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Designer Diary: Sand

Jugar Es Cosa Seria
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Board Game: Sand
The story of Sand, as with almost everything in life, is the result of a series of fortuitous and coincidental events that have nothing to do with boardgame design itself.

We met on a board game podcast, and later we ran into each other at an event. The almost 600 kilometers that separate us would have been an almost insurmountable obstacle under normal circumstances...but in the first quarter of 2020, the world suffered what until then was something completely fictional, or something that only those of us who have ever played a certain co-operative game could imagine: a global pandemic. In that context, one night in March we decided to meet online to play.

Given the impediment of not being able to meet with our respective gaming groups physically, we tried to alleviate the situation through Tabletop Simulator.  Those days of confinement always ended with a game and a talk. In one of those talks, Javier said that years ago he had had an idea about a prototype for a board game, but that at one point in the development of the idea, he encountered obstacles that he could not solve, so he shelved the design.

Ariel, far from listening to the idea passively, decided that it would be better to see and analyze the design, and we both got to work on it in Tabletop Simulator. It didn't take much effort to find more flaws in those years-old ideas than can be counted. After a few nights and talks, we concluded that time improves all memories, and that, indeed, those old ideas were decidedly horrible. However, having put them on the table made us do an exercise that we both enjoyed and little by little the game of the night was replaced by brainstorming exercises about board game design.

The initial sketch of Sand was an economic/logistical management game, which had to have as its premises a satisfactory development engine for the overall gaming experience, with the greatest number of transcendental decisions possible and whose narrative would serve as support for the design decisions.

We began to look for ideas so that the soul of the game could move, and we evaluated mechanisms that we mutually liked. Then we analyzed the ones that, despite not being our favorites, do not bother us at all, and later we evaluated what we could support, if necessary. Finally, we evaluated what possibilities the pick-up-and-deliver mechanism offered us to discover with surprise that it solved part of the mechanical problem posed, which was how to capture the personal management of resources and actions on the main board.

Ultimately, Sand is a game about managing time, which the dice represent: time spent on the action we want to do. Having defined the engine for the selection of actions and the use of dice, both by their strength and by their color, it remained for us to complement it with a presence on the central board that would give it meaning, so we decided to re-evaluate all the other alternatives. When it became clear that we were not achieving the expected results with the rest of the proposed mechanisms and modifications, we had a revealing moment in which we decided that the core of the game should move with pick-up-and-deliver — but with specific conditions.

The game universe should not move around this mechanism in an exclusive way, but around the personal management of resources, to use point-to-point movement only as a tool so that, despite being an important part of the game, it should not be the most important part of the puzzle to solve. Our development and evolution are what ultimately gives a concrete and truly final meaning to the idea of taking merchandise
from point A to point B. Pick-up-and-deliver became the tool to capture on the central dashboard what we were managing in our personal dashboard.

Board Game Designer: Javier Pelizzari

This is how the ideas emerged, and we evaluated and tested them until we opened the prototype to other people. From that moment on, we found a reality that we did not see: beyond the mechanical issues that had to be corrected, the set of rules to move the game was tremendously complex....even considering that the first testers were all hardcore Eurogames players with a lot of experience.

We started cleaning the ruleset of exceptions, mini rules, and anything that added noise to the overall gaming experience, then we began to simplify some processes and gradually lowered the difficulty of the game, while polishing mechanical details. Over the months, this led us to a game with which we both felt comfortable on a mechanical and dynamic level.

Board Game Designer: Javier Pelizzari

We then decided to begin balance work, analyzing literally hundreds of games in which exhaustive notes were taken of each player's point sources. The concept was simple in its approach, but devastating at the work level to be able to carry it out. All strategies had to be competitive, and all of them had to allow the player, if executed well, to have a chance to win.

There were many hours of work. Ariel spent 10-12 hours of work a day, capturing in TTS and Photoshop all the modifications that were made daily to be able to test at night.

Board Game Designer: Javier Pelizzari

During this process, the help of the testers became invaluable. As reflected in the rulebook, without them this game probably would not have seen the light of day. There were many games, there were many people, and there was a tester who, in addition to contributing his experience as a player, gave us a perspective that was totally beyond us: the editorial perspective of the project and its viability. That tester is Juan Del Compare, better known as J, who is part of the Devir Argentina Staff. At this point, there is no doubt that publication could very well have happened in a thousand other ways, but nevertheless this is how it happened.

When we decided that the game was at least mechanically finished, for the first time we considered showing it publicly to publishers. Yes, oddly enough, we never thought about that while designing the game! Thus came the first meeting with a publisher, and David Esbrí from Devir sat down to test what today, thanks to his vision, is Sand — because having taken the game from what he was able to try that first time to the narrative of the Kemushi Saga is nothing short of an act of magic.

Board Game Designer: Javier Pelizzari

From here on, the trip is a succession of curves, increasingly faster, that end up leaving us at the gates of a dream that even if we were fed up with alcohol we would not have dared to dream. Can you tell me if it
couldn't have been a million different ways? Yet here is Sand, and that's how it happened. 

Javier Pelizzari and Ariel Di Costanzo
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Play More Oath, Dominion, Ticket to Ride, Star Wars: The Deckbuilding Game, and More

W. Eric Martin
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• To add yet another SPIEL Essen 24 release to what I posted about recently, Spanish publisher Devir has announced The White Castle: Matcha, an expansion for Isra C. and Shei S.'s 2023 hit The White Castle:
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The tea ceremony lies at the heart of Japanese culture, giving life the most essential and elemental concepts of hospitality, respect, and Zen philosophy. There, they believe that tea, which came from China in the 13th century, resolved the health problems of the Buddhist monks who drank it. Over the years, the tea ceremony evolved to offer the samurai a place of calm, far from the chaos of the battlefield.

Board Game: The White Castle: Matcha

In The White Castle: Matcha, you will have to deal with a new place in which to influence the court using new members of your clan. Having members of your clan in good seats within the Chashitsu (tea room) will help you achieve a greater level of influence within the court of Himeji. Also, you will have one additional action each round. Will that be enough?
• A slightly older game seeing an expansion is Caleb Grace's Star Wars: The Deckbuilding Game, with publisher Fantasy Flight Games scheduling events at Gen Con 2024 for Star Wars: The Deckbuilding Game – Clone Wars, despite having released no info about this item as of yet.

