Long time ago in a far away galaxy My Wife didn't play board games. Then I showed her Cash & Guns and Citadels and she began to play games. My mates were jealous. My Wife played boardgames. Lucky me. It was great time. But months passed...
One day I came back home and said that I just sold Adel Verpflichted. 'What do you mean, you sold it?! Why haven't you asked me?! I like that game! Bring it back!' Man, I felt like hit by a big hammer. She was serious. She was damn serious. I wasn't allowed to sell Adel Verpflichted!
That day I discovered that there are games she likes. Games she wants us have at home. That was something new. That discovery costed me 14 euro. I had to buy Adel Verpflichted back again. No more my games collection. It was our games collection since then.
We were in car, driving back from board games convention in Vienna and talking about games played there. 'I want you to buy me Ingenious', she said. She was serious. She was damn serious. She wasn't talkin' about flowers. She wasn't talkin' about perfume. Nor about new dress, handbag, ring. She was talkin' about board game. She wanted me to buy her a board game. Woow!
That day I discovered that My Wife - like my true gamer friends - fell in love with new titles. She play new game, she love it and she want it. That was something new. That discovery costed me 20 euro. I had to buy Ingenious.
Early September, few days after holidays. Kids sleep, silence at home. My Wife ask me to play Race for the Galaxy with her. In the last few weeks we played more than 50 games of RtfG. I am sick of it. I can not look at it. 'No, thanks', I say. I hear my voice and I can't believe it. I just refused to play board game. My Wife wants to play board game. I don't want to play board game. This is crazy.
That day I discovered that I am not the only one at home who ask to play board games. And what is more, perhaps, I am not the truest gamer at home. It seemed that My Wife was more 'geeky' than me. I was scared. Terrified to be honest.
Few days ago. 'Do you want to play The New Era?' she asks. No way. I am sick of it. She knows it. I refuse to play it since few weeks. I am asked to play every day and I refuse every day. This is deep deep defense. I refuse and refuse. This is terror. No, seriously, I am in a corner, terrified. I feel like "a geek's wife", forced to play board game every single evening.
'Never mind' she says 'I asked Tycjan to come. He will play with me'. She is serious. She is damn serious. They play New Era. I only watch. I don't play. They play. I can't believe this is real. I can't believe this is happening.
This is my newest discovered. I created a monster. There is a true dangerous geek at my home. Help me.
I'm done
This is it. I am done with The New Era. Since now for a few next months I will be - literally - bombarded with only bad news. I had a great time designing the game. Creating new cards. Finding new strategies. Watching testers having fun or not having fun. Recording results and spending hours for analise. That was fun. That is my beloved job. That is why I am waking up everyday with smile on my face.
This is it. Since now no more smile on my face. Since now I wake up and think what is the bad news today. What's coming?
Cover.
The cover of the game is in progress. I am eager to see it. And you know, I have no idea if I like it or not. I like cover of my Stronghold, but I don't like cover of my 51st State. I like cover of my Pret-a-Porter, but I don't like Witchcraft. It is Russian roulette. So I am waiting. Will I like cover of my own game? Not for sure. It may be the good news or bad news for me.
Components
You wouldn't believe how many things can happen with components. Components are a bad news generator. That is why I will not be able to sleep well till Essen, when I get my game in hands and play it. When Stronghold was in print I was terrified - there were so many tokens, I was absolutely sure that something will go wrong. No chances that everything will go smooth. Luckily, no mistakes with Stronghold. But we got screwed year later, with 51. State. You can easily forgot about one tiny token that is used in very rare situations. Your graphic designer may misunderstand some token and design it with some errors. Your printer may screw up cutting tokens and they will be wrong cut. Every time I open box with my new game I am terrified. What gone wrong this time...
Rulebook
OK, rulebook for my game... Should I write anything more? This is hardcore. I can't write rulebooks. I hate rulebooks. I can not sleep because of my rulebooks. You can't understand my rulebooks. OK, let's stop it. No more about rulebooks. This is one big bad news.
Demo games
I love to teach playing my games. During conventions I spent endless hours showing my games to new players. I also love Essen fair. This is the moment. This is a culmination of many months of hard work. I love this crowd, I love meeting players from all over the world, I love this great event.
And still, at some point it will be nightmare. I will be happy doing hundred demo games. I will be happy doing another hundred demo games. But at some point I will be able to no longer talk about the game. No more. And I will be forced to say: "I hate my game. I really do."
Joy will finally come back. Two years after publishing Stronghold, I am thinking about playing it again. I think I like the game again. I no longer hate it.
In a three years since now I will like The New Era again. I only have to wait.
This is it. Since now no more smile on my face. Since now I wake up and think what is the bad news today. What's coming?
Cover.
The cover of the game is in progress. I am eager to see it. And you know, I have no idea if I like it or not. I like cover of my Stronghold, but I don't like cover of my 51st State. I like cover of my Pret-a-Porter, but I don't like Witchcraft. It is Russian roulette. So I am waiting. Will I like cover of my own game? Not for sure. It may be the good news or bad news for me.
Components
You wouldn't believe how many things can happen with components. Components are a bad news generator. That is why I will not be able to sleep well till Essen, when I get my game in hands and play it. When Stronghold was in print I was terrified - there were so many tokens, I was absolutely sure that something will go wrong. No chances that everything will go smooth. Luckily, no mistakes with Stronghold. But we got screwed year later, with 51. State. You can easily forgot about one tiny token that is used in very rare situations. Your graphic designer may misunderstand some token and design it with some errors. Your printer may screw up cutting tokens and they will be wrong cut. Every time I open box with my new game I am terrified. What gone wrong this time...
Rulebook
OK, rulebook for my game... Should I write anything more? This is hardcore. I can't write rulebooks. I hate rulebooks. I can not sleep because of my rulebooks. You can't understand my rulebooks. OK, let's stop it. No more about rulebooks. This is one big bad news.
Demo games
I love to teach playing my games. During conventions I spent endless hours showing my games to new players. I also love Essen fair. This is the moment. This is a culmination of many months of hard work. I love this crowd, I love meeting players from all over the world, I love this great event.
And still, at some point it will be nightmare. I will be happy doing hundred demo games. I will be happy doing another hundred demo games. But at some point I will be able to no longer talk about the game. No more. And I will be forced to say: "I hate my game. I really do."
Joy will finally come back. Two years after publishing Stronghold, I am thinking about playing it again. I think I like the game again. I no longer hate it.
In a three years since now I will like The New Era again. I only have to wait.
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.
„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.
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...
'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...
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.
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.
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