Showing posts with label GenCon. Show all posts
Showing posts with label GenCon. Show all posts

Wednesday, August 1, 2018

The Joy of Gaming: GenCon 2018 - Wednesday

We arrived Tuesday night in Indianapolis, because on Wednesday (today) I participate in Trade Day. I present as an educator. I'm presenting my unit on how to incorporate games into, specifically, literacy. Too often I feel like people, or gamer minded people, tie games purely into math or history. I always make the argument that tabletop games ARE literacy. The reading, the writing, the understanding concept ideas, etc. Literacy is Life is what  I say. It's in everything we do. Speaking and sharing ideas. Listening to what others have to say and processing it. Reading for comprehension, and that doesn't just mean books. As an adult, think deeply about all the things you have to read and try to understand. 
After much confusion and watching other people get confused, I was finally able to share my work. Lucky for me, we were in a pretty awesome room with a projector already (that was better than mine. I brought one from home, because last time I presented I had to). I had wonderful attendees. I talked really fast, because it's a lot of information.  

I made packets of my presentation and materials for people so that the could follow along and if they had to leave, they could leave.  I also know how much educators appreciate things to work with. As for the presentation, I have never been so confident. I tried to turn on my teacher charm and we'll just hope my humor persona won out. My husband set up the games in the back for people to look at. I was proud. At the end I felt good and figured people mostly appreciated the presentation. So after my husband and I patted each on the back for making it through another presentation (which I seriously have to tweak), we abandoned all inhibitions and headed over to Burger Study.

This is where I break away from my Keto diet. But Sarah.... why would you do such a thing? Well... they have a Stranger Things burger that needed to be eaten, because YOLO. The burger was two thin burger patties with cheese inbetween a thin layer of peanut butter on one side and blueberry jam on the other and then all was settled between two perfectly toasted Eggos. Peanut butter burgers are overrated, but this was just right. The portions for everything were absolutely perfect and the blueberry jam really made it. Totally worth it! Only available for GenCon, though.  To add to this #genconfoodie moment, I decided to have a drink and it had BACON. That counts as keto, right?




Burger Study was a delightful eating experience. 

When we had left Burger Study, we headed around the corner so I could get my traditional GenCon pin from Hard Rock. See, I collect pins. Organizing them in display boxes is one of my next projects when I get home this summer. The pin this year was interesting, but didn't feel really GenCon-y. I'm not sure why I keep getting the pins, though, because they're kind of disappointing, but I hold a special place in my heart for them.


We saw, though, across the street from where we were walking, a game shop that had never been there before.  So on our way back to the convention center, we stopped in to see what it was all about and to see what kind of neat GenCon things they were doing. It's called Good Games


Tonight they're having an IELLO event and then during GenCon they're having late night hours and, I can attest to this, they have amazing air conditioning and a wonderful assortment of games. The were even hording copies of My Little Scythe.

My husband bought me Mr. Jack New York and I saw a copy of HABA's Dino World for our daughter. I also saw the Undead Expansion for Marrying Mr. Darcy, so I tossed that on the pile. We like to support local and small game shops, because what they're doing is creating an environment for gamers, as well as selling games, but at the heart of every game shop is giving people a place to game and a gathering place for people who want to game.


After this stop, I had taken note of this really interesting meter. It was a fundraiser meter for an organization that helps homeless people in Indianapolis. We pulled out some change and deposited it. 


It reinforced the task I decided to take up when I can to Indianapolis. I remember seeing homeless people on the street when we have been to GenCon before. Not long ago, I saw something online about taking old bags and filling them with toiletries and things and handing them out the the homeless. Since I was purging my house, I organized some bags. Even this evening, my husband got into the charity spirit and we went and bought some water and food bars and found some amazing toothbrush travel kits for cheap. I organized 4 women's and 4 men's bags. 


Each day I'm going to take one of each, but we're going to store them in our car during the day so that I can run and get one if I run out. We park in a lower level garage, so it doesn't get extremely hot. We're also going to keep a couple bottles of water on us to hand out to people we see, instead of money. 

