Hollandazed: Thoughts, Ideas, and Miscellany

THE AGONY AND THE ECSTASY (by Tom Russell)

Mary Russell

Comments 2 Tags creative, productive

THE AGONY AND THE ECSTASY (by Tom Russell)

I go through cycles of being intensely productive and intensely lazy, periods where everything clicks and it's go, go, go, all excitement and energy and new games and new ideas, followed by periods where it feels like I'm stuck in mud, slow and struggling and feeling faintly like I'm sinking and will never come out of it.  Of course, I do manage to come out of it. It doesn't feel like I can when I'm in the middle of it. It feels interminably long, impossibly long, like one of Zeno's paradoxes, like every step is incremental but never actually gets...


FROM THE ARCHIVES: ADVENTURES IN INTERNATIONAL FINANCE (by Mary & Tom Russell)

Mary Russell

Comments 3 Tags adventure, business

FROM THE ARCHIVES: ADVENTURES IN INTERNATIONAL FINANCE (by Mary & Tom Russell)

Probably the most hotly-anticipated title in our opening line-up is Cole Wehrle's An Infamous Traffic. Certainly, we're very eager to bring Mr. Wehrle's design to the public, and are putting steps into place to ensure we'll be able to keep up with the demand as much as humanly possible. Photo of what The Precious might look like. These fake precious were found on Amazon for $1.95 + $3.82 shipping for a total of 10. Yes, only 10, not the nice little pile as seen in the photo. Part of keeping up with that demand is to make sure we have...


LIMITS (by Tom Russell)

Mary Russell

Tags game design

LIMITS (by Tom Russell)

I got my start doing magazine games. Working in that format, I generally had a half-sheet of five-eighths inch counters - eighty-eighty of 'em, in five blocks of sixteen and one block of eight - and one eleven by seventeen mapsheet. That allowed for about twelve reasonably sized hexes in a column and twenty or so in a row. Because having a separate display sheet would increase the production cost of the game, any tracks, including the turn track, needed to fit on that mapsheet. I could however have some charts to go on the back of the rulebook. It...


FROM THE ARCHIVES: BIG HANDS, I KNOW YOU'RE THE ONE (by Tom Russell)

Mary Russell

Tags game design

FROM THE ARCHIVES: BIG HANDS, I KNOW YOU'RE THE ONE (by Tom Russell)

My new game Supply Lines of the American Revolution: The Southern Strategy begins with the Siege of Charleston, still one of the most humiliating defeats in America's history. Or rather, it can begin with the siege - it depends who wins the initiative die roll. If the Crown Player does, then it's likely to go down as it did historically. There's roughly a 58% chance of that happening, and if it does, it's going to shift the Political Will Track one space into the red zone - that is, in a direction favorable to the Crown Player - and for...


MECHANISM AS METAPHOR (by Tom Russell)

Mary Russell

Comments 1 Tags game design

MECHANISM AS METAPHOR (by Tom Russell)

About seven years ago Mary and I drove two hundred miles down to Columbus and paid our admission fee at Origins for the sole purpose of demoing one of my euro-style games for an interested publisher. This was probably the best of my games in that style, an economic engine-builder about private equity firms eating up small companies, building them up, and then selling them for a profit. The development process on this one was lengthy, and it was the first one I was really confident about, the game that I thought would at last break through the wall of...