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	<title>Interviews Archives - Next Player</title>
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		<title>Damian Korus &#8211; Exploration Kickstarter</title>
		<link>https://nextplayer.com.au/damian-korus-exploration-kickstarter/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=damian-korus-exploration-kickstarter</link>
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		<dc:creator><![CDATA[Cameron B]]></dc:creator>
		<pubDate>Tue, 11 Jun 2019 22:32:14 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[indie]]></category>
		<guid isPermaLink="false">https://nextplayer.com.au/?p=1357</guid>

					<description><![CDATA[<p>The post <a href="https://nextplayer.com.au/damian-korus-exploration-kickstarter/">Damian Korus &#8211; Exploration Kickstarter</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-size: 14pt;"></span></p>
<div><span style="font-size: 14pt;">Damian Korus is the designer of the new project &#8216;Exploration&#8217; currently on Kickstarter &#8211; he was kind enough to have some words with us about him and the project, below. Find his <a href="https://www.kickstarter.com/projects/plyteam/exploration-0?ref=820539&amp;token=1ccfbc10">Kickstarter for Exploration here</a>. </span></div>
<div style="text-align: center;"> </div>
<div style="text-align: center;"><span style="font-size: 14pt;"><strong>In Exploration, touring near-Earth space is just one facet of achieving victory. Players must build fleets, collect resources, and of course, exert their dominance over the competition.</strong></span><br /><span style="font-size: 14pt;"><strong>Exploration boasts an array of ships—from transports to destroyers, and everything in between—letting you decide how to explore wild space. Some ships rely on speed and maneuverability, while others boast impressive <span class="text_exposed_show">shields and armaments. </span></strong></span></div>
<div style="text-align: center;"><span style="font-size: 14pt;"><strong><span class="text_exposed_show">Build your fleet to your faction’s strengths to gain dominance of near-Earth space. Exploration will provide plenty of deep strategy that’s attainable to both new and seasoned gamer</span></strong></span></div>
<div> </div>
<div><span style="font-size: 14pt;"><em>&#8220;Tell me about your journey in board games &#8211; when did you start playing and what were the games that caught your imagination?&#8221;</em></span></div>
<div> </div>
<div><span style="font-size: 14pt;">​Like for many of us I grew up in the family that was familiar with board games classics like Catan, Carcassone or Munchkin. <span lang="en"><span title="">The critical moment in my life as a board game player was to play Talisman with my friends after a few years break.</span></span> It was a critical day because I wanted to find more exciting games. It was in 2016, in the middle of the board games renaissance, so there were many great games on the market. We played <a href="https://nextplayer.com.au/reviews/robinson-crusoe-review/">Robinson Crusoe: Adventures on the Cursed Island</a>, Terraforming Mars , <a href="https://nextplayer.com.au/reviews/scythe-review/">Scythe</a>, Tzolki&#8217;n and many other games. I realised then that there was only one board game trying to catch reality of space exploration &#8211; High Frontier, but as we all know it is very difficult to play it. I came up with idea to make a game about the near future of space exploration and now we are starting our Kickstarter campaign.</span><br /><br /></div>
<div><em><span style="font-size: 14pt;">&#8220;What are your inspirations for Exploration and what would you compare the finished product to?&#8221;</span></em></div>
<p><span style="font-size: 14pt;">My studies were the inspiration for the game theme. I am an aerospace engineer and I love everything about space and aeronautics. The first drafts began by anticipating and imitating the same technological challenges and problems that real life Space Programs had encountered for example: the difficulty of dropping the module accurately on the intended target position, The design of a ship that was well-equipped, enough to survive in space more than two turns and to create a realistic movement system that was both authentic and playable. </span></p>
<p><span style="font-size: 14pt;"><em>That&#8217;s right, this game about space exploration is actually designed by a rocket scientist! </em></span></p>
<div><span style="font-size: 14pt;">Honestly, it&#8217;s difficult to compare Exploration with any other game that is currently on the market.<span lang="en"><span title=""> At first glance, the game may resemble a very simplified version of High Frontiers and w</span></span>e can certainly find a similarity in XIA spacecraft: Legends of a Drift System and movement on board may look similar to Merchant of Venus.</span></div>
<div> </div>
<div><span style="font-size: 14pt;"><em>I&#8217;m interested in the Polish board game scene, as there are so many good games that are coming out of that region at the moment, games like Robinson Crusoe, Imperial Settlers, 51st State, This War of Mine and Lords of Hellas. So I put it to Marcus, why he thinks that Poland is so well represented in the community: </em></span></div>
<div> </div>
<div><span style="font-size: 14pt;">It is a hard question. One of the reasons can be the still growing community of board gamers. I live in one of the biggest cities in Poland and I feel this growing community on every corner. Every year there are new small conventions, game pubs and even university guilds. That is why Poland is a good place for board game designers. We can show our projects to many people <span lang="en"><span title="">who are always eager to test new games.</span></span> <span lang="en"><span title="">Another factor is the successes of </span></span>Awaken Realms. They are Polish and their<span lang="en"><span title=""> designs inspire designers all over the world.</span></span></span></div>
<div> </div>
<div><span style="font-size: 14pt;"><em>&#8220;What are some of your favourite games and what are some of the gems that many people don&#8217;t play?&#8221;</em> </span></div>
<div> </div>
<div><span style="font-size: 14pt;">I realize that many gamers hate this game, but my favourite is Tzolk&#8217;in. I love the time impact on the gameplay and fact that you can complete only 10% of things you are planning on the beginning of the game. The gem that many people don&#8217;t play might be Ankh-Morpork. I love when other players think that I&#8217;m a Lord Vetinari but really I&#8217;m a Dragon King of Arms. And it is Terry Prachett&#8217;s Discworld universe.</span></div>
<div> </div>
<div><span style="font-size: 14pt;">As mentioned before, make sure to check out the <a href="https://www.kickstarter.com/projects/plyteam/exploration-0?ref=820539&amp;token=1ccfbc10">project on Kickstarter</a>! </span></div>
