The design and business of gaming from the perspective of an experienced developer

Author: Damion Schubert (Page 14 of 125)

#94: The Gallerist

Designer: Vital Lacerda

Live the life of a pretentious artistic tastemaker, discovering new talent and then ruthlessly exploiting their creative drive and quest for fame for your own profit and glory.

The Gallerist is a game that manages to both be dizzying complex and yet offers a surprisingly constrained set of choices to the player. You will have your own art gallery. Running it, you will need to acquire new art, advertise to lure the masses in, discover and foster new talent, and compete on the international market.

Much like the same designer’s previous work Kanban, the Gallerist is a complicated board. While there are only 8 actions you can take on any given turn, each one may have three or four subcomponent actions you need to remember to do. Also, the International Market is the least interesting part of the game, but is one of the highest scoring. The game would be served better by making this feel less tacked on. Still, if you like dense Eurogames, this is a good one.

Interesting mechanic: Assistant Actions. There are a couple of mechanics that I like about this game, but one of the most intriguing is the worker placement. When you move your worker, you can leave an assistant behind on the old spot. Your assistant doesn’t block other players from moving there, and in fact, they can go where your pawn is. However, if anyone does, you can pay a small fee to take that action as well. In a full game, this results in a lot of free actions, and figuring out how to get these free actions (or ensuring that you deny those free actions to certain players) is a key part of the strategy of the game.

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(Photo Credit: An essen report for boardgamegeek)

#95: Tsuro

Designer: Tom McMurchie

You are a dragon, flying through the sky. Your goal is simple, don’t fall off the edge of the earth, and try not to create a Hindenburg-sized explosion when crashing into any other dragons.

Interesting Mechanic: Tile Laying Dictating Opponent’s Paths. The gameplay is bone simple. On your turn, you lay a tile in front of your dragon, and follow the path on that tile to where it logically ends. However, if your placed tile is also in front of an opponent, you move them as well. Savvy players will figure out ways to place tiles which keep them flying while sending their opponents into oblivion.

Tsuro is a simple, elegant game that can play up to 8 players, and can be taught in about 2 minutes. It’s not going to win any awards for high strategy. Instead, it offers a simple, almost zenlike experience.

(Photo Credit: The Board Game Family)

#96: Red November

Designer: Bruno Faidutti

You and your fellow players play gnomes on a Submarine that has seen better days. You will need to work together to deal with fires, floods and potentially a Kraken, as well as what is frankly quite rampant alcoholism.

Red November is a messy game and has a lot of rough edges, but is in general very silly fun in a small package. That being said, I’ve played this several times and I don’t believe we’ve ever won.

Key Mechanic: Time-based actions. Different actions your dwarf can take take variable amounts of time. If you take a long action, you’ll move your counter way up on the timeline, and you won’t go again until everyone else passes you. Players taking quick actions may be able to take several in a row. It’s a neat mechanic that helps put a large cost on big, impactful actions, and one I’ve seen pop up in a couple other games since (such as Alexandria).

Bonus Key Mechanic: Screw you, I’m outta here! Pretty sure the crew is going to die? Well, if they do but you manage to escape through an airlock (and past any lurking Krakens) you win! I should note that the mere existence of this mechanic is probably the reason that my group never wins.

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(Photo Credit: FTL Wiki)

#97: Dragon Rampage

Designer: Richard Launius

You and your party mates have just woken a dragon up.  Do you fight, grab the treasure and claim the glory?  Or do you properly assess the threat and  flee like a little girl, stealing everything down to the brass piping on your way out the door? In this quick dice-driven dungeon escape game, you will roll several dice on your turn, and these will help determine the actions you have.

Interesting Mechanic: Forcing a Party Split.  But not everyone can fight, and not everyone can run.  And in fact, there are only limited number of slots available, such as for attack – if you roll 2 swords but two opponents roll 3 or more swords, you are out of luck for the turn.  You may be forced to run.  That being said, if the people who run get out, those who fight lose.  If the people who fight kill the dragon first, the people who run are out of luck.  This system creates a dynamic party split fairly quickly, which also is somewhat dynamic, as people who may want to flee might roll attack dice and vice versa.

