I am getting better.

It was last summer, two months before release of Stronghold: Undead. I was demoing the game during Polish convention called Kaszubkon. It was Ryslaw, fan of Stronghold, who was playing Undead with his opponent – Tele – that night. At some point Ryslaw said: „Damn, it is great. Undead is much better than base Stronghold. I loved Stronghold and this one I love even more.”



„It has to be better. I learn. I get experience. Every year I improve my skills.”, I said. I really believed that Undead is better than base game and I really believed it is exactly how it should be. Every new project has to be better. My Zombiaki2 are better than Zombiaki1, my Undead is better than Stronghold, my New Era is better than 51st State. That's how it is.


I really do like all my games. Almost 10 years after first release of Zombiaki, I still like the game and I am proud of it. I love Witchcraft, I am damn happy that I designed Stronghold. But I also know that if I do them today I could make them better. Every month I play new games. I observe other players playing my games. I read game blogs, reviews, I am in the very center of gaming world. I learn. Every day I am getting better as a designer.


I am writing today about it because this week I did something exceptional (from my point of view).


Last year I designed Pret-a-Porter – an economic strategy game about world of fashion. It was published in Poland in late November. (Few days ago it was nominated for Game of the Year in Poland.) In Pret-a-Porter there are more than 50 cards (representing employees, buildings, contracts) with text on them explaining how they work. Since November I was worrying about international release of the game. It was impossible to make international edition of the game with so much text on cards!


For long long months we were - here in Portal - unable to change Pret-a-Porter into language independent game like our previous releases (NS HEX, Witchcraft, Stronghold, 51st State). It was a huge problem for a small company like Portal. Since months we were trying to make some iconography for the game and it was failure. Failure over and over.

In a fact few weeks ago we finally decided to do only English edition with English text on cards. We saw no other option.


Last week I decided to sit once again with Pret-a-Porter and try once again.

Last week I sat and this time it turned out I can do it! I can design icons for Pret-a-Porter. I finally did it. I finally got rid of text. I am happy as a hell. I waited for that moment since last year.


I am happy to know that I am getting better. Every single week.

Through the Ages

It is called Das verructe labyrinth. Known also as The aMAZEing Labirynth or just Labirynth. Published by Ravensburger in 1986 roku was then republished in 16 different editions and gave a birth of whole range of games with Labirynth in name. True classic. Best-seller. And – what is more – the boardgame of my childhood. I do really have no idea how it got into my home. It was a deep communism in Poland then, no boardgames in stores. It must have been sent to us in some package from Germany. I don't know. It doesn't matter. What matters is that I spent countless hours with it.


It's been more than 20 years ago. I still remember playing it with my parents and brother. I still have photo in my old photo album with me playing the game. I loved that game. I believed then I will play it till my last day. Unfortunately, I grew up.


I got to know Role Playing Games, I got to know hundreds of exciting things to do. My box with Labirynth disappeared. Lost in time. Adventure has been finished. It seemed for ever. Well... Not for ever.


Three years ago my friend Adam Hammudeh brought his copy of Labirynth to our gaming club. When I saw box, I felt thrill. My eyes opened wide. Heart beat stronger. Memories become live again. I asked Adam if I can borrow the game. 'No problem. Have a good time with your kids' he said and I took Labirynth with me. It was nearly 15 years since I have it last time.


It was amazing. It was time travel. I was sitting at my table, with my kids and I was playing Labirynth. Magical moments. Could I – 20 years ago – believe that when I will be adult, I will still play this game? I couldn't.


We played for a few months. I sat with my kids and together we fought to find best track to our goal items. Every single game of Labitynth with my kids was like a best game ever. I had a great time.


Unfortunately, finally my kids grew up...


I' ve just packed my Labirynth to box. The adventure is finished, again. My son wants to play Galaxy Trucker, Nina wants to play Kingsburg, and in a fact, Descent is their favourite. 'Dad, Labitynth is a kids game' they said. It is over. Labirynth goes at the bottom of wardrobe. I will miss it for few years.


My youngest daughter has 2 years. In three years I will pull out the box from wardrobe. I will put it on my table. And again, I will be the happiest man on the planet.

Theme in 51st State

'Mariusz sent us new artwork. Look at 'Mr. President' card. It is awesome.' , said Michał and showed me the artwork.

