Resource Focus: Board Game Hour


Board Game Hour is a little difficult to describe within my limited categories for resources. It is a weekly meet-up on Twitter to discuss board games and board game design. The meet-up is hosted on Nurph and moderated by the Minister of Board Games himself, Nate Brett. The “Hour” of interest is every Monday at: 7pm GMT (which I mention first since the Minister is in the UK). This translates to 2pm EST, 1pm CST, 12pm MST (which works great for me so I can join on my lunch hour), and 11am PST. Note: The time gets a little wonky at the time changes since the UK observes Daylight Savings Time differently than the US.

The 4Xs of Expansions


Expansions come in many varieties and those variations can be described in various ways. While researching my article on Hobby Game Trends 2000-2014, I had to decide whether or not to include expansions in my data. This decision caused me to consider the question, “What is an expansion?” One categorization criterion is what the expansion does to the original game – how it expands the game. Keeping in tune with game descriptions, I’ve categorized expansions into 4 X categories.

Resource Focus: Jamey Stegmaier


Of the game design and development resources I have highlighted so far, this is the first that is a person rather than a brand. This is done with no intended slight to those highlighted previously; there are real people behind each one of them and in all cases a very small number of people (usually 2-4) behind each. What makes this case special is when I set out to write up this mention, I was at a loss to describe it in any way other than as Jamey himself.

Game Design and Development: 2014 Review


The New Year is an obvious time for reflection, so please excuse the navel-gazing.

This was the first year that I had any specific goals related to game design that I set out to achieve. Sure, there were several times in my life that I tinkered with game design and even constructed substantial prototypes, but I built those to play with friends or to train my mind. In December 2013 I decided that I was going to make an honest attempt at completing some of my game designs. By “completing” I meant making multiple thorough ideation-design-build-test iterations with the intent of developing a quality, marketable game. Having been supportive of several games on Kickstarter by that time, the power of possibility had grown enough that I was going to make the investment. By that time I had a couple new game ideas and one that I had iterated through 3 or 4 prototypes.

Mechanics Makeovers

I love a game with theme, but a theme without a mechanic is a story, not a game. I also love logic problems, but a logic problem without a mechanic is a puzzle. A game is many things, but ultimately what makes it a game is its mechanic(s) and what makes a good game is good mechanics. (OK. Maybe overstated, but this is the Mechanics section, right!?)


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