Our day wound down relatively early. I still had to review the game I was teaching for ConTessa Thursday night. So we were heading home, but not before I found out about Pin Bazaar 2018! It's like a pin treasure hunt-trade-set-collecting thing! Different places have different pins. Some you might need to purchase or make a product purchase to get. Some you could potentially trade for. It's pretty cool and worth checking out. I had to laugh, because I had just been writing about the Hard Rock pins and now there's this. I've made a list of all the ones I want, because I really need to curtail excessive spending. We have a budget.


We spent the rest of the evening prepping the bags to pass out, going over the game I'm going to be running and just catching up. A few calls with our daughter (she's having an emotional time away from us) and just tried to prepare ourselves for tomorrow, which is always the most intense. It's the official Day One of GenCon 2018!





Sunday, July 22, 2018

How I Keto at a Con

KETO EATING AT CONS


I've not been mum on the "I'm Way of Eating" my husband and I have been doing for over a year. You also won't find me a rabid-die-hard-soap-boxing-advocate who will crush you if you think I'm crazy. We do our best. We live our life. Isn't it all a crap-shoot anyways? Look at how often opinions flip and a flop. Remember when eggs and broccoli were bad?

So we adopted what they call Keto. Essentially cutting out carbs and sugars and focusing more on proteins and fats to force your body to change it's fuel source. Let me just say.... this makes traveling and snacking very hard. Essentially you're not supposed to be snacking in the first place. Pretty much everything we eat is fresh or cooked in the moment. I also struggle to find food when we travel. That's not to say there aren't a plethora of options out there, but honestly... how many do you want to carry in your bag at a geeky convention?

There are tons of Con lists out there recommending the food to bring so that it doesn't spoil but keeps you going. Examples:

  • Popcorn/healthy "chip" option
  • Beef Jerky
  • Nuts
  • Fruit Pouches (like applesauce)
  • Granola Bars
  • Dried Fruits
  • Hard Candies
  • Sandwiches (uncrustables or homemade)
  • Lunchables/other premade packs
  • Trailmix
  • Coffee (bring your own)
  • Water, Water, Water

When it comes to keto, there are three, maybe four options on that list that someone who eats this way can take.

Premade Lunch Packs 
There are some out there, but they are not lunchables. One that I've fallen in love with is Ready, Set, Egg! The sad part is that they need to be refrigerated. I mean, who wants to carry a smelly hard boiled egg around in the heat!

Nuts
You still have to be careful with nuts and not eat too many of them, but there are some that really do the trick: Almonds, Pecans, Brazil Nuts, Macadamia Nuts, and Walnuts (just to name a few). These you can easily pack and not worry about keeping them cold. You just have to watch the amount that you eat. Prepackage everything. I really like the Planters NUT-trition Heart Healthy Mix. It has several of the good nuts and the net carbs are only 2 for 30 whole nuts. Definitely a pre-portion snacks.

Water
Water is a must on the Keto diet. My one friend argued that drinking a gallon a day really made all the difference for her. Regardless, water is a must no matter what your way of eating. I found at GenCon that there is nowhere to refill a water bottle unless you use the sink in the bathroom and a filtered water bottle, so you might want to find a way to carry enough water for you for the day or be prepared to drop the big bucks. Drinking as much water as possible is key to Keto. I've heard in some circles a gallon of water a day is recommended.

The Fourth
You can bring your own homemade snacks, as mentioned in the list above, but the ingredient list can be a bit tricky for what will keep with a whole day out and about.

But what else can I take to a convention that will help when I feel the need to eat, because maybe I've been expending more energy than you needed to?  We're not talking meals. That you'll have to figure out on your own, but what can I keep in my bag for those moments when I really need something. Here is what I found:

  • Keto fat bombs that won't melt.
  • Olives (Kalmata or Green for 0 carbs)
  • Quest Bars (not too many, but work for a quick sweet tooth. Only if you need it.)
  • Pork Rinds
  • Keto friendly Peanut Butter and celery
  • Bell peppers
  • Raw Broccoli/Cauliflower
  • Black Coffee (or with your own Keto additives)


If I had the means to pack  a small ice pack for my day out, it would really opens up the options available for me, such as:

  • Hard boiled eggs (still weird to carry around a crowd of people)
  • Cheeses
  • Guacamole with veggies for dipping
  • Cucumbers and Cream Cheese
  • Lunch Meat
  • Pre-Cooked Bacon
  • Keto Broccoli Salad
  • Fat Bombs that require cold temperatures

I'm not an expert and will never claim to be, but as I plan for my own trip to GenCon, I wanted to make sure that I put most temptations aside. Will I indulge a little bit? Absolutely. I don't, though, want to go overboard and will still be trying to stay as true to my Way of Eating as possible.