'You must be kidding', I said.

'What?', asked Michał. 'What's wrong with this ilustration?'

The artwork was really nice. Smiled showman was pointing at us.

'Mr. President is a men who rebuilds the city. He is a tought guy. Not showman'

'What?!'

'Look at the card. He gives on free rebuild action and he gives you Victory Points anytime you do rebuild action again. He believes he is a new president of US. It is clear. Obvious. He is tought guy with mission.', I explained.

'Do you, really, believe that anyone find it obvious?' asked Michał.



Michał might be right. I may be the only one men on this planet who sees theme and story in 51st State. I am the guy who knows exactly why Excavator gives you – while Invaded – two bricks, and why Bulldozer ignores type of the card when you make rebuild action.


So here I am. I tell you about story in 51. I hope you will have more fun with the game when you will understand what is happening on your table.


Card icons
Every card in 51st State represents location that you can find in neighborhood. What you have in your hand, this few cards, represents locations that you've heard that are around your home. That is why the draft phase is called Lookout phase – when you take cards, you are looking for interesting places near your Base. When you have cards in your hand, it means, that you know about these locations and that you can try to make a contact with them.

That is why when you put Pub into play, you may – during every turn – take new cards. You have Pub, Pub is a place where people share information. You listen to stories from wanderers and you know what is interesting behind horizon.

If you have Noticeboard, you take more cards during draft – you have access to information. When you Invade it, which means burn and destroy, you take all announcements that were there and that's it. You take 3 cards – that is all knowledge you get by reading these announcements.

If you put Tavern into a game, you will be able to sell information. That's how it works – discard a card from hand (which means you share some information about interesting Location) and gain Victory Point.

What does Baby Swift? She discards cards, which means she sells information... I will not describe it in more details. You get the picture, do you?



Victory points
Victory Points represent power. Victory Points show how our faction is perceived by others. If you have Wreck of tank it makes impression, isn't it? Size does matter. That is why you get 1 Victory Point when you have Tank. Everybody in neighborhood knows that you are the one with Tank at your doorstep. You do more, you put Wreck of plane next to Tanks and you will rock. You will be famous. You will get many VP.

What about Museum? You Invade it you get 1 VP – everybody's heard that you was the guy who destroyed this big, famous building. And you get 1 card. Why? There were some old maps and you know something interesting now...


Guns
Arena gives you possibilites to attack other places. You have Arena, so you have thugs who can invade. That is why Arena produces Guns. Guns trader makes you famous in the area. You are they guy from whom everybody can buy a gun. That makes you rich. Powerfull. That gives you VP. Well, when you will build Gun shop, it will be something!

I really do like Kelly's Pawn Shop. Kelly is a big fish, as you can see when you look at the card. If you have interesting Spoil, and you not use it, but you go to Kelly and give it to him – you will gain lots of VP. Everybody will notice that you are Kelly's good buddy. You make business with big fish. You got 2 VP. Your power grows.


Other
In Old depot you will find lots of iron. With Radiostation you may contact other locations and sign deals. At School you will find free workers, in Old factory you have space to hide good stuff... I believe that 51st State has interesting rules but I also do believe that there is a great story behind cards. When I play 51st State I always imagine my faction growing stronger and stronger with new buildings, deals, and spoils...



Post Scriptum
About these Bricks in Excavator... You sent your thugs to bring you stuff. You say: 'Overe there, two miles from here, there is Excavator. Do your job!'

Few hours later they are back. They are happy as a hell.

'Boss, you will be proud of us. We hunted it down. You won't believe! It had a locker in front, and lots of stuff there. We have it!'

And then they give you two backbacks full of bricks. Stuff, they found when destroying Excavator...

Visit

I spent some 35 minutes at Bazik’s house, we were in a hurry – Merry, me and Folko. We managed to have some tea and play two short, very quick games. That visit has cost me 10 Euro, because Merry absolutely fell in love with the first of the two games. So it resulted in an order and a money transfer.


I spent 90 minutes in total at a two-day convention in Belk. You could say that I just dropped by, said hello to friends, had some tea and went back home. Costs? 40 Zloty for petrol and as much again for “To Court the King”. To be honest I didn’t even play it. I just came in, saw the cards, listened to how it’s played and went home. Then I switched on my PC, fired up the browser and ordered the game from Rebel.


