Hollandazed: Thoughts, Ideas, and Miscellany

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...


DESIGNING IRISH GAUGE (by Tom Russell)

Mary Russell

Comments 2 Tags game design, Irish Gauge, train games

DESIGNING IRISH GAUGE (by Tom Russell)

The most remarkable thing about Irish Gauge (originally published by Winsome in 2014, and just recently republished in a handsome new edition by Capstone) is that I designed it in about an hour while driving home from work in the autumn of 2012. Now, I'm not supposed to say that. I'm supposed to talk about ideas percolating for months, about trials and errors, about the inherently iterative process of game design, about the versions of the game that didn't work but were refined via playtesting into something that was first playable, and then, eventually, something that was good. But that's...


FROM THE ARCHIVES: ABSTRACTS (by Tom Russell)

Mary Russell

Comments 1 Tags Boom & Zoom, game publishing, gameplay, Ty Bomba

FROM THE ARCHIVES: ABSTRACTS (by Tom Russell)

Throughout my life, from my childhood until the present day, I've had brief, intense periods in which I became obsessed with chess. It's an irresistible compulsion, the gaming equivalent of pon farr. After a few days or weeks, the fever passes. This waning of my sudden affection is helped along by the fact that I've always been pretty rubbish at chess. I've no head for playing competitively nor competently.  I'm a much better fit for backgammon, a game I came to late in life, but deliberately and by choice. That is to say, at an early age, someone decided I...


CIRCLES OF SALT (by Tom Russell)

Mary Russell

Comments 1 Tags game design

CIRCLES OF SALT (by Tom Russell)

I came into the hobby through eurogames, attracted by their machine-like elegance and their general aversion to Random Elements. In fact, the eurogames that I disliked tended to be the ones that used dice or swingy card decks. When I started designing games, I kept these random elements to a minimum, eschewing them when I could and taking great pains to mitigate them when they were necessary. Sometimes eurogamers that move into wargames express shock at the frequent use of dice to resolve combat, but that wasn't the case for me. Rolling dice on a CRT didn't seem like a...


FROM THE ARCHIVES: e.g. (by Tom Russell)

Mary Russell

Comments 3 Tags rules writing

FROM THE ARCHIVES: e.g. (by Tom Russell)

Years and years ago, when I still suffered from the delusion that I was a eurogame designer, one of my games was picked up by a small firm who never quite got around to publishing it. While that experience wasn't entirely a pleasant one, they did have several playtest groups at their disposal, and the feedback from those playtesters was generally useful and constructive, and made for a game that would have appealed to a broader audience than my original design if it had ever made it to market. Every time there was feedback, the publisher amended the ruleset, often...