Hollandazed: Thoughts, Ideas, and Miscellany — rules writing

FROM THE ARCHIVES: e.g. (by Tom Russell)

Mary Russell

Comments 3 Tags rules writing

FROM THE ARCHIVES: e.g. (by Tom Russell)

Years and years ago, when I still suffered from the delusion that I was a eurogame designer, one of my games was picked up by a small firm who never quite got around to publishing it. While that experience wasn't entirely a pleasant one, they did have several playtest groups at their disposal, and the feedback from those playtesters was generally useful and constructive, and made for a game that would have appealed to a broader audience than my original design if it had ever made it to market. Every time there was feedback, the publisher amended the ruleset, often...


e.g. (by Tom Russell)

Mary Russell

Comments 6 Tags rules writing

e.g. (by Tom Russell)

Years and years ago, when I still suffered from the delusion that I was a eurogame designer, one of my games was picked up by a small firm who never quite got around to publishing it. While that experience wasn't entirely a pleasant one, they did have several playtest groups at their disposal, and the feedback from those playtesters was generally useful and constructive, and made for a game that would have appealed to a broader audience than my original design if it had ever made it to market. Every time there was feedback, the publisher amended the ruleset, often...


CARTS AND HORSES (by Tom Russell)

Mary Russell

Tags game design, rules writing, wargame design

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)

Mary Russell

Tags game design, rules writing, wargame design

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...


BUILDING SUPPLY LINES, PART 2 of 2 (by Tom Russell)

BUILDING SUPPLY LINES, PART 2 of 2 (by Tom Russell)

So, when last we saw our plucky, nerdy hero, it was late 2015 and he and his amazing, wonderful, action-hero wife were preparing to start up their own company. With that thought in mind, and with renewed confidence in his abilities honed by a dozen or so subsequent published designs, he turned again to Supply Lines of the American Revolution. There is however another version of this story, which goes:  "Hey, Tom?" "Yes, Mary, oh heart of my heart?"  "You're going to do Supply Lines, right? For our company? Because I really like it."  "Maybe, my lily among the brambles....

  • 1
  • 2