Board Game: Oath: Chronicles of Empire & Exile
• A still older game being expanded is Cole Wehrle's Oath: Chronicles of Empire & Exile, which Leder Games released in 2021. Oath: New Foundations, which will be crowdfunded in May 2024 for release in 2025, allows you to use new cards and new game systems to "[d]evelop your family's lineage through quests and intrigues, construct an empire that can withstand the torrents of a fallen world, and shape the very foundations of the game in your own image".

Board Game: Dominion: Rising Sun
• A far older game being expanded is Donald X. Vaccarino's Dominion, with Dominion: Rising Sun featuring 25 new kingdom cards based on Japan, including "Shadow cards that leap out from your deck and Prophecies that will someday happen and change everything". Debt and Events will return in this June 2024 release from Rio Grande Games.

• Also due out in June 2024 is an expansion for an even older game: Alan R. Moon's Ticket to Ride Map Collection 8: Iberia & South Korea. Here's a summary of what's new in this latest iteration of Ticket to Ride from Days of Wonder:
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Ticket to Ride Map Collection 8: Iberia & South Korea gives you the chance to set up rail networks on two peninsulas with wildly different settings.

On the Iberian peninsula, players start the game by drafting six destination cards, then keeping four of them — a process they repeat before the train deck runs out the first time. While you're trying to fulfill those eight destination cards with only 35 trains, you can possibly pick up festival cards along the way. The deck is seeded with 54 festival cards, and when one is drawn, you place it next to the city on the game board. If you build a route that connects to one or two cities with festival cards, you choose one of those cities and collect all of the festival cards near it. The more you collect from a city, the more they're worth at game's end!

Board Game: Ticket to Ride Map Collection 8: Iberia & South Korea

In South Korea, you start the game as in Iberia by drafting six destination cards, then keeping four of them. All of the routes are grouped by color: blue in the northeast, yellow in the northwest, and so on. When you claim a route, you can also place one of your trains on the province mat on an empty space of the matching color showing the number of cards you played of that color; you can play more cards than required to claim a route should you want to place on a higher number. Additionally, each player has a set of "express train" cards (+1, +2, +3), and you can spend a card on your turn to either draw more train cards, draw more destination tickets, or claim a higher number on the province mat. At game's end, evaluate each color on the province mat, with the player (or players) with the highest sum of values claimed earning bonus points.
Board Game: Chrononauts: The Rest of Row E Expansion
• It's great to see a game stick around on the market long enough that the publisher is still releasing expansions for it more than two decades later.

Chrononauts: The Rest of Row E Expansion is a ten-card expansion for Andrew Looney's 2000 time-shifting card game Chrononauts that adds new events to the timeline that players can change to match the needs of their secret identity. After all, if past events don't match your identity, then you don't really exist. Can you bring yourself into reality by altering critical linchpin events in the past?

Publisher Looney Labs released Chrononauts: The Rest of Row E Expansion on May 3, 2024, only fifteen years after the expansion that started Row E — Chrononauts: The Gore Years. Mark your calendars now for the next expansion in 2039...
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Return to Ancient Greece for Tales of Myth & Legend

W. Eric Martin
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• In 2015, A.J. Porfirio, president of U.S. publisher Van Ryder Games, published a "want list" of game ideas that he'd love to publish — or just play! — if someone created them, with item #5 (added to the list in 2019) being:
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A greek mythology paragraph game (a la Tales of the Arabian Nights). I know this is probably a pipe dream, but you would have a really great shot at getting this signed if able to make it happen.
Six years later, that game will become a reality when Tales of Myth & Legend hits the market. This design from Michael Guigliano, Keith Ward, and Bobby West, which will be crowdfunded in Q4 2024, features the following set-up:
Quote:
Tales of Myth & Legend is a paragraph book game set in the time of ancient Greece. Players each control a fledgling hero or heroine that has their sights set on power and glory. The players compete not only with each other, but also against the Alexander the Great himself.

Board Game: Tales of Myth & Legend

In each round of the game, players simultaneously play a movement card that determines how far they will travel. Based on the results, the turn order will be adjusted, with players traveling farther distances going last, and those traveling shorter going first. In turn order, each player visits a city or location and has an encounter there, choosing a type — e.g., political, religion, or strength — based on the types available. The encounter is read aloud to the player, then they have to choose how to proceed.

Tales of Myth & Legend features many surprises and hidden components that are unlocked only based on certain events! With thousands of possible stories and encounters, this is a game you'll be playing for years to come!
Julie Ahern and Ward get writing credit on this design, with Ahern also serving as developer on the project.

• In other paragraph game news, in January 2023 WizKids announced that it would publish Andrew Parks' Tales of the Arthurian Knights in Q4 2023 — then director of board games Zev Shlasinger left the company in mid-2023, and WizKids' board game publishing schedule seemed to evaporate, with Tales of the Arthurian Knights (among other games) vanishing from its publication calendar.

In late April 2024, however, WizKids re-announced Tales of the Arthurian Knights, now with a November 2024 release date. Here's an overview of the design for those who missed hearing about it earlier:
Quote:
In Tales of the Arthurian Knights, you are a hero or heroine in a story of adventure and awe! You and your fellows will travel the land at the behest of the renowned King Arthur. Through a series of quests, you will make impactful choices that will steer the course of your journey. Secure your place in history by achieving glorious feats, lest your efforts be doomed to obscurity. Gather your band of Knights around the table to enjoy your own epic tale as it unfolds!

Board Game: Tales of the Arthurian Knights

Building on the mechanisms from the classic storytelling game Tales of the Arabian Nights, you now find yourself in the age of chivalry alongside Lancelot, Merlin, and many other characters from Arthurian lore. Quests will lead to glorious battles, daring rescues, and the discovery of such marvels as the Holy Grail.

As you navigate through this paragraph-driven experience, an updated victory point system will track your success. Tales of the Arthurian Knights eliminates matrixes and charts in favor of a streamlined method of dictating the paragraphs that will shape your adventure. After making your choices, a single roll plus skill bonuses will determine success or failure.

Choose your actions carefully, and you will be rewarded with skills, renown, and nobility. Choose poorly, and be scorned, cursed, or made a pariah. Bring the age of King Arthur to life in this incredibly replayable board game with a plethora of tales that are sure to challenge, amuse, surprise, and entertain!
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Fri May 10, 2024 3:00 pm
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Designer Diary: Expeditions: Around the World, or The History of its Creation

Wolfgang Kramer
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Board Game: Expeditions: Around the World
When I started developing games in 1972, I experimented with mechanisms that would allow all players to move with the same game pieces. This resulted in the two games Tempo and Legemax. Tempo was the predecessor of (among other games) Downforce, and Legemax of Expeditions: Around the World.

