Though that playmat is just soooo lovely. (Yes, I'm sure that is very subjective as well!)
I was just talking with Dan while he was in his PJs about how we both dislike the term 'gateway' because it implies that the end goal should be to quickly move on to complex games, and we don't think that's necessarily true.
Quote from: franks on December 30, 2017, 07:33:02 AMThough that playmat is just soooo lovely. (Yes, I'm sure that is very subjective as well!)Hmm, it looks like the final playmat might be a bit different. From the Plan B website:
Some interesting design choices!I think the spices on the left of the earlier version and nicer than the newer one, they stand out more. But overall I think the visuals are more prominent in the newer one.I wonder if they'll make a golem playmat Some other things which may or may not be mentioned:Engagement (without feeling overwhelmed)Being able to try before you buy / rules available / print and play?Turn timesTable TalkTactilityTable presenceSetup timeRacial/Gender/Other inclusivitySymmetry / Asymmetry.DramaA hookSystem DepthVisible Progress - ie: city building Hopefully, that will give others the chance for their cognitive juices to run.Or at least give some other topics to discuss
Quotecalled Sarajevo and the theme was about snipers climbing to the top of a building to get in position to shoot their enemies, This does sound pretty good. Though I'd call it 'Enemy at the Gate' and set it in Stalingrad...nothing like a movie tie-in to shift games.
called Sarajevo and the theme was about snipers climbing to the top of a building to get in position to shoot their enemies,
5. Manageable/Mitigating Uncertainty (random events, dice rolls, landscape-discovery)
Whether it is the chance for a different board or even card combinatios that come up in a game, these add interest and challenge.
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