5 Quick Questions About Builders! with Tyler Omichinski

5 Quick Questions About Builders! with Tyler Omichinski

Editor’s Note: As a kind of content geek, I try new formats. People seem to love our interviewette for tabletop designers that is a quick read. We promise no TL;DR. Let’s see how Tyler Omichinski, one of the designers of hot new game Builders! does, shall we?

BGB: Attention is money, my friend! What is the elevator pitch for Builders!?

Tyler: Builders! The Building-Building Deck Building game is a fun and fast paced game about competing to be the best construction company by any means necessary. Build a deck of employees, use them to construct zany floors in skyscrapers, and knock down the stuff your opponents have built.

Ed. Note: BGB fully endorses the amusing subtitle of this game.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Tyler: There were three main things that came together for this game.

One of the designers, Nat, is from the trades and loves deck builders. He pointed out that most construction games focus on the end result rather than the people involved in the process, so we worked to make that a reality.

This led into, once we were focusing on the people behind major projects like these, to ensure that it was inclusive. The industry is getting better for this sort of thing, but there are unfortunately still places that we can and need to get better, and the response we’ve been getting for this has been amazing.

Thirdly, most of our experience in game design is in RPGs or cooperative games, so we wanted to cut our teeth on something relatively light and accessible to get started on our own project.

The intersection of these three factors led to Builders!

BGB: There are too many games out there. What hole in my game collection does this fill?

Tyler: Probably the most likely spot to fill is an introductory deck-builder. It’s a good time (45 mins to an hour on average), has a lot of light-hearted humor, and has a good deal of depth to the mechanics without having a ton of them piling on the players, meaning that it isn’t intimidating. It’s a great in-between game, or the kind of thing that on a game-night you can run through a few times in a row.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Tyler: I mean, that there’s a 12 year old that we met at a con that can school every one of the designers and is probably the best player in the world is a bit embarrassing. That kid is amazing at card games!

Seriously though, there is a couple of small stories hidden within the cards that set up a series of small stories between the different characters. No one has caught on to it yet, and it was a thing that the art team crafted and we fell in love with.

BGB: Thanks for telling us a bit about Builders! Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Tyler: Yeah! 2-4 players, MSPR is 19 USD, for ages 13+. It’s a good thing to bring more people into gaming, and there’s plenty of interaction between players. One of the best parts is that, invariably, almost every table starts taking pictures of the buildings they’ve constructed and giggling about the implications of, I dunno, a dragon hanging out underneath a goat on the roof. You can check it out here.

BGB JOKE TIME

As for a joke, we’re just saying that if you arrange all the occult floors in the game you summon our team into your living room. Be careful!

No, we can do better, what about… what’s the difference between Gloom and Monopoly? One is a game about destroying families, and the other is Gloom.


5 Quick Questions About Dice Summoners with Eoin Costelloe

5 Quick Questions About Dice Summoners with Eoin Costelloe

Editor’s Note: Continuing in our popular interviewette series for tabletop designers, we travel via blog post to Dublin to hear about Dice Summoners from the designer Eoin Costelloe. The game is now live on Kickstarter and nearly funded. But I promised no TL;DR so let’s get to it. We can get all we need to help you feel good about supporting Dice Summoners on Kickstarter with these 5 Quick Questions.

Attention is money, my friend. What is the elevator pitch for Dice Summoners?

Ever wondered what it would be like to pit a Triceratops against an angel warrior, or to fire a magic arrow at a charging zombie? Dice Summoners is a two player game that allows you to do just that. Roll dice, match them with cards, build your army and attack your opponent. It is a game that is quick to set up and quick to play, with high replayability and a mythological theme.

Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

I’ve loved trading card games like Yu-Gi-Oh since I was kid. So when we thought of an idea to curb the randomness of a deck and replace it with dice, we couldn’t resist. We’ve played a lot of heavy strategy and heavy luck based games that we loved. We wanted to create a game that was a nice balance of both with some cool modern mechanics like a common pool of cards.

Dice Summoners

There are too many games out there. What hole in my game collection does this fill?

