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Moonflight Development: Many Moons - Developing Asymmetric Games
So, from the first the basic mechanics of Moonflight were pretty solid. I’ve tweaked the player steps to avoid downtime and combat hate...
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Temple Crush: Crushing It
Temple Crush is based on a fairly simple and obvious idea really. There are blocks and meeples in most euro games and ancient temples...
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Kickstarting the Easy Way: Designing for Kickstarter
Running a Kickstarter is a very specific skill and its hard to learn without doing, if you’re putting a game onto Kickstarter its...
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How I Write Skirmish War Games: Campaigns
In my anecdotal experience the journey from gamer to game designer goes something like this; New weapon/character/unit; New Scenario; New...
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Books For Game Designers and Kickstarter Creators
While there are a range of excellent blogs online I've always tended towards physical books for reading and reference. As such here are...
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Legends: Making Tales
Legends is the second in our series of short miniatures skirmish games. It is a fast moving game of extreme events struggled over by...
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How I Write Skirmish War Games: Narrative As Goal Not Excuse, Part 2 Narrative Rules
Narrative scenarios are all well and good but they are fundamentally an addition to an existing rules set and the best way to achieve a...
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How I Write Skirmish War Games: Narrative As Goal Not Excuse, Part 1 Scenarios
There is a sentence that turns up in various war games, it amounts to something like this: “if rules are unclear/confusing/badly written...
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How I Write Skirmish War Games: Chance and Punishment
Dice and probability are an inevitability in any war game, however a distressing number of games include it simply because "war games...
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How I Write Skirmish War Games: Introduction and Manifesto
I've worked on a few miniatures war games now, written a handful and studied a whole bunch, as such I've formed a set of hopefully useful...
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