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Letter #1

So my game Duomo Di Modena works.

The theme used was for a game creation contest and since my game didn't win, I've decided to re-theme it.

I thought of many different themes I could use but I wanted something a bit more orignal than building something (castle, church, etc...)

Once I found my theme, one other problem popped up: to utilize the new theme, I would need to change some rules and some mechanics.

It turns out, my game started competitive but now has become cooperative, with a twist.

I posted some letters I've done to help with the theme I chose.

Lucky 13

2009 has been brutal so far and I’m not just talking about the weather. To date I have had my wisdom teeth pulled, my wife’s computer suddenly went from working perfectly to unbootable (I’m expected to fix it, LOL), and I broke the control mechanism to my shower.

So instead of hiding under a rock i kept my nose to the grindstone and managed to get a publisher interested in a children’s game. I have the final contract daft and lo and behold it’s 13 pages long. I can only hope that 13 is my lucky number this year since another small disaster would just about put me over the edge.

It goes to show no matter how bleak things get you must keep going forward.

(Update: Jan 30th: Amigo Spiel which is not the above mentioned company is returning my prototype for Buka and Back since they have determined that it is not what they are looking for. I Still have 4 other games under evaluation by publishers so not getting this one in at Amigo isn’t going to break my spirit. The question now is who else might want it?)

Boardgame Downtime

I’m a big fan of board games, so I’d like to discuss the progression of the concept of “turn.” The two most famous of board games are Chess and Go; because both use a simple turn-based system, where one player takes his action then the other. The turn is defined by the action that a player takes; most of the traditional board games take after this concept.

Still here...just

If anyone missed me, chuckle. yeah sure.
I've been off the grid for quite some months. Work has kicked up a notch for me and I now occupy a much more senior position in my workplace and, unfortunately, thus has displaced my games designing.
Hopefully I'll be back a bit more regularly with an annoying comment or two.


I know this is a boartd games site - I am a published games designer - but i've just finished my card game (standard pack)

It was a pet project. I wanted to do a mancala game (done; BalaGwari), a 'Go' games (done; Yang-Te) a connection game (done; Shout 7) and a card came.

I've contacted mensa uk about a uk version of the game award and am waiting to hear from a puzzle mag about my submission. But I've got writers block! I even sorted out my emails into folders earlier.

Is this what a blog is?


Thought for a wargame

I've been wishing to have a wargame to play for a while now, and since I am not in a position to, say, buy one, I decided one thing to do might be to try to create my own. I had the following idea; I'm wondering if it seems functional or not.


I am currently working on a game that involves loading, shipping and selling goods. I am in the midst of selecting some mechanics to use, but am looking for some more ideas. One mechanic I want to use is to have three kinds of workers that each do a specific job (versus Agricola or Caylus where 1 kind of worker can do many different jobs). The three workers are the Loader, the Trucker, and the Salesman. Each player only starts with a single trucker, but throughout the game players can buy Loaders or Salesman to increase their efficiency and profit.

The Board Game Designers Guild of Utah

I am a member of the Board Game Designers Guild of Utah. If anyone is interested in learning more about us, you can visit our Yahoo Group at:



FunHub Creative LLC Specializes In Working with Retailers, Inventers and Publishers to Bring Fun, Original Products from Concept to Shelf

Seattle WA (December 19th 2008) – When Seattle game company Front Porch Classics, Inc. merged with New York based Sababa Toys in 2007 many Front Porch Classics employees faced the difficult decision of what to do next. For the core creative team at Front Porch Classics the choice was simple; continue working together and have fun making games.

Figuring out the site...

My first blog post...

I am utilizing this site as a way to document my game creation process, and to get outside opinions from others who have the same interests. I guess I'm still figuring out how the journal works, and I should probably browse a few other journals to see how they are put together.

Looking forward to learning a lot and making a few friends in the process.

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by Dr. Radut