And now for something completely different! Stardust: First Steps is the expansion to Stardust, a game I made last year. It comes with three modules:
The Mars Landing is the biggest part of the
expansion, making the game longer and harder with a supplementary
objective to land on the red planet, do the all important Science™ and
make it back. How many things can go wrong with dividing the crew where
one half can’t interact with the objectives, the other half can’t rest?
You’re about to find out!
Wolfram is a new
playable character, a doctor who can get other players to go for longer
by picking up discarded cards. He also means that the game can be played
with up to five players.
Finally, the Damage Chips
replace the base game’s Damage Deck with a set of chipboard discs (made
with real damage) and a bag (made with real bag), that fulfil the same
function, but are significantly easier to shuffle.
Lucas Sosnick, designer of Crisis on Cardea, discusses different ways we can bring young people into both gaming and game design.
Lucas is seventeen years old and has been both a gamer and a designer for a while, so he gives an inside look at what we can do to make the hobby a more welcoming place.
And be sure to check out Lucas’s game on Kickstarter HERE.
Morten Monrad Pedersen, from Automa Factory and Stonemaier Games, dives into a more serious topic as we discuss bipolarity, depression, and using game design to cope.
Morten was diagnosed with bipolarity several years ago and sheds a ton of light on the subject. He goes into a lot about his own personal journey and how games and game design have helped him.
Also, here’s the Malcom Gladwell video I mention on the show.
Today, it’s just me, and I’ve got a word of encouragement for you. Pursuing a creative lifestyle can be incredibly difficult, so I wanted to do an episode to help you stay motivated and inspired.
Luke Badger, Paul Abrahams, and Andy Richdale, from Badgers from Mars, talk about how to design a game based on nothing more than a standard deck of cards.
We talk about their game Regicide (currently number one on BGG’s Hotness list), pros and cons of such tight constraints, marketing, and more.
Jeff Fraser, designer of Cartouche, talks about various skill barriers in games and what you should be aware of when designing games with elements like spatial reasoning, dexterity, memory, math, and negotiation.
We talk about playtesting these elements, designing based on your target audience, and more.
And be sure to check out Jeff’s game, Cartouche, on Kickstarter HERE.
Rachel Bruner, designer of Harsh Shadows, talks about how to create print-n-play games and the many reasons why you might want to.
Rachel is super active in the PnP community, and we discuss her thoughts on best practices, tools of the trade, getting a PnP game published, and more.
And here are all the links and whatnot that were discussed on the show:
Board Game Geek Monthly Print n Play Subscription Thread:
(Subscribe to this list and then go to the last post on the last page to find the current month’s PNP Geeklist.)
In another BGDL community spotlight, Jeff Turner, founder of Skip Work Play Games, dives into how to use InDesign to do data merge and speed up your prototyping process.
Data merge makes it easy to edit or change hundreds of cards with one click, and we get into both high-level concepts and technical how-to.
Dave Beck, designer of Distilled, talks about improving games through experiential graphic design.
Dave did a TON of research for his latest game, hired experts, and dove as deeply into the theme as he could. So, he’s got a lot of advice for anyone wanting to make a super thematic game.
And be sure to check out Dave’s game, Distilled, on Kickstarter HERE.
Kate Otte, designer of First Ascent, talks about improving games through experiential graphic design.
Kate is a professional graphic designer, and we get into how to make games more accessible, understandable, and fun using excellent graphic design techniques.
And be sure to check out Kate’s game, First Ascent, on Kickstarter HERE.
Nick Murray, founder of Bitewing Games, discusses how you can evaluate your game and ideas using SWOT analysis. This is a common technique in the business world to analyze ideas, products, companies, etc., and it can really help with game design as well.
Dan Hundycz, founder of DPH Games, discusses layered victory conditions. In his latest game, Usurp the King, there’s a hierarchy of ways to win, and Dan breaks down how it came together.
And be sure to check out Usurp the King on Kickstarter HERE.
Justin Gary, designer of Ascension, talks about his personal process for designing and publishing games.
Justin has designed and released a ton of hit games over the years and worked in lots of different segments of the gaming industry, so he has a ton of great tips and advice.