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Custom Pieces & Your First Kickstarter Campaign

So, The Game Crafter has started a series on their blog to share their experience running or helping out with Kickstarter campaigns. I’m looking forward to learning what they have to share.

In their first instalment they discuss aspects of games that will make or break them in a Kickstarter campaign. Their basic argument is that not all games are suited to crowd funding and you should figure out if yours is one of the ones that is so suited.

July 2014 Miscellany

Thoughts about some game-related topics that are not long enough for separate blog posts.

How To Run A Kickstarter

The Game Crafter - The Leading Print On Demand Game Publisher

Starting today, The Game Crafter is going to start a new series on our blog called “How To Run A Kickstarter”. This will eventually be the basis of a guide we publish for those of you who want to run a Kickstarter through The Game Crafter, but just aren’t quite sure how to go about it. Some of the topics we plan to cover are as follows:

The Flux Capacity Challenge Winner

Hello Game Crafter Community!

First and foremost, I would like to take a moment to thank all of the participants in this contest. It was a first for us and initially I was a bit nervous to see what would come of the submissions, but I was quickly surprised and impressed at how great the designs were, how nice a lot of the artwork was and of course appreciated the incredible amount of work that went into each and every game we got to check out. Next I would like to offer a congratulations to Daniel Schroeder for coming in first place after the scoring. His game design (Jotunn) was very well developed, had great artwork and presentation and had one of the clearest rulesets overall (something we certainly appreciated during the play tests). We are looking forward to continue the development and production of this game with Daniel. To all of the other participants, keep up the great work and your involvement in The Game Crafter community and I’m looking forward to seeing some great designs in the future.

Looking forward to the next contest,


Final Scoring Spreadsheet

2014 Projects Update

Front Burner:

How do we make players feel fear in games?

How do we make players feel fear in games?

“The only thing we have to fear, is fear itself” - Franklin D. Roosevelt (FDR)

One of the major lessons for any aspiring game designer is that not every gamer thinks like you and likes the same things you like. Games are “fun”, or at least interesting and enjoyable, activities. On the face of it you might think that fun doesn’t involve fear, but for some people it certainly does.

Stealth PnP out for playtesting!!

stealth- the riverside mountains.png

Playtesters alert! Finally! The PnP version of stealth is here! And the players are NOT in 2 different houses!
For those who haven’t read my last three blogs..
Stealth is a 2-6 player strategy action game where a criminal team is trying to do their crime in a location and escape when a cop team who is at the same place is trying to kill them. You play on the map of the place by moving your pawn/s three places in one turn.
Here’s the link to the basic requirements you’ll need to play stealth including the word document of the rule book and everything else made to size:

Stealth continued continued

stealth cards

So.. the usual...
Link so that you can link.. my previous blogs:
So, imagine this…

The Finalists for the Flux Capacity Game Design Challenge

Here are your Flux Capacity Challenge Finalists:

- Jötunn
- Builders of Babylon
- Seance: The Other Side
- Ogre Chef
- Little Knight’s Adventure
- City Pizza
- Dicegeon

Josh, from The Flux Capacity, also provided a spreadsheet showing how he narrowed the list.

Congratulations to all of our finalists. Good luck in the final round of the competition.

Very early findings

After a pretty short but intensive testing session last night I have some early pointers as to what works and what doesn't. Results are:

Shooting is as dominant as I expected.

Movement and positioning are vital, and decisions between moving and shooting can be very difficult in the case of support weapons, however, a good shooting unit that's found some solid cover can be a serious problem for it's opponent.

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by Dr. Radut