Hollandazed: Thoughts, Ideas, and Miscellany — Kingdom of Dyflin

THE CLONTARF SCENARIO (by Tom Russell)

Mary Russell

Tags Clontarf, game design, Kingdom of Dyflin

THE CLONTARF SCENARIO (by Tom Russell)

The Clontarf scenario in Kingdom of Dyflin was in some ways a departure for the Shields & Swords II series, as it was significantly bigger than what had come before: more hexes, more units, longer playing time. That was also something like the point of the thing - it's "the big one", in the same way that another scenario might be "the one with the rearguard" or "the one with the ambush". I'm a firm believer in the maxim there is no such thing as an ordinary scenario, and that the worst thing a designer can do is come up...


THE ROAD TO DYFLIN, AND BEYOND (by Tom Russell)

Mary Russell

Tags game design, Kingdom of Dyflin, Shields & Swords

THE ROAD TO DYFLIN, AND BEYOND (by Tom Russell)

    hroughout the life of my Shields & Swords II series of medieval battle games, we've experimented with the format, searching for the one that would result in the widest audience. Our first release, The Grunwald Swords, had a single medium-sized battle. House of Normandy was a "quad" game made up of four much smaller scenarios, but it didn't seem to get nearly the same traction either commercially or critically, and so with Battles on the Ice I went with two battles about the same size as Grunwald. While it attracted more attention than Normandy - especially thanks to...