In Legemax, you placed sticks in one color on an abstract game board to reach certain locations. There were only two placement options: at the beginning of the line of sticks, or at the end. The game was published by ASS in 1974.

Board Game: Legemax

Board Game: Legemax
Images: Michael Kröhnert

I developed this mechanism further. The result was a themed game called Fahrrad-Tour: Kreuz und Quer ("Bicycle Tour: Back and Forth"). The sticks were replaced by two bicycles. Each player could ride any bike and had to try to reach their destination. Some special spaces on the game board also helped them to do this. The game was published by Ravensburger in 1982, and it was the first game that I published with Ravensburger.

Board Game: Bike About
Image: Erhan

Board Game: Bike About
Image: JessA

Both Legemax and Fahrrad-Tour were children's games. In 1983, I developed the mechanism further into a large family game. Now there were three expeditions in which every player could take part, and the sticks became arrows in three different colors. Ravensburger published the game with the title Abenteuer Tierwelt in 1985, with the English-language version being Wildlife Adventure. The game board showed the world map, and the theme was "endangered animals" worldwide. I worked with a zoologist to ensure that the theme was implemented correctly. The game won several awards and sold over 300,000 copies.

Board Game: Wildlife Adventure
Image: Stephen Smith

Board Game: Wildlife Adventure
Image: Scott Alden

Alan Moon told me that he really likes the game and that it was the inspiration for Airlines and Santa Fe/Ticket to Ride. Wildlife Adventure was also an inspiration for Franz-Benno Delonge, who then developed the game TransAmerica.

I subsequently gave the game a new theme about world cultural and natural heritage sites and very special places. From then on, I called the game Expedition, with the design being published by Queen Games in 1996.

Board Game: Expeditions: Around the World
The game received the Meeples' Choice Award in 1996 (Image: Erik Ny)

In 2006, Ravensburger took the game back under its wing and relaunched the game together with National Geographic.

Board Game: Expeditions: Around the World
Image: François Haffner

This edition also received awards, including the "German Educational Game Award".

In 2013, 8th Summit published a nice edition: Expedition: Famous Explorers, with publisher
Jason Maxwell introducing a few minor new rules.

Board Game: Expedition: Famous Explorers
Image: Deb J

AMIGO published the game in 2016 under the title: Expedition: Abenteurer, Entdecker, Mythen
("Expedition: Adventurers, Explorers, Myths").

Board Game: Expeditions: Around the World

In 2023, Super Meeple released a beautiful edition of the game under the title 
Expeditions: Around the World.

Board Game: Expeditions: Around the World

And in May 2024, Hachette Boardgames will release this version of the game in the USA.

Board Game: Expeditions: Around the World

This is the life story of an unusual game that has accompanied me for over fifty years — and there may be a new chapter for this game in the future to extend its life story even further...

Wolfgang Kramer

Board Game: Expeditions: Around the World
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Fri May 10, 2024 7:00 am
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Head to Essen to Experience the Arctic, Desert Tribes, Abstract Drawing, and Asian Jazz

W. Eric Martin
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Board Game: Arctic
To follow up my overview of TREOS, a SPIEL Essen 24 release from Lookout Games, here's a sampling of other titles that will be featured at that show:

• French publisher Ludonaute will release the 2-4 player card game Arctic from company co-founder Cédric Lefebvre. Here's an overview:
Quote:
White, white, nothing but white. You scan the snowy expanse of the Arctic, hoping to catch a glimpse of the inhabitants that live there. The more animals of a type that you see together, the better — yet you also want to diversify your sightings, while moving your totem animal toward the pack ice as far as possible.

In Arctic, you move across the landscape and spot animals, creating a pile of animal cards in front of you. The card on top of your personal pile is your "visible" animal card. Each animal card contains four pieces of information:

— A placement value
— The main animal depicted on the card
— A companion animal
— A draw value

At the start of your turn, place as many cards from your hand into your personal pile as the placement value of your visible animal card. (On your first turn, place one animal from your starting hand of three cards.) For each card you can't place, draw a card facedown from the deck and place it in a personal penalty pile. Next, using your new visible animal card, move the token of the main animal forward one space on the landscape and the companion animal backward one space or vice versa. Finally, draw as many animal cards from the "river" of six animal cards as the draw value of your visible animal card. (If you now have more than seven cards in hand, discard into your penalty pile until you have seven.)

Board Game: Arctic

Each time you place an animal on your pile, take the matching animal power card from the center of play or whoever currently has it. You can use the listed power each turn for as long as you hold this card, such as moving an animal token an additional space, drawing from your penalty pile, or refilling the river after each card you draw.

When the deck runs out, you finish the round, then place cards one more time, then score points. For each type of animal, you score points based on the largest set of consecutive cards of this type you have in your pile. You score a bonus based on the number of sets you've completed. Reveal the animal token you received at the start of the game, and score based on how far it advanced across the landscape. Lose 1 point for each card in your penalty pile. Whoever has the highest score wins.
Board Game: Neuroshima Hex! 3.0: Desert Tribes
Portal Games has announced two titles that it will have for sale in Essen:

Desert Tribes is a new expansion for Michał Oracz's Neuroshima Hex! 3.0 from designers Julian and Radosław Ƶakrƶewscy that features hide and ambush abilities to help this faction survive in the wastelands.

Resurgence is a new edition of Stan Kordonskiy's 2022 release from his own Half-a-Kingdom Games that features new art, a rewritten rulebook, and "small balance tweaks and enhancements for improved clarity and accessibility".

Board Game: Krakel-Orakel
Krakel-Orakel is a co-operative drawing game for 2-8 players from design group Die 7 Bazis and German publisher frechverlag that's due out in mid-September 2024:
Quote:
Each player gets a a dry-erase pen and a board that has many random lines on it. At the start of each round, each player gets a card with a word on it and has to draw it on their board — but by drawing only on the lines. In effect, they have to find the image in the lines.

When everyone is done, as many cards as there are players are shuffled in with the cards originally dealt. These cards are spread openly on the table, then each player in turn picks a card with a word they think nobody drew on their board. Once everyone has had a turn, only the words that were originally dealt should remain on the table, so any face-up card that was not drawn by anyone is a mistake. After four rounds, the group wins if they have made fewer mistakes than there are players.

