Global Game Jam 2016.

This year me and my friend Marcus participated in our very first GGJ. We did not know what to expect at all from the event, but after completing the 48 hour endeavor, I highly recommend it.This post is very much after the fact but I still want people to know all about it.

Global Game Jam is a worldwide event where people around the world meet up in locations with other jammers and create games, digital and analog. It spanned January 29th to 31st, Friday afternoon to Sunday afternoon. That’s 48 hours of straight game making. To be honest, it tallied to 30 hours in a weekend, but when do you ever get to spend that much time making games? I personally get about 2 hours on a light week so this was almost 15 weeks of game design in one weekend!

Our site this year was MIT in Cambridge, Massachusetts. After getting off work and nabbing some free coffee I signed in at the front desk. We were supposed to grab a name tag, a role, and your proficiency (on a scale of 1-3) in that role. I wrote down a 2 for board game design. My friend Marcus wrote down a 7. He was really good guys, no lying.

After getting the initial introduction out of the way, our theme was introduced: Ritual. I have never worked under the constraints of a theme but it got my ideas surging out of my mind. Ritual. Ritual. Ritual like summoning demonic monsters through blood sacrifice? Ritual like repeating a task to do something? Ritual like repeating a series of actions just to get your life going like someone who had OCD? I relished that the word ritual had a double meaning.

We broke up into brainstorming groups of around 10 people. We were served food but I chose this nasty mix of bad prosciutto, cooked onions, black olives, and roasted peppers. Not being to enjoy my food, I turned to spitting out all the ideas I could think of. I highly recommend trying this as an exercise, not to burn calories but to burn through your crappy ideas to get to the gems. We came up with crappy ideas like summoning monsters, traveling to places and checking in, repeating actions to achieve a goal. Some of our gems were dancing at a bar mitzvah and trying to blending so you wouldn’t be forced to dance in the middle. Or teaching a bear how to become a better bear by influence him through ritualistic tweaks like improving his diet and exercise patters to become a better bear. Or brewing potions to fight demons (which became our starting point of our game).

Then came the stage fright. We had to pitch our ideas for the 100 people in a lecture hall and convince them to join your team. As people went up, most people mumbled their games through unenthusiastic tone. My friend pitched the bear idea with insane moxie and dubbed her game Poke the Bear. Marcus pitched an idea about traveling to cities in Rome to achieve quests in other areas and I pitched my witches brew idea. As people finished, the people that did not pitch ideas were asked to pin their name next to the idea they liked the most. We were the only analog game there out of 40. We were bound to succeed!

Zero. Between Marcus and I, we had one person sign up. We re-pitched and we ended up with one. One! That was infinitely better than what we had before! Somehow the one person that signed up got two more people to sign up and we had a team of five! Five game designers working together on one board game. I had never been more excited before! More updates later.

Witch’s Brew and its five designers (Five!)

Happy Holidays Update + Podcast Interview!

Update! It is the holidays, that is all.

Yeah that didn’t work on my little nephews and niece either. They don’t really speak English or anything language for that matter though.

Hey friends, I have been a little away from the blog for a while and I will be away for a little longer these next few weeks. This post is an update on what has happened the past few weeks.

It is Christmas Day and I hope everyone is opening presents, spending time with family, and just being happy. This year, my family is a little everywhere so we are not doing Christmas this year or any real holiday celebrations. It does suck that social media is badgering you with pictures of friends spending time with family while I am sitting at home playing League and writing blog posts about it.

Side note, I recently read Furiously Happy by Jenny Lawson. It is an awesome book and if you need a good pick me up, a strong laugh, or just feel a little less alone, I entirely recommend it. I actually read a post she made about the holidays and it helped cheer me up. Her blog is at http://thebloggess.com/furiously-happy/. I cannot find the exact post, but I think it is on her facebook page.

The past 2 weeks has been a flurry of wrapping things up at school for the holidays. I have had a full schedule of clinic and a few exams. They weren’t hard by any means but I still had to do them. If I didn’t, I mean, my imaginary dog that I really wish I had wouldn’t do them for me.

