Hollandazed: Thoughts, Ideas, and Miscellany

H & M REDUX (by Amabel Holland)

Mary Russell

Comments 12 Tags game publishing

H & M REDUX (by Amabel Holland)

One of the first games we signed was Sean Chick's Horse & Musket: Dawn of an Era. As others have remarked, it's a somewhat unusual entry in our catalogue. We're mostly known for unusual and experimental titles with a small footprint. Horse & Musket, with its twenty scenarios, three dozen optional rules, thirteen unit types, and five sheets of counters, definitely feels like an outlier. We didn't know that at the time, of course. When we signed the game – shortly after getting Hollandspiele off the ground – we figured that bigger, more traditional hex-and-counter games like Horse & Musket...


MODEST AND FAST (by Amabel Holland)

Mary Russell

Tags game design

MODEST AND FAST (by Amabel Holland)

Stanley Kubrick directed thirteen features over the course of a forty-six year career, most of which are widely regarded as masterpieces. Folks can quibble over which ones, of course – I personally don't much care for A Clockwork Orange – but it's a career full of "major" works.   By contrast, Rainer Werner Fassbinder directed forty-one features in thirteen years. And while arguments can be made for this film or that one – I'm very partial to Lola – I don't think anyone is going to argue that every single one of these films are a "major" work.   But...


NOTES ON DUAL GAUGE WISCONSIN (by Tom Russell)

Mary Russell

Comments 2 Tags Dual Gauge, game design

NOTES ON DUAL GAUGE WISCONSIN (by Tom Russell)

Last week I wrote about the Honshu half of the first Dual Gauge expansion: a nasty, sharp, cutthroat little map where money is very tight. As a contrast, I wanted the second map, Wisconsin, to sprawl a little bit: the map is a bit bigger, the game runs a turn or two longer, and money is more plentiful, especially in the endgame. The end is actually where I began. I knew I wanted the last couple ORs to be about running these big routes, ideally from one side of the map to another, ending in a route-doubling destination hex. These...


NOTES ON DUAL GAUGE HONSHU

Mary Russell

Comments 1 Tags Dual Gauge, game design

NOTES ON DUAL GAUGE HONSHU

As I write this, we are in the process of reviewing the maps for the first Dual Gauge expansion pack. This adds two new maps to the base game, Honshu, set on the main island of Japan, and Wisconsin, set in the mythical and fantastical land of Wisconsin. You’re probably wondering, wait a second, what about the base game, which has been out of print since early December? Well, the good news is that we finally got the wood bits we were waiting for, and are also starting the long and tedious process of sorting, counting, and bagging them, with...


JUST NOT FEELING IT (by Tom Russell)

Mary Russell

Comments 2 Tags game publishing

JUST NOT FEELING IT (by Tom Russell)

When I was in my twenties, I was pretty clueless and very stubborn (a potent combination). I confused a love of puns with a personality (in addition to being clueless and stubborn, I was also unfunny). I was adamant that a reel mower was more effective than gas or electric (I was also cheap). I was pretty sure I was a boy (still scratching my head on that one). And I was convinced that a press-your-luck dice game about panama disease should not only exist, but should be about an hour long. This was monumentally dumb for a number of...