Seriously, one is scared to go out, to meet with friends. Wherever I go, costs follow. One visit and the shopping list gets longer, a game catches my eye and the wallet goes like crazy.


Anyway, what can I say, I’m not innocent myself. I take a heavy toll too, you could say. You go and visit me, or invite me to your place and you can be sure it’ll cost you dearly.


I came back from Warsaw yesterday, one evening at friends’, and those friends are now 10 Euro down. They rather liked Adel Verpflichtet, which I brought with me to show them. One meeting with Folk at “Pionek” where I demonstrated Verflixxt to him and his wallet suffers. I invited Bogas and the visit has cost him a bit, you know – petrol, delicious cake, and a decision to buy Mall of Horror…


Unfortunately it’s like good games screamed to us: „You have to have me, you have to have me!” And with friends it’s like they never put some unplayable Pinocchio on the table, oh no! You’re barely past the doorstep, barely manage to agree to a cup of tea, when you hear they had recently bought a fantastic game which you have to see and play. And so the best game from their collection lands on the table, the pearl they want to show off, the wonder making you think on your way home: “Great, awesome, I have to have it.”


I’m looking at my shelf and see these titles – Dungeon Twister? Bazik’s fault. The Pillars of the Earth? Pancho’s doing. Heckmeck? Revenge for Adel Verpflichtet. Yes, it’s the friends from Warsaw...


How are you supposed to socialize? How to meet gamers? How to visit friends? Seriously, it’s a scare. With terrifying consequences...

Is it an expansion or is it a new game?

It’s Cedric’s fault. We met in a hotel in Essen, in 2008 – two people from Portal and three people from IELLO, and discussed our publishing plans. I told them about a game I wanted to design – I told them about Stronghold. It was October 2008, the very beginning of my work on that game. I spoke about the huge numbers of troops, about hordes of skeletons and orcs storming the castle.

In the end the skeletons didn’t make it to the game, orcs did. The game was shown in Essen and I had a lot of fun with it.


I met Cedric again in October 2009. We discussed publishing plans again. I told him about a Stronghold expansion. I told him I was considering replacing the orc cubes in the Invader’s army with the undead.

”That’s it!” he exclaimed. ”The last time you spoke about Stronghold I imagined hordes of skeletons. It’s going to be great. I’d wished you had included skeletons back then!”


I came back home and started working on the expansion. I wanted to make the expansion similar to those modules for Race for the Galaxy. You buy a box with four, five sets of new rules inside, pick the ones you like and ignore the rest.


I started with making 8 new Heroes fighting in the stronghold. That was easy since Stronghold’s realm, the realm of Monastyr, is very rich. It didn’t take me long to think of distinctive features for Heroes from Kord, Gord or Doria, interesting rules would immediately come to my mind. Some two weeks later the first part of the expansion was ready for testing – a new set of game transforming Heroes.


Next in line were the Invader’s cubes. I looked at the white, green and red cubes thinking what I could do. The white ones became Phantoms, the red ones became Vampires and the green ones… The green ones were Skeletons. Rotten Skeletons, sort of, but Skeleton nevertheless. What do Phantoms do? They... fly. Bang! A rule just got created – white Invader’s cubes don’t need free spots at the walls since they don’t need ladders to fight. Vampires? They spread vampiric power and strengthen the Phantoms. Skeletons? You kill one and its bones return to the game. It’s not discarded but reused (back then I didn’t know in what way yet).


There you go, nice and easy.


I looked at all Invader’s actions very closely to check whether they fitted the undead army. Some of them were inconsistent with the plot, I mean, do Vampires use Saboteurs? Do Skeletons use Saps?


At some point I should have given up on analysing whether Skeletons make Poisons, build ladders or Trebuchets.


I didn’t. I went into it.


Does a Necromancer send his troops to build machines? No. He casts spells and uses powerful magic to summon nightmarish ballistas and catapults. He doesn’t need wood or nails, he doesn’t send ghosts to paints banners. He summons it all with his magic. Very interesting possibilities started to appear. I was entering a fascinating world of spells. There were Warhammer Battle books with Vampire armies on my table and galleries of undead artwork opened on the computer screen. Wherever I looked, there were cemeteries and skeletons.