This game is fast and quick to play. We think there aren’t enough good two player games out there. This game is great for two people waiting for that friend who is always late for a game night. It has 44 interchangeable decks that make for hundreds of different versions you can play. It’s a painstakingly balanced game, meaning there are many different strategies that players can win with.

This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

We nearly killed each other trying to make a 4 player version of this game because we just couldn’t get the balance right. We aren’t ruling out a 4 player down the line because we have some good ideas for it but we have some couples counseling to get through before we can start working on that version again.

Thanks for telling us a bit about Dice Summoners. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Dice Summoners is a two player duel using cards and dice that plays in about 30 minutes for ages 14 and above. It’s aimed at players who want a light competitive card game with high replayability. The game has an engaging strategy using dice based action selection and an extensive variety of cards. Immerse yourself in it’s mythological theme as players deplete their enemy’s health to win the battle.


Our Kickstarter is now live so check us out and consider backing us.https://www.kickstarter.com/projects/870869293/dice-summoners
And if board game development doesn’t work out, I think I’ll become an optician. People will say it’s a bad idea but they’ll see. They’ll all see.

Just love these 5 Quick Questions things? There are more here.

5 Quick Questions About Machina Arcana with Juraj Bilich

5 Quick Questions About Machina Arcana with Juraj Bilich
Editor’s Note: Continuing in our popular interviewette series for tabletop designers, I give you the return of the dark and mysterious world of Machina Arcana – the 2nd Edition of which is now live on Kickstarter. But let’s not get all TL;DR. We just need to get the skinny on the game with 5 Quick Questions.

BGB: Attention is money, my friend. What is the elevator pitch for Machina Arcana?
Juraj Bilich: Getting slaughtered with your friends was never been more fun! Does a surreal orgy of Hellraiser, Giger, Cronenberg, and The Thing sounds interesting?  Are you searching for a hard dungeon crawler with occult undertones? What about a story-driven game wrapped in psychological anxiety and cosmic existentialism?  If these things are tempting, then Machina Arcana is a game for you.
 
Machina Arcana
 
BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?
 
Juraj Bilich: You sound like there was any choice involved. Some people are inspired, while others have an obsession that drives them do great things. But She doesn’t appreciate any of that nonsense. The thing is, She wants to get out into this world.. and the only way to make the pain go away is.. is.. to let her use my hands. My teeth. My blood. It is all for Her.
 
BGB: There are too many games out there. What hole in my game collection does this fill?
 
Juraj Bilich: The unique environment, interactive inventory, combat mechanics and tactical diversity are all enveloped in an integral storytelling experience that provides both total immersion in the dark world and full replay value. There is no need for a game master, and no special conditions based on the player count.
 
Players take on the role of explorers that are thrown into dreadful halls, scratching for survival and progressing through the chapters from one of many horror stories. Even if they manage to stay alive till the end of the story, they will face a special mini game at the finale of each scenario.
 
Machina Arcana
 
BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?
 
Juraj Bilich: I am already working on different modes for the game that completely change the gameplay experience. These include deathmatch, and a puppeteer mode.
 
BGB: Thanks for telling us a bit about Machina Arcana. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?  
 
Juraj Bilich: Machina Arcana is a cooperative steampunk horror game for 1-4 players. It has a modifiable duration and difficulty setting. For the complete scenario it can take up to 4 hours, while in shortest mode you can finish the game in 30 minutes.
 
Considering the occult and dark images and stories, the game is not for kids (ages 14 and above). Our Kickstarter launch date is 4th of September (10AM EST time)!
 
In the end, I want to thank my dad for always believing in me, he has the heart of a lion… and a lifetime ban from the zoo.
 
 
Editor’s Note: Why, yes, there are MORE 5 Quick Questions Articles. You can find them here…

5 Quick Questions about Bärenpark with Phil Walker-Harding

5 Quick Questions about Bärenpark with Phil Walker-Harding

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR. Let’s see how Phil Walker-Harding, the designer of hot new game Bärenpark (among others like Sushi Go, Imhotep, Cacao and more) does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for Bärenpark?