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(Photo Credit: LivingDice)

#98: Las Vegas

Designer: Rüdiger Dorn

Let’s be honest, it’s almost insulting how simple the contents of the box are. You could pretty much make your own copy with a handful of index cards and the dice you have lying around the house. That being said, while Las Vegas is an incredibly simple game, its surprisingly interesting. It’s an abstract game regarding dice rolling and pushing your luck.  On the flip side, it really does not feel like or have anything to do with the theme, short of ‘dice exist’.

You randomly lay out stacks of money next to casinos, each with a die number on them.  Players then roll all of the dice in their color, and then place all of one set of dice that share numbers on the corresponding casinos.  After all the dice have been placed in this manner, you distribute money to each player based on who had the most dice on each casino – whoever had the most die gets the largest bill, second most gets the second choice, so on and so forth.

Interesting Mechanic: Discard Ties.  There is one twist that makes this interesting, and that is that ties are bad — once rolling is completed, you simply remove all duplicate dice counts.  This dramatically adds strategy to a simple game — you can place dice strategically to cancel out an opponent’s gains, or near the end of the round, you can try to bottom feed with one die where you see two opponents are going to tie with three dice.

Las Vegas is a simple, fast and fun game.  I do wish it had more to do with its casino than just a theme, but for a quick and easy game, it’s very well done.

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(Photo credit: Purple Pawn)

#99: Hostage Negotiator

Designer: AJ Porfirio

Many games have a solitaire mode, for people who have no friends.  Few board games, though, are shipped ONLY with a solitaire mode.  Most gamers tend to include Friday on their list (which is a fine little deckbuilder), but I actually prefer this one, because in my alone time, I like to imagine myself talking to crazy people.

In Hostage Negotiator, you’re calling into a tense situation where a gunman has multiple hostages.  You’ll need to call in to try to defuse the situation, and try to work to free as many hostages as possible, before then talking the bad guy down (or ordering a sniper shot to take him out).  Dice rolls determine the outcomes of the chances you take, and you really ping-pong between calm and panic as you variously succeed or fail.

Interesting Mechanic: Hanging Up.  Every turn, you have a set of cards in your hand.  You play a card, and roll the result.  If you succeed, you may reduce tensions or free a hostage.  But if you miss a roll, bad things happen.  And the worst thing that can happen is the bad guy ends the conversation, thus ending the turn.  Hanging up is more likely to happen the greedier you try to be, and does a good job of creating a sense that you had control and you abruptly lost it.

Image result for hostage negotiator game

(Photo Credit: As A Board Gamer)

#100: Colony

Designers: Ted Alspach, Toryo Hojo, N2

You are the leader of a struggling post-apocalyptic settlement, where you will scavenge goods necessary to create structures necessary for the reemergence of mankind, such as GMO farms, tech labs, and, um…. investment banks?  Sure, why not.

You start with four buildings.  Each building gives you the ability to manipulate or store dice somehow.  The most important is a construction building, which allows you to build more buildings, which have an array of mechanical benefits, including giving you free dice or giving more power to manipulate them.

Interesting Mechanic: Colony is a dice drafting game unlike most others. You will roll three dice on your turn, take one and pass the other two to your left.  That player will take a die, and the next person will take a die as well.  Each die represents a different kind of good (for example, a ‘2’ represents fabric and a ‘6’ represents Uranium’).  The dice drafting game is the interesting thing, as you need to balance your own needs with the need to not give your opponents goods that are too favorable.

Colony is a pretty good game by Bezier games, who will reappear later on this list.  The dice forging mechanic is interesting, but could be further developed.  The buildings you can build are chosen randomly at the beginning of the game (you choose random stacks of cards, similar to Dominion).  Top complaint about the game is the aesthetics are somewhat lacking – for example, the dice are boring, white dice in a day and age where custom dice are common in gaming.

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(Photo Credit: Bezier Games)

My Top 100 Tabletop Games Right Now (2017 edition)

There’s something about a top 100 list that makes you want to say ‘bullshit’ and make your own.  For me, the list were the various top 100 lists that Dice Tower put out, which had many entries that made me want to write nasty things in the YouTube comments (because that always works).  But then I remember, hey, I have a blog.  Maybe I should use it.

So I’ll roll out the list over the weekend.  I figured it was a good enough reason to get me to think about games and to do some writing about game design.  Because I decided that one of the things I wanted to do was include at least one reason that I, as a digital game designer, like the design of the pile of cardboard in front of me.