Good luck!


*If I can swing it, I might get to blog about my GenCon Food Adventures. I always love the diversity of the food, so we'll see what happens.






Saturday, March 31, 2018

The Joy of Gaming: Women Game Designers - Conclusion

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


This entire two-month-long process has been very illuminating for me. Throughout the whole thing, my husband kept saying that designers just aren’t recognized like the games or the publishing companies or even the artists (sometimes). I reminded him over and over that I get it, but having come out of a background in film criticism, it is difficult to wrap your head around not being able to find information on creative people! I could look up all sorts of people who were part of a film and find loads of information. With this series, it turned into detective work. I’d have to crib off of this source or follow this trail down the rabbit’s hole. 

I don’t understand why I feel so strongly about acknowledging designers. Maybe it’s because I want to be acknowledged for the hard work that I do when I create something amazing. Or maybe just when I work hard, period, I thrive on the acknowledgement as confirmation that I am doing a job that is worthy enough in my field. I feel that way about game designers as well. You made this thing that has brought so much joy to people and you should be acknowledged for it. I get that the creation involves so many people, but the idea started somewhere.

As the years progressed, though, it became easier to find information. The rise of the use of the internet with social media and even the popularity of BoardGameGeek.com have helped. It was so difficult, though, that I was lucky with some of the designers to even find if they are even married to one of the other game designers, as many of them do not share the same last name. I can understand this particular conundrum as I kept my maiden name due to the timing of my marriage and my post-graduate publications. I now, though, go by my married name since I have settled into my professional career and find my combined last names to be a bit frustrating when working with children. 

I think the whole point of all of this, beyond the scoffing and “who cares what the gender of the designer is,” was to empower future women designers. I want some of my students to go on to create games that inspire and maybe even teach people something. I want them to see that there are so many women out there doing amazing things with games: the mechanics, the art, the vision of something new. We push to inspire and engage girls in the fields of Science and Engineering and Mathematics by showcasing prolific women in those fields, so why not do it for the tabletop gaming community? 


Here's a look back at the women designers who were covered this month:

  1. Laura Robinson - Balderdash (1984)
  2. Eleanor Abbot - Candyland (1949)
  3. Virginia Charves - Inner Circle (1981)
  4. Leslie Scott - Jenga (1983)
  5. Elizabeth J. Magie - Monopoly (1933)
  6. Marsha J. Falco - Set (1988)
  7. Hazel "Skip" Bowman - Skip-Bo (1967)
  8. Suzanne Goldberg - Sherlock Holmes Consulting Detective (1982)
  9. Dorothy Garrels - Scotland Yard (1983)
  10. Carol Wiseley - Loopin' Louie (1992)
  11. Sylvie Barc - Elixir (1997)
  12. Kristin Looney - Fluxx (1997)
  13. Doris Matthäus - Frank's Zoo (1999)
  14. Claudia Hely - Santiago (2003)
  15. Rosanna Leocata - Terra Nova (2006)
  16. Susan McKinley Ross - Qwirkle (2006)
  17. Karen Seyfarth - Thurn & Taxis (2006)
  18. Colleen Skadl - Red Dragon Inn (2007)
  19. Inka Brand - Village (2011)
  20. Sydney Engelstein - The Dragon & The Flagon (2016)
  21. Agnieszka Kopera - Exodus: Proxima Centauri (2012)
  22. Dr. Erika Svanoe - Marrying Mr. Darcy (2014)
  23. Judy Martin - Quilt Show (2014)
  24. Carla Hoger - Thunder Alley (2014)
  25. Stefania Niccolini - ZhanGuo (2014)
  26. Liz Spain - Incredible Expeditions: Quest for Atlantis (2015)
  27. Anne-Marie De Witt - The Village Crone (2015)
  28. Sophia Wagner - Noria (2018)
  29. Brenda Romero
  30. The Future








