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Player Mats

As I said in my first Blog Post, I'm a very visual thinker.

I'm working on a project and I have to feel the 'pretty' or a vision of the end product, so sometimes cardboard cut-outs with pencil drawings just don't cut it for me.

I have a copy of photo shop and have been practicing with it extensively. Below are some prototype sketches of major components of my game, code name KQ.

Player mats:

Digging in the Dirt

Notebook 6-12-12

Adventurers have to dig around a bit before finding what they are looking for and game design, at least for me, is about the same. I'm ok with a long season in the field: good things take time.

I do have a theme: it's a little bit "Forbidden Island", a dash of J.J. Abrams, and a little bit of "The Goonies." No specifics yet especially as the mischievous backstabbing of "Munchkin" has decided to show itself. I'm also playing around with including Indiana Jones knapsack in the game.

It's a little messy.

Origins 2012–-“Diminished”

This is not a “convention report” per se, as I had no interest in the banquets and awards, nor in the special guests, nor (with few exceptions) in new games and announcements about games. The featured guests were media people--film and TV--rather than game people, though Wil Wheaton does a boardgame videocast (which I have not seen). The others were Felicia Day and Adrienne Wilkinson. There were only two game design guests of honor (Rob Schwalb and Jeff Tidball), quite a departure from days past, one artist (Sandra L. Garrity), and one author guest (Aaron Allston, formerly a D&D writer). SF author Timothy Zahn was scheduled to be around as well. In years past Reiner Knizia, Richard Garfield, and Jim Dunnigan have been guests of honor, but if people of such stature in game design were present I did not see or hear of them.

Code Name KQ. A meaty, euro-style strategy game.

Working Title: KQ

2-6 Players, 60-120 Mins, 11+

What: KQ is a robust game of exploration, area control, resource management, and character development. Each of 2-6 players takes possession of a Home. From that Home all activities of the game spring. They may construct improvements within their castle, providing game-benefits to their play – additional resource generation; magic spells, additional defenses, etc.... Players may construct dwellings for fantastic creatures that can aid them in their cause.

One Last Push

With only 10 days remaining in the kickstarter campaign

Minion games has decided to run a contest for Tahiti at board game geek to see if we can boost pledging and make one or more of the stretch goals.

It’s free to enter so why not sign up.

You have to start somewhere ...

My wife and I bought five games about a week ago: piece of cake, forbidden island, carcassonne, the adventures, and flashpoint. We've played three of them so far and all I can say is: I'm hooked. 

It's not the first time I've played a 'non-traditional' board game (in which traditional is along the likes of monopoly or life) but it is the first time I have dived head first into the world of modern board games. It also helps that my wife seems to be just as smitten with the games as I am.

whew it's rough out there

Trying to get the game into stores. Had one lady tell me
"we don't sell board games here".
LOL she was standing in her store right in front of a wall of shelves
full of kids board games. for LOL

Linking components together in online versions of table games

Sometimes, cards and markers just aren't enough. Sometimes we're going to need to construct more complex structures from simple components - linking markers to cards, tying multiple markers together, etc. I believe I can solve this problem generically, so that we can link and collection of components together, but still keep things manageable:

(And please check out the GGS Kickstarter campaign: )

We are hiring for our game development team!

Animators, Programmers, Modelers, Flash Developers, Project Lead

Attending Origins in Columbus

I'll be at Origins in Columbus OH next week. I'm fairly easy to spot if you'd like to talk, at 6'6", 305 pounds (I was impressed with the size of NFL offensive tackles until I became that size), bald on top (not male pattern baldness, just a general lack of hair), mustache, glasses. I may be wearing a hat at times so the baldness may not be evident.

I am giving four different (free) talks about game design, Friday at 7 PM, Saturday at 11AM and 7, and Sunday at 10AM. One hour to talk, then up to an hour for questions. See the program for topic details.

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