Hollandazed: Thoughts, Ideas, and Miscellany — solitaire

PLAYING WITH MYSELF (by Tom Russell)

Mary Russell

Comments 1 Tags game design, game play, solitaire

PLAYING WITH MYSELF (by Tom Russell)

Like many folks these last few weeks, a lot of my recent gaming has been solitaire. This isn't all that unusual for me: I tend to spend a fair amount of time playtesting things solo to ensure that they are mechanically sound before I inflict them on other human beings. (That's a lesson I quickly learned in my salad days after a particularly disastrous playtest which ended with all my testers regarding me with a disconcerting and piteous mixture of bug-eyed horror and strained, polite smiles.) That's probably my primary reason for playing games solitaire - as part of my...


FROM THE ARCHIVES: THE PROBLEM OF STATELESSNESS IN SOLITAIRE GAMES (by Tom Russell)

Mary Russell

Tags game design, game development, solitaire

FROM THE ARCHIVES: THE PROBLEM OF STATELESSNESS IN SOLITAIRE GAMES (by Tom Russell)

I used to be very wary of solitaire wargames. Not, mind you, of playing two-player wargames solitaire, but of honest-to-gosh solitaire designs. Partially, my reticence was somewhat aspirational: I might be playing both sides in this WW2 game, but the possibility existed that someday, someone who would dig the game would be sitting on the other side of the table. Whereas if I plunked down some of my hard-earned cash for a solo-only title, that possibility - however rarified and improbable - no longer existed. And, when you're on the sort of budget where you can only buy maybe five...


A FIRST LOOK AT ENSI (by Tom Russell)

Mary Russell

Comments 7 Tags Ensi, game design, solitaire, solo

A FIRST LOOK AT ENSI (by Tom Russell)

Ensi is my solitaire civilization-building game set in the fertile crescent during the Bronze Age. It was originally envisioned as a legacy style game of sorts, only without all the stickers and torn up cards and writing on the board. So, more like a campaign game, where certain things carry over from session to session, with each subsequent session adding new challenges and wrinkles. Each time you would build a new civilization, rising from the ashes of what had come before.  It sounded like a neat idea at the time - summer of twenty-seventeen if I recall correctly, though it...


THE PROBLEM OF STATELESSNESS IN SOLITAIRE GAMES (by Tom Russell)

Mary Russell

Tags game design, game development, solitaire

THE PROBLEM OF STATELESSNESS IN SOLITAIRE GAMES (by Tom Russell)

I used to be very wary of solitaire wargames. Not, mind you, of playing two-player wargames solitaire, but of honest-to-gosh solitaire designs. Partially, my reticence was somewhat aspirational: I might be playing both sides in this WW2 game, but the possibility existed that someday, someone who would dig the game would be sitting on the other side of the table. Whereas if I plunked down some of my hard-earned cash for a solo-only title, that possibility - however rarified and improbable - no longer existed. And, when you're on the sort of budget where you can only buy maybe five...