Hollandazed: Thoughts, Ideas, and Miscellany

CUBE PARTY

CUBE PARTY

They're here! The cubes for An Infamous Traffic have arrived. It took slightly longer to pay for them then it did for them to land on our doorstep. (You can read about our adventures in international finance here.) On Saturday, 1 October, Tom and Mary had a cube party! Friends were invited. Friends came. Friends spent their Saturday afternoon bagging 10,000 tiny blue cubes, and talking movies, Steven Universe, ballet, board games and just catching up. So, with meager provisions... ...our intrepid cubepokes began to corral them little cubies.  And the pile of cubes... ...grew smaller... ...and smaller... ...and smaller......


AN INFAMOUS TRAFFIC: DEVELOPMENT (by Cole Wehrle)

AN INFAMOUS TRAFFIC: DEVELOPMENT (by Cole Wehrle)

When I was growing up, history was a list of wars. This was partly the fault of games. From an early age I played any game I could find and hunted for more. At yard sales I would rifle through stacks of Milton Bradley to dig up a tattered copy of Third Reich or Wooden Ships & Iron Men. These games shaped my understanding of history. At the school library I tended to ignore the books that didn’t concern armed conflict. History was a list of battles and all the rest was window dressing. Of course, this was also partly...


ECONOMIES OF SCALE (by Tom Russell)

ECONOMIES OF SCALE (by Tom Russell)

So, we've been in business now for a little over a month. For the most part, everything is going according to our diabolical plan: people are buying the games, people are liking the games, people are talking about the games. We've kept up fairly regularly with our social media obligations, updating Facebook a few times a week, checking BGG and CSW daily for questions and concerns and then answering them, and producing articles for this blog at a fairly steady pace. We're not yet in the black, but we're not that far in the red, either. Our profit margin is...


DESIGNING THE AGRICOLA GAME, PART 2 of 2: THE BATTLE SYSTEM (by Tom Russell)

DESIGNING THE AGRICOLA GAME, PART 2 of 2: THE BATTLE SYSTEM (by Tom Russell)

Last week, I discussed the long, stumbling process by which Agricola, Master of Britain was transformed into a solitaire game, and got into some detail about how and why the central cup adjustment mechanism works the way it does. Almost as central as, and spinning out of, that same mechanism is the game’s army-building and battle system. It likewise underwent a dramatic transformation as the game was transformed from two-player contest to solitaire design, though a couple of key elements remained the same. What’s strange is that, perhaps more than anything else, it was these aspects of the original two-player...


HIGHFALUTIN THOUGHTS ON TIME AND SPACE (by Tom Russell)

HIGHFALUTIN THOUGHTS ON TIME AND SPACE (by Tom Russell)

I’ve been thinking a lot lately about how time and space create meaning. That probably sounds really highfalutin, but it’s actually really simple, and boils down to the fact that differences in time and in space can profoundly alter your experience of something. To start with time, and an obvious example: I’ve been married for twelve years and some change, and that’s a lot different than being married for six. Affection and esteem are deeper; the happiness we share is happier, and our sorrows more heartbreaking. All other things being equal, or at the very least set aside, there’s a...