Hollandazed: Thoughts, Ideas, and Miscellany — game design
UNCERTAIN TROOP QUALITY IN GREAT HEATHEN ARMY (by Tom Russell)
 
          
        
        
        Our standard 5/8" countersheet has room for 176 little squares, and when I'm cobbling together my counter manifest for a game, I generally contrive to get as near to that number as I can without going over (unless the game is going to use a half-sheet, in which case the magic number is 88). Such was the case when I was putting together Battles on the Ice, the third game in our Shields & Swords II series. I began with a rough idea of the types of units each side would have, in what proportion, and the total number of...
CARTS AND HORSES (by Tom Russell)
 
          
        
        
        My father had started working for Blue Cross around the time I was born, in an entry-level position. It didn't take long for him to advance up the ranks into management. I don't remember a whole lot of conversations with my father before he died, but I remember him telling me that he was always the first one in and the last one out, and that if you put in the time and the energy, if you work hard and seize opportunities, you can make something of yourself. I got my first job when I still a teenager - I...
ASSUMPTIONS (by Tom Russell)
 
          
        
        
        If you're reading this, you probably know how movement factors work. You move the unit from hex to hex (or square to square, or area to area, or whatever to whatever), expending a certain number of movement points for each hex entered. I'm going to assume that if you know that, you also know that a unit cannot exceed its movement factor, unless the rules make some kind of exception (for example, that the unit can always move one hex during a Movement Phase, even if it doesn't actually have sufficient MPs to enter that one hex). So, serious question...
QUANTITY (by Tom Russell)
 
          
        
        
        Including the game I did for Winsome (Iberian Gauge) and our holiday freebie (Napgammon), I had ten game designs released last year. That's a personal record; 2016 and 2015 had only seen the release of nine games each. This year, if I manage to cross everything off my list, there'll be at least ten titles out there with my name on it, eight of which are Hollandspiele releases. I'm likely to do more; this time last year, I had no intention of designing Table Battles or brushing off For-Ex, two games that sold very well in the back-end of 2017,...
STABLE TESTING (by Tom Russell)
 
          
        
        
        Today, a few brief words of advice about playtesting. Playtesting is of course the scalding hot viscera that brings these little Frankenstein monsters to life, and as might be expected by my choice of metaphor, it can be a messy, dangerous, and exhausting process. There's oodles and oodles of advice out there about how to choose testers, how to conduct tests, what to ask, with much of the advice often being contradictory. Really, you just have to find the method, or combination of methods, that will work best for you. But whichever method you choose - however you go about...
