The Busy Game Designer
Let’s get real. Designing games is hard and takes a lot of time. Being a father of 2 takes a lot of my attention. You probably have your own daily distractions that keep you from designing the next Ticket to Read more…
Let’s get real. Designing games is hard and takes a lot of time. Being a father of 2 takes a lot of my attention. You probably have your own daily distractions that keep you from designing the next Ticket to Read more…
In this post, we share our process on how we landed on Kickstarter as the chosen platform to launch our games.
The Forest Gnomes just got a leg up on those sneaky wizards. Quite literally in fact. Back when I started Gnomes and Wizards, there was a lot of excitement about building a tactical game that tabletop gamers of all experience Read more…
Many games use cards or dice as their randomizers. When designing Amist we wanted to figure out a way that players could plan ahead more and not be totally subject to the chance of a die roll or hoping to Read more…
When it comes to objectives, do you prefer to go for the small contracts that you can pile up or the large endeavors that take much of the game to complete but are well worth the reward? As we continue Read more…
Now that Origins is over, we want to share what we have been working on with Gnomes and Wizards. Dave Testa, our in-house illustrator and co-designer for Amist, has been crushing the revamped illustrations for all of the tribe units. Read more…
We are excited to introduce our new blog for CavernWire Games. We plan to post on this form weekly to keep CavernCritters such as yourself informed on what we are working on, what games we are playing, what events we Read more…