Thursday, March 29, 2018

The Joy of Gaming: Women Game Designers - Brenda Romero

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth



I suppose it might be strange that I include a designer who is heavily invested in digital games, but Brenda Romero changed my understanding of what tabletop games could do for the player. I was scroll through something or researching something and I came upon her TEDTalk, which ended up changing my life in a way that still is in effect to this day.

a unit in my 


Watching this made me think deeper about what games could do. I was in the throws of a unit in my classroom dealing with Human Rights and this video just spoke to me. Granted, her games were considered more art installations and never saw publication for a greater audience, but I thought... what if I have students create games that have a deeper message than just playing the game for fun!

From this video my Tabletop Game Unit was born. The students made some incredibly interesting games. Some bordered on... well... insensitive to a subject, while others really took it to the next level. They're sixth graders... what did I really expect from that situation! But these students tackled these topics with passion and understanding. Therefore creating games for understanding. 

Brenda Romero is a woman that I continue to go back to and every time I watch this video, I feel inspired and I feel invigorated. Even on my hardest days when working with my students to create games, I go back to her. I remember that what I'm doing isn't just to make something fun, it's to help develop an understanding. I have, since, moved away from focusing on a Human Rights subject. I've had to tailor my unit to fit our new writing curriculum, but seeing Romero's games reminds me of the limitless possibilities available for creative endeavors.

She took games to the artistic and social commentary realm on a real level that then shocks a player. I love that and I couldn't pass up singing her praises for this TEDTalk and the games that she created.





Sunday, March 25, 2018

The Joy of Gaming: Women Game Designers - The Village Crone

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth



In The Village Crone, from designer Anne-Marie De Witt, players are witches manipulating the lives of the residents of their small village, making them fall in love, turning troublesome ones into toads, drawing them to and from locations to make certain events occur. The witches send out their familiars to gather ingredients for their spells and try to fulfill "scheme" cards.



It's fundamentally a light game with a simple charm. Players are suppose to cast their spells through little rhyming chants as flavor and while the witches are clearly troublemakers and can deal out some wicked punishment to villagers they apparently have beef with, your goal is more to stake your claim as The Village Crone -- or the witch the villagers want kept around!

Anne-Marie De Witt is the sole credit on The Village Crone. She is also credited with a couple other games (Bloodsuckers and the Munchkin edition of Castle Panic appropriately titled Munchkin Panic). Sole credit or not, she does still have a fellow designer as her husband: Justin De Witt, designer of the original Castle Panic and several of its other iterations.





Saturday, March 24, 2018

The Joy of Gaming: Women Game Designers - Incredible Expeditions: Quest for Atlantis

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


Liz Spain (solo)


In Incredible Expeditions: Quest for Atlantis players either compete or work together to discover the lost city of Atlantis buried deep beneath arctic ice. Players take on the role of adventurers in command of a steampunk flying ship heading from a port city through several strange, wondrous and dangerous in order to wend their way finally to Atlantis. Along the way the encounter any number of terrifying beasts and scenarios from otherworldly monsters and undead to unstable explosives and unexpected hull breaches. Players attempt to overcome these adversities through skill and skulduggery (two of the game's 3 primary resources). If they can, they may press on. If they cannot, there are often grim consequences leading to major setbacks in your progress (and in the co-operative game an even more dire fate as the Peril Track climbs up).

Players accomplish their task by hiring crew for their ship which go directly onto their player board and by buying cards through a deckbuilding mechanic. Each of your crew can be "exhausted" either for their special ability or to add their skill and skulduggery to tests (or their money resource to your purchases). Your draw deck offers you quick temporary gains in resources, resource tokens you can spend later, or other very helpful effects.  As the game progresses round by round you will spend your turn either resting-- wherein you can refresh all your exhausted crew and buy new cards-- or venturing forth to encounter whatever hellish thing lies waiting for you over the next horizon.

Incredible Expeditions is a solid and entertaining game, especially for folks who are fans of the likes of Fortune & Glory and other grandiose adventure games. It's not without its flaws, but it's an ambitious game for a first time designer.

