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Emma and Gil sit down with Carla Kopp of Weird Giraffe Games and Galactic Raptor Games to discuss designing solo modes for games, the merits of "bots" in solo games, and how these bots tend to be named "Steve." SHOW NOTES 2m00s: Carla's first published game Super Hack Override. 4m53s: We spoke with Morten Monrad Pedersen on Ludology 154 - Leave Me Alone! about using Automa to make solo versions of games. 7m02s: Sarah Reed is a game designer, disability advocate, and all-around excellent person. 11m00s: The Cat Lady implementation for iOS and Android. 18m20s: Just a quick reminder that we’re talking about the digital implementation of the game Cat Lady, as opposed to Carla’s tabletop AIs. AI difficulty levels are more common in apps than they are in tabletop games. 19m45s: The Splendor digital implementation is sadly no longer available. 20m34s: Gil mentions the solo mode that comes in the tabletop version of It’s a Wonderful World. Emma mentions the solo mode from the Galaxy Trucker app. 21m13s: Calico 21m47s: Gil forgets to mention that Friedemann Friese included an “achievement sheet” in Copycat. 23m49s: Race for the Galaxy. We chatted with Theresa Duringer, CEO of Temple Gates, who developed the app, in Ludology 177 - AI AI, Captain! 24m26s: We're talking about the COIN (Counterinsurgencies) series of games, which have asymmetry built into them. Usually, each faction has a bot that allows many or all factions to be present in the game, even at a low player count. We talked to Volko Ruhnke, who began the series, in Ludology 178 - COIN Operated. 24m56s: The virtual gaming platform Tabletop Simulator. 26m54s: The three-body problem. 27m19s: Power Grid: The Robots 28m33s: Dune: Imperium, Smartphone Inc. 29m21s: Gil's second published game Battle Merchants. 31m24s: The Networks 33m10s: The underrated but absolutely amazing Fantasy Realms. 34m49s: Seven Wonders and Alhambra. We discussed desicion scales in games with Matt Wolfe in Ludology 157 - Come Scale Away. 35m36s: Abandon All Artichokes 36m51s: Skull, Space Dealer 37m33s: Weird Giraffe's upcoming games: Sara Perry's Gift of Tulips, and Fertessa Alysse's Wicked & Wise. 40m12s: Tokaido 48m02s: Carla's company with Dan Letzring, Galactic Raptor. Dan also runs Letiman Games. 51m45s: Bunny Kingdom, Root. We interviewed Root's designer, Cole Wehrle, most recently on Ludology 222 - Johnny Fairplay. 53m07s: Charterstone, Feudum 55m48s: The free cardmaking program nanDECK. 56m59s: The often-linked conditions of Narcolepsy and Cataplexy. 1h05m58s: "Tony" here is designer, podcast host, and excellent person Tony Miller. 1h09m09s: Carla’s website, Discord, and Twitter.
Today, we are continuing our series of exploring the design decisions behind our own games! Emma and Scott sit down with Gil to talk about his game High Rise; about how it started life as an auction game, and the twisty route it took to publication. SHOW NOTES 1m23s - Gil discussed the Wag auction in his Networks design diary on BGG. 2m45s - Gil's game Battle Merchants. 3m31s - A "MacGuffin" is an object in a film that the characters all want, but the actual nature of the object is irrelevant (like the briefcase in Pulp Fiction). All that matters from the perspective of the film is that the characters want it. Looney Labs has since published an actual game with this term, Get the MacGuffin. 4m03s - Gil's game The Networks. 6m24s - Games with auctions as an element in the game: Princes of Florence, Goa 6m54s - Knizia games that are built entirely around their auctions: Ra, Modern Art, Medici, High Society 8m18s - The digital board game Sumer (Gil credited Josh Raab with the game design, but neglected to mention co-designers Geoffrey Suthers, Misha Favorov, and Sig Gunnarsson). 8m51s - The legendary video game M.U.L.E. - not a commercial success, but since regarded as seminal and influential. For a while, "M.U.L.E. as a board game" was a game designer's grail, but that's since been handled by board games Wealth of Nations, Planet Steam, and of course, M.U.L.E. The Board Game. 14m41s - Gil is talking about Roger Caillois, and his book Man, Play, and Games. Play is usually associated with having no real-world implications, but Caillois knew to draw in gambling as a counter-example. 19m04s - High Rise's look would not have nearly been so amazing without the graphic design of Heiko Günther and the illustrations of Kwanchai Moriya. 20m36s - Rocco is also designer of the game Ninja Dice. 23m04s - You can follow the High Rise Kickstarter here; it goes live on October 6. 24m54s - Bryn Smith runs Doomsday Robots, a board game publishing company. 27m02s - Expancity, Manhattan. The Manhattan kaiju "expansion" Gil was thinking of turned out to be a variant designed by Brian Bankler and Eric Moore. 27m56s - The amazing Daniel Newman, who is quite an excellent game designer himself (he made Dead Man's Cabal), and who is designing the High Rise plastic buildings. 28m11s - Not to mention, Elastoplast is a brand of bandages. 28m59s - The High Rise design diary. 30m28s - Gil's online playtest group, Remote Playtesting. 32m24s - Two rondel games, both by Mac Gerdts: Navegador, and Imperial. 33m57s - Time track games similar to High Rise: Tokaido, Glen More, Francis Drake, and Kraftwagen. 34m28s - Ryan Courtney, designer of Pipeline 36m29s - Eric Lang's tweet about turn angst. You can hear more directly from Eric in Ludology 175 - Auld Lang Design. 38m33s - Food Chain Magnate. 45m33s - Geoff and Gil discussed ludonarrative dissonance in Ludology 190 - Diabolus in Ludica. A positive example of ludonarrative dissonance: Unspeakable Words. 46m55s - Cloudspire. 50m28s - Emma is referring to Ludology 209 - The 6 Zones of Play. 51m51s - Bohnanza 51m58s - Here's an example of Magic Card flicking. It's even worse when the cards are sleeved. 55m36s - Uno, The Mystery Rummy series of games. 59m33s - The Sears Tower in Chicago is now called the Willis Tower. 1h02m57s - The preview page for the High Rise Kickstarter campaign.