 

Phil Walker-Harding: Bärenpark is a family strategy game about building a wildlife park from polyomino tiles. Fit the pieces together like a puzzle! Plan ahead as your park expands!.. Um, it has pandas!Bärenpark

 

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

 

Phil Walker-Harding: I have always really loved board games that use polyomino tiles. Some favourites (Ed.Note: Phil’s an Aussie, so we’ll allow for that ‘u’) are Blokus, Mosaix, Arkadia, FITS and The Princes of Florence. So I always wanted to design a game with these pieces. After playing Patchwork I was inspired to move ahead with a design that put them front and centre. As I developed it, I realized that the funnest thing about these games for me is when you get a piece to perfectly fit in around other pieces. So I tried to make these little “eureka!” moments happen as often as possible in the design.

 

BGB: There are too many games out there. What hole in my game collection does this fill?

 

Phil Walker-Harding: If you like spatial tile placement games, Bärenpark plays very quickly while allowing some nice planning decisions. The game has had some success as a welcoming gateway style game that will also give gamers something to chew on.

 

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

 

Phil Walker-Harding: The game originally had an amusement park theme. So, instead of 4 different types of bears, the pieces represented 4 different types of rides – rollercoasters, waterslides etc. The publisher, Lookout, felt that a more original theme was needed because a few theme park games had come out in Europe in recent years. I love the art and cuteness factor that the bear theme brought to the game, but I have to say that I think rollercoasters would have been cool!

 

BGB: Thanks for telling us a bit about Bärenpark. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

 

Phil Walker-Harding: Bärenpark is 2-4 players, ages 8+, 30-45 minutes.

 

I’ve always like the Groucho Marx quote: “I’m not crazy about reality, but it’s still the only place to get a decent meal.”

 

NOTE: Here at BGB, we LOVE a lot of Phil’s games, including Sushi Go Party.

5 Quick Questions About Pandemic Legacy: Season 2 from Matt Leacock

5 Quick Questions About Pandemic Legacy: Season 2 from Matt Leacock

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR.

Let’s see how Matt Leacock, one of the designers of the red-hot Pandemic Legacy: Season 2 does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for the Pandemic Legacy: Season 2?

Matt Leacock: Pandemic Legacy: Season 2 continues the story of Pandemic Legacy: Season 1. Set 71 years in the future, it lets you embark on an epic adventure to bring humanity back from the brink of extinction. It features new mechanisms and surprises, but the rhythms of the game will be familiar to those who enjoyed the first season.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Matt Leacock: When as Z-man put “Season 1” on the first game, Rob and I looked at each other and realized that there might be more of them. And after the Season 1 shot up the charts, it was clear that players wanted more, too.

BGB: There are too many games out there. What hole in my game collection does this fill?

Matt Leacock: This game continues the everything you loved about the first season, in fresh new ways. It’s a great way to bond with a few other players as you navigate your away through a high stakes story.

Pandemic Legacy: Season 2

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Matt Leacock: This game gives you more freedom to choose your own path than Season 1 – it’s less on rails. For example, right from the first game in January, you’ll need to decide which direction you’d like to explore in the world. You can be your own worst enemy however, if you don’t consider the bigger picture when deciding what your group should do. The game forgives losses along the way, but there is a wider “cone of possibilities” that you’ll need to navigate. That can mean that better players may have an easier time while others may struggle a bit more than they did in the first season.

BGB: Thanks for telling us a bit about Pandemic Legacy, Season 2. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interview?

Matt Leacock: 60 minutes per game for an average of 16–18 games per campaign. (12–24 games are possible.)
2-4 players. New players can join or drop over the course of the campaign. (Solo play is also possible if one player plays multiple characters.)
More from Z-man: https://www.zmangames.com/en/products/pandemic-legacy-season-2/
BGG: https://boardgamegeek.com/boardgame/221107/pandemic-legacy-season-2

BGB JOKE TIME

“What time does Sean