I couldn’t stop myself, I would create, write down new ideas. The board started to fill up with cemeteries, strigas, mists, ghost illusions… The situation was getting out of hand, especially when I looked into the castle one day. How about new ways of defending against the undead? I created Priests, Exorcisms, stakes for the vampires and tower crossbows…


After a few weeks it turned out that the whole idea of modules of different new rules in this expansion might as well be scrapped. The Undead would grow and expand with every working day, slowly taking over the whole expansion. There was no more room for anything else. I would create new Invader’s actions, new actions in the Castle and slowly realize that this idea is big enough to simply dominate the expansion.


Today the testers don’t say that Undead is a good expansion. Today they say that they’re playing Stronghold 2. An entirely new game. And that it’s great. Much better than the first one.

I hate Stronghold

Sometime around the end of July 2009, shortly after all bloody tests were finished, I realized that I hate Stronghold. I was fed up with it. I hated it. A few weeks later, when the production of the game started – a ride with no handlebars, I hated it even more. My heart would stop at the mere sound of the word “Stronghold”. I was fed up with phone calls from Rebel, or from the office regarding publishing. Of course back then I didn’t really know that much about hating Stronghold. Essen was the place where I finally learned what hating this game really meant.


Essen 2009 was tough. I have a gift of composing words into nice sentences and expressing emotions, but I fail to describe the horror of the last year’s fair. An unbelievable job held in the rhythm of a 15 minute game presenting monologue. The game is about a siege. One player plays a role of Defender, the other is Invader... Trzewik, this customer would like an autograph, will you sign it? Yeah, I’ll sign it, defenders know that there is no chance to save the castle.... Trzewik, this man is from a Portuguese portal, he’d like an interview. Ok, let him come back in an hour, they fight only for two reasons... They earn time for women and children to escape from castle... Trzewik, this guy asks if you have a publisher in Brazil. I don’t know, ask Rebel, I’ve no idea what they’ve signed so far. And they fight for honour, for history. They want to be remembered as brave warriors. Spartans, you know... Trzewik, the guy asks if the box contains a manual in French. No, it doesn’t, the French edition is made by IELLO, defender has altogether 30 cubes representing soldiers. Invader has 300. Question is not if he breaks into castle. Question is when... Trzewik, a guy from Phalanx Games just came in asking for some detailed rule. Trzewik, that Woman from the Czech Republic is back, what do I tell her? Have Multi explain the rules to him. And have her leave a business card, I’ll call her back later today. This is Glory board. It represents glory that players earned. It’s cool, I’m from Poland, you can explain in Polish. I can’t do it in Polish, I’ve been doing it in English for three days now. At the beginning of the game Invader has 10 glory points... Trzewik, Petr is asking if you lend them a copy for the night in the hotel. Yes, I will. After every turn of the game, he will lose one... Trzewik, Rebel say the Dutch are interested in 2000 copies, wicked! Cool, chronicle will say: 'Well, defenders fight brave'... Trzewik, do you want to swap?


We would get up at seven, eat breakfast, drive to the fair, explain Stronghold rules for 10 hours, come back for the night, hit the bed dead on our feet and repeat it the next morning. Yes, I really hated Stronghold then. There was no way in the world anyone could talk me into a game of Stronghold.


“Trzewik, you have to do an expansion, you know that, right?”, Piotr Katnik, Rebel’s boss asked me at the fair. “It’s an absolute hit of the fair, we will sell everything we brought with us. The stock we have in Poland will sell before the end of the year. People will want an expansion. You’ve made a hit, now you have to make an expansion.”


I knew that. I knew that bloody well. And I hated Stronghold even more. The thought of setting up the board and testing an expansion made me sick.


“I need a few months break, then I’ll make an expansion. I promise.” I answered.


I kept my word. I made an expansion for Stronghold. I put all my heart and talent into it. I bent over backwards to satisfy the players, to give them a new story, a new chunk of emotions and joy over the board. I’m looking at this expansion, I’m looking at the testers and I know I did a splendid job.


And now I know that before it was just teasing. Oh yes, now I do really hate Stronghold.