But, in the midst of all that, I had my first interview published about a week ago! You can find it here: http://www.madadventurers.com/delve-39-avalanche/. I will warn you I do talk a mile a minute and it is a bit hard to keep up with. I never have been interviewed for anything ever before, let alone someone wanting to know my 2 cents about board game design. Regardless, I gave them my full 5 scents about my game, why I made it, my inspiration, how the game works, and some other neat facts about my life. It was actually a really awesome experience, I just hoped next time I had prepared better. Side note #2, I prepared very little. I learned about Delve and heard a few of their podcasts but I did not write down anything to say about my game. I kind of missed a few key points that I would have liked to have included like you know what the game was really about… I danced around that idea for the whole 30 plus minutes I was on the skype chat.

We actually talked for about 3 hours, which ended around 1am which is way past my bed time. I mean I had class the next day! I am not coercing you to go and listen to it, but if you want to put a voice to these words, listen for about 5 minutes.

I am going to spend the next 2 or so weeks at home in Georgia doing some scholarship work, relaxing some more, and trying to recover from school and my first ever week in Vegas. I just came back from there my 1st time* with friends, we hit the clubs, casinos, desert, food, and strip. It was a ball. (* it was actually my 2nd time there but the first time was when I was a toddler so I did not remember it. Does it still count as my first time? If so, does being drunk and doing something make it exist? Someone will definitely not agree with that 2nd statement but the first one is about an innocent kid Tony!).

The Bellagio Fountains (not pictured, the fountains)

As for the next little while, I will be preparing for school again and my next upcoming convention, Boskone 2016. It is a Sci-Fi convention in Boston, MA where I will be demoing my game! The website is here: http://www.boskone.org/

Have a great holidays and a great new year! See you in 2016.


Tension on Mt. Avalanche

Oh boy! I have been super-duper busy the past 3 weeks, I finally get a chance to write a post. I have been showing off It’s an Ambush! and AVALANCHE!, playing Pandemic Legacy, doing a podcast interview for AVALANCHE!, and of course school work. I am actually writing this as I watch the games for the IEM tournament for League of Legends. There are so many roster changes I don’t know who to even root for… I also ate half a box of Oreos and really feeling it. But hey, it’s getting super cold in Boston. Gotta get that hibernation fat going sometime.

So we finally get to my first game ever, AVALANCHE! In AVALANCHE!, you and your friends are attempting to climb the world’s newest, tallest, most dangerous mountain, Mt. Avalanche. However, all the professional mountain climbers are too busy with Mt. Everest. So now big companies are sponsoring you to climb to the top. But, there can one person who was the first to summit Mt. Avalanche, will it be you? “AVALANCHE! is a semi-cooperative 4-8 player tabletop game where you race to the top of Mt. Avalanche while working with your friends than back stab them for the win! It plays in about 45 minutes. It is easy to learn with quick turns and a lot of interaction with your friends.” This is usually what I tell my friends when they find out I am making a game, which by the way feels awesome.

So why should you play my game? My game, AVALANCHE!, that I made without any prior experience. Playing AVALANCHE! let’s you a feel what you imagine the stress and tension to be like while climbing a mountain. This feeling is interspersed throughout the mechanics and game play but it is most emphasized in three places: drawing cards with possible hidden Avalanches, rolling for Avalanches, and surviving the journey to the top.

Board 6.1 11x17.png
The board in question. Be the first to reach the top and survive one whole turn to win!

During your turn, you have 10 Action Points (AP) to do a myriad of things including climbing up the mountain, drawing cards, playing cards, hurting other players, and using your character ability. Different actions have different costs. There is some tension waiting to see whether your friends will help or hurt you but there more frequent tension when drawing. Drawing has some inherent risk built in. Most of the cards (~85%) are beneficial cards, but about 15% of the cards are “Instants.” Instants cards include AVALANCHE!, Super AVALANCHE!, Gust!, and Updraft (which actually is good). Think of Pandemic. For those who have not played Pandemic, when you draw an Instant, you must play the card and then the mountain tries to stop you from reaching the top. So you are playing and steadily climbing towards the top. Nothing had gone wrong. You have some AP left over and you want some more cards to help you out even more… then you draw an AVALANCHE! Plans ruined, not only do you lose a card draw, you also might taking a step away from your goal. Thematically, you are making progress towards the top but then you feel a rumble and mounds of snow rushes towards you. You steady your footing and prepare to survive what is coming.

One of 4 Instant cards

Note: because of how I used to name Instants, I might use Instant and Avalanche! interchangeably. “Instant” is a category of cards that includes Avalanche! and a few other cards.

