Small games started the year of 2026. Boardgamageek often organizes 9-card game contests
and since I recently designed my first such game, I decided to submit
Cheese Chase to the
2026 9-Card Nanogame Print and Play Design Contest.
I also found the time to create a video for the game.
The second small game was the fourth and smallest game in the
Find the Bug! series, namely
Find the Bug! Kanban. This game was the result of casual comments from
colleagues regarding "game rules" for the Kanban boards used in a project. Since Kanban is all about
providing resources to push work items forward within WIP limits, the game basically wrote itself.
With cards instead of work items and cubes instead of resources supplemented by some drafting rules
to acquire them, the game was designed, tested and refined within a week!
In addition to those, I revisited old Demokratia to see
if it could be a fit for the 7th WODC.
The rules did benefit from clarifications but unlike the brother game and previous WODC winner
Politeia, I found no changes necessary. Whether it will
succeed as well is another question.
This meant I had to postpone the game test of
1988 as well as the drafting of the
trading and building in medieval Stockholm. At least the latter now has a
working name: Holmia.
Quarter 4, 2025
Most of my design time this quarter was spent on the new directive from The Game Crafter,
which had me opening all my old PowerPoint box images, converting them to Keynote and changing the minimum age from 12 to 14 years at all
places where the age was mentioned. Hopefully I didn't miss anything!
However, I also had time to write a well received session report
from a Tigris & Euphrates game.
Which will be the next Nova Suecia game in 2026? Funny enough, I did get inspiration from a documentary on Karl Marx and the idea
about how workers increase the value of goods - the basic game flow of all euro games. Why not attempt to design a modern euro game,
where the challenge is to find the best optimization path?
The objective of such a game would be to include an interesting action selection mechanic where every single action is an interesting
minigame in itself. I dusted off some old game ideas and came up with the following:
Theme: Trading and building in Medieval Stockholm
Action Selection: Positive interaction through a common council board with different actions. (A modified private action board was used in Foundation.)
Council members must be placed first to select the action and then retrieved to execute the action.
When placing, if an action is occupied, place on a higher level and pay lower council members.
When retrieving, optionally execute a higher level action by paying all higher council members.
Trade/Build Economy: Resources are initially upgraded through trade but later through own buildings. (An idea used in abstract for in Suecia.)
Market speculation: Resource market where slow market movements enable arbitrage actions (limited by the action level's number of trades).
Card Management: Progressive card tableau, where worker cards slide to the right and get more abilities. (An idea originally intended for the abandoned game Karlskrona.)
Multi-use cards: Retired cards may be used as permanent ability, adjacent cards in tableau may trigger effects (such as builder+carpenter may build shipyard).
Unlockable abilities: Abilities on player board may be unlocked (such as take new council member and free storage space).
Incremented building: Buildings may be built in increments and several players may contribute and share benefits.
Resource/VP balance: Resources may be spent for VP but the longer you wait, the more expensive it will be.
As always, this is a new path to me and it will be interesting to see where it leads.
Quarter 3, 2025
Previous quarter's publication of Globalization
at Boardgamegeek was followed by a series of blog posts
about how the game came to be. They have created some buzz so hopefully this heavy game will attract some interest eventually.
Less fun was a new directive from The Game Crafter, stating that all
games had to change the minimum age from 12 to 14 years. This meant updating all components where the age is mentioned, including boxes,
rules, game presentation and whatnot. This was a daunting task which at the time of writing is still in progress.
Now it was finally time for the co-designed game Generations to present itself at
SAGA. There were
two planned game sessions and Generations was well received, particularly how the the card sliding mechanic
represented the new worker generations.
I also started a brand new project: The new 19XX game 1988. 19XX is meant to a become
a new game genre that starts where the 18XX game end, with a monopoly market about to be deregulated.
It will be very interesting to see where this project ends up.
My new job consumed most of my time during the first quarter, leaving very little time for
game design. I did complete the rules for our
SAGA game
Generations and it was also tested during a SAGA game test event. The result was OK and revealed some
areas for simplifications. One major change was the removal of resident requirements for the build
actions, leaving only a manufacturer requirement and a resource requirement. Other changes mainly
concerned graphics.
Speaking of jobs, I was also contacted by a former colleague, who expressed an interest in my
old "job game" Find the Bug!. The discussion reminded me of a minor change
that I finally implemented: failed test automations should return the tester to the player instead of
removing it permanently. Whether this leads to more sales remains to see.
Besides that, I was a bit sorry to depart with the interesting game
Hegemony,
but I just didn't expect it to reach the table as often as it deserved. Instead, I did buy another Exit game,
Exit: The Game – Dead Man on the Orient Express. At least that will get played at home.
December, 2024
December means Christmas vacation and time to play some games instead of designing them.
I was gifted Exit: The Game – Advent Calendar: The Missing Hollywood Star
by former collegaues and although more of a puzzle than a game, it did appeal to my wife and
frequently hit the table. Other games were less fortunate as both Fishing
and Babylonia had
to leave my collection.
When it comes to game design, I did some work for our
SAGA game
Generations but the most important thing is to get live and blind tests organized as soon as possible.
In case the prototype will be ordered from The Game Crafter,
I did prepare Globalization for printing, a game which also
needs a live test as the next step.
November, 2024
I did manage to get a game into the Swedish Design Contest
SAGA! However, it was not
Foundation but rather the co-designed game Karlskrona, renamed to Generations.
I guess the innovative "bump programming" mechanic has to be shelved for now as I focus creating a prototype for
Generations so that the game can be physically tested.
November was also the month for the annual game convention Tyskhelg, where I got to play several interesting games
and also won the trick-taking game Fishing.
October, 2024
I finally decided to submit Foundation to the Swedish Design Contest
SAGA. Although the game has failed to
appeal the juries of other contests, I still feel that the innovative "bump programming" mechanic deserves another
chance.