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Sample round (image: Hilko Drude)

The cards feature words of two difficulty levels, and the group decides together which level to play.
I don't know whether this game will be available in English, but as I've learned from playing Japanese games, you can often play party games like this one by just writing the translation on the cards ahead of time. Sure, you'll see all of the cards while doing this, but that probably won't impact gameplay since it's all about interpreting what you're seeing.

• "Ya like jazz?" Korean publisher Happy Baobab is teasing a SPIEL Essen 24 release from Trio's Kaya Miyano, with the only description of Quintet so far being that it's a "smart, fast, and original strategic card game" — which doesn't tell you much.

But Kaya Miyano!

From gallery of W Eric Martin
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Thu May 9, 2024 7:00 am
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Brew Elixirs with Bunnies, Then Escape from the Moon...Twice

W. Eric Martin
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Millions of people in the United States enjoyed seeing a full eclipse in early April 2024, but should you have missed out on that event, you can still get a glimpse of the moon on your gaming table...as well as in the sky nearly every evening, of course, but also on your gaming table!

Pauline Kong and Marie Wong of Hot Banana Games debuted in 2023 with Steam Up: A Feast of Dim Sum, which landed on Barnes & Noble's as that bookstore chain's "game of the year", and for their second release they're asking you to leave the restaurant to put together a concoction in a far different environment.

Board Game: Moon Bunny

Here's an overview of Moon Bunny, a 1-4 player game that will be crowdfunded in 2024:
Quote:
In Moon Bunny, you take on the role of a master bunny alchemist inspired by folklore. Your task is to guide your bunny assistants on a journey through the lunar landscape to gather rare Asian herbs. Each assistant has their own unique hopping movement pattern, and it is up to you to choose the right ones for the task at hand. Once you have collected the necessary ingredients, bring them back to your workshop and arrange them in a specific pattern to brew the ultimate elixir of life. The bunny who is able to gift this elixir to the world, bringing health and happiness to all, wins the game.
Board Game Designer: Pauline Kong
Pauline Kong presents a mock-up of Moon Bunny at GAMA Expo 2024

• German publisher SPIEL DAS! Verlag has announced Monsters on the Moon, a new title for 1-4 players from designer Martin Schlegel due out in July 2024, but little information has been revealed to date:
Quote:
A witch, a skeleton, a vampire, and a werewolf have taken a trip to the Moon, and now they want to make it their own.

Board Game: Monsters on the Moon

Monsters on the Moon is a card-placement game in which every creature wants to expand their territory, collect moon crystals, and build walls, ideally spreading out over the surface in their quest for points.
• In 2023, Japanese publisher JUGAME STUDIO released Escape from the Moon, a solitaire game from Hiroshi Kawamura:
Quote:
You were part of a crew working on a moon base, but the other crew members were involved in a mysterious accident during an exploration mission, leaving you alone on the base. The mother ship is in a satellite orbit of the moon. You're completely isolated, alone — when a warning sound rings throughout the base: "There is not much oxygen left. The cause is unknown. Get out of the moon base quickly. To repeat, there's not much oxygen left."

Board Game: Escape from the Moon

Since the emergency power supply has been activated, it seems that most of the base functions are down due to electrical problems, which means soon the base won't be able to supply you oxygen, let alone communicate an SOS to whoever might be monitoring you.

There is not much time left for activities. Can you restore the rocket in time and return to the mother ship? The challenge to Escape from the Moon begins, with you constructing a deck and managing a hand of possible actions to get yourself to safety, with success or failure depending on the decisions you make and the difficulty of your chosen scenario.
Spanish publisher Salt & Pepper Games has announced that it will crowdfund a Spanish-language edition of Escape from the Moon in Q2 2024, with an English-language edition coming in late 2024 or early 2025.

• As noted in January 2024, Rio Grande Games has a game coming from Donald X. Vaccarino titled Moon Colony Bloodbath, but no info has been released about this design.

• Finally, Hachette Boardgames has announced a June 2024 release date in North America for From the Moon, a design from Johannes Goupy and Gilles Lasfargues that publisher La Boîte de Jeu crowdfunded in March 2023.

Board Game: From the Moon

Here's an overview of this 1-4 player game:
Quote:
In From the Moon, players are representatives of factions trying to complete missions departing from our Moon in order to help humankind survive elsewhere in the galaxy. Indeed, the fate of the Earth is sealed, and time is running out!

Board Game: From the Moon

The plan is to launch three survival missions before all life on Earth ends. To do that, each faction will contribute by building parts of the ships and build their own lunar base to store the necessary resources.

In the end, which faction will be most suited to lead the future of our race out there, far away in space?
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Wed May 8, 2024 7:00 am
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Quest Across Treos for Gold and More Gold

W. Eric Martin
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Board Game: TREOS
German publisher Lookout Games releases a wide range of games, so while its catalog features a few recurring factors — Uwe Rosenberg, Klemens Franz, Patchwork — it can surprise you as well.

The newest title announced from Lookout Games — TREOS from first-time designer Arne aus dem Siepen — sounds like a light adventure game, with players questing across a tiny, variable map in search of gold. Here's the setting:
Quote:
On a stormy night, rumor spreads about a luck potion that one can buy for twenty gold coins on the black market in Treos. As your run of bad luck has been going on for a while, you decide to take your chances. The realm is vast, its forests dark, and the roads dangerous. But courier runs pay richly, so you dare to venture outside the protective walls of your city...
The land of Treos features towns, forts, inns, lakes, secret places, and highwaymen, with roads, trails, and rivers connecting various locations. Each player is a character with a unique power who starts with a personal quest and a deck of movement cards.

Each day, players draw five movement cards from their deck, then choose four to place on their player board, placing the final card on the top of their deck or discard pile; they then place their three intrigue markers face down on the final three cards. Everyone reveals their first card to determine player order for the day, then players go through morning, midday, and evening phases, with each of them revealing the card in that slot to move their character. Movement cards show which paths you can move on (roads, trails, or rivers) or which directions you can move in or both, along with a number of spaces you can move.

Each of the four regions of Treos has a common quest deck with the top card revealed, and when you reach the town on your personal quest, you earn 1 gold, then take the revealed common quest from that region. Additionally, you open a second quest slot on your player board, and whenever you end movement in a town, you can draw the revealed quest in that town's region, replacing an existing quest if you wish. Quests require you to visit one or two specified towns, and when you do, you gain gold, a common movement card (which is placed on top of your deck and is better than your starting cards), or a side quest — and possibly multiple rewards.

