Links: Efficient Production, Forgotten Games & Better Terminology

Links: Efficient Production, Forgotten Games & Better Terminology
Board Game: Evil Intent
 
• On League of Gamemakers, designer/publisher Christian Strain gives examples of how to design "board games efficiently for cost". An excerpt:

Quote:
Every punchboard component for every game is different. That means that every time a game is printed, at least one new die-cut tool is made for the punchboard components. The trick here is to keep it to only one die-cut.

When I was getting Evil Intent printed, I didn't realize this. I created two different punchboard designs: one for money, and the other for markers. If I had taken the two different components and combined them on one design, then I would have only paid for one die-cut instead of two.

I thankfully learned this lesson when I printed Asking for Trobils, making all four punchboards the same cut.
When I open a game that contains inefficiently produced punchboards as described above, I can't help but view the producer as an amateur and become suspicious of the game in question.

• In a 2,300-year-old tomb in China, "archaeologists found a 14-face die made of animal tooth, 21 rectangular game pieces with numbers painted on them, and a broken tile which was once part of a game board", according to Owen Jarus on Live Science. The article notes that researchers suspect the pieces are from a game titled "bo" or "liubo" that hasn't been played in more than 1,500 years.

Board Game Publisher: Hans im Glück
• Following the Carcassonne tournament at Spiel 2015, Hans im Glück donated €6,000 — fifty cents per point scored, rounded up to the nearest thousand — to the University of Duisburg-Essen for projects intended to help fund creative integration projects for refugees, such as language acquisition programs.

• Speaking of Spiel 2015, NPR ran a short story on the convention on its Morning Edition program in Oct. 2015, with Tiffany Ralph, a.k.a. TheOneTAR (and now Tiffany Caires following a recent marriage), providing a few details as to why gamers were headed to Essen, Germany.

• Designer Mark Major makes a case for dumping the terms "Euro" and "Ameritrash" in favor of objective and descriptive terms that better describe the elements within a game — although his descriptions focus almost entirely on the mechanisms of gameplay, which is reductionism of another sort.

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