Other notes:

  • I’ve played most, but not all, of these games at least twice.  The older ones have a lot of plays, but the newer ones have fewer because I have a toddler, which limited my board game playing time (and not coincidentally, also turned a room of my house into the Horrific World of Choking Hazards.
  • I made no effort to weed out the ones that are out of print.  I think that includes at least 2 in my top 20.
  • I made an effort to list at least one interesting mechanic or other reason I love a game.  In many cases, it’s not the first game that has implemented that mechanic, but usually it’s the best example I’ve seen of it.
  • No, I haven’t played everything.  Yes, there are whole classifications of games I’m not a big fan of.  Doing research for this little project HAS added to my ‘I gotta go play that’ list, though.
  • Images, when visible, is stolen shamelessly from somewhere.
  • This list is as of right this second.  Been working on this in the background for a month, and even last night, 2 games fell off the list and one fell 40 places.  I’m sure if I made this list again in February, it’d shift again.

Anyway, do enjoy one game designer’s desperate excuse to dive back into his collection, and fall back in love with some games he hasn’t played in quite some time.

The list: 

100. Colony

99. Hostage Negotiator

98. Las Vegas

97.  Dragon Rampage

96. Red November

95. Tsuro

94. The Gallerist

93. A Game of Thrones: The Board Game

92. Prime Time

91. Valeria Card Kingdoms

90. Android Infiltration

89. Nothing Personal

88. Majesty: For the Realm

87. Saint Petersburg

86. Catan

85. Pathfinder Adventure Card Game: Rise of the Runelords

84. Twilight Imperium

83. Bora Bora

82. Kill Doctor Lucky

81. Cosmic Encounter

80. Argent the Consortium

79. Hey, That’s My Fish!

78. Defenders of the Realm

77. Dead of Winter

76. Twilight of the Gods

75. SET

74. Battlestar Galactica

73. Citadels

72. Courtiers

71. San Juan

70. Evo

69. Carcassonne: the City

68. Suburbia

67. Tiny Epic Galaxies

66. Roll Through the Ages: The Bronze Age

65. Fury of Dracula

64. Pandemic

63. Codenames

62. Ghost Stories

61. Legendary: A Marvel Deck Building Game

60. Imperial Settlers

59. Anachrony

58. Fortune and Glory: the Cliffhanger Game

57. Elder Sign

56. Tokaido

55. Imperial 2030

54. Kanban: Automotive Revolution

53. Guillotine

52. Aeon’s End

51. Roll for the Galaxy

50. Cards Against Humanity

49. Puerto Rico

48. Yamatai

47. Castles of Mad King Ludwig

46. Java

45. Bang! The Dice Game

44. Dominion

43. Blueprints

42. Firefly: the Game

41. Transatlantic

40. Sheriff of Nottingham

39. Dominant Species

38. Star Realms

37. Shadows Over Camelot

36. Castles of Burgundy

35. Arkham Horror: The Card Game

34. King of Tokyo

33. Azul

32. Caverna: the Cave Farmers

31. Mombasa

30. Blokus

29. 7 Wonders

28. Millennium Blades

27. Lords of Waterdeep

26: Raiders of the North Sea

25. Stockpile

24. Tyrants of the Underdark

23. Scythe

22. Porta Nigra

21. Fields of Arle

20. Yedo

18. Forbidden Desert

18. Eclipse

17. Merlin

16. Yokohama

15. Alien Frontiers

14. Tzolk’in the Mayan Calendar

13. 1960: The Making of the President

12. Sagrada

11. Star Wars: Rebellion

10. Francis Drake

9. Mission: Red Planet

8. Kingsburg

7. Power Grid

6. Chaos in the Old World

5. Terraforming Mars

4. Trajan

3. Pandemic Legacy: Season One

2. Clank!

1. Magic The Gathering

And that’s all she wrote!  If you have complaints, feel free to put them in the comments here!

My Own Little Harvey

In the first year of my career, my promising but flailing startup was acquired wholesale, and I sold my car, packed my meager collection of shitty pressboard furniture and a very confused dog into a U-haul, and trekked across the country to report to work for my first corporate masters. 3DO was, in 1996, coming to grips with the fact that no one wanted to spend $700 bucks for a game console that didn’t have any games, and they were in the process of desperately trying to grab onto an Internet pivot as they swirled their way down the drain. We were part of that pivot.