You can share locations with others, but highwaymen block players; when you reveal each movement card, you show the intrigue marker on it — and when you reveal the marker showing a highwayman, you move one on the board using the same movement you just made, ideally blocking an opponent from being able to complete a quest.

When you reach a fort for the first time, take the weapon from that fort, then gain a reward based on how many weapons you now have and who your character is. If you're the first player to end movement at an inn, you gain 1 gold, then take a side quest, with the inn granting only side quests from then on. Side quests stay face down, and you can have multiples. Secret places earn the first player to reach them 1 gold, then grant a single bonus — either a movement card or a side quest — or create a portal; three portals start hidden on the map, and once they're face up, your character can teleport from one to another during its move.

As soon as a player has collected 20 gold, they win the game instantly.

TREOS will debut in English and German at SPIEL Essen 24 in October, and the complete rules are available on the Lookout Games website.
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Tue May 7, 2024 3:00 pm
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Designer Diary: NOW!

Silvano Sorrentino
Italy
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Microbadge: Deckscape fanMicrobadge: FC Internazionale Milano fanMicrobadge: Doctor Who fanMicrobadge: Citizenship Recognition - Level I - One small step for geek... One giant leap for geek-kind!Microbadge: Decktective
Board Game: NOW!
This all started because of a detective game.

No, my new game NOW! is not one of my typical escape room or deduction games like Deckscape, Decktective, or Mixtery Puzzle, but a light and quick card game...so this needs a little more explanation.

One day in early 2021, I got a call from Federico Latini, who (like me and most game designers) always has a lot of half-baked ideas in his notebook. We exchanged some ideas, and knowing I am sort of an expert in the field, he told me about his idea for a detective game: a "browser chronology game" in which you keep a deck of cards in your hand and you can decide to look at the information on a card — which represents the current page of a killer's web-browser — or go back in the chronology by looking at previous cards, which represent old pages and searches.

Eventually Federico did not pursue that idea, but the "swipe a card up and lose it forever" action sounded more like a cool betting mechanism to me, so I asked him for permission to use it in a very different game.

Here is a short-ish story of developing the game from version 1.1 to the final product. I will quickly explain what was changed in the design from one version to the next, trying to underline the "good" and the "bad" things, until we reached the current form of the game that — in my eyes at least — is all "good".

VERSION 1.1

The first working version of the game was pretty simple as the game came to my mind almost fully formed after deciding how to "bet".

I used a deck from The Mind to get the betting cards, numbered from 1 to 100. From that deck, I removed all the 10s (10, 20, 30...) to use them as the ten prizes, then I added ten "TOP" cards — well, pieces of paper with "TOP" written on them — to have a total of 110 cards, a common standard for card games.

Board Game: The Mind
Using cards from The Mind — thank you, Mr. Warsch!

The rules were so simple that I can copy-and-paste most of them:
Quote:
Shuffle the ten prize cards and form a face-down draw pile, next to the ten TOP cards.

Shuffle the offer cards (everything else) and equally distribute them between players. Take all of your offer cards and keep them in your hand, facing up, so that you can see only the value of the card on the top of your deck. Flip a prize card for this round. Look at the top offer card in your hand; this is your current offer. You can keep it or discard it in front of you in a face-up pile. You can discard as many cards as you want this way until you are satisfied with your choice and say "NOW!" When everybody has said "NOW!", show your deck to everyone so that they can see your offer. Now, see who wins cards up for grabs:

➥ If you offered the closest value to the prize card without exceeding it, take the prize card and add it to your points.

➥ If you played the highest offer, take the TOP card and all of your offer cards discarded this round, and add them to your points.

You can win both the prize and TOP card at the same time. If nobody wins the prize card, discard it from the game. Discard any remaining offer cards from the table, then start another round by flipping a new prize card.

WARNING! There is no way to get your offer cards back, so use them wisely! If you run out of them, you will not be able to change your offer for the rest of the game.

END OF THE GAME AND VICTORY

The game ends after the tenth TOP card has been awarded. Discard any remaining offer cards in your hand and count your points:

• Each offer card is worth 1 point.
• Each TOP card is worth 2 points.
• Each prize card is worth 10 points.
• Each pair of prize cards adding up to 110 is worth 10 additional points.

The player with the most points wins.
THE GOOD
The "use it or lose it" swiping mechanism was very promising.
In this rare case, my original prototype has the same name as the final game.

THE BAD
The first playtest fell a little flat.
The scoring system was a little too complicated for such simple rules.
With only 90 offer cards, this design worked only for two or three players. Maybe with four, but having fewer than 20 cards each sounded like a big "NO!" to me.

VERSION 1.2

The first thing I did in the new version was simplify the scoring system by using visual clues. I've always loved that Bohnanza cards show a coin on the back, so I used part of that idea: All cards you can win now show one or more coins, a big coin (worth 10 points), or half a big coin (worth nothing). If you get the two cards with the two halves of the same color, you can connect them and score 10 bonus points.

From gallery of ilsilvano
The two cards on the right score a bonus when linked

I also added a four-player variant, with two teams of two players each.

Other minor tweaks were implemented, but the coins on the card already made the game a little "juicier", so I started sending the idea to a few publishers and trying the game on Tabletop Simulator. I got some encouraging answers, but the game does not shine at all if you do not play it live, and I think I just needed to find an editor who loved it to start making it better.

But in 2021 I decided to skip SPIEL, so the game went in stand-by mode while I worked on different projects.

From gallery of ilsilvano
A minimal look for the betting cards

Cut to SPIEL '22 — this time I am in Essen armed with a couple of copies of my prototype, now with its own design. I made few appointments to show the game because I chose the best publishers for this particular idea. One of them was Scorpion Masqué; I had already showed them ideas in the past, and even though we did not find the right game, it looked like we were mostly on the same page. Their games are typically a mix of simple and weird ideas, and this looked like a possible hit.

Board Game Publisher: Randolph
Funnily enough, Christian Lemay from Scorpion Masqué had no time to play a round of the game after I spent most of my time showing him a different design, but he was sharing the office with some unknown guys, and after hearing a quick recap of the gameplay, he told me: "I think you should show this to them", "them" meaning Joël Gagnon and Chantal Quenneville from Randolph.

I did not know at the time that the two publishers were somehow linked, but I did know Randolph — not only because I liked their games, but also because I remember researching their name and discovering that, yes, "Randolph" was an homage to Alex Randolph, one of my favorite designers, who is partly considered an Italian inventor after living around thirty years in Venice.

