Hollandazed: Thoughts, Ideas, and Miscellany
ADVENTURES IN VIDEO GAMES (by Tom Russell)
Before I made board games, I made video games. And long before I lived, breathed, and ate board games (and there's less fiber in that diet than you'd expect), I lived, breathed, and ate video games. When I was a kid, I was obsessed with video games. I was also obsessed with books, and with the Bible, and I'm not sure if all of those obsessions were necessarily healthy. Whenever I wasn't reading a fantasy novel, or reflecting on how I was a sinning sinner who had committed unforgiveable transgressions (I was maybe six or seven), I was playing video...
BATTLES OF GRUNWALD (by Ania Ziolkowska)
(Note from Hollandspiele: The Grunwald Swords was our second game, and the first in the Shields & Swords II series. The map artist, Ania B. Ziolkowska, is from Poland, where the battle has a great deal of significance. In this piece, Ania talks about the battle, its ramifications, and its use by both Poland and Germany as a propaganda tool. All photos and screenshot by Ania Ziolkowska.) On 15 July 1410 Polish-Lithuanian forces fought against the Teutonic Order in the Battle of Grunwald (also known as the First Battle of Tannenberg). It happens that tomorrow marks the 607th anniversary of...
DISASTER AT SEA (by Tom Russell)
I've done a number of games that hew pretty closely to established concepts and mechanisms (done my share of hex-and-counter games with ZOC and step-losses, though oddly I've avoided going odds-based in all but one instance) and a number of games that try to do something new and unusual. The latter tend to sell better than the former, which is always rewarding, and those more than the "normal" games have probably won me what modest following I have as a designer. The danger with doing something new and unusual is of course that sometimes it doesn't work. That's not so...
PRIMING GAMES (by Tom Russell)
Five or six years ago, there was a discussion thread on Board Game Geek about a train game, and somebody said something along the lines of, "You don't win the game by making the most money; you win the game by having more money than the other players." At first blush that might seem like it's the same thing, but the meat of it is that the game wasn't about generating a return on your investment, or socking away insane amounts of cash; it was about bleeding the other players dry, using your money as a weapon. In the same...
FORESTS AND TREES (by Tom Russell)
ears ago, when I had delusions of being a euro-game designer, I designed a game about monks in the dark ages copying the masterworks of antiquity. There was something like nine different actions a player could take, which were all somewhat related to one another. The crux of the game is that each player started with an identical set of action tiles, which they added to as they bought and placed new tiles, increasing the actions that were available to them (and, eventually, to other players). And so the rules for the game began by explaining the components and the...