Fun with testing

Browian, Grzech and I finally have the chance to meet and discuss 51st State, three weeks after they took the prototype. They live in Wroclaw, I live in Gliwice. With 200km between us the only contact comes courtesy of Skype. But thanks to Pionek, a convention for gamers, we can finally meet and play together.

“The Merchants are too powerful”, starts Browarion. “They win all the time.”

“It’s possible. You got the deck for testing, didn’t you? I never noticed it and perhaps you have found a way to win the game by using the Merchants.” We sit down and play. „Take the Merchants.” I say.

Browarion takes his Merchants. We play the three players version. The Merchants come third.

“Let’s do it again” says Browarion. Again we sit down and play. The Merchants come last. We play again. The Merchants come last for the third time in a row. I’m tempted to tease him but Grzech beats me to it.

“I told you but you wouldn’t listen. Don’t look at nations, look at players. When we played in Wroclaw you didn’t lose to the Merchants, you lost to me. I told you.”


***


The match has been on for good fifteen minutes now. Piotr has been moaning like a slaughtered calf for good fourteen minutes.

“The Merchants are too weak. They can’t do anything. The contracts are of no use to me, three spots and that’s it. This needs to be changed.”

“Stop moaning and play.”

“But they are. Can’t you see that?!”

“How many points do you have?”

“14.”

“How many do I have?”

“14.”

“So will you, please, stop moaning?”

“I’m being serious. Do you know how I struggle to get these 14 points?”

Another 10 minutes pass like the whole eternity, since Piotr manages to fill every one of them with ten minutes of moaning.

“The Merchants are weak, what a joke. I have the contracts’ spots blocked and you’re all over me.”

“Stop moaning, concentrate on the game. I’m finishing in the next turn.”

“I would finish too, but with those stupid Merchants I stand no chance. Maybe with a fourth contract spot, or a universal resource instead of the stupid fuel? This would bring some commerce mood and I would stand a chance…”

We’re done in the next ten minutes.

”How many points do you have?” I ask.

“36. And you?” he asks.

“36.” I answer.

“See? I barely managed a draw!”, he is moaning again!

“You have more cards left in hand, which means that you have won. It is tiebreaker. Merchants won.”

“Do you realize how tough that was? The Merchants are too weak, I’m telling you!”


***


After another series of tests I discard the Baby Swift from the deck. The players have too few cards in hand to afford discarding two more for a victory point. Baby Swift is an unplayable, dead card. We play without it and everything works well until the next rule change. Now the players have more cards in hand, so Baby Swift gets another chance. It comes back. We play subsequent matches and indeed, Baby Swift makes more sense now, even though it seems to be one of the weaker leaders. Players tend to put their money on Borgo or Greedy Pete, Baby Swift is usually a second or third choice. I make notes and analyse everything, constantly monitoring which cards come into play and which ones are regularly ignored during the draft. It seems to me that Baby Swift walks a thin line between being popular and being unused. It’s a little too weak to be a hit and slightly too strong to simply be discarded from the deck. It gets used sometimes.


In the meantime Michal Oracz prepares another version of the prototype for me – new graphics from the illustrators came in. We can finally play with the original Baby Swift artwork that will appear in the final game. The graphics are insane. Another wave of matches and tests commences.


Baby Swift is the most popular leader in the game now. It’s on the table every game. It’s always the players’ first choice.


I haven’t changed a single rule. I only changed the graphics.


***


Testing games is crazy fun. You get tens of contradictory conclusions and pieces of information. Every tester tries to pull in their own direction. Each one has a different view. Each one expects from the game something different. One tester plays well, another one is not that good. One tester claims that a certain faction is powerful, another finds it the weakest. Testers from Wroclaw catch me on Skype in the evenings and ask me not to listen to testers from Opole, because 51st State doesn’t need negative interaction. Opole rings me and says that the players from Wroclaw are little girls, and Neuroshima is for big boys. Wroclaw writes that Opole is biased, since they prefer war games there. And that the merchants are too weak.


Games’ reports. Results’ files. Statistics. Opinions and claims. A continuous flow of information.


I sit and filter through it. I pick recurring remarks. I check and thoroughly analyse opinions which seem to appear on a regular basis.


And everything else... into the bin.