<div> </div>
<p><span style="font-size: 14pt;"></span></p><p>The post <a href="https://nextplayer.com.au/damian-korus-exploration-kickstarter/">Damian Korus &#8211; Exploration Kickstarter</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
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		<title>John Brieger of B&#038;B Games Studio</title>
		<link>https://nextplayer.com.au/john-brieger-of-bb-games-studio/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=john-brieger-of-bb-games-studio</link>
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		<dc:creator><![CDATA[Cameron B]]></dc:creator>
		<pubDate>Sun, 02 Jun 2019 23:47:29 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[interviews]]></category>
		<guid isPermaLink="false">https://nextplayer.com.au/?p=1316</guid>

					<description><![CDATA[<p>Floyd Lu and John Brieger&#8217;s game &#8211; The Refuge: Terror from the Deep takes you into treacherous waters with a 2-6 player competitive dive and a 1-4 player solo and cooperative dive. Now available to back on Kickstarter  Compete with rival divers in a frantic race to the escape pods, or work as a team [&#8230;]</p>
<p>The post <a href="https://nextplayer.com.au/john-brieger-of-bb-games-studio/">John Brieger of B&#038;B Games Studio</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img fetchpriority="high" decoding="async" width="1024" height="1024" src="https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-1024x1024.jpg" alt="" class="wp-image-1326" srcset="https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-1024x1024.jpg 1024w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-150x150.jpg 150w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-300x300.jpg 300w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-768x768.jpg 768w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-250x250.jpg 250w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-125x125.jpg 125w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-50x50.jpg 50w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-110x110.jpg 110w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-420x420.jpg 420w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover-430x430.jpg 430w, https://nextplayer.com.au/wp-content/uploads/2019/06/Box-Cover.jpg 1325w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>


<p>Floyd Lu and John Brieger&#8217;s game &#8211; <em>The Refuge: Terror from the Deep</em> takes you into treacherous waters with a 2-6 player competitive dive and a 1-4 player solo and cooperative dive. Now available to back on <a href="https://www.kickstarter.com/projects/bnbgames/the-refuge-terror-from-the-deep">Kickstarter </a></p>
<p>Compete with rival divers in a frantic race to the escape pods, or work as a team to solve challenging objectives before the Kraken overwhelms you. Whichever game mode you choose, you&#8217;ll be one of six unique characters in anmmersive, cinematic experience that takes you head to head with an angry Kraken! </p>
<p>John &#8220;We’re really excited about bringing this game and this world to life. There aren’t a lot of people making adventure miniatures games that are under an hour and affordable, and we think players are going to really love it.&#8221;</p>
<p><strong><i>Where does your passion for board games come from, were they a family tradition or is it a more recently acquired hobby? </i></strong></p>
<p><em>John &#8211; &#8220;</em>I grew up playing all sorts of games with my family, who are intensely competitive gamers. I’ve always loved games &#8211; and some of my favorite childhood memories are sitting on the floor during family vacations playing card games. I started playing hobby games with Magic: The Gathering in 2001 and haven’t stopped since!&#8221;</p>
<p>For me, it&#8217;s great to see that boardgamers come from such a variety of backgrounds and lifestyles. Gaming was never a part of my growing up, but has been a big part of my adult life as it allows me to escape the everyday stress that comes with life in general. It also allows a level of connection that we can&#8217;t get through anything else, play is definitely a massive part of mental wellness and community building.</p>
<p> </p>


<figure class="wp-block-image"><img decoding="async" width="1024" height="646" src="https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-1024x646.jpg" alt="" class="wp-image-1327" srcset="https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-1024x646.jpg 1024w, https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-300x189.jpg 300w, https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-768x484.jpg 768w, https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-50x32.jpg 50w, https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-110x69.jpg 110w, https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-420x265.jpg 420w, https://nextplayer.com.au/wp-content/uploads/2019/06/Photo-Cooperative-Setup-682x430.jpg 682w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p><strong><i>What were the unique challenges of designing a game that has both competitive and coop modes? Where do you get inspiration from? </i></strong></p>
<p>On Terror from the Deep, I worked very closely with Floyd Lu, who designed the original Refuge: a Race for Survival. Together, we built out a whole world for our divers to inhabit, and used that to drive core gameplay. Competitive gameplay was adapted from B&amp;B Games Studios’ 2016 release The Refuge: a race for survival, so we had a solid starting point. The most challenging point of crossover was the character abilities, which we spent lots of time playtesting to make sure they felt awesome in competitive and cooperative dives.</p>
<p>For the cooperative and solo dives, our overall vision was that we wanted to bring a kind of monster-movie adventure to your table. So we used that as kind of a North Star to guide us when we needed to make design decisions.  I watched a lot of horror and action movies and tried to figure out what story beats we wanted to translate to the tabletop. A typical play session might see you get down on the ocean floor to conduct a science experiment, discover a secret shipwreck, then get devoured by the Kraken and cut your way out from the inside!</p>
<p><strong><i>Where do you see yourself or B&amp;B in the next 5 years &#8211; are there more plans in the works or focusing on Refuge at the moment? </i></strong></p>
<p>I just finished working with B&amp;B on another title releasing later this year from B&amp;B &#8211; Folded Wishes, and am really excited about continuing to collaborate with Floyd on future releases. We have some amazing things on the horizon.</p>
<p><strong><i>If you were to recommend one top 100 game on BGG what would it be and what is one &#8216;hidden gem&#8217; of a game that you love? </i></strong></p>
<p>Of the top BGG games, Concordia is a masterpiece of elegant design. I can’t get enough and highly recommend it to to everyone. <em>(Ed &#8211; This</em> is seriously making me want to buy a copy of Concordia, even though I have numerous others Euros!)</p>
<p>My current favorite “Hidden Gem” is the Korean speed game “Layers” by Happy Baobab. It’s an incredibly fun, vibrant game that you can play with almost anyone.</p>
<p>Make sure to check out <a href="https://www.kickstarter.com/projects/bnbgames/the-refuge-terror-from-the-deep">The Refuge: Terror from the Deep now on Kickstarter!  </a></p>
<p> </p>
<p>The post <a href="https://nextplayer.com.au/john-brieger-of-bb-games-studio/">John Brieger of B&#038;B Games Studio</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
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		<title>Interview with Artem Safarov &#8211; Unbroken</title>
		<link>https://nextplayer.com.au/interview-with-artem-safarov-unbroken/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-artem-safarov-unbroken</link>
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		<dc:creator><![CDATA[Cameron B]]></dc:creator>
		<pubDate>Thu, 25 Oct 2018 02:28:08 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[solo]]></category>
		<category><![CDATA[unbroken]]></category>
		<guid isPermaLink="false">https://nextplayer.com.au/?p=1199</guid>

					<description><![CDATA[<p>Unbroken was one of the hits of Kickstarter this year and with it almost ready to come out, I was given a great opportunity to speak with it designer, Artem Safarov, about him and the process that led to Unbroken being made. Where did you get your start in the board games industry, are you [&#8230;]</p>
<p>The post <a href="https://nextplayer.com.au/interview-with-artem-safarov-unbroken/">Interview with Artem Safarov &#8211; Unbroken</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-size: 14pt;"><a href="https://boardgamegeek.com/boardgame/225885/unbroken">Unbroken</a> was one of the hits of Kickstarter this year and with it almost ready to come out, I was given a great opportunity to speak with it designer, Artem Safarov, about him and the process that led to Unbroken being made.</span></p>
<p><span style="font-size: 14pt;"><img decoding="async" class="aligncenter size-medium wp-image-1205" src="https://nextplayer.com.au/wp-content/uploads/2018/10/pic3766231-300x247.jpg" alt="" width="300" height="247" srcset="https://nextplayer.com.au/wp-content/uploads/2018/10/pic3766231-300x247.jpg 300w, https://nextplayer.com.au/wp-content/uploads/2018/10/pic3766231-50x41.jpg 50w, https://nextplayer.com.au/wp-content/uploads/2018/10/pic3766231-110x90.jpg 110w, https://nextplayer.com.au/wp-content/uploads/2018/10/pic3766231-420x345.jpg 420w, https://nextplayer.com.au/wp-content/uploads/2018/10/pic3766231-523x430.jpg 523w, https://nextplayer.com.au/wp-content/uploads/2018/10/pic3766231.jpg 730w" sizes="(max-width: 300px) 100vw, 300px" /></span></p>
<p><span style="font-size: 14pt;"><b>Where did you get your start in the board games industry, are you aiming for this to be your sole job or is this a role that you would like to keep in addition to other roles?</b></span></p>
<p><span style="font-size: 14pt;"><span style="font-weight: 400;">I first entered the industry when I have successfully funded </span><a href="https://www.kickstarter.com/projects/1227872561/cauldron-a-board-game-of-competitive-alchemy"><span style="font-weight: 400;">Cauldron: a board game of competitive alchemy</span></a><span style="font-weight: 400;"> on Kickstarter more than 3 years ago. It was really a labour of love for myself and a group of friends who provided invaluable help doing art and graphic design. We were thrilled that the game found its audience and that were able to successfully get it to almost a thousand backers. It’s been such a great feeling that I never looked back, besides – the board game industry has such an amazing community that it’s a pleasure to be a part of it.</span></span></p>
<p><span style="font-weight: 400; font-size: 14pt;">I wish I could answer the second part of that question with any certainty. There is so much riding on ability to provide for a family that even with the incredible success of Unbroken – it’s a tough decision to make. The goal of doing board games full time is such an attractive ideal for me because I would love to be invested in my job so fully, but I have always been a fan of small responsible steps to get you where you’re going. So, for now I think I am staying put in my day job and enjoying the games business as a fulfilling side venture.</span></p>
<p><span style="font-size: 14pt;"><b>Unbroken was a standout of this year on Kickstarter, what do you think that it was that drew people to the game in particular? Do you think that the solo component has a lot to do with the success? </b></span></p>
<p><span style="font-weight: 400; font-size: 14pt;">I think there were several reasons for the success that Unbroken enjoyed.</span></p>
<p><span style="font-weight: 400; font-size: 14pt;">The decision to commit to the solo-only mode is the biggest factor. I mean, Kickstarter is so saturated with a multitude of all kinds of games these days that the number one requirement for success is the ability to stand out. And solo-only was definitely an underdeveloped niche with a big unmet need. </span></p>
<p><span style="font-weight: 400; font-size: 14pt;">I’ve spent a lot of time on social media groups discussing different solo games that people enjoyed (and contributing my own experience as a passionate solo gamer of course). There is just really a big desire to have more of this kind of gaming and to not have it as a tacked-on solo mode or a jerry-rigged way to play something solo that really should not be.</span></p>
<p><span style="font-weight: 400; font-size: 14pt;">Unbroken never settled for its solo nature – it celebrated it and was built entirely around that premise. I think this well-defined unique vision helped it stand out. </span></p>
<p><span style="font-weight: 400; font-size: 14pt;">Another factor, although less important than the solo component is the fact that Unbroken takes 20-30 minutes to play. It offers a lot more than it asks for from the players. Talking to people about solo games I felt such an overwhelming desire of being able to fit more gaming into one’s life and not everyone has 3 hours to burn on globe-trotting in Eldritch Horror. There is a reason people still love Friday after 7 years – it’s a tight design that is super easy to bring to the table. So, I made sure to position Unbroken as a game that you will always be able to play and that won’t contribute to the pressure of unplayed games judging you, sitting shrink-wrapped on your wall of shame.</span></p>
<p><span style="font-weight: 400; font-size: 14pt;">Nice art and affordability helped too :).</span></p>
<p><span style="font-size: 14pt;"><b>What was the process for Unbroken for you as a designer, did you come up with a theme first or did the theme fits the mechanics? Do you have a formal process for design/development?</b></span></p>
<p><span style="font-size: 14pt;"><span style="font-weight: 400;">I am a huge fan of the work that Ignacy Trzewiczek does both in terms of designing games and teaching others to do so. In his book, </span><a href="https://www.amazon.ca/Boardgames-That-Tell-Stories-funniest-ebook/dp/B00LX4HLMW"><span style="font-weight: 400;">Board Games That Tell Stories</span></a><span style="font-weight: 400;">, Ignacy lists a concept that I really took to heart in my own creative process. It’s not theme first or mechanics first. It’s the experience that you want the player to have. You have to settle on that and then layer everything else on top of that core, making sure that everything that you add contributes to this central vision. That’s the philosophy I tried to pursue with Unbroken. I wanted to tell a story of survival and staying strong despite being in terrible circumstances. I wanted to impress that dungeon-delving is not cutesy fun and real sacrifice and failure always loom. So, I tried to make sure that every thematic and mechanical decision that I made creating the game helped this vision and I am very happy with the result.</span></span></p>
<p><span style="font-weight: 400; font-size: 14pt;">I certainly do not have anything close to a formal process – while there is a flexible central mathematical system holding everything together, there was a lot of tweaking as I went, especially as I have received some exceptionally useful feedback from the solo player community. It’s very much touch and go for me with periodic checkups on whether the game performs as I would like it to and making adjustments to refine it.</span></p>
<p><span style="font-weight: 400; font-size: 14pt;">As my collaborators in Golden Bell can attest to – some of the tiny mechanical tweaks were being made just before submitting the game files to print, so it’s a constant living process. Just need to know when to say stop and move on – can’t spend an eternity chasing elusive perfection.</span></p>
<p><span style="font-size: 14pt;"><b>You mention your son, Alan, on your website are there any games that you play with him, or are looking forward to playing with him?  </b></span></p>
<p><span style="font-size: 14pt;"><span style="font-weight: 400;">Oh boy, I can write a whole blog post about my experience with teaching Alan games and enjoying them with him. He has taken very well to the gaming hobby – he was playing </span><a href="https://boardgamegeek.com/boardgame/94483/hoot-owl-hoot"><span style="font-weight: 400;">Hoot Owl Hoot</span></a><span style="font-weight: 400;"> before he was 3 and moved on very quickly to My Firsts of the genre staples – Carcassonne, Ticket to Ride, Stone Age – all of these have seen a lot of play time at our table. Alan is such a little nerd that he even has a favourite designer – Scott Almes, the man responsible for some of Alan’s favourite games – </span><a href="https://boardgamegeek.com/boardgame/171890/best-treehouse-ever"><span style="font-weight: 400;">Best Treehouse Ever</span></a><span style="font-weight: 400;"> and </span><a href="https://boardgamegeek.com/boardgame/155969/harbour"><span style="font-weight: 400;">Harbour</span></a><span style="font-weight: 400;">. Games have been a big help in honing his numeracy and literacy skills as well as teaching lots of the social lessons like being a humble winner and a gracious loser (still working on that one). Forbidden Island/Desert series provides us with lots of cooperative adventure and Dixit is a family favourite to exercise some imagination.</span></span></p>
<p><span style="font-weight: 400; font-size: 14pt;">I look forward to playing some more advanced and story-focused games with him when he’s older if he’s up for it. I have a copy of Legends of Drizzt patiently waiting its hour. I also think he will really enjoy Lords of Waterdeep in a year or two.</span></p>
<p><span style="font-weight: 400; font-size: 14pt;">Oh, I also have a younger son, Ian who is 11 months old. We are working on rolling dice in Dungeon Roll without eating them.</span></p>
<p><span style="font-size: 14pt;"><b>What can we expect next from you Artem, Altema or Golden Bell Studios?</b></span></p>
<p><span style="font-weight: 400; font-size: 14pt;">I am very excited for our collaboration and I think it comes as no surprise that the most immediate new venture that we have is an expansion for Unbroken that is going to broaden the player experience with new monsters, new characters, new strategy options (magic!) and the much-requested option for a co-op mode combining two copies of Unbroken.</span></p>
<p><span style="font-size: 14pt;"><span style="font-weight: 400;">Titled </span><i><span style="font-weight: 400;">Unearthed Remains</span></i><span style="font-weight: 400;">, it is about to enter design and development stage and I’m sure my Golden Bell friends will agree with me that we cannot wait to share it with the community and bring it to Kickstarter and eventually to players’ tables!</span></span></p>
<p>The post <a href="https://nextplayer.com.au/interview-with-artem-safarov-unbroken/">Interview with Artem Safarov &#8211; Unbroken</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
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		<title>Interview with Steve Jackson</title>
		<link>https://nextplayer.com.au/interview-with-steve-jackson/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-steve-jackson</link>
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		<dc:creator><![CDATA[Cameron B]]></dc:creator>
		<pubDate>Sat, 04 Aug 2018 22:04:50 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[rpg]]></category>
		<guid isPermaLink="false">https://nextplayer.com.au/?p=1116</guid>

					<description><![CDATA[<p>This week I got a chance to have an interview with Steve Jackson, of Steve Jackson Games, and seriously him and his team are some of the coolest people that I have come across in the industry, not only did they provide me their time for the interview, but they also dropped me a snippet [&#8230;]</p>