Besides that, I've spent little time on game design due to changing jobs and expect to continue focusing on old
games instead of starting new ones.
September, 2024
Due to travelling, working out of town and preparing for changing jobs I had little time for design activities.
Hopefully I'll have more time to
complete the Boardgamegeek entry for Globalization next month.
The new Swedish game design contest
SAGA opened for game submissions with the
ambition to equal the Danish Fastaval. I have plenty of potential
games for it but still have to decide whether I have the time and energy.
I also decided to let some good but seldomly played games leave my collection:
Mini Rails and
The Estates.
August, 2024
The summer came to an end, as did the test of Globalization. There was a lot of
balancing and tuning before I was satisfied. The next step is to order updated components and find interested testers, if I
decide to pursue such a heavy game.
The summer vacation finally brought some game design inspiration. I decided to use the free time to test my latest game
Globalization and it turned out to be so good that I wanted to test it to the end.
Although the game worked very well as is, it went through three major changes (and retests) to make it even better:
The simple change from 2 items delivered per opoerative to 1 item delivered per operative reduced the calculations.
The introduction of a stock market where shares may be bought and sold added a new dimension to the operative game.
The re-balancing of prices and salaries created a perfect market equilibrium where the company types are fairly equal
and where booms and recessions may come and go in the different markets.
Whether Globalization may ever become something more than a successful experiment with an economic simulation game remains to be seen
but it was very fun to see my old childhood design attempt grow up to become a beautiful swan.
I also recorded yet another sale and this time it was
Warring States that found a buyer. Given the predecessor
Cosmoclasm's popularity, is it time to give this deeper version some more love?
May, 2024
Another quiet month where the only game design I engaged in was an online test of Karlskrona.
It confirmed my fear that it may be too difficult to plan ahead so that players simply take an available action when
their turn comes. A more flexible tableau where all card actions are available but "age" as cards slide down may
solve some of the problems. However, I still worry that the game is more about chasing victory points than building a
city to open up new opportunities.
To open up new opportunities is the theme of On Mars, which I finally got time to give a
positive review. Unfortunately, Karlskrona reminds me more about another city building game I got to play this month,
namely Barcelona, which also is more about chasing
victory and less about progress.
Besides that, I finally managed to go through my many game designs and ensure that they have the latest rule sets printed.
I'm still in doubt which one to focus on next but now they're all up to date once I make up my mind.
April, 2024
April was more of a gamer's month than a designer's month as I treated myself to the regular game convention
"Tyskhelg" ("German Weekend"), where I got to play both old classics and good games new to me. Whether I'll bring
some of that experience into my own games remains to see.
I did consider an idea of an area economy game where the (city?) value would come from three sources: the
surrounding tiles, the surrounding intersection points and the connection with other cities. I then realized that
Explorers & Exploiters uses some of that mechanic already so perhaps I'll use the rest
for a third edition. The design work that I did accomplish this month was the completion of the RPG adventure
"Frändernas ring" ("The Family Ring").
Two more games were sold this month: the award winning Glasnost and
my very first game Nova Suecia. Nova Suecia is another game I may revisit to streamline the
supply and demand mechanic, perhaps some of the interesting ideas from
Kutná Hora, that I played in
January. In this game, an "analog computer" with sliding tiles is used to change the market values, which is less
fiddly than the many market tracks of Nova Suecia.
Another game with great mechanics is the classic Taj Mahal, which I reviewed this
month and which inspired me to the games Cosmoclasm and
Warring States.
Finally I was able to find a buyer for Railways of the World,
a good train game but too big to bring anywhere. Instead, I finally received Pueblo,
an interesting block laying game which I crowdfunded almost two years ago.
March, 2024
After the busy previous month I treated myself to rest this month with regards to boardgame design. Instead, I
resumed some old RPG writing
after having received positive feedback on some of my published adventures. Out of the campaign's ten
adventures only three have been properly written down so I don't lack things to spend time on.
I also resumed my chess endgame studies
to use in my chess classes and hopefully refresh and improve my own chess skills.
In addition I continued to trim my game collection by selling yet another
cube rail game, namely Mini Express,
since I already own and too seldom play the better
Mini Rails.
February, 2024
Nova Suecia Games' tenth birthday was celebrated with the completion of the
rules and the
print & play files for the Napoleon game, now officially named 1789,
for the 5th World Original Design Contest of Board Game.
A challenge with the predecessor Glasnost was the coup rule, that some players
often played wrong. The simpler solution was to let the game end after a revolution and an immediate counter-revolution,
after which the player factions may be safely revealed. Another improvement was replacing policy tokens with
Minister pawns that are moved to reflect the outcome of the votes. Finally a game video was produced.
With that I could finally submit the game together with Foundation to the
contest.
Besides working on my own games, we finally managed to get Karlskrona to the table in a test that turned out
to be successful. The game's general flow worked and there were always interesting decisions. Some modifications had to
be done, particularly to the scoring (where the "Knizian" best worst score) was replaced with a regressive score
for each category to encourage diversion. The game may soon be ready for a pitch.
February was also a month of changes in my game collection as the seldomly played
Irish Gauge,
Chicago ExpressRenature left in favor of
the both mechanically and thematically interesting asymmetric politics game of
Hegemony.
Hopefully I'll find time to review it next month.
January, 2024
January was a quiet month where other work took away my design time. Yoka Games did announce its
5th World Original Design Contest of Board Game
with a deadline in March so it did pay off to prepare the Napoleon game. I still need to find a simpler
mechanic for the revolutions though. Foundation is likely to be the
second submission.
Besides that, I was given a copy of Union Stockyards
and since I was curious about the game's market mechanics, I also wrote a
review.