I designed my game around the Instant mechanic. You draw this Instant card and it’s an Avalanche! Everyone around the table looks up and makes that dreaded stare into your soul like you forgot to turn off the stove when you left the house. You then get the glory of determining the strength of the Instant. To do this, you just roll 2d6 dice, that’s two 6 sided dice for those who don’t know. The more you know! Everyone around the table, including you, rolls to see how well you can survive the Instant. Let’s say you roll an 8 as the Instant’s strength. You then roll a 10, your friend Amy, Albert, and Alex roll a 2, 7, and 8 respectively. You and Alex get to survive the Instant and stay where you are because you rolled equal or higher (10 and 8 vs the 8). Amy and Albert (2 and 7) however fall down 1 tile. Sad face. This is the main mechanic in my game. It creates tension when revealing the Instant, then tension in rolling to see the strength of the Instant, then finally more tension in what will you roll to resist the Instant. Everyone around the table is participating as well so it allows you to play the game outside of your turn as well, which helps cut down downtime between turns. I feel this mechanic meshes well with the theme because an Avalanche can occur whenever you are climbing the mountain and affects everyone around the table. However, I do understand real avalanches are deadly and many people have died buried in snow. I am not marginalizing the awe of real life avalanches. But in my game, Avalanches have much less disastrous consequences, and the art style and gameplay support that idea.

Finally, there is tension through surviving the journey to the top of the mountain. At the beginning of the game, you start with 10 health points (HP). Once you reach 0HP, you die and your character is removed from the game. You lose HP by getting damaged by other players, thematically named “Punching” another player. Punching someone causes them to lose 1HP, moving them towards their demise. However unlike other games, your HP is also a resource (just like cards are a resource). Whenever you fail to resist an Instant, you can make up the difference with HP. Say the Instant strength is a 10 and you roll the average of a 7. You can choose to lose 3HP to survive the Instant, therefore staying where you are. You gain a positional advantage but you inch closer to death, posing other players to “Punch” you to death on Mt. Avalanche. Sacrificing your HP is entirely you choice. You can choose to never lose your HP and win the game, or win the game with just 1HP left (you can always recover HP by skipping your turn). Or you can choose to kill everyone on the mountain allowing you win the game. As your HP drops towards zero, the tension of what your friends would do grows. Sure they do not want to harm you when you are full HP in fear of retribution, but when you are about to die and they kill you, they do not have much to fear from a dead person.

Designer note: many people will purposely design games so there is no player elimination (killing players so they cannot play the game until a new game is started). This allows all players to keep playing and not miss out. After much deliberation and changes, I decided to add player elimination to AVALANCHE! because it further enforces the tension theme. If what you do have real consequences in the game, players will take their actions more seriously and become more immersed into the game. It also helps quicken the pace of the game. When there are less players, rounds are quicker so the game picks up the pace pushing the game towards its conclusion while reducing eliminated players’ waiting time.  Also thematically, it makes avalanches more real but being able to hurt players but still not as deadly as in real life.

So there’s my 3 main mechanics of the game that enforces the tension esthetic/theme I am trying to build for AVALANCHE! I truly feel that they work cohesively together mechanically and thematically, which is not an easy task for any game designer. As always, thank you for reading and please feel free to leave a comment about game design or anything I have talked about.

Next visit: More mechanics! Who doesn’t like mechanics?


It’s an Ambush! – the 5 minute mafia/werewolf game

Good news everybody! I tested my new game and it felt fun!

I am writing this as I devour a chicken Caesar salad. It’s delicious and delectable.  Also, I eat it without any dressing. I know it’s weird, everyone says wtf Tony. But hey man, haters gonna hate.

I threw away that dressing like a savage.
I threw away that dressing like a savage.

As I was typing away last time, I had this epiphany about making a new game based on convincing other people with asymmetrical knowledge. I extended that to whether you tell the truth if up to you. There is no theme so see if you can find the bad guy. The bad guy gets to substitute one of the good guys and the person who gets to peeks at one of the cards. If it’s a good guy card, they can get their friends to vote for it to score. But if it’s a bad guy, he can sabotage their friends by tricking them to vote on the bad guy while abstaining from the vote themselves. This is the entire Meta-game. I realized after editing this, a better way is to say it is a 5 minute version of Mafia/Werewolf. You convince people if they are good or bad and you vote on it.

This is with the Counter-Terrorist vs Terrorist theme. It felt a bit controversial and not as friendly as other themes.