Liz Spain's entry into the creative space of game design started outside the confines of cardboard with live action role play and escape room organizing.  Incredible Expeditions was her first foray into board game design and it while it was an incredibly ambitious project, it was a very bumpy entry point. IE was plagued with production problems, causing both serious delays and component quality issues with the game. That said, her inexperience on the business and manufacturer sourcing end of things was a difficult lesson I'm sure, but her passion and creativity shines through in the game. Despite its component flaws, IE features a gorgeous graphic design and art production and the game itself is fun and rich in theme.

Her talents caught the attention of some notable names in the industry, however, not the least of which is the brilliant Mike Selinker. Since Incredible Expeditions, she has worked on teams with Selinker and co. on the Pathfinder Adventure Card Game, Selinker's ambitious Apocrypha Adventure Card Game, and the long anticipated expansion to Betrayal at House on the Hill.




Friday, March 23, 2018

The Joy of Gaming: Women Game Designers - ZhanGuo

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


Stefania Niccolini (with  partner...spouse?)

ZhanGuo (2014)

ZhanGuo is a worker placement and hand management game. ZhanGuo means "Warring States" (at least according to the game), but what I loved was that Drive Thru Review called it "Mandarin for Brain Fry." It is in fact, a very thinky (Euro) game that will challenge your mind as you develop strategies and build up regions on the board. You're playing one of Emperor Ying Zheng's emissaries and you are supposed to unify the empire. Through five rounds players use their hand of cards to develop that peace and prosperity. By the end you want to have earned the emperor's favor and whoever makes the most contributions to the emperor's cause of forging a lasting peace will be the winner of the game and the emperor's most appreciated emissary.  

Stefania Niccolini is an Italian game designer who focuses on designing fairly heavy euros. She has several games to her co-designing credit. What I thought was interesting was that it seemed like she was going around the world with her game themes, but that just might be me looking for creative connections. I couldn't find much on her as a designer. I found a Vimeo run through of the game in French, but my background in language is a bit more on the German and Spanish side. I am going out on a limb here, after looking extensively into what I can access on her, and say that she is married to Marco Canetta. At the very least they seem to be partnered beyond the realm of game design. Marco Canetta is the co-designer on all of her games. Either way, Niccolini is a designer to keep an eye on for those thematically interesting Euro games that cause the gears in your mind to grind.

If you want to see more about the game, Joel Eddy's walk-through is, as they tend to be, excellent.






Thursday, March 22, 2018

The Joy of Gaming: Women Game Designers - Thunder Alley

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


Carla Hoger (with spouse)

Thunder Alley (2014)

Thunder Alley is a stock car racing game, complete with little cardboard cars and a track to race them around. The game, published by war game masters GMT, attempts to realistically simulate stock car racing with relatively streamlined rules, and it's marginally less dangerous than getting behind the wheel of one of these vehicles in real life! In the game you control a team of cars and while you use hand management to get the best position, your car deals with the wear and tear of the road, as well as potential damage from other racers. Go solo or stay with your team, you have to think ahead to get ahead in Thunder Alley.

Carla Hoger is a veteran game designer. Herself and her husband, Jeff, started Labortory H. this March (2018) with their own art designer. The couple is responsible for Thunder Alley, Grand Prix, and, their newest game, Apocalypse Road. Despite being active game designers, Carla Hoger seems a bit less involved in the game community than her husband, but she is an avid gamer and keeps abreast of what is going on.  I really enjoyed reading her Top 10 Games on Laboratory H.'s website. As with most couples, they are clearly in-sync and the design lines are somewhat blurred. 






Tuesday, March 20, 2018

The Joy of Gaming: Women Game Designers - Quilt Show

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth

Judy Martin (with spouse)

Quilt Show (2014)

In Quilt Show you have to sew the best quilts and earn the most prize money at the end of three rounds to be the grand champion. Each round you collect different patches for your quilt. You can construct different types of quilts, such as a 1x3 table runner of a 4x3 King Quilt. These quilts can be made either of all the same color patches or all the same design patches. Each patch tile is a different value and you need to collect colored swatches in the form of cards and turn them in to get the tile. The value on the tile will be helpful when you put up your quilt to compete at the end of each round. It's pretty much Ticket to Ride meets quilting. An interesting and inventive strategy game and it definitely challenges you to think ahead due to the randomness of the quilt patches that appear each round. 



