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New Game Design Contest at The Game Crafter - The Time Challenge!

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Fall is upon us. The kids are headed back to school, the crops are ready to be harvested, and the leaves will soon be changing on the trees. It is about this time of year that I always think of the changing seasons, more than any other time of year. And that leads us to the premise for this contest. We want you to design a game where time is a resource to be managed. For example, where you can actually manipulate time, like you can in games like Red November. Other games for research include Chronos Conquest, Village, Seasons, and T’zolkin.

5th Street Challenge Semi-Finalists Announced

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Voting has finished and the finalists in the 5th Street Challenge have been announced. Thanks to The Game Crafter community for voting, and all the contestants for entering. Phil from 5th Street Games now has his work cut out for him narrowing the list of semi-finalists down to a list of finalists.

Protospiel Madison 2014

We're bringing Protospiel to Madison, WI on October 24-26th. We've already sold almost 60% of our available tickets with 2 months yet to go. If you want to get your prototype to the table, this a great opportunity. You can find out more at

What do you want in interlocking tiles?

At The Game Crafter we have many requests for interlocking tiles, however, we're not sure exactly what the greater community is looking for, so we thought we'd ask. Here's a laser cut prototype of some various interlocking tiles we made:

What sizes and shapes would you want?

Is it more important to be able to rotate and interlock each edge of the tile, or is it more important that the tiles could interlock when upside down? (it's a geometry problem that you can't do both)

If you had interlocking tiles, what would you use them for?

Voting Begins in the 5th Street Challenge

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We’re pleased to report 65 entries in the 5th Street Challenge. It is now time for The Game Crafter community to vote on which entries are the best. They must narrow the field from 65 to only 20 semi-finalists. This is going to be a tough job, as there are some amazing looking games in here!

Plan Your Kickstarter Stretch Goals

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Introduction: The Game Crafter is running a series of articles about "How To Run A Kickstarter" on our blog that will eventually be consolidated into a guide we publish for game designers.

In our last article we told you to do the math before you start your campaign. This time we’re talking about stretch goals which will make your math more complicated.

Make no mistake, you should plan your stretch goals well in advance of the launch of your campaign, and build the cost of them into your budget. Don’t scramble to come up with them during the campaign. If you do, at the very least you’ll stress yourself out. At worst, you could bankrupt yourself by rushed planning. With that in mind, here’s some advice for figuring out stretch goals.

Click here to read the full article

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

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.

How Turbulence Came To Be

You probably know by now that Turbulence is part of The Captain Is Dead kickstarter. We asked Turbulence’s designer Andrew Enslow to tell us a little about himself and why he designed it. Here’s what he had to say:

I am an undergraduate mechanical engineer in California. I grew up on Star Wars Epic Duels, Risk and monopoly. It wasn’t until 2012 that I began expanding to all sorts of board games with my friends. From there it was a short leap to making a few of my own, which they all graciously helped me play test.

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by Dr. Radut