Small note, all the images that were used were from the nounproject.com. They are great for pixel type art like this. It is open source as long as you give credit.

After some confusing explanation and three rounds of play, our small 3 man group understood the game. They were lying back and forth with some truth massaged in here and there.
Here was a typical round. Everyone had their good guy cards face down in front then got their identity card. The person who was the bad guy exchanged their card for a card on the table. I counted to 10. First person to peek looked at a card and said it was good or bad. Then everyone does simultaneously voting. If it passed the card was opened and whoever voted gets the points if they were right. If they were wrong or lied to, they lost a point. That is the gist of the game.

This with the Good Guy vs Bad Guy theme.
This with the Good Guy vs Bad Guy theme.

The fun was in believing your friends or not. If you put your trust in whet it belonged, you got rewarded. I’d you didn’t, you got punished. Simple as that! (See, just like Mafia/Werewolf)

However there were critiques about it of course. There was a lack of theme. The counting was clunky. The bait and switch was noisy so people knew who was the bad guy. Exchanging the bad guy card meant that person ended up with the good guy card in their hand. People associated their role with the card in hand. Also all the rules were verbal so they couldn’t reference anything if they forgot the rules. Don’t you forgot to make a reference sheet. It’s super-duper important.


The player whose card is revealed gains an extra point gives direction to which card to peek. If no one got the extra point, it really would matter whose card was revealed because it would be entirely arbitrary.

I will go one by one explaining why those were problems and what I did to fix them.

First, theme is what entices people to play it. You pick up a Lovecraft game because you want to be in the world of monsters and ancient beings. Or you pick up a Batman game because it’s a batman game and you want to be the caped crusader with gadgets and money and power. You could have played the same mechanically similar game with the shadow of Mordor but would you wanted be in a fantasy world with goblins and ogres or going around beating up baddies in an urban sprawl modeled after NYC. However, mechanics and gameplay is why people keep playing. For this game, I listed theme after theme:

Wolf in sheeps’ clothing, ghosts, chefs, cyberpunk/steampunk, nuclear fallout, occult, historic events, prison break, law, flight, medical, or zombies were a few of the ones I liked. I narrowed it down to doing a Halloween theme of scaredy cats visiting a carnival for the fun houses but one is a horror buff and convinces other people to do the haunted house. Another one is velociraptors trying to eat meat but one of them is a vegetarian velociraptor that tries to convince the group to eat green leafy veggies (the good guy/bad guy becomes an object that looks like another yummy dinosaur but up close it is actually a tree). However, I finally settled on a Heist theme where bandits in the Wild Wild West have their preference of train carts to rob but one of them is an undercover deputy setting up an ambush on one of the carts. I am still on the fence about it though. I think I might change it to the velociraptors because it’s so silly. I mean come on, vegetarian velociraptors!

The Wild Wild West theme.
The Wild Wild West theme. It is tentatively called “It’s an Ambush!”

Next, the counting was just me counting down from 10. I started counting from 30 and then 20 but those were still too long. I decided to use a timer on my phone that counts down and plays a sound. This way it’s more consistent and the bad guy can see the count.

3rd is the clunky moving the cards around the table. Before we start this one, I think this game can be only be played with cards (which limits what we can use). All the cards have to be the same or else you can differentiate the Bandits from the Deputy and the Cash from the Ambush if it we used dice or meeples. I thought about using a label on the bottom of a tile that you flip up to see it like to really peek at it. I still don’t have a real solution for this. A temporary solution would be to add the Ambush as its own card that is placed in the middle of the table. The Deputy then just swivels the cards to switch them. The sound might still be heard but if we use an electronic timer that plays sounds as it counts down it may mask the sound. Again, this is a temporary solution.

4th and last, changing the card (and your perceived roll) with the board confuses what you are. However, adding the extra Ambush card helps solve this. The Bandits and Deputy keeps the card/role in their hand the whole time.

After all these changes, I did get a small chance to play with my gamer friends outside of my tabletop designer club aka Game Makers Guild of Boston, MA. It did not go over well. I did a bad job explaining it and they did not get it and frankly I think they just wanted to play Super Smash Brothers WiiU instead. Understandable. We played a few rounds and they did not get it. No one really read their cards with the instructions and guide on it. I bothered them with bad games in the past; the only one they seemed to have liked was AVALANCHE! Critically though, they did mention, “What was the purpose of lying?” I need to reflect is lying has enough of an advantage besides taking someone’s card out of the game and losing their extra point (you say their card is the Ambush card and it is voted out and avoiding giving them the extra point. Hopefully everyone else’s card is taken out and you end up gaining the extra point). My advice to you when playing with friends, rehearse how to explain the rules so it is clear. Make comparisons like this is a 5 minute version of mafia/werewolf. It helps them understand how to play and most importantly how to have fun playing.