Judy Martin and her husband, Steven Bennett, won the 2009 Rio Grande Games Design Contest, which then allowed for the game to be developed and released in 2014 at Origins. 

Judy Martin is more well-known for her dedication to the quilting community. She's an incredibly respected quilt designer and has even published numerous books on the subject. Clearly she had some very personal inspiration for the game that she developed with her husband. Another designer who worked seamlessly (pun intended) with her husband to create an interesting and unique game.

Learn more about Judy Martin at her website.




Monday, March 19, 2018

The Joy of Gaming: Women Game Designers - Marrying Mr. Darcy

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


I have to eat crow a bit here, because in February I said, "Not my thing, but I have to admit, it hits all those adorable, girly-squealing, Austen Buttons." Yet, here I am writing about the game in March instead of February when I was working on my Valentine's Day list.  I thought, at first, that the premise behind the game was a bit silly, but once I played it... oh my... I am in love and it's not even Friday. 

You play one of the ladies from Pride and Prejudice by Jane Austen and you need to, by the end of the game, fulfill the requirements of one of the male suitors and then roll a die to see if you get a proposal. If you choose not the marry the suitor or they do not propose to you, you move on down the line to the better suitors you meet requirements for. If you cannot attain ANY suitor, you will become an old maid, which offers a wide range of possible outcomes, from a short and bitter life to a thriving successful one. During your turn, you draw event cards that have objectives to complete and give you directions for drawing and playing cards. There are parties to could attend, where you roll a die to see what your outcome is. There are situations that allow you to play cards to build up your character stats to be appealing to your suitors (beauty, wit, friendliness, reputation). There are scandals that set you our your competition back. On the back of each character card is a points list of which suitors will give you the most points if you end up with them. Also, the ladies come with certain attributes already and some have special abilities based on who they are. The game ends when the Event Deck runs out and then you go through the proposals and whoever has the most points at the end wins. Really quite a nice game that I am really glad I finally purchased. It is very light, yes, but fun and quite cutthroat with a higher player count. Bonus fun for using British accents while playing.  (I would love to be meta and play this in Bath in England....)

Erika Svanoe has the most informing biography of all the women designers, so far. She actually has one written on Board Game Geek that isn't just one sentence. Prior to being a game designer, she was a musician and conductor and taught music courses in the University setting. Her biography lists some of wonderfully geeky fandoms, but the most noteworthy one is, of course, Jane Austen's Pride and Prejudice. As with many female designers, and designers in general, she tapped into to the fountain of money that is crowdfunding and Marrying Mr. Darcy took off.  As of July 2015, Svanoe was interested in targeting other Austen works to create other games from. After playing this one, I am excited to see what else she might be cooking up. And, as with many married women game designers, she teamed up with her husband. Erik Evensen is Svanoe's husband and he provided the artwork for the game. It's really quite lovely. My husband found the one of the Scandal card's artwork to be quite hilarious.

Svanoe currently is the director of the Augsburg Concert and Band at Augsburg University in Minnesota. Learn more about Svanoe on her website.






Sunday, March 18, 2018

The Joy of Gaming: Women Game Designers - Exodus: Proxima Centauri

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


Agnieszka Kopera (with partner)


Exodus: Proxima Centauri is a Sci-Fi 4X game. 4X are known by that term because they feature exploration, expansion, exploitation, and extermination to varying degrees and importance.  (Back in 2014, I wrote an article for Sci-Fi November about 4X games if you'd like to learn more.) These games are typically grandiose in scale and have many, many, many pieces. Exodus uses hexagonal tiles as its field of play and players have individual player boards and you use cubes and counters and.... you know what? The Starlit Citadel ladies have an amazing explanation of the game, which also provides you videos. Bonus for it being ladies! So if you want to know what the game is all about, check out this video. There are also a few expansions and it's a popular game with a few awards to boast.

