Hollandazed: Thoughts, Ideas, and Miscellany

NOTES ON REIGN OF WITCHES (by Tom Russell)

Mary Russell

Comments 5 Tags game design, Reign of Witches

NOTES ON REIGN OF WITCHES (by Tom Russell)

I began working on this year's holiday freebie game just before last year's sale. I was reasonably pleased with that year's game, The Toledo War, and wanted to do something roughly in the same vein: a short card game about an obscure conflict that was mostly bloodless bluster and posturing. I settled on the Quasi-War as my topic almost immediately, and I already had a wonderful title for it: Obnoxious and Disliked. This of course was how John Adams was described in 1776, a stage musical for which I had a tremendous amount of affection, so much so that I...


FROM THE ARCHIVES: COVER STORY: MORE AGGRESSIVE ATTITUDES (by Tom Russell)

Mary Russell

Tags cover design, Cover Story, More Aggressive Attitudes

FROM THE ARCHIVES: COVER STORY: MORE AGGRESSIVE ATTITUDES (by Tom Russell)

As I've mentioned more than once, Mary is amazing. One of the reasons why she's amazing is that she stops me from doing dumb things. Don't quote me on this, but I'm pretty sure she once had to legitimately stop me from putting aluminum foil in the microwave, and also from wearing Velcro shoes to a professional interview. Recently I thought it was a smart idea to put fennel in twice-baked potatoes, and learned that it wasn't such a smart idea after all when we were eating said potatoes, and also two, three, and four hours later during repeated visits...


FLAVOR (by Tom Russell)

Mary Russell

Tags game design, The Vote, This Guilty Land

FLAVOR (by Tom Russell)

In most card-driven wargames/political conflict games, each card has a unique effect that, in theory, is meant to represent the effect in game terms of the historical personage or event that it represents. This is underlined with a few lines of flavor text. Because your cards are hidden from your opponent and vice-versa, players must operate in an atmosphere of uncertainty. The "event" cards in This Guilty Land are, barring a handful of exceptions, not event cards in this traditional sense. Each card within a certain type (Public Opinion, Organization, et cetera) functions in precisely the same way (though some...


PRACTICAL PROBLEMS: INEVITABLE VICTORIES (by Tom Russell)

Mary Russell

Tags Aurelian, game design, Practical Problems

PRACTICAL PROBLEMS: INEVITABLE VICTORIES (by Tom Russell)

I had a problem: I needed a new combat system. The set piece battle sub-system I used in Agricola, Master of Britain and Charlemagne, Master of Europe involved deploying your troops along one side of a staggered square grid opposite randomly drawn enemies. In a series of alternating attack and defense rounds, each of your units would roll against the enemy. Once you had made your initial deployments, your options were limited to a choice of adjacent targets during the attack rounds, and so the battles were basically resolved on a sort of auto-pilot roll-off. Reaction to the system in...


FROM THE ARCHIVES: COUNTERFACTUAL: ANTONY AND CLEOPATRA (by Tom Russell)

Mary Russell

Tags counter design, counterfactual, counters, graphic design

FROM THE ARCHIVES: COUNTERFACTUAL: ANTONY AND CLEOPATRA (by Tom Russell)

Last year, we purchased a Wacom Tablet, which is a little pad with a little pen-type thing that plugs into your computer and lets you draw on it. As you probably know, I do the graphic design for almost all of our covers, and the layout for almost all of our counters, and I was starting to feel the limitations of what I could accomplish in those spheres with a mouse and the shapes tool in my ten year old version of Photoshop. The idea was that getting the Wacom might allow me to do things that were slightly more...