These past few posts have been a small side project that I got stupidly excited for. What do you think about the theme? Wild Wild West or Vegetarian Velociraptors?

Next visit I will start writing to you about AVALANCHE!

The randomness of game design through Dungeons and Dragons


I know this is a bit off topic, but DnD (Dungeons and Dragons) is awesome and can teach us a lot about game design, especially if you are the DM (Dungeon Master) creating your own scenario.

Of the 3 pillars of game design, today’s topic is about the randomness of game design. This is not about saying putting anything into your game, but about how to randomize games to make every game different. It allows players to adapt their strategies and test who is the best at it. You may have chess down to a science because every game is set up and played the same way if the two players so wanted. But in say in Settlers of Catan, the board setup and thus placement of the cities are different with each game. Also when you draw a development card, it is also random.

To a less extent, I will also be talking about putting random aspects of different games/ideas together to make new ones that may or may not work. Such as combining worker placement games with dexterity to see who can flick a coin to the spot their want.

Before we begin, for all that do not know, here’s a preface about DnD:

DnD is a tabletop RPG that people envision when think of nerds sitting around a table eating pizza bagel bites, drinking 7-up, and rolling dice with so many sides it looks almost spherical. As they roll these 20 sided dice (d20), they spout words that appear to have zero context, from wizards binding you in chains that burn and sear your skin to minotaurs that animate from stone, to casting magic missile into the darkness.

However, DnD has an immense amount to teach us about the limits of game design. It is about creating a cohesive world that makes sense within itself while still drawing upon its fantasy lore about humans, elves, vampires, werewolves, gods, and goddesses. It is about making something people want to play because of the challenges you present in form of puzzles, multitasking, plotting, and story telling. In my opinion, the 3 pillars of board games is the physicality, social, and randomness of the game. You get to touch and feel pieces, collaborate with friends, and deal with whatever random things you encounter. Unlike a video game where things are scripted, DnD’s possibilities are up to the players. Instead of fighting the guards with your weapons with your feeble character, convince them to join your side, or make them fall asleep so you can walk by, or distract them with noise and sneak past.

All my friend do not want to be associated with playing DnD so their names will be omited cause they are losers and think they are too cool for people to know they play. I always wanted to play DnD ever since I was a kid, I thought it was so cool to do/say anything and your friends react to it with infinite possibilities. I have been playing DnD for about 1.5 years now while DMing for about half a year. For our current campaign, our DM had to sit out this week due to school; I took over this week to make a small 1 day campaign (campaigns usually last months, if not years). As DM, I get the responsibility of structuring the game about a goal or theme but not dictating what my players do. Imagine I am the computer that set the parameters of the game. The arc of my game was guiding my players through a 10 story house tackling word, math, and logic puzzles.

For the first puzzle, I had the party approach the house but to get in, a certain phrase (“Manor of Yahal”) had to be spoken not by the players, but by the guard in front. This is a slight twist in have secrets. An idea I have for this in a tabletop game would be encouraging someone to do an action but they would have to trust you and your knowledge. Ah! I just had an idea! What if you had a social deduction/betrayal game where there were two sides, the good guys and the bad guys. Say for a 4 person game, there were 4 spaces on the board. Each person, including the bad guy, puts in 1 card face down in one of the 4 spots they choose. Everyone would close their eyes and, the one bad guy (chosen at random) would then change one of the cards with a a disaster card causing the team to lose points.

The 4th card is replaced by the bad guy's disaster card.
The 4th card is replaced by the bad guy’s disaster card.

Everyone would vote on which of the 4 cards to turn over. You would have everyone voting for their card but there would need to the tiebreaker. But only the bad guy knows where the bad card is. He could change his vote to the bad card and thus the meta game starts. When there is majority, the card is flipped over and the card is scored. I can see two ways to score, either the bad guy is kept the same every turn and if after, say 3 rounds, the score is negative (the disaster card would score -1 points), the bad guy wins and the good guys lose. OR the bad guy can change every round and if the good card is chosen, the good guy gets 1 point each. If the bad card is chosen, the bad guy gets 1 point. Hmmmmm I think I am going to have to try this out and report back.