I played a full game with the guys from Randolph, and they really liked it, so we started exchanging emails just after the fair and they decided to make the game very quickly. We started developing the game in the direction they needed, with periodic calls between me, Joël Gagnon, and his colleague Catherine Parent. Randolph is based in Québec, so usually we talked while they were having the first sips of morning coffee and I had already had my lunch in a time zone six hours in the future.

THE GOOD
For the most part, they liked the game.

THE BAD
Randolph also features their games in gaming pubs, so they'd really love for the design to allow up to eight players — but how can the game work with so many players without adding too many cards?
During playtests, they noticed some players decide to stall when they have a high card because this will make them win a lot of TOP cards. Even though this is not a viable tactic since TOP cards are not that valuable, this needs to be fixed because not discarding means no fun at all.

VERSION 2.0

First, good news! Thanks to Randolph's production standards, I was not limited to the usual 110 cards. Actually, I can use up to 168 cards. Great! Maybe there is a way to make this work for eight players after all. I decided to test using numbers 1 to 120 for the betting cards, then I added 14 prize cards (numbered 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 33, 66, 99) and 14 limit cards (7 "higher", 7 "lower"). The idea is that the rules remain the same, but you win a "higher" or "lower" card if your offer is, respectively, the highest or the lowest, so now you won't stick with a high card because sometimes you want to bet a low number.

From gallery of ilsilvano
Prize, higher, and lower cards

Second, I decided to add more variety in the set collection by giving both a value and a symbol on the cards you can collect. If you have two cards with the same symbol, they will provide you with 10 extra points.

From gallery of ilsilvano
Not final art, luckily!

THE GOOD
This was a major upgrade as now each card is worth different amounts to each player, and you have to make sure you collect the best cards for you. Swiping your bet is now much more thrilling because you can risk losing that particular card that maybe scores 18 points at once for you.

THE BAD
It is a little confusing now to check who wins what, and people sometimes lose the focus on their long-term objective — collecting the right symbols — because it's always useful to win whichever cards you can, right?
Some cards are definitely better than others because they both have a high value and let you score the 10 extra points if you collect a set. This sounds unfair.

VERSION 2.1

Just a little change: Now the value of a card is no longer related to its symbol. Also, the scale of values now goes from 4 to 12 instead of 1 to 9, so prizes are a little more fair because the worst card you can get is worth one-third of the best one, not one-ninth.

THE GOOD
Set collection is a little more interesting now.

THE BAD
Adding the points is a little boring if you play with two or three players and have a lot of card values and bonuses to sum.
This still needs something to make it more fun.

VERSION 2.2

The "half coins" are back. Also, to spice things up a bit and give importance to both low and high cards, I combined the prize and limit cards into a single type of goal card. Each goal card shows whether you win it by playing the closest card that's higher or lower and shows you coins and half coins that you can complete with set collection.

From gallery of ilsilvano
When in doubt, add penguins and robots

This version also introduces the "jackpot" rule, which means that in each round you just add three more goal cards instead of replacing any unclaimed ones, so some rounds can have more than three goal cards up for grabs.

THE GOOD
It's very easy to sum your points now: just count your coins.
The "jackpot" rule works pretty well and adds variety to some rounds.

THE BAD
The two different directions of betting make the game confusing. This needs an "undo"!
The game now works for 2 to 8 players, but there is a major issue: with two players, you start with sixty bet cards in hand, while with eight players you have only fifteen. According to Randolph, it would be much better to have the same number of starting bet cards regardless of the number of players, but this would mean you always play with just fifteen cards, and that sounded like a big "no no" for me.

FAST FORWARD TO...

Okay, you have better things to do with your time, so I will skip the results of the playtests of several new versions, including ideas like:

• Having "walls" on the right of some cards so sometimes you cannot win twice in a row.
• Automatically refilling if you use all your bet cards and voluntarily lose the next round.
• Playing with fifteen cards and exchanging your deck with your neighbor for round 2.

Nothing seemed to be perfect. Was it wasted time? Not at all! Now that we tried adding stuff, it was finally time to remove what was not working and try to come up with clever solutions — and I say "clever" because some of these solutions came from brainstorming on the Randolph team side together with Scorpion Masqué, not from me, so kudos to them! (In the final phase, both studios really liked the game, so we decided to join forces to make the game as good as possible — yes, I am so lucky!)

NOW!

You can find the final French rules or English rules here on BGG. These are short, so please have a look and come back. I will comment on the biggest changes from the previous prototypes to underline how each little issue was solved while still keeping most of the original rules.

From gallery of W Eric Martin
Looking good!

"Each player takes one of the eight colored decks of 16 player cards, shuffles it, and places it face down in front of them."

This brilliant idea from Randolph upgrades a lot of things at once:
Set-up is easy — choose a color and take your 16 cards, without even counting them.
Thanks to the power of math, the decks are balanced:

"Each deck in NOW! is unique and has been carefully balanced to ensure that all players have an equal chance of success. All decks have four cards that correspond exactly to a target card. This type of card is called a 'perfect'. Also, the decks have an equal distribution of numbers from 1 to 128."

I admit it took a while to convince me that this was a good idea, but playtesters confirmed it is. Each time you swipe up you get a big jump from one bet to another, and each deck has an equal chance to win any bet, so there is still luck involved — of course! — but it's under control.
As a bonus, you can decide to shuffle all the cards together and have each player draw sixteen off the top if you want to test the original version of the game and embrace the chaos.

Remember the big "no no" from me when Randolph suggested the idea of having only fifteen cards for each player? Did I change my mind for a single card more, sixteen instead of fifteen? No, I changed my mind because during set-up you now:

"Shuffle the deck of target cards and slide the refresh card into the approximate middle of the deck... When the refresh card is drawn from the target deck, the game is immediately paused. All players now shuffle their discarded player cards back into their deck."

This brings a lot of good things to the table:
You have 16 cards in theory, but it's like having up to 32 because they get reshuffled at some point. As a result, you have roughly the same number of options you had in the original three-player game (30 cards each), while the game is now works for up to eight players.
During their first game, some players swiped too many cards and got stuck with a single card for the final rounds. They got too greedy, yes, but it's not ideal to tell someone "You are playing this wrong; read these tactical hints for your first games." Now, even if you consume all of your cards, you will get them back at halftime. You have learned your lesson, and you still have a chance to win when you get your cards back for the second half — and from now on you will remember that each card is precious!
When you reach the refresh card, you do not need to keep track of any partial score. The second half of the game will continue, and you will keep betting for more cards.

