While working on this game I realized that the math was too hard. You look at the first card in your hand. Deal 3 damage per level of bow skill. You look down at your Ranger. Bow level: 2. You multiply, that's 6. Now remember that number and move on to the next card, a sword card for your Paladin. Figure out its total and add it and then move onto the next card. You're looking back and forth and back and forth and remembering numbers. I made a sample situation to test on my friends. People took forever and then got the wrong answer.
What I needed was cards that just said "deal 3 damage." Bam, end of story. But I wanted you to build up your heroes, that was a key fun part. The obvious solution was to gain cards as you levelled up. You'd start with say 2-3 cards per hero, and when your Ranger gained a level of Bow, that would just mean you took the next Bow card and added it to your deck.
Once I had that idea I realized I could make a game out of just that concept - building a deck - with none of the rest of it, no quests and monsters and things. I jotted down some notes on what that game might look like, then went back to work on Spirit Warriors II.
Spirit Warriors II was going to be another 500-unique-cards monster. It was slow going. One weekend in October of 2006, I was desperate for a new game to play that Monday night, and decided, hey, I could whip out the simpler pure deckbuilding thing. It didn't need 500 unique cards; most of the work would be googling for art and cutting and sleeving. So I whipped it out.
In these games money is an imposition. You don't want any! Not a one! Cellar lets you bypass coins in favor of actions, but ideally you want it out. Remodel lets you extract it slowly, while Chapel takes it out in clumps. However you do it, though, your deck will be better for it.
• Twister inventor Charles Foley died on July 1, 2013. As noted in an Associated Press article about his death: "The game became a sensation after Johnny Carson and Eva Gabor played it on 'The Tonight Show' in 1966." Ah, yes, Johnny Carson - the Wil Wheaton of the 1960s... (HT: Chris Kovac)
• Ars Technica speaks with designer Jordan Weisman about "microdot miniatures", which he aims to use in a board game titled Golem Arcana"
Each of the minis – and the board itself – has a series of "microdots". Invisible to the naked eye, these can be read by the game's stylus (currently in an "ugly prototype" stage, Weisman says). Competing players tap with the stylus to make decisions in the game, whether ordering a move, an attack, or other powers. Tap one mini, tap the board, then consult a tablet or smartphone screen to confirm the action you want to take.
• Video game site Kotaku reports on Chess 2: The Sequel, an Ouya exclusive design from Ludeme Games and David Sirlin that features six different cutomzied armies instead of ye olde traditional chess armies. From the article:
Wenzel also interviewed Michael Menzel, designer and illustrator of Legends of Andor – which won the 2013 Kennerspiel des Jahres – but that interview is in German: