jwarrend.blogspot.com
Jeff's World of Game Design: 4p playtest and Trade Routes
http://jwarrend.blogspot.com/2011/04/4p-playtest-and-trade-routes.html
Jeff's World of Game Design. Saturday, April 9, 2011. 4p playtest and Trade Routes. One ongoing issue that I need to address is what to do when a player's bonuses from Structures and Advances authorize him to take an action for free (eg build a structure at no cost) - how many "free" actions may he take? Two ideas for possible changes emerged, one sparked by a suggestion and one by an observation. Subscribe to: Post Comments (Atom). For more information about Sands of Time, start here.
jwarrend.blogspot.com
Jeff's World of Game Design: December 2014
http://jwarrend.blogspot.com/2014_12_01_archive.html
Jeff's World of Game Design. Monday, December 29, 2014. I've just signed a publication contract for Sands of Time with a German publisher. I'll wait to say more until they've announced it; there may be some internal development that will take place. But, a nice step forward for the game for sure! Subscribe to: Posts (Atom). I use this blog primarily for updates about my civilization-building game, "Sands of Time", which has been accepted for publication by Spielworxx with a target release date of 2016.
jwarrend.blogspot.com
Jeff's World of Game Design: January 2015
http://jwarrend.blogspot.com/2015_01_01_archive.html
Jeff's World of Game Design. Tuesday, January 27, 2015. The time of Sands. Is there anything more irritating than blog post titles that try too hard to be clever? I don't really think so.]. One criticism that pretty much all civ games receive, and almost all deserve, pertains to how they handle. Now I think that Sands is guilty of this criticism in spades. But, I thought it might be interesting to see whether judicious choices of terminology, and thinking about the game in the right way, might be abl...
jwarrend.blogspot.com
Jeff's World of Game Design: August 2013
http://jwarrend.blogspot.com/2013_08_01_archive.html
Jeff's World of Game Design. Saturday, August 10, 2013. A (possible) new take on population growth. It would treat population, and "headroom" in your territories, as a resource in a way that the game hasn't previously, and it might be interesting as a way to retain some of the features that the events will no longer provide, and also to create an additional source of interesting and challenging considerations for the players. Labels: Sands of Time. Subscribe to: Posts (Atom). View my complete profile.
jwarrend.blogspot.com
Jeff's World of Game Design: January 2013
http://jwarrend.blogspot.com/2013_01_01_archive.html
Jeff's World of Game Design. Wednesday, January 30, 2013. Sands of Time in a nutshell. I realized today that most of the posts in this blog go deep into the weeds of the design, but there isn't a basic overview of what the game is all about. So this post is intended to provide a 30,000 foot view of the game. The game lasts for four Epochs; each Epoch ends with a scoring phase, and each is divided into Generations, which represent the lifespan of an individual ruler. Each Generation lasts for a certai...
jwarrend.blogspot.com
Jeff's World of Game Design: Sands of Time in a nutshell
http://jwarrend.blogspot.com/2013/01/sands-of-time-in-nutshell.html
Jeff's World of Game Design. Wednesday, January 30, 2013. Sands of Time in a nutshell. I realized today that most of the posts in this blog go deep into the weeds of the design, but there isn't a basic overview of what the game is all about. So this post is intended to provide a 30,000 foot view of the game. The game lasts for four Epochs; each Epoch ends with a scoring phase, and each is divided into Generations, which represent the lifespan of an individual ruler. Each Generation lasts for a certai...
jwarrend.blogspot.com
Jeff's World of Game Design: The Goal
http://jwarrend.blogspot.com/2009/06/goal.html
Jeff's World of Game Design. Thursday, June 25, 2009. A while back, I posted a comment to a. Blog article by Shannon Appelcline. That captures what I think a civ building game ought to include. I'm posting that here as a good summary of the overall goal of this project:. I would say that the following are elements that a Civ game needs to provide to really communicate the right feel:. Specialization: As players progress down a particular path of differentiation, it becomes either easier to continue down ...
strawpixel.com
Quick Impressions: Arkwright, Isle of Trains and Viticulture - Strawpixel
http://www.strawpixel.com/quick-impressions-arkwright-isle-of-trains-and-viticulture
Games, books and everything interesting under the sun. Quick Impressions: Arkwright, Isle of Trains and Viticulture. Top 10: Games that should really hit the table. Quick Impressions: Arkwright, Isle of Trains and Viticulture. My (gaming) year in Review. Top 10: Games that should really hit the table. Quick Impressions: Post GenCon part 4. Quick Impressions: Post GenCon part 3. Quick Impressions: Post GenCon part 2. Year in Review 2013 – Part 3. Year in Review 2013 – Part 2. Blood Bowl Team Manager.
diebrettspieler.de
Links - Die Brettspieler
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Irrtümer vorbehalten, alle Angaben ohne Gewähr. Ein Kleinverlag mit wirklich guten Spielen. Ein Besuch lohnt sich. Der Spieletreff, bei dem wir uns wohlfühlen:. Eine gute Seite für Brett-, Kartenspiele usw. Mit vielen Rezensionen und weiteren interessanten Infos:. Die Links zu den Verlagen, von denen wir Spiele haben und von denen wir mit freundlicher Genehmigung ihre Bilder nutzen dürfen:. Links zu den Spielemagazinen, die wir abonniert haben:. Unsere bevorzugten Spieleversender im Intenet sind:.