Okay, but how does the final scoring work now?

"The red or blue lines at the top of the target cards are points. For target cards of both colors, choose only one color — red or blue — to score. Take the higher total of the two colors, then subtract the total of the other color from this number to get your final score."

That's nice because:
It's a simple set-collection rule: Win cards of the same color.
This introduces a nice layer of complexity because in later round sometimes you want to lose a bet because you don't want to get those 5 blue points when you've been collecting red! Also, the other players can now try to guess which card you want most and play accordingly.
There are two cards for each deck that you can win with a "perfect" bet – for example getting a 120 with card #120. These cards act like jokers, and you can make them count as red points or blue points — but is it worth it to go through your deck to try to win them at the right moment, or will you lose too many betting cards? And what if I say you also win the points on the refresh card if you land a "perfect"?
Didn't I mention it's tedious to calculate sums and differences for the final score? Yes, but here is another nice touch: You can overlap your cards in the end and count the half-lines without having to do any math. Look at the example below. See the two blue half-lines at the bottom? That's your score: 2 points.

From gallery of ilsilvano
Scoring example

As you can see, the rules are much simpler than they were before, so we even added a bot for the two-player variant, a bot named Silvano after me, but I was not the one who chose the name. If I had, I would have called it...Randolph because I really loved working with them. They are very clever, and most of them are also game designers, so it's like working with co-authors and not "just" editors.

I also really like their choice for the design of the cards and box; everything looks clean, modern, and dynamic. Credit is due here to Fanny Saulnier, who was in charge of the graphic design team, as directed by the amazing art director at Scorpion Masqué, Sébastien Bizos, and of course Manuel Sanchez, the studio director.

The game was released on April 10, 2024, co-published by Scorpion Masqué and Randolph, so start looking for it...NOW!

Silvano Sorrentino

Board Game Designer: Silvano Sorrentino
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Tue May 7, 2024 7:00 am
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Build a Skyport, Make Sand Art, Model Big Sur, and Rob an Iron Horse with 25th Century Games

W. Eric Martin
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We're only one-third of the way through 2024, but U.S. publisher 25th Century Games has already announced a quartet of releases for 2025 that will be crowdfunded before 2024 reaches the halfway mark. In February 2025, I covered the 1-8 player auction game Wine Cellar, from Andrew Stiles, and here's what else is on the 2025th agenda:

Board Game: Grand Central Skyport

Grand Central Skyport is a 2-4 player game from Dan Germain in which you want to efficiently operate your airship station and attract the most prestigious tycoons to your city. During the game, you attract new airships to your skyport, and each airship has a color and an initial slotting movement. Try to maneuver your airships to group them by color so that they stack to score increasingly more points. Unfortunately, with each new ship entering your station, its movement will trigger the rearranging of previously placed airships, so ideally you can race other skyport owners around a central rondel to choose the incoming airships that are best for you.

Board Game: Grand Central Skyport
Prototype components

Drafting tycoons to your skyport will bring unique advantages in manipulating your docked airships, as well as additional scoring opportunities at the end of the game.

Sand Art is a 2-4 player game from first-time designer Kory Jordan, who will debut three other games in 2025 through new publisher Gospel Games.

Board Game: Sand Art
Mock-up front cover

Sand Art is a "move & fill" game that carries the spirit of "roll & write" games.

During play, you move back and forth along a linear track of actions on the workbench, gathering different colors of sand in your supply, mixing primary colors of sand into new secondary colors, and pouring them into bottles to create patterns and images that will attract customers in your shop. Creating the most unique and visually pleasing bottles will earn you the most points.

Board Game: Sand Art
Mock-up back cover

I look forward to 25th Century Games releasing a deluxe version of this design so that players can get the full Sand Art experience of sorting all the grains of sand back into their proper baggies once the game is over.

Big Sur is a 2-4 player card game from Mondo Davis that will have you cruising along California's State Route 1 on the Big Sur Coast Highway to check out the views and landmarks along the most scenic driving route in the world — or rather, inviting others to cruise on the highway that you build over the course of play.

Board Game: Big Sur

During the game, players draft cards to use them either as resources to build new road sections or as the road sections themselves. Your linear path of cards will score for connecting terrain types and meeting other conditions. You can also add notable landmarks to your highway for other unique scoring conditions; these landmarks are based on scenic lookouts and locations on the real Big Sur.

• 25th Century Games is releasing more than a dozen games in 2024, including five licensed titles from Korean publisher Playte that will be available at Gen Con 2024:

Circus Flohcati and Penguin Party, by Reiner Knizia
Vampire Queen, by Wolfgang Kramer
Jalape-NO!, by Kramer and Michael Kiesling
Tasso Banana, by Philippe Proux and Junghee Choi

Board Game: Circus Flohcati
Board Game: Penguin Party
Board Game: Vampire Queen
Board Game: Jalape-NO!
Board Game: Tasso Banana

• One final(?) 2024 title from 25th Century is Iron Horse, a 1-4 player co-operative, press-your-luck, dice-rolling game from Henry Audubon:
Quote:
A diverse team of outlaws have assembled for the gold heist of the century. Leveraging your unique skills and abilities, send your gang out into the territories to complete side objectives to help your efforts and fight off the Sheriff and Deputy as you try to steal gold from the train. You must act quickly, though! When the train reaches its final destination, your time to steal the gold is over, and you'll fail your mission.

From gallery of W Eric Martin
Iron horse, not Iron Horse (Image by BullDawg2021 on Wikipedia — own work, CC BY 4.0)

Iron Horse features six unique characters with their own special abilities and unlockable upgrades.
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Mon May 6, 2024 7:00 am
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Designer Diary: Linx

Board Game: Linx
Hello, I'm Fabrice Puleo, designer of Linx, which French publisher Matagot released in late 2023.

As a "new" game designer, I wanted to share my experience with you and also tell you about all the stages in the development of this game. In this article, I'll try to describe the path I took to get to the final version of Linx. I'm happy to share my adventure with you and hope you enjoy reading this diary!

October 2022: Chifoupion!

As always, in the car on the way to work I'm looking for new game ideas. That day, I set myself the goal of making a game that could easily be found on a supermarket shelf — that is, just by looking at the box, whether you're a player or not, you should already know the rules.

