Tom Lehmann co-designer of Pandemic State of Emergency with Matt Leacock has detailed some of the things you will see coming with the upcoming expansion. This expansion promises to be one that can make life both easier and harder. With challenges like a superbug which is extremely hard to kill of and advantages like being able to quarantine a city so that the worst of a disease can’t spread out with its cascading effects.
In addition to the superbug and the quarantines they have also created a new variant using animal diseases which have an off map add on which should complicate things yet that much more. Or better yet having cards coming up that will do nasty things like take away cards from you, push the infection track up, or infect cities extra in a turn. Even worse some of these cards will have a lasting effect that won’t go away until the next time you get awful news by a new one popping up.
For all of the infectious detail head over to the blog post here.
When in the midst of an intriguing board or card game, the thought may flash through one’s mind as to what makes the game so exciting and interesting. If this has happened to you, then likely it was a particular moment or mechanic in the game that presented a conundrum, an unusual challenge, or a difficult decision. Perhaps it was which strategy to focus on in Race for the Galaxy, or whether to risk taking that long route in Ticket to Ride, hoping you can complete it and not lose all those points at the end. Whatever your experiences like this have been, it’s these types of which-way-do-I-choose-they’re-both-good-or-bad decisions that provide nail-biting experiences to remember in our favorite games.
Grant Rodiek posted an article for Hyperbole Games that addresses board game design from this perspective, one that emphasizes the importance of providing tension in games to promote a more exciting and dynamic gameplay experience. He explains why a game’s design should constrain the players within a box to provide structure, but not too narrow as to create monotony and boredom.
You can check out Rodiek’s interesting article here at Hyperbole Games’ website.
Renowned game designer Bruno Faidutti discusses his design process and philosophy over at andhegames.com where he also shares his favorite games to play and what’s on his table right now. Most interesting is his design process where he admits he finalizes most of his games after merely a dozen playtests.
Read the full interview here.
Splendor, a card drafting, set collection game with 40 “poker style” tokens and 90 cards is a 2014 Spiel des Jahres Nominee. It is designed by Marc André and published by Space Cowboys / Asterion Press / Lautapelit.fi / REBEL.pl.
MeepleTown posted an interview with Marc.
Can you tell us a bit about the origin of Splendor? It seems to be a very carefully designed, classical game. You mentioned in an old interview you design games by tweaking old games and putting restrictions on yourself. Is this part of how Splendor came about?
Splendor is based upon a mathematical frame, that’s why it seems so “classic” and regulated. Deconstructing a game then reconstructing it in a totally different way was and still is an essential part of my way of designing a game. But I’m not a beginner anymore, although I keep on learning! So,Splendor has no direct link with any other game.
How did Splendor end up with Space Cowboys – did this come from Sébastian Pauchon at GameWorks publishing your other game Bonbons?
It was not through Sébastien. Actually, I met Croc at a festival in March 2012. Croc worked for Asmodee at the time, and the game was developed there first. The people who worked on it (Croc and Philippe, under Marc Nunés’ direction) decided to leave Asmodee and create Space Cowboys. They took the game with them, which was fine with me. I don’t care much about the logo on the box. What matters is people involved with the game are the same from beginning to end (the commercialization).
To read the entire interview you can head over to Game Designer here.