was so excited that people on the street looked at us. 'The X-File guy!’

’What?’

’X-Files. He wants X-Files! That’s brilliant. I can do this!’

’X-Files?’

’No! I can do different settings! I can do Stranger Things. I can do Miami Vice. I can do Beverly Hills Cop. I can pull off a dozen expansions, and every single of them may be unique. Fans will love that!’

Marcin smiled. That’s the reaction of a good Director of Sales when his brain starts to work like crazy…


It was Alton in Hampshire where I understood that I designed a system, a portal to new worlds. As with Robinson Crusoe which is sophisticated machinery to tell different stories, from Swiss Family to King Kong, from Time Traveling to rescuing Colonel Fawcett, from escaping Volcano Island to fighting with Cannibals, here with Detective I managed to do it again. Detective was a well-designed system to tell great crime stories.

Since Alton, I changed the way I thought about the game. Since the 'X-Files guy’ I looked at Detective from a different perspective and higher level.

A few months later when I met with Rob Daviou and talked about his Case for Detective, he told me he has this story that takes place on a space ship heading towards Mars, and there is a murder – one of the crew members is found dead. I knew that with Detective the possibilities are endless.


We made it official at Essen. I held the keynotes, and I precisely remember the faces of people in the audience when the teaser for L.A. Crimes dropped.

’How?’
’What? Beverly Hills Cop?!’
’OMG’
’L.A.! That’s neat!’

We opened their eyes. They understood what I discovered in Alton. Detective is a system to tell stories. We all smiled.

Ignacy Trzewiczek


Did you see our vlog? Portal Games You Tube Tweet at us! @Trzewik Visit us on Facebook! Portal Publishing
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Monolith Arena Strategy & Tactics: Harbingers of the Forest

5 marca, 2019 by Ignacy Trzewiczek Brak komentarzy

Dark elves from the magical and mysterious forest accompanied by other creatures will swiftly cut their enemies and drive many arrows through them. My personal favorites, they are tricky, they can poke their enemies while keeping save positions, and they are good at keeping their distance. And that’s where they excel if you keep your distance.your enemies will curse the day those damn elves decided to leave the forest and appear at the arena.

Running in circles

Let’s start with Banner – you want to have it in the middle of the board, or at least in the central zone. So how come you aim for the center if you’re going to keep your distance? It’s pretty simple, you want to take advantage of its special Feature. Move your units around the Banner, shot with Sparks over your Banner and don’t let your opponent catch up to your Units. Run and shoot, run and shoot – it’s pretty simple.

Don’t let them see you

Assassins can strike any opponents on the board which makes them deadly and dangerous, and your opponent will hate that and will try to get rid of them as soon as possible. You want to hide them in corners, and cover them with other tiles, preferably with the runes of acceleration. This way, you’re covered from any attacks, and you strike your opponents even faster, getting rid of any dangers before they have a chance to attack you.

Exploding… morlocks?!

Morlocks can make a lot of mess by removing any connected tile along with the Morlock before the fight even begins. They are powerful because they can remove heavy-hitting units or the ones with lots of shields when they oppose any threat to us. Use them even more efficiently, keep Morlocks near your banner, this way, you can switch positions with its feature if an even greater threat appears on the board.

More mystical creatures!

Apart from elves and Morlocks, we have also Hernes and a Wyrm, two mobile units that can hit hard our opponents. It’s best to use them and get rid of any units that try to take out our distance attackers, especially those with additional shields on them, just make sure you’re not caught off guard, because you’re limited to your defenders with melee attacks.

With elves, it’s not a race, it’s a marathon. You want to dominate the arena with your units and keep your distance from any tricky attacks like charge or fire concoction. Remember, hit and run, hit and run. Wear off your enemy and don’t give them a chance to counter any attacks, make sure you stay in shadows as any self-respecting dark elf.

Let us know how you lead your elves, do you prefer this style of game or you try to take out your opponents as fast as possible.

Matt Dembek


Did you see our vlog? Portal Games You Tube Tweet at us! @Trzewik Visit us on Facebook! Portal Publishing
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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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