I admit it's a strange challenge, but it's probably due to my self-publishing experience. Without a distributor, I had to go straight to stores, and I realized that given the volume of games produced every year, you have to keep your explanations as simple as possible — so why not mix two popular games: rock/paper/scissors and tic-tac-toe! (In French, chifoumi + morpion)

I quickly came up with the rules. That same evening, I made a rudimentary prototype on a sheet of paper. With my faithful tester — my twelve-year-old son — we played a series of games, and it worked. It's a real treat and seems so obvious that I spend hours on the Internet checking to see whether this game already exists. Indeed, other authors have mixed these two classics, but none have used the same material and, more importantly, the same game mechanisms. With only 18 tiles and a 3x3 grid, the game is playable and already has depth. I have my daughter and my wife test it, and they both approve.

The next weekend, I make a first prototype for testing with friends, the author's collective, and at local festivals.

From gallery of Britchou

Then, I wrote the rules:
Quote:
Goal
Line up three tiles of the same color.

Game flow
Each player is assigned a color and has nine tiles: three each of leaves, stones, and scissors. To determine who goes first, the two players play a chifoumi with their hands. Starting with the chifoumi winner, each player in turn fills a square of the grid with a tile of their color: blue or yellow. A player can cover a tile already placed according to these rules:

• Stone covers scissors.
• Leaf covers stone.
• Scissors cover leaf.
• A maximum of two tiles can be played in a square.
• A player can cover their own tile, but they cannot cover all three squares in the same row.

End of game
If a player creates a horizontal, vertical, or diagonal line of three tiles in their color and the opponent cannot disrupt this line on their turn, the first player wins the round. (Ties are possible in a round.) The first player to win two rounds wins the duel.
December 2022

After extensive testing with no major changes to the rules, "Chifoupion" is ready to be shown to publishers. To do this, we need to make a video. During filming, I call on my hand model, and guess who it is? My son again. At the beginning of December, I send the "Chifoupion" presentation (rules + video links) by e-mail to a few publishers.

After three days, I receive an e-mail from a publisher (a fairly major one on the European market) expressing interest in my project and requesting a prototype by post. At this stage, I believe in my chances, but I remain cautious. To present the game as best as possible, I ask one of my friends who has a laser engraver to make me a nice wooden prototype.

From gallery of Britchou

February 2023: FIJ in Cannes

This is my first time at Festival International des Jeux: FIJ, the biggest board game convention in France, which takes place each year in February. I'm going alone for two days with a few prototypes, including "Chifoupion". I've made appointments with two publishers and am impressed by the venue. It's huge, and there are a lot of people. The gaming world is doing well!

On the first day, I met with the publisher who had asked in December for a copy of "Chifoupion". Disappointingly, he didn't take it. I can't say why, I can't remember.

Board Game Publisher: Matagot
And then, providence! I bumped into a friend at the festival who advised me to present "Chifoupion" to Matagot. The publisher is distributing microgames (a.k.a., wallet games), and my 18-card deck fits that range. I listen to my friend and head for the stand to try my luck. I play a game without the board with a Matagot staff member, and they find it interesting.

The next morning, I have an appointment with Matagot's management at their professional premises. I meet Arnaud Charpentier, who tells me he's in a hurry and has other appointments, and that he's willing to test my prototype, but quickly. We isolate ourselves in another room and play "Chifoupion" for ten minutes. At the end of the session, he scratches his head, thinks about it, then shakes my hand and congratulates me. He takes my business card and prototype and tells me he'll get back to me in the next few days to sign the contract, then he disappears. That short interview was a little surreal, but super effective!

At this stage I almost don't believe it, but the next day,Sunday morning, I receive an e-mail from the publisher confirming that the contract will be signed next week. It's crazy, but it's true!

March 2023: Matagot Makes It Multiplayer

At the signing of the contract, Arnaud informs me that "Chifoupion" will change its name and that the prototype has potential for another format, especially multiplayer. In fact, from the first week in-house, they've been running tests with four players with the same mechanisms — and it works.

From gallery of Britchou
A 5x5 virtual board

Arnaud is my main contact, and we talk regularly by phone and e-mail about how the project is progressing. I can feel his commitment to the project. I wasn't used to having so much support — a real collaboration, which is a change from self-publishing.

"Chifoupion" undergoes a metamorphosis. A new prototype was born, with more visible illustration. Symbols have been added — cross for scissors, circle for stones and square for paper — and in each corner of the tiles, the symbol is repeated to make the cards easier to read.

From gallery of Britchou

April 2023 to May 2024: Linx Development

Over ten days in April 2023, a huge amount of editing work was done on the rules, including two main changes:

• Each player starts with a set number of tiles in hand and draws two tiles whenever they place a tile face up; when you cover a tile, you place your tile face down and draw nothing.
• Victory now occurs when a player has three tiles aligned in a row either all face up or all face down.

These new rules may seem insignificant, but after hundreds of games, I can guarantee that they change everything. Linx is born, a multiplayer "Chifoupion" with more flavors!

In the meantime, the excellent illustrator Anthony Questel integrates the face up/face down distinction into the illustration. All players now have a symbol associated with their colored tiles instead of only a color, which is a clever move as the game is now suitable for colorblind players. As time goes by, we fine-tune the rules, the illustration, the box design, and the acknowledgements.

In May 2023, I receive a print-to-play copy of the final tiles. I play until my son overdoses on Linx. The first production copy is received in June, and I can't describe how proud I am to see the final object, to hold it.

From gallery of Britchou

The first boxes arrive in October 2023, and to mark the occasion, Matagot decides to hold its first exclusive sale at OctoGônes, a festival in Lyon. I couldn't miss it! Accompanied by two friends — Fabien, maker of the pretty wooden "Chifoupion" proto, and Maxime, who initiated contact with Matagot in Cannes — we drove for four hours, but I guarantee we weren't disappointed. The public was out in force, and the signing sessions were enjoyable. We sold out, and the icing on the cake was that I got my author copies.

From gallery of Britchou

The festival was good for morale! Even if you're convinced you've made a great game, there's always doubt, so it's reassuring to witness the enthusiasm of the players.

At the show, Arnaud informs me of the game's release date: May 3, 2024. I know it's a long time away, but it's a blessing in disguise as I've got something to look forward to. The publisher is continuing its sales drive, and Linx has attracted interest in Canada, Australia, Spain, and germany, with a digital version under development on Board Game Arena.

Board Game: Linx
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Sun May 5, 2024 7:00 am
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