Unpub Downloaded
Apr14

Unpub Downloaded

On the LONG and uneventful drive from PAX East 2014 (in Boston, MA) Darrell & Mike had an idea to record a ‘stream of thought podcast’ to help pass the time. This is the product of that idea. They are still driving (currently passing mile post 69.2 on the NJ TurnPike). Hopefully they’ll be home before you give this a listen. Sit back and enjoy Darrell & Mike discuss the drive, PAX East, Designers, Games, Publishers, and tired rambling. http://unpub.net/wp-content/uploads/2014/04/Unpub_download_one.mp3 [right click this to download] NOTE: This is a stream of conscience and done on the road, with minimal editing. So there may be some NSFW content… keep the kiddies away just in case. Points of discussion: Happy Mitten Podcast State of Games EZ Pass Unpub Designers attending PAX East: Derrick Vidal Eric J Handler Anthony Amato David Wilkinson Mackenzie Cameron Zachary Hoekstra Eli Kosminsky Michael Batista Jeremy Burnham Joe Stanziano Mick Sullivan Matt Golec Meghan McG Carlos Coral Max Seidman (if your name was left off this list, please comment...

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Unpub Logo Contest!

Unpub is in dire need of a few new logos, and frankly, no one here at the home office has got the time to put them together. So we put our heads together and came up with a brilliant idea- why not let you do them for us! Here is the deal, we want to have ‘Unpub Designer‘ and ‘Unpub Playtester‘ logos. These would be used for name tags, buttons, the website, emails, possibly shirts, maybe even underpants- you get the picture. We are thinking an emblem kind of thing, but are open to anything. Unless it has a mushroom, as mushrooms are nasty. Without further ado, here are the rules: The logos MUST contain the Unpub logo (provided here). Logos MUST be submitted in full color and 1 color (black, no grey tones). Preferred file types are AI, EPS, and PSD. The logos must ‘match’. As in, look similar so it’s obvious they are the same ‘brand’ but be different enough to tell each other apart. The logos will be placed on blueprint-blue backgrounds, unless you submit something better. Keep the logos kid-friendly (no hidden Little Mermaid ‘Towers’). You do not have to do both logos. Entries should be emailed here (as well as any questions), if they are too large send us a DropBox link to that same address. When submitted your entry(s) please be sure to include your name, mailing address, phone, and email. Also feel free to tell us why you did what you did, what inspired you, etc. Submissions MUST be received by 11:59pm EST, December 31, 2013. Again, you do not have to design both logos. We may choose a different winner for each- or we may choose a single winner who submitted 2 outstanding pieces. Really, it’s up to you. So, to recap maximum of 2 winners, minimum of 1. So that’s it. Though I feel like we’re missing something… umm… hmm. OH! Duh, what’s in it for you! The winner(s) will receive an UNPUb Prize pack, which will include (but may not be limited to) a blog post/highlight of you and your design, design credit on the website, UNPUB shirt, buttons, our eternal respect, and a copy of every game currently released from Dice Hate Me Game (Carnival, Great Heartland hauling, VivaJava, and Compounded) complete with their RARE expansions! Wait… did we just spoil...

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Unpub Preview: Alchemy Bazaar

As we move towards upcoming Unpub events we’re going to preview some of the games which will be exhibited. Michael Iachini has a thing for Alchemy. You may recognize his name from Chaos & Alchemy, which appeared at Unpub 3 at the Game Salute table. The Enchanted Grounds Unpub Mini on Saturday April 6, 2013 from 1pm to 7pm is your chance to try Michael’s latest game: Alchemy Bazaar! This game is billed as a worker placement/worker movement game, but it also includes tiles which are used to create the ever growing bazaars of exotic shops and other wonders that you and your rival alchemists will be building. Michael has a better handle on it, it’s his game after all, let’s have him fill us in on the development of Alchemy Bazaar… What was your inspiration for Alchemy Bazaar? I love worker placement games, and I wanted to make a game that took the buildings element from Lords of Waterdeep and expanded it into a full game experience. What is your favorite part of Alchemy Bazaar? The decisions of where to move your workers each turn, when to pay to keep moving and when to stop to block off a shop. To your knowledge, What do other people find most interesting about Alchemy Bazaar? The worker movement mechanic seems to be the most interesting to other players as well. They’ve also enjoyed the “toy value” of the components (beads that represent Metals, Gems and Spirits for mixing in alchemical formulas). What has been the most challenging part of designing Alchemy Bazaar? Balancing simplicity with complexity. Over time, I’ve removed several elements that were interesting but that didn’t really contribute to the core fun part of the game, which was tough to do. But it’s made Alchemy Bazaar a better game What advice would you give to players attempting Alchemy Bazaar for the first time?Recruit your first extra apprentice as early as possible. Also, Formula cards are important to get! You don’t want to be in a situation where you have plenty of ingredients and no formulas to complete. What has surprised you most in play-tests of Alchemy Bazaar? Players have found creative ways to use their action cards that I never envisioned. This has led to some really slick moves. People who like___________ will like Alchemy Bazaar. Why? Lords of Waterdeep and Agricola, because the worker placement mechanics there are related to the worker movement mechanics in Alchemy Bazaar. Lords of Waterdeep lovers in particular will enjoy Alchemy Bazaar because not only do new “buildings” enter the game over time, but the idea of collecting resources (adventurers / ingredients) to complete lists (quests / formulas) is...

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