Exodus is Agnieszka Kopera's breakout game. I know her partner and her also crowdfunded the party game Wild Fun West (2013), as well as Progress: Evolution of Technology (2014), but Exodus is Kopera's claim to fame. She has been given indirect credit for her work on Warriors and Traders (2012), but primary credit was given to her partner Andrei Novac. Kopera used to be an engineer who threw herself into gaming and game development. Currently Kopera is the Creative Director at NSKN games in Poland, so she continues to work in the field. There are several great interviews online with her where she talks about the games, their creation, and the difficulties involved in such pursuits. 

 

Friday, March 16, 2018

The Joy of Gaming: Women Game Designers - The Dragon and Flagon

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


Sydney Engelstein (with family)


Originally this entry was going to focus on Space Cadets (2012), primarily due to it's release date in 2012 and it fit into the timeline I was building. I've been trying to show where the ebb and flow of female designers lies. For example, in the upcoming entries, you'll see a huge surge in 2014 of female designers. Then it tapers off a bit. Same with the mid-90s. There was a surge and then it faded a bit. We weren't able to play Space Cadets for this particular article due to a high workload and low social interaction month. So far it's been a very work-work-work time of year. But my husband and I did find time to sit down with The Dragon and Flagon, so I was still able to cover the designer, just not the game that I wanted. I do love Sci-Fi games, though, that cater less to the intense 4X style and more to a cooperative team building style. That's not a black and white preference, I just enjoy cooperative games versus heavy, interminably long games. 
   
The Dragon and Flagon is an incredibly unique bar room brawl game. It uses wonderful 3D pieces for tables, barrels, chairs, and mugs to enhance player interactions and make the game more tactile. Character pieces are cardboard standees that move around the board using action cards. Each specific character has its own set of cards that allow for customized turn-taking opportunities. You can team up against your opponent and form alliances to help take out the other players.  The brawl stops when the guards show up, which is set at the beginning of the game, but is unknown to the players.




The Dragon and Flagon was designed by Geoff, Sydney, and Brian Engelstein and with them we have our first father, daughter, son design team-- which is really wonderful when you think about it. Geoff Engelstein is a prominent member of the board game community-- a fixture at cons, a number of other designs to his name, and a member of the Dice Tower podcast network. But along with D&F, two of his most popular games are ones where his daughter Sydney (and her brother Brian) share credit -- Space Cadets and the sci-fi re-theme of the classic Survive: Escape from Atlantis! (2011), Survive: Space Attack (2015).

Sydney is clearly involved in the game community. Geek Dad offers a really great interview where she talks about the creation of Space Cadets. Clearly the game creation process is incredibly intertwined between the two of them and their shared credit reflects her level of involvement. Would any of us really be surprised if she didn't go on to make a few solo games?




Thursday, March 15, 2018

The Joy of Gaming: Women Game Designers - Village

Women's History Month: 

A Joy of Gaming Tribute to 

Women Game Designers

#WomensHistoryMonth


Inka Brand (with spouse)

Village (2011)

Village is a worker placement game that was the love of the critics and showered with awards in 2012. In it, each player controls a family of villagers over a number of generations. Each individual player meeple you have represents a villager trying to carve out a life of worth and be immortalized in the village chronicle rather than winding up in a sad anonymous grave when their life inevitably comes to an end.

The game a couched in a medieval life theme. What distinguishes Village from other games of its kind is the time management aspect of the game as you try to achieve goals for your family members before their time literally runs out and Death comes knocking. There are lots of options to explore in this small little village, from following a religious path and becoming a friar to becoming a wayfarer with a life full of rich experiences and travel. You could be a lowly farmer-- but the best lowly farmer around-- or you could develop a passion for power and become a government official. Clearly Village is loved for a reason.



Inka Brand is a 2012 Kennerspiel de Jahres Winner. The Kennerspiel award was created for heavier, more thinky-games. I loved the translation as being "connoisseur." The award was created in 2011, with it's first winner being Antoine Bauza for 7 Wonders, but the following year, Brand & Brand took it home for Village. Brand & Brand took home the 2017 award for their Exit: The Game series. I also think I should throw out there that they created The Enchanted Castle, which is a game much loved in my home as well as at family events we take it to. It's interactive and you unlock a castle. I think all of these games are reflective of the diversity of these two designers and, like in previous entries, it is difficult to separate the two. They are a wonder-duo.