Chris, Anthony, Drew and Daniel take their meeples from the French landscape of Carcassonne to new gaming levels with our Feature, If you Like Carcassonne, Try… We give you nine great next step games that take Carcassonne mechanics to the next level! Shout it from the Tabletop! 02:48 – Cards Against Humanity, London's Board Gaming Store Drought, New Yorker Board Gaming Article Acquisition Disorder Corner 7:33 – Star Wars Imperial Assault Twin Shadows Expansion 12:31– Battle Bards At the Table 18:04 - SpyFall 21:10 - Battle Merchants 23:49 - Tumblin-Dice 25:49 - Castles of Mad King Ludwig 30:40 - Feature: If You Like Carcassonne , Try… 36:28 - Race for the Galaxy & Roll for the Galaxy 37:37 - 7 Wonders 38:20 - Imperial Settlers 41:51 - Carcassonne: South Seas 42:51 - Small World 44:10 - Dominant Species 45:51- Takenoko 46:44 - Alhambra 47:46 - Glen More And don't forget to connect with BGA on Twitter (@BGAPodcast), Facebook, and BoardGameGeek. We're also on Patreon where you can help us make this podcast even better!
This week's guest is none other than Gil Hova! He is known for his creative game design for Battle Merchants and his first, soon to be self published party game under the Formal Ferrets banner, on Kickstarter right now, Bad Medicine. We cover a lot of ground this episode. Take a sneak peek at what drives Gil to creating games. We talk marketing, playtesting, integrating theme and mechanics and about his new publishing company and the direction he's headed with it. Games talked about during our Kickstarter segment: Thunderbird, I,Spy, Scoville, Harbour, Captains of Industry, Monarch, Between Two Cities, Far Space Foundry, Above And Below, Project Dreamscape, and more.
In this episode of the Start Space Podcast, we're looking at the wide world of Negotiation Games! Then, we review the new Minion Games joint, Battle Merchants!
I sit down to talk with Gil Hova, the designer of Battle Merchants and Bad Medicine, currently on Kickstarter. Listen: "Listen Live" Wednesdays @ 6 PM CST at www.KXTR.net Search "KXTR 100.7 The Planet" on TuneIn Radio RSS Feed: feeds.soundcloud.com/users/soundclo…508/sounds.rss Talk: www.Facebook.com/BagsandBoards @bagsandboardstx LanceTX12 & rev0s on BGG
In this show, we look at the games Legendary Encounters, Level 7 Invasion, Diamonds, The Battle of Five Armies, Tragedy Looper, Battle Merchants, Star Realms IOS and Magnum Opus. Geoff talks about game flow, Bill talks about running a convention for profit, and Brian takes a look back at Frank's Zoo. We also talk about our favorie companion apps for board games. Finally, we end the episode with a spoiler-heavy look at Risk: Legacy. The first 51 minutes of the show are spoiler free.
In this show, we look at the games Legendary Encounters, Level 7 Invasion, Diamonds, The Battle of Five Armies, Tragedy Looper, Battle Merchants, Star Realms IOS and Magnum Opus. Geoff talks about game flow, Bill talks about running a convention for profit, and Brian takes a look back at Frank's Zoo. We also talk about our favorie companion apps for board games. Finally, we end the episode with a spoiler-heavy look at Risk: Legacy. The first 51 minutes of the show are spoiler free.
Ryan and Geoff are joined by guest Gil Hova, designer of Prolix and Battle Merchants to discuss playtesting. What are the different types of playtests? How do you get the most out of your testing? What should you look for in testers? Duration: 01:10:38 NOTE: This is a revised version of this episode that corrects the audio issue.