Hollandazed: Thoughts, Ideas, and Miscellany — Tom Russell

SEQUENCES OF PLAY (by Tom Russell)

Mary Russell

Tags game design, gameplay, sequence of play, Tom Russell

SEQUENCES OF PLAY (by Tom Russell)

When Mary and I evaluate a game, one of the first things we look at is the Sequence of Play. Perhaps the most important part of understanding a game is understanding what a player does on their turn. It doesn't mean that we're looking for anything really ornate, or fancy, or different for the sake of being different - we have published, and will continue to publish, games that stick to "Player 1 Move, Player 1 Combat, Player 2 Move, Player 2 Combat" - but it does mean that we're trying to get a sense of how that turn is...


FROM THE ARCHIVES: MANDATORY EVENTS (by Tom Russell)

Mary Russell

Tags game design, Tom Russell

FROM THE ARCHIVES: MANDATORY EVENTS (by Tom Russell)

A new turn begins: you draw up to your hand limit and survey your new cards. A three-ops card, yes, this is just what I needed. A card that might diminish your losses in battle, okay, I can work with that. That powerful special event you were hoping to see on the previous turn, well, better late than never. And then, there's that Mandatory Event card you absolutely did not want to see on this turn, or on any turn. It's the card that will undo your modest, hard-fought gains, the card that will destroy you, that will cheerfully assist...


FROM THE ARCHIVES: REINFORCEMENTS (by Tom Russell)

Mary Russell

Tags game design, reinforcements, Tom Russell, wargame

FROM THE ARCHIVES: REINFORCEMENTS (by Tom Russell)

Blucher at Waterloo, the French at Inkerman, the Eagles at the Black Gate: nothing turns the tide quite so dramatically as the timely arrival of reinforcements. There are some battles (and, depending on the decisiveness of the battle, some wars) that would have went very differently if said reinforcements arrived later, or sooner, or not at all. But reinforcements can pose a problem when it comes time to simulate those battles with cardboard squares and a paper map. If, for example, so-and-so arrived at such-and-such a time, which in game terms corresponds to Turn 6, then I know and you...


NOTES ON NAPGAMMON (by Tom Russell)

NOTES ON NAPGAMMON (by Tom Russell)

During last year's December sale, we included a small freebie game for folks who ordered at least two games. Said small freebie game, Christmas at White Mountain, was pretty well-received (better than most small freebie games, I think), and led eventually to the design and release of Table Battles, which has proven to be very popular. So of course we were going to do another small freebie game for this year's December sale. And, just like last year, I had no idea what I was going to do. Working on the assumption that Table Battles was going to be successful...


FORESTS AND TREES (by Tom Russell)

Mary Russell

Tags board games, game design, Tom Russell, wargame

FORESTS AND TREES (by Tom Russell)

ears ago, when I had delusions of being a euro-game designer, I designed a game about monks in the dark ages copying the masterworks of antiquity. There was something like nine different actions a player could take, which were all somewhat related to one another. The crux of the game is that each player started with an identical set of action tiles, which they added to as they bought and placed new tiles, increasing the actions that were available to them (and, eventually, to other players). And so the rules for the game began by explaining the components and the...