In this game, the randomness is who gets selected as good or bad and where the cards are placed down. Even though what people say could be random, this would fall more under the 2nd pillar of game design of social because it involves the players’ interactions with each other.

Wow so this turned out a lot longer than I expected. This is becoming the norm it seems. For this post, I want you to understand the physicality of board games, social aspects, and the randomness of tabletop. I understand I didn’t exactly make the first two clear but again I will finish this story up next visit.

Do any of you guys play DnD and did you ever want to get into DnD but never did? Also, how do you feel about the randomness of tabletop games? Also, which pillar would you prefer me to go over next, the physicality or the social aspects of tabletop games?

Welcome to WePlayAvalanche, a blog about board game design.


Hello there and welcome to my first blog post. Through much reluctance of my own I have been holding back on writing a blog for my board game. This is mostly because I like to keep my internet self and my real life person self as two separate entities. However, as I started more and more to use twitter and instagram I realized the worlds could not be separated. People want to know who I am, why I am creating AVALANCHE!, and the thought processes as I am making the game, so please enjoy the posts as conversations between me and you.

My name is Tony Tran and I am an amateur board game designer. There, I said it.

I am currently munching away on some strawberry cereal and 2% milk while typing this up on my $10 keyboard. It is a chilly Sunday morning in Boston, MA. The weather says it is currently cloudy with a strong chance of rain so I will most likely be staying home and catching up on homework. Like most other game designers, I do this as a passion and definitely not as a paid job. I chose dentistry as my career choice and I am currently a 3rd year dental student at Tufts University School of Dental Medicine (TUSDM). Most of you might feel your stomachs sink a bit already and I entirely understand.

I am creating AVALANCHE! because I love gaming culture and I want to share that with my friends, your friends, and that person that just entered the room and wanted to sit down and make new friends over a board game. Growing up as an Asian-American, I was usually shy and was hard to make friends. I still kind of do even though I am in my mid-twenties. I grew up playing games with my family, whether it was cards with my grandma or board/digital games with my cousins. My fondest memories were playing and losing every game of monopoly, learning to “count cards,” or just making a huge skeletal army that rampaged the deserts in Diablo 2. I always made friends over games, like people make friends over watching TV shows and sports. It was my impetus.


When I moved from Georgia to Boston, MA for dental school, I never knew how that was more real for me than it ever was. I came to Boston without knowing anyone in the area. All my friends were made in dental school but after a while I wanted to meet people outside of school. Imagine talking about teeth for 8 hours a day then going home to your dental school roommates and talking more about teeth. Between you and me, it’s terrible. So I set out to make some gamer friends because my current friends were not gamers. To be clear, gamer just means someone that plays games, not someone who is obsessed. I wanted to talk with people that shared my interests.

There was a FLGS (friendly local game store) where I live. I went to check it out on their board game night and let me describe to you the awesome feeling. It was a comic book store with one side of comics and one side of tabletop games (bigger category of board games because not all games need a board, some are just cards). Some people were already sitting down and setting up. I opened my mouth and asked, “Do you guys need 1 more?” They replied “yes”, I sat down and that was it. It might not sound like a lot, but imagine doing that at a bar (Boston is a big bar city IMO). It would be incredibly awkward and just not what people do. It was like a pick-up game, but instead of soccer or basketball, it’s a board game.

Instant social acceptance. That is why I play and create games.

It doesn’t matter your race, age, nationality, or even language in some cases. People who play tabletop games are happy to teach you and they will convert you to a believer. The great thing about tabletop games is the insane range of difficulty, play styles, genre, and themes. If you want to play a simple, short 15 minute game where you shoot up outlaws and renegades, play Bang! If you want to play a 6 hour epic where you, as an alien race, take over the entire universe through diplomatic, military, and economic might, play Twilight Imperium 3. If you want to play a medium length, game where you roll dice over and over again to screw over your friends as you climb to top of a mountain, play AVALANCHE! These are just some of my favorites.

This is who I am and why I create games. This first post has become longer than I thought it would (I am just typing as I go). I will most likely update this blog at least once every 2 weeks but I will aim to write one once a week. Thank you for reading. Next visit: I will talk about my game and why I choose to make it like it is.