<p>The post <a href="https://nextplayer.com.au/interview-with-steve-jackson/">Interview with Steve Jackson</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-1125" src="https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original.jpg" alt="interview with steve jackson" width="680" height="680" srcset="https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original.jpg 680w, https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original-150x150.jpg 150w, https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original-300x300.jpg 300w, https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original-250x250.jpg 250w, https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original-125x125.jpg 125w, https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original-110x110.jpg 110w, https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original-420x420.jpg 420w, https://nextplayer.com.au/wp-content/uploads/2018/07/a1dbcbb25b8b8616cda8bfae932467e9_original-430x430.jpg 430w" sizes="auto, (max-width: 680px) 100vw, 680px" />This week I got a chance to have an interview with Steve Jackson, of Steve Jackson Games, and seriously him and his team are some of the coolest people that I have come across in the industry, not only did they provide me their time for the interview, but they also dropped me a snippet of a project that they are working on that looks very exciting!</p>
<p>Steve has been in the RPG and tabletop games field since the 70&#8217;s, which if you aren&#8217;t good at maths, is a long time to be in any industry especially one which often ebbs and flows with public interest and engagement, so I ask Steve how he stays fresh in the industry:</p>
<p style="text-align: center;"><em> If it ever stops being fun, I’ll quit. So that kind of longevity is self-selecting. I doubt anybody does this for 35 years “because they have to.” I like playing games, and even more than that, I like making them. And I like all kinds of games, including computer games &#8211; my regret is that I’ve never been able to get really into that field. Maybe someday!</em></p>
<p style="text-align: center;"><em>I don’t know if diversification causes longevity or if it’s the other way around. Certainly the market has changed enough times over the decades that NOT to diversify would have been fatal. One has to experiment, learn, adapt, reinforce success, and pull back on the things that are no longer working.</em></p>
<h4>Release News!</h4>
<p>As for the exciting release news, Steve says that SJG has been licensed by Games Workshop to create <strong>Munchkin Warhammer 40,000!</strong> It’s already in playtest, and doing well &#8211; and they are aiming to do at least one expansion set for it. You can find out more about <a href="http://www.worldofmunchkin.com/warhammer40000/">Munchkin Warhammer 40k at the Munchkin website</a></p>
<p style="text-align: center;"><em>Games Workshop have been not just easy to work with, but fun, and we’d love to do more with them. “Chaos” is, of course, a new monster type, and yes, there are Ultramarines! We plan to ship this game in March 2019</em></p>
<p style="text-align: center;"><em>As far as other releases, I have been head down in the Fantasy Trip project (<a href="https://www.kickstarter.com/projects/sjgames/the-fantasy-trip-old-school-roleplaying">which went live on Kickstarter recently</a>) and could not tell you what has been released or announced in the past month. I have run across some enthusiastic anticipation of Green Ronin’s THE EXPANSE project, which is also new on KS. And I continue to be impressed by Paizo’s PATHFINDER and STARFINDER lines.</em></p>
<h4>Making games that work</h4>
<p>One of the big issues that I have seen coming out of Kickstarter recently is the trend that people think that they can sell an <em>idea, </em>rather than a product. Kickstarter seems to have done away with the idea of research and development and seems to be acting as more of a venture capital fund for some companies to &#8216;see what happens&#8217;. My personal belief is that a lot of failure comes to KS creators because they fail to manage or research the human mechanics of play. Given that Munchkin has a high degree of &#8216;take that&#8217; interactions <em>and </em>it has been successful over a long period of time, I thought that I would pose the question to the creator himself &#8211; &#8216;How do you make sure that play isn&#8217;t too mean?&#8217;</p>
<p style="text-align: center;"><em>That’s one of the big values of playtesting with varied groups. I love games too much to take things personally, but some people can get very personal indeed about &#8211; for instance &#8211; the kind of foul compounded betrayal that so often comes up in Munchkin. And I want everyone to have fun. So we do try to design some of the potential “mean” out of games, because some people just take things too seriously, and I don’t want to lose their business OR spoil their day!</em></p>
<p>Given the success of board games and having a &#8216;Golden Age&#8217; I posed the question to Steve whether he thought that RPGs are headed the same way. He says that he feels that:</p>
<p style="text-align: center;"><em>&#8220;All the factors that have created the current boardgame explosion apply equally well to RPG material, and RPGs, even more than boardgames, inspire their fans to sit down and create variants and expansions&#8221; </em></p>
<p>What about you, are you a fan of Role playing games and do you see a resurgence in them at the moment? If so, what are some of your favourites to get to the table right now?</p>
<p>Make sure you check out the <a href="https://www.kickstarter.com/projects/sjgames/the-fantasy-trip-old-school-roleplaying">Steve Jackson Games Kickstarter of The Fantasy Trip</a> which is live now!</p>
<p>The post <a href="https://nextplayer.com.au/interview-with-steve-jackson/">Interview with Steve Jackson</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
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		<title>Interview with Conor McGoey of Gorus Maximus</title>
		<link>https://nextplayer.com.au/interview-with-conor-mcgoey-of-gorus-maximus/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-conor-mcgoey-of-gorus-maximus</link>
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		<dc:creator><![CDATA[Cameron B]]></dc:creator>
		<pubDate>Mon, 02 Jul 2018 03:47:46 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[gorus maximus]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[kickstarter]]></category>
		<guid isPermaLink="false">https://nextplayer.com.au/?p=1055</guid>

					<description><![CDATA[<p>This week I got in contact with Conor McGoey of Inside Up Games to talk about their most recent Kickstarter &#8211; Gorus Maximus. The new Kickstarter really caught my eye for a few reasons &#8211; 1. The art on the cards is great and doesn&#8217;t shy away from some stylised gore 2. It is a [&#8230;]</p>
