Building Better Board games Together

Video Moment From Unpub 3: HoopCAT Games

During Unpub 3, I tried my best to make the technology work to do some video demos with some of the designers and publishers. While this didn’t always work on Saturday, I was able to make it work on Sunday and did as many as I could throughout the day. Today we will start releasing some of these videos. First up is a six minute talk with Charlie Hoopes of HoopCAT Games.  In this video he talks about his already released game Fill the Barn and his yet to be published title...

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Unpub 3 Photos!

Today I give you….PHOTOS!!!!! 75 of them from Unpub 3! Enjoy! Captions will be added shortly.  

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Wednesday is for Recaps!

It’s time to share a lot of the recaps and photos that people have been sharing since Unpub 3! Unpub 3 was a huge success. If you don’t believe me, take their word for it…. Dice Hate Me’s Pictorial Recap! State of Games Podcast about Unpub 3! Awesome Recap by player Scott King!  Paul Owen’s Blog Part 1! Paul Owen’s Blog Part 2! Paul Owen’s Blog Part 3! Paul Owen’s Blog Part 4! Photos from Day One by Matt Morgan! Delaware Geeks and Gamers Recap! WMDT’s Unpub 3 Coverage (Article)! WMDT’s Unpub 3 Coverage (VIDEO)! Bryan Fischer’s Wrap-Up of his Mini-Game Design Challenge at Unpub 3! Play Board Games Recap!  Daniel Solis collected Quotes from the Panel Talks! The Publisher Panel from Unpub 3!  The Designer Panel from Unpub 3! 8 Minute Mega Video! Meeples and Bits Recap! Press and Interviews prior to Unpub 3! Little Metal Dog Show Episode 50! Go Forth and Game Interview: Part 1 Go Forth and Game Interview: Part 2 Unpub on Funding the Dream Episode 114 Delaware Geeks and Gamers Podcast  Unpub 3 on In Touch With Delmarva I think there are one or two more coming still. I’ll continue to update! Thank you for your patience!...

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Unpub Preview: Tower Defense Co-Op

Unpub Previews allow the designer a chance to talk a little bit more about their games in the Unpub Network.In Tower Defense: Co-Op,designed by Tom Callahan, players cooperate in a tile-based, turn-based, strategy game.  The concept was inspired by the computerized, real-time, Tower Defense genre. The goal is to manage resources to defeat waves of enemies before those enemies reach the end of the tracks.    At the start of each game, players may fully customize the track design and order of enemies and modifiers, to meet their desired level of difficulty to gain some benefits of both, or upgrade towers to maximize their individual strengths. Let’s hear what Tom has to say about the creation and development of  Tower Defense: Co-Op… What was your inspiration for  Tower Defense: Co-Op? The highly popular computerized genre of Tower Defense games. What is your favorite part of  Tower Defense: Co-Op?  The game tracks may be designed in any configuration, and parts of the tracks may change position throughout the course of the game. To your knowledge, What do other people find most interesting about  Tower Defense: Co-Op? The “L-Tiles.” I do not know what else to call them, and I do not think I have seen them in any other game. What has been the most challenging part of designing  Tower Defense: Co-Op? Consolidating the game interface to use less pieces and creating easy to understand graphic design. What advice would you give to players attempting  Tower Defense: Co-Op for the first time? Most of the Income is generated at a set rate. Players may have to rotate saving Credits for more powerful Towers and Upgrades. What has surprised you most in play-tests of  Tower Defense: Co-Op? Dice were used less and less as a core game mechanic with each prototype; eventually dice were removed completely. People who like______ will like  Tower Defense: Co-Op. Why? Cooperative Strategy games. TD:CO is mechanically like a dungeon crawler where the enemies are trying to run off with the player’s oxygen supply instead of fighting the players. This is the core mechanic of all Tower Defense games. For more information, to view more pictures, and to find out where you can play  Tower Defense: Co-Op, please visit the game’s page here on...

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Unpub 3View: Economy of Force

As we approach Unpub 3 we’re featuring many of the games being presented at the big event. Today we’re taking a deeper look at Economy of Force,designed by Mick Sullivan. Economy of Force is a fast-playing, boardless, luckless, tactical skirmish game.  Players will build their own armies by mixing and matching unit hex tiles from four distinct factions.  Then, in a contest reminiscent of Hive mixed with Heroclix, these forces and players will battle to an exciting finish! Let’s find out more about the creation and development of Economy of Force through the answers of Mick Sullivan. What was your inspiration for Economy of Force? I used to play a certain large-scale, time-consuming, wargame that involved buying and painting huge piles of figures and throwing loads of dice across the room. After a particular session, my main opponent complained about the drawbacks of the game, most notably the large amount of chance inherent in a dice-based combat system. I wanted an army-building game at the opposite end of the spectrum: something inexpensive, with a short play time, a small footprint, and no randomness. Economy of Force has been designed with the overarching goal of “fifteen minutes, fifteen inches, fifteen bucks.” What is your favorite part of Economy of Force? I enjoy assembling armies from mixed factions, allowing combinations that would normally be unavailable. To your knowledge, What do other people find most interesting about Economy of Force? People tend to enjoy the strategic, puzzle-like elements of the game. It’s not simply a situation of choosing a target and attacking blindly. Rather, the goal is to outmaneuver your opponent and strike where it’s most effective. What has been the most challenging part of designing Economy of Force? Each unit type has a unique ability, and the toughest part of the design process has been to properly balance those powers. What advice would you give to players attempting Economy of Force for the first time? In your first game, don’t forget that your Commander is a usable unit – and your most powerful. Many novice players tend to treat the Commander as a stationary base, rather than a mobile and deadly field headquarters. What has surprised you most in play-tests of Economy of Force? I’m often surprised by the value a player puts on a particular unit based on his strategy at a given time. In some cases, a powerful unit is deemed expendable because a weaker unit is needed. A lot of the fun in the game comes from reading your opponent… and I seem to be terrible at that! People who like___________ will like Economy of Force. Why?  Economy of Force plays like a cross between Hive and Summoner Wars. What do you...

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