![Links: Game-Related Fundraisers, Richard Garfield on Luck in Games & Designing for the Far, Far Future](https://cf.geekdo-images.com/CxJmNl4wR4InjqyNrMdBTw__thumb/img/TtlQgYxLTPyYQWJvruMHfwKPReE=/fit-in/200x150/filters:strip_icc()/pic163749.jpg)
• And in an unrelated benefit, the Planet Comicon convention being held in Kansas City the weekend of April 6, 2013 is holding a raffle for the Hero Initiative, which benefits comic book creators, and five winners of the raffle will play Stronghold Games' Space Cadets with geek icon Wil Wheaton, who will serve as the spaceship's captain.
• Do game cartons have to be boring? Apparently not – at least not to Steve Jackson Games which posted the image below in its March 27, 2013 Daily Illuminator:
All of our games will be undergoing a similar makeover as new printings ship.
• If you design a game, but no one ever plays it, does the game make a sound? Jason Rohrer won the tenth Game Design Challenge – with the theme "Humanity's Last Game" – at the annual (video) Game Developers Conference (GDC), with an acre of land on the moon serving as his prize. He titled the design A Game for Someone, and he created and tested the game solely on a computer that played against itself. Then, as described in an article on Polygon:
Rohrer laid out the game's rules diagrammatically on three pages of archival, acid-free paper, hermetically sealed them inside a Pyrex glass tube — which were then housed inside a titanium baton — and set about burying them in the earth.
The game is now embedded somewhere in the Nevada desert. Rohrer's not exactly sure where, as he plotted out available public land far enough away from roads and populated areas, hoping to find a suitable, desolate location to hide the game. He buried it in the desert himself, he said, turned around and walked away from the game's indistinguishable resting place.
• Old news, but new to me – and now perhaps new to you as well. On the 2012 Magic: The Gathering Cruise from Seattle, Washington to Alaska, designer Richard Garfield gave a roughly one-hour presentation on the nature of luck and its use in game design. (It's interesting how Garfield seems surprised by what appears on the screen during his talk. "What's this caption down here? Ah, yes, that's where I'm at in this talk...")