I was pretty oblivious. Kept my head down, focused on my work. Young kid, unproven, working too hard. Still, I noticed that one of our executives, at the time, seemed to be kind of a real shit. I mean, I rarely had any reason to be around that guy, and only really was even in his orbit in company functions: Friday beer o’clocks, company retreats, holiday parties. You know, company functions with alcohol. And even in my extremely limited observations of the guy, it seemed like he was always finding a new way to be a creep to women. Like the time he told a young, fresh out of school animator that she’d look better naked in his hotel room. At a Christmas Party. In front of several other people.

Most of whom looked unsurprised.

Now, my social skills at the time were roughly on par with Laslo from Real Genius. Still, claxons were going off in my head. I asked around a bit, including women, and they just shrugged. He’s like that a lot. He’s a creep. We warn new girls about him on their first week. I had no idea whether or not his schtick went beyond over-the-line flirting to out-and-out harassment or assault, but I knew that a lot of my female coworkers were made uncomfortable about it, and didn’t want to talk about it.

HR knew. But 3DO needed the guy. 3DO was so supremely terrible at making video games that we were making about as much money suing companies for pretty much idiotic bullshit reasons this guy invented. And he was part of senior management. So nothing happened. I eventually left the company: I got a chance to follow my dream and work for Origin, and that seemed a lot more appealing than being part of the dance band on the Titanic.

3DO would, in fact, succumb to the inevitable and collapse a few years later. On it’s way to the grave, though, two women sued 3DO for sexual harassment and discrimination. Every game studio of a significant size has an ex-employees mailing list, meant primarily for feasting on schadenfreude, and 3DO was no exception. According to that list, the two women were both assistants to ‘that guy’. And no one on the mailing list was surprised.


In the wake of Weinstein, a lot of well-meaning idiots have been basically blaming anyone in the orbit of Weinstein for not DOING something. This ire is mostly aimed at his biggest directors like Quentin Tarantino and Kevin Smith, as well as people who ‘should have known’, like Hillary Clinton, Gwyneth Paltrow, etc. And all of them clearly felt like they could have done more. Much like I did. But here’s the thing: if you don’t have a victim willing to come forward – and offer some form of collaboration, you’re basically throwing accusations based on rumors at an individual and a company with deep legal pockets.

The best you can do is to try to call attention to it and hope the press asks ‘what is that all about’. Which everyone thinks is not nearly enough but, let’s remember, it was enough to take down Cosby.

So a victim needs to come forward, but for decades most didn’t. Why? Lots of reasons but most of them can be summed up easily: power differential. At 3DO, the targets I heard about getting attention were young & fresh out of school. Getting your first games industry job is hard. Getting fired for being a troublemaker is not uncommon. Also, if it’s your first job, there’s an assumption that “This is just how things are out in the real world.”

On top of that, there’s the feelings common with sexual harassment and assault of shame & fear. They take time to absorb. By the time a woman realizes that perhaps she SHOULD speak up, doing so means reliving the trauma. Demanding that women do so is deeply unfair to the women.

You can hate your boss but love your team and have poured your heart and soul into a project, and not want it derailed. There’s a very real chance that the Weinstein Company will be driven out of business by this shitshow. That’s a lot of people out of jobs because of one asshole.

I should note that Weinstein abused the heck out of this instinct, telling would-be accusers that going public would hurt their friends & their movie.

There’s also the factor that lodging accusations at a company likely means getting into an expensive legal fight with someone with near unlimited resources and connections. A girl right off the LA bus likely has close to no ability to meaningfully take on that fight, especially if the company decides to help.

And here’s the most important reason: the odds are likely it goes nowhere. The New Yorker article about Weinstein describes how Ambra Gutierrez did everything correct – went to the cops, took part in a sting, got pretty much an admission on tape. And the DA spiked the case.

Ultimately, the case didn’t get traction until the accusations came out en masse, with dozens of accusations coming out at once. Which took the diligence of the press, gathering all the leads together so it could no longer be considered just a ‘he said she said’ case. And even then, Weinstein was connected enough that NBC was pressured to kill the story.