<p>The post <a href="https://nextplayer.com.au/interview-with-conor-mcgoey-of-gorus-maximus/">Interview with Conor McGoey of Gorus Maximus</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div><span style="font-size: 14pt;"><img loading="lazy" decoding="async" class="aligncenter wp-image-1063 size-large" src="https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-1024x1024.jpg" alt="Gorus Maximus Australia" width="640" height="640" srcset="https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-1024x1024.jpg 1024w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-150x150.jpg 150w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-300x300.jpg 300w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-768x768.jpg 768w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-250x250.jpg 250w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-125x125.jpg 125w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-110x110.jpg 110w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-420x420.jpg 420w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433-430x430.jpg 430w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2433.jpg 2048w" sizes="auto, (max-width: 640px) 100vw, 640px" /></span></div>
<div></div>
<div><span style="font-size: 14pt;">This week I got in contact with Conor McGoey of <a href="https://insideupgames.com/">Inside Up Games</a> to talk about their most recent Kickstarter &#8211; <a href="https://www.kickstarter.com/projects/insideupgames/gorus-maximus-a-trick-taking-game-of-gladiatorial?ref=category_newest&amp;ref=discovery">Gorus Maximus</a>. The new Kickstarter really caught my eye for a few reasons &#8211; 1. The art on the cards is great and doesn&#8217;t shy away from some stylised gore 2. It is a trick-taking game that can play at several player counts 3. It isn&#8217;t overpriced, like so many things are at the moment on KS.</span></div>
<div></div>
<h4><strong><span style="font-size: 14pt;">Inception of Gorus Maximus</span></strong></h4>
<p><span style="font-size: 14pt;">Conor says that he didn&#8217;t have a TV growing up so tended to play a lot of board and card games, hence his interest in the industry. He ran a construction company for the last 10 years but unfortunately got sick and during his down time he created <a href="https://boardgamegeek.com/boardgame/201186/summit-board-game">Summit</a> and decided to try it on Kickstarter. He says:</span></p>
<p style="text-align: center;"><span style="font-size: 14pt;"> &#8220;<em>It went well enough for me to create the expansion, and then <a href="https://boardgamegeek.com/boardgame/226757/vault-assault">Vault Assault</a> and now Gorus Maximus. 2018 will be the first year I rely on publishing income instead of construction revenue&#8221;</em> </span></p>
<p><span style="font-size: 14pt;">I have to say that this is a great story in the industry, there are so few people who are able to rely on board games as their main source of income and it is awesome to see this happening for Conor. It continues to show that this industry is growing and able to provide livelihoods to people, who in turn can provide incredible games.</span></p>
<div><span style="font-size: 14pt;">As for how Gorus Maximus came to be: </span><span style="font-size: 14pt;"><em>&#8220;I love playing cards. We have a deck with us everywhere we go. My wife and I built the ground work for Gorus Maximus 10 years ago on a beach in Thailand, long before I ever guessed I would do this for a living! We wanted to make a trick taking card game for two players and it worked. Fast forward to my growth as a designer and I developed it more so that it could be played 1-8 players and both scale and remain enjoyable&#8221;</em></span></div>
<div></div>
<h4><strong><span style="font-size: 14pt;"><img loading="lazy" decoding="async" class="aligncenter wp-image-1069 size-large" src="https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451-1024x683.jpg" alt="" width="640" height="427" srcset="https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451-1024x683.jpg 1024w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451-300x200.jpg 300w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451-768x512.jpg 768w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451-110x73.jpg 110w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451-420x280.jpg 420w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451-645x430.jpg 645w, https://nextplayer.com.au/wp-content/uploads/2018/07/MG_2451.jpg 2048w" sizes="auto, (max-width: 640px) 100vw, 640px" /></span></strong></h4>
<h4><strong><span style="font-size: 14pt;">Art of Gorus Maximus</span></strong></h4>
<div>
<p><span style="font-size: 14pt;"><a href="http://www.kwanchaimoriya.com/">Kwanchai Moriya</a> is one of my favorite artists in the board game industry, with incredible work on Flip Ships, Kepler  3042 and my favourite Dinosaur Island.  His art is typified by heaps of colour and fun, pop oriented themes, it is the kind of art that definitely stands out, especially if it is in store next to Euro games! The art for Gorus Maximus straddles the line between gory and playful and has a great look to it and as I said earlier it is one of the things that really drew me to the game. Conor met Kwanchai at Gen Con last year and hit it off through a mutual respect for each other&#8217;s craft. At the time they talked about collaborating, and then finalized plans at SHUX last year.</span></p>
<h4><strong><span style="font-size: 14pt;">Conor as gamer and designer</span></strong></h4>
<p><span style="font-size: 14pt;">Conor likes to play a variety of games to keep things interesting with currents games that hit the table being: Terra Mystica, Scythe, Tortuga 1667, Charterstone,  Gloomhaven, 7 Wonders, Secret Hitler and Captain Sonar.  </span></p>
<p><span style="font-size: 14pt;">When asked what his &#8216;desert island&#8217; game is, he replies: <em>&#8220;I’m too logical.. I am already thinking logistically about what games could be played on a deserted island.. with all the elements…. it would have to be something that can take the abuse and plays well at 2 players…. I probably shouldn’t say Gorus Maximus even though the plastic cards would hold up great!….. maybe Blokus? That should hold up ok? Although losing a piece would be infuriating!&#8221;</em></span></p>
<div><span style="font-size: 14pt;">After looking at previews and reviews and speaking to Conor, I would definitely recommend that you should check out <a href="https://www.kickstarter.com/projects/insideupgames/gorus-maximus-a-trick-taking-game-of-gladiatorial?ref=category_newest&amp;ref=discovery">Gorus Maximus</a>, it has around 10 days to go and has hit a bunch of stretch goals &#8211; plus for around $30AUD you can get a copy to your door here in Australia!</span></div>
</div>
<p>The post <a href="https://nextplayer.com.au/interview-with-conor-mcgoey-of-gorus-maximus/">Interview with Conor McGoey of Gorus Maximus</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
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		<title>Interview with Shem Phillips &#8211; Garphill Games</title>
