Handy Vandal's Almanac

Resources for Game Designers

Currently Viewing Posts in Board Games

Scott Nicholson on Modern Board Gaming

Dr. Scott Nicholson’s interests include libraries and games, and gaming as pedagogical tool. He is a visiting scholar with MIT Comparative Media Studies for the 2011-2012 academic year, working with the Singapore-MIT GAMBIT Game Lab and The Education Arcade.
Scott Nicholson
GAMBIT recently posted a podcast of Dr. Nicholson addressing the MIT Comparative Media Studies group:

Listeners will learn about a variety of game mechanisms through discussions of exemplar games and see how these games relate. Many of these mechanisms are appropriate for digital games as well as tabletop games, so listeners will improve their toolkit of mechanisms for their own design work.

Philip Tan @ GAMBIT

Scurvy Dogs: Pirates and Privateers Sail the Seas

Darren Gendron, who had never designed a board game, has just designed Scurvy Dogs: Pirates and Privateers Sail the Seas.
Darren Gendron, left, Alex Chambers and Ralph Pripstein play Scurvy Dogs
Has the project got sea-legs? It probably does now, thanks to favorable coverage in The Washington Post:

Darren Gendron sees an opportunity — a niche, really — that he believes he can seize. It involves board games. It involves Gendron becoming a part of your Wednesday game night, entering the collective cultural consciousness through the living room. It involves pirates.

… Once the purview of larger game companies, such as Parker Brothers and Hasbro, game design is opening itself up to passionate, niche hobbyists.

Gendron wants to self-publish his game, and he estimates that he’ll need $20,000 to get it off the ground, through a micro­investing site called Kickstarter.

He has one week left to raise the money that might allow him to achieve the dream.

Monica Hesse @ Washington Post

Interview with Jackson Pope of Reiver Games

Over at A Year of Frugal Gaming, board game designer Jackson Pope of Reiver Games Border Reiverstalks about quitting his job in order to make games for a living:

The amount of a working computer game you can make in your own time is about a thousandth of a working computer game, whereas I thought I could make a boardgame and get it be a finished product. Over the next three years I worked on a game which eventually became Border Reivers. I was very happy with it but I put it in a tupperware box and left it on my shelf.

A couple of years later I came back to it and thought ‘Wait a minute, I’ve got a working finished game here so I might as well do something with it’. I worked out I could make 100 copies, largely by hand, and sell them over the internet and hopefully make a little bit of money, so I did and 11 months later I’d sold them all! During that time someone else had sent me another game, which became It’s Alive. I made 300 copies of that by hand and sold them over the internet in 11 months, at that point I took the mad decision to quit my job and try and do it full time.

Jackson Pope @ A Year of Frugal Gaming

Reiver Games
Reiver Games

Pope adds:

“I’ve been blogging on Creation and Play for three years now, most people initially heard about me on there or on BoardGameGeek, publicising my game. I’ve now had 150 submissions; some good, some awesome, some not so awesome.”

Interview posted by Dave @ A Year of Frugal Gaming

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