So yeah, it’s unreasonable to ask victims to burden themselves with getting stepped on by Goliath if they’re unlucky enough to suffer an assault. And it’s also unreasonable to ask anyone who hears anything on the rumor mill to suddenly charge into the breach. Does anyone have responsibility?

Beyond Weinstein himself, of course, who should have been 150% less rape-y than he was.

Well, of course. Read back to what I said above about 3DO. HR knew. They fucking knew. I have no doubt at all that 3DO’s upper management knew as well. Weinstein’s board more than knew – they enabled his behavior, legally protecting his ass and being prepared to swallow the cost of paying off abused starlets as just a cost of doing business. Them firing him now is a case of way too little, way too late.

A victim of abuse at work should feel like they can go to HR, and know that accusations against a predator will be taken seriously. Will be acted upon. If necessary, will be elevated to the company leadership. If this doesn’t happen, if the machinery of a corporation decides to close ranks and protect it’s abusers, there’s precious little that a woman can do.

So if you want to demand that we do better, start by demanding better from the people whose jobs should have been to hold Harvey Weinstein, Donald Trump, Roger Ailes and the myriad of other creeps responsible for their actions, rather than providing them cover.

Milo Finally Get Everything He Deserves

It’s been a long time since I posted – frankly, I’ve been a little busy lately. That being said, you know that I couldn’t pass up the opportunity to engage in a little Schadenfreude at the Godfather of Gamergate’s world collapsing.

In many ways, Milo was the epitome of the nonsense anti-PC “you should be able to say anything” mentality that assholes on the internet use to be abusive, racist, sexist asses. He is, effectively, a living 8chan thread, and it is somewhat satisfying to see even conservatives react in horror when Milo’s world view is exposed to sunlight, even if doing so highlighted the fact that ‘the line’ is not racism, sexism, anti-semitism, blatant dishonest journalism or just being a giant asshole for the sake of being one. Nope, ‘the line’ is suggesting that men preying on children is somehow healthy for the children. Well, at least there’s ONE belief that everyone on the right and left can agree on, and that is that this is fucking skeevy as shit.

I, for one, am glad that Bill Maher invited Milo onto his show, even if I don’t think Maher deserves as much credit as Maher thinks he does. Yes, Maher showed his true colors by giving flaccid agreement to Milo’s blatant, appalling fearmongering on the subject of transphobia (fun fact: pretty much every ‘fact’ Milo stated in that interview was tortured like a Jack Bauer prisoner in hour 23). But it also resulted in Larry Wilmore dismantling Milo like a tinkertoy, which is the sort of thing that happens to a not-very-smart person when he tries to tell a much smarter person that he’s stupid. And to think, I really thought that schadenfreude sandwich would be the highlight of my three day weekend.

Not so! You see, CPAC (a conservative hatefest wankathon) had recently named him their Keynote Speaker. They did so because he’s a bastion of free speech who has a tendency to leave a trail of anger and disgust everywhere it goes, whether its claiming victory for inciting antifas to protest him so violently that his speech was cancelled, or whether it’s his own followers shooting protesters on weak claims of self-defense. It’s also worth noting that CPAC isn’t nearly as free speech as they claim – Chris Christie was not invited in 2013 because he hugged the Kenyan President, and the Log Cabin Republicans have been trying to get a speech at CPAC forever – apparently, gays can only speak at CPAC if they’re willing to be the court jester.

Still, as hypocritical as I might find CPAC (oh, and I do), there’s definitely a bunch of Republicans out there who take it, and the cause of conservatism, very seriously. Among those is apparently a group called the Reagan Battalion, a group of right-wing activists who actually seem to be intent on holding conservatives to account. They started linking to videos, more than a year old, that involved Milo proudly advocating men ‘helping’ young gay boys below the age of consent. These weren’t new: Anti-Gamergate advocates had been trying to call attention to Milo’s worst statements for years. However, quite frankly, Milo fed on this criticism. It took him climbing, Icarus-like, out of twitter and closer to the mainstream for him to fall, and it took some friendly fire from conservatives to finally push him.

Beyond this, Laurie Penny’s article on the subject is most excellent. As is Ross Douthat’s from a conservative perspective. But the far more important article is this article arguing that Milo was just playing off the Tucker Max outrage marketing playbook, and that we should all stop falling for it. Advice that I will endeavor to take to heart.

You know, after enjoying the schadenfreude just a bit more.

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