		<link>https://nextplayer.com.au/interview-with-shem-phillips-garphill-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-shem-phillips-garphill-games</link>
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		<dc:creator><![CDATA[Cameron B]]></dc:creator>
		<pubDate>Thu, 21 Jun 2018 01:40:18 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[boardgames]]></category>
		<category><![CDATA[garphill]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[kickstarter]]></category>
		<guid isPermaLink="false">https://nextplayer.com.au/?p=1003</guid>

					<description><![CDATA[<p>In shining a spotlight on some of the people of the industry this week I got to interview the designer of one of my favourite games &#8211; Shem Phillips of Garphill Games, the designer of my favourite Raiders of the North Sea. Shem is also the designer of the rest of the North Sea trilogy [&#8230;]</p>
<p>The post <a href="https://nextplayer.com.au/interview-with-shem-phillips-garphill-games/">Interview with Shem Phillips &#8211; Garphill Games</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">In shining a spotlight on some of the people of the industry this week I got to interview the designer of one of my favourite games &#8211; Shem Phillips of Garphill Games, the designer of my favourite Raiders of the North Sea. Shem is also the designer of the rest of the North Sea trilogy (Shipwrights and Explorers being the others). Shem has just released the pre-order for the Solo Variant of Raiders of the North Sea, which you can <a href="http://postks.tictail.com/product/raider-solo-variant">pick up here</a>. Shem is based in beautiful New Zealand, which to me doesn&#8217;t have a massive board game community, but I was wrong:</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;"><em>The New Zealand board gaming scene has been steadily growing, especially over the last ten years. We now how a number of board game conventions, including Wellycon and Board Games by the Bay, as well as a number of local game stores and board game cafes. I grew up playing a lot of the classics like Cluedo, Scrabble, Monopoly, etc. About eleven years ago I set out to design my own game. Soon after that I discovered the wonderful world of modern hobby games and quickly started designing more in that vicinity.</em></span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;"><img loading="lazy" decoding="async" class="aligncenter size-medium wp-image-1008" src="https://nextplayer.com.au/wp-content/uploads/2018/06/Raiders3DBox-Kennerspiel-295x300.png" alt="" width="295" height="300" srcset="https://nextplayer.com.au/wp-content/uploads/2018/06/Raiders3DBox-Kennerspiel-295x300.png 295w, https://nextplayer.com.au/wp-content/uploads/2018/06/Raiders3DBox-Kennerspiel-768x780.png 768w, https://nextplayer.com.au/wp-content/uploads/2018/06/Raiders3DBox-Kennerspiel.png 800w" sizes="auto, (max-width: 295px) 100vw, 295px" /></span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">When I asked Shem about the success of the Northern Trilogy, he (very humbly) replies:</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;"><em>No way (was I expecting it). It was a total surprise when I first Kickstarted Shipwrights over four years ago. The immediate success was all thanks to the never-seen before art of The Mico. His comical, yet gritty style really helped to draw people in. The other key factors in its success is likely the easy-to-learn rule sets, interesting mechanics and of course, the fact that it&#8217;s a trilogy.</em></span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">Now I have to agree, that the art of <a href="https://www.facebook.com/%D0%A2%D1%85%D0%B5-%D0%9C%D0%B8%D1%87%D0%BE-198918470118215/">The Mico</a> was fantastic, however I also think that it was the theme and particularly the game play that people feel for, check out the comments on the original <a href="https://www.kickstarter.com/projects/shem/shipwrights-of-the-north-sea/description">Kickstarter</a> and you will see plenty of satisfied customers and backers that were drawn to the game through it&#8217;s simple mechanics.</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">As for what he is currently working on:</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;"><em>I have already started on the second trilogy, set in the West Kingdom of Francia. The next two games in that series will be released over the following couple of years. Other than that, I have a few games signed by other publishers and some other products that I&#8217;m saving for Garphill</em>.</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;"><img loading="lazy" decoding="async" class="aligncenter size-medium wp-image-1007" src="https://nextplayer.com.au/wp-content/uploads/2018/06/Architects3DBox-295x300.png" alt="" width="295" height="300" srcset="https://nextplayer.com.au/wp-content/uploads/2018/06/Architects3DBox-295x300.png 295w, https://nextplayer.com.au/wp-content/uploads/2018/06/Architects3DBox-768x780.png 768w, https://nextplayer.com.au/wp-content/uploads/2018/06/Architects3DBox.png 800w" sizes="auto, (max-width: 295px) 100vw, 295px" /></span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">You can find the BGG page for <a href="https://boardgamegeek.com/boardgame/236457/architects-west-kingdom">Architects of the West Kingdom here</a>, with art by the Mico and the reputation of Shem&#8217;s Northern Trilogy, I dare say that this will be an automatic hit when it is released.</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">If Shem was stuck on a deserted island with another designer, a game and a prototype kit, he says that the other designer would be Sam McDonald (his co-designer for Architects of the West Kingdom) and with whom he has other games in the works with. As for the game he says that, when they aren&#8217;t designing and play-testing their own designs, that they would go for something co-operative, like Pandemic.</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">It&#8217;s always interesting to me as  to what games designers themselves would recommend to introducing players to the hobby of modern gaming. For his own designed games, Shem states that he would most likely recommend Raiders or Explorers of the North Sea. For games that are designed by others:</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;"><em>Azul, Codenames, Ticket to Ride, Asara, Pandemic, Citadels, For Sale, Kingdomino &#8211; I could go on! Games to steer clear of? I would just say, try not to overwhelm someone who&#8217;s just getting into the hobby. Give them time to learn a few basic mechanisms like card drafting, worker placement, action taking, etc</em>.</span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;"><a href="http://www.garphill.com">Garphill Games can be found here</a></span></p>
<p><span style="font-family: 'book antiqua', palatino, serif; font-size: 14pt;">The new Solo variant pre-order for Raiders of the North Sea &#8211; <a href="http://postks.tictail.com/product/raider-solo-variant">is right here</a></span></p>
<p>The post <a href="https://nextplayer.com.au/interview-with-shem-phillips-garphill-games/">Interview with Shem Phillips &#8211; Garphill Games</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
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		<title>Interview with Jamie Noble Frier</title>
		<link>https://nextplayer.com.au/interview-with-jamie-noble-frier/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-jamie-noble-frier</link>
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		<dc:creator><![CDATA[Cameron B]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 03:55:27 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[card games]]></category>
		<category><![CDATA[designers]]></category>
		<category><![CDATA[interviews]]></category>
		<guid isPermaLink="false">https://nextplayer.com.au/?p=989</guid>

					<description><![CDATA[<p>Over the next few months I am aiming to have conversations with varying artists, designers and personalities in the board and tabletop game industry to help to put some context around the people who make it the place that it is. This week I had a chat to Jamie Noble Frier of The Noble Artist and [&#8230;]</p>
<p>The post <a href="https://nextplayer.com.au/interview-with-jamie-noble-frier/">Interview with Jamie Noble Frier</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><span style="font-size: 14pt;">Over the next few months I am aiming to have conversations with varying artists, designers and personalities in the board and tabletop game industry to help to put some context around the people who make it the place that it is. This week I had a chat to Jamie Noble Frier of <a href="http://www.thenobleartist.com">The Noble Artist</a> and the designer of upcoming card game <a href="https://www.facebook.com/groups/HeroMastergame/">Hero Master: An Epic Game of Epic Fails</a>, that will hit Kickstarter later this year.</span></p>
<p><span style="font-size: 14pt;">Jamie is a talented artist and is now in the play-testing phase of his new game, making the rounds of conventions like the UK Games Expo and has been involved with board games for the past 10 years after he rekindled his love for playing quick board games during lunchtimes at the indie video game studio he used to work for as an artist:</span></p>
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<p><span style="font-size: 14pt;"><em>We all joked about designing our own board games, and I kind of started to thing more seriously about it. It still took me a long time to decide to actually take one much further than an idea though. I left the video game industry a few years later and began working freelance as a book cover artist and&#8230; a board game artist. Meeting designers, following and taking part in blogs and Facebook groups dragged me in further. As I began to look for work deeper, I began to learn more. I&#8217;d worked on some successful Kickstarter titles and at this point I was playing a lot more games, absorbing more mechanics and working out stuff I really liked (and disliked). I started messing around with design about three years ago, when I tried to make the biggest, deepest game ever. Then met a few guys who were working on games and told me to start small. &#8220;Make a card game&#8221;, they said. Of course, I&#8217;m no good at staying small, being an artist I want elaborate exciting things. So Hero Master: An Epic Game of Epic Fails is my &#8220;scaled down game&#8221; which is not all that scaled back, it just doesn&#8217;t contain the miniatures I probably would have dived into, had I have not listened to the advice of a few good people.</em></span></p>
<p><span style="font-size: 14pt;">You can find a ton of Jamie&#8217;s work on his website &#8211; <a style="background-color: white;" href="http://thenobleartist.com">The Noble Artist</a> &#8211; and he states that he has worked on a few Kickstarters, as an artist, that are currently in various stages of development. As for what he is working on at the moment:</span></p>
<p><span style="font-size: 14pt;"><em> Some stuff I&#8217;m not allowed to talk about, and some stuff I can! I&#8217;ve been working on more stuff for the incredibly dark dungeon crawler <a href="https://boardgamegeek.com/boardgame/149787/perditions-mouth-abyssal-rift">Perdition&#8217;s Mouth</a> fairly recently. I&#8217;ve been the main artist on the game since the start, so it&#8217;s really become a firm favourite to work on. </em></span></p>
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<p><span style="font-size: 14pt;">So after all this immersion in the industry, what are some of Jamie&#8217;s favourite games?</span></p>
<p><span style="font-size: 14pt;"><em>Not in any particular order, but games that have either been a regular feature on my table, or new surprises: Gloomhaven, <a href="https://nextplayer.com.au/reviews/scythe-review/">Scythe</a>, Mage Knight, Blood Bowl Team Manager (regular features) and Roll Player (the new surprise that I want to return to my table). As you can see I love fantasy games, theme is really important to me, but the strategy and the game play is what hooks me in for a return visit. That&#8217;s why although there&#8217;s a good chunk of dice-rolling and luck in Hero Master: An Epic Game of Epic Fails, I spent a lot of testing time making sure the strategy layer is solid. It&#8217;s all about using the right card at the right time and countering your rivals&#8217; plays.</em></span></p>
<p><span style="font-size: 14pt;">Jamie&#8217;s game Hero Master: An Epic Game of Epic Fails has a <b><a href="https://www.facebook.com/groups/HeroMastergame/" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?q=https://www.facebook.com/groups/HeroMastergame/&amp;source=gmail&amp;ust=1529378809139000&amp;usg=AFQjCNGd04zI5aJHcN1kjAVHi_GNfEWRxA">Facebook Group</a></b> and you can also use this <a href="http://eepurl.com/dt2Opz" target="_blank" rel="noopener" data-saferedirecturl="https://www.google.com/url?q=http://eepurl.com/dt2Opz&amp;source=gmail&amp;ust=1529378809139000&amp;usg=AFQjCNG0RFsmz0yCvO6C3E59CEoN7gItVw"><b>email sign up form</b></a> for notifications on when it goes live. We will provide further information about the game itself closer to the launch date.</span></p>
<p><span style="font-size: 14pt;">Thanks Jamie for your time, another recommendation of Roll Player means that my purchase of this game is ever closer!</span></p>
<p>The post <a href="https://nextplayer.com.au/interview-with-jamie-noble-frier/">Interview with Jamie Noble Frier</a> appeared first on <a href="https://nextplayer.com.au">Next Player</a>.</p>
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