Design Prototype Event at Carnage Royale

Traditional game pieces: four colored pawns, a six-sided die and a red cup for rolling dice.
Photo by Ajmint. https://en.wikipedia.org/wiki/Ludo_(board_game)#/media/File:Ludo_Pieces.JPG

Last year at Carnage we had some enterprising designers come in and share their games with us. These prototypes were well received. So we decided to do it again this year. Maybe a little bigger, and certainly brighter.

On Saturday morning and afternoon in the Oscar Wilde Ballroom we will be offering up and coming board game designers space to show off their games. If you are interested, please sign up using the GM submission forms here at the website. In the other notes box, please indicate that you are interested in participating in the Design Prototype Event this year. We are looking forward to having the designers back again and hopefully some new faces and games.

Carnagecast 52: Penny Press

Carnagecast logo.In episode 52 of Carnagecast, Robert Dijkman Dulkes and Matt Golec, friends of Carnage, Upper Valley residents, creators of Penny Press and co-winners of Tabletop Deathmatch’s design competition visit to talk about their game, the journey from design to publication, their experiences with the Deathmatch web series and raising funds to make the realization of Penny Press even better.

Penny Press went from an idea over drinks to a prototype to a finalist in a game design competition to co-winner with Discount Salmon to a Kickstarter campaign to enhancing the icing on the cake. Listen to the designers tell the story first hand, then go behind the jump for the show links, including the Penny Press episode of Tabletop Deathmatch. Continue reading

Carnagecast 49: New Haven

Carnagecast logo.In episode 49 of Carnagecast, we welcome Vermont game designers Brian Leet and Kevin Worden to the show. Brian and Kevin are long-time friends who partnered up to design New Haven, a strategy game that uses the theme of the 17th century North American colony of New Haven to follow the two story arcs of players generating resources by laying tiles on a common board, then putting those resources to work developing their villages on their individual boards. With the interactions on the resource board, drafting tiles and constructing one’s village within ever-increasing constraints, an element of New Haven‘s game play is knowing when not to “let perfect become the enemy of good enough.” Does a player fill the village with as much development as possible, or focus on optimizing use of resources and spaces? In wondering what one ought to do, rather than what to do, New Haven stimulates strategic players to return for another game to do better.

Kevin and Brian also talk about the process of creating of what eventually became New Haven over ten years. The roles they each played in the design partnership, how design and testing feed into each other in a process of creation, reflection and iteration, including recognizing when to “knock down walls” to open up the game, relaxing their control over how the game unfolded.

Go behind the jump for the show notes, including a link to Brian’s designer’s diary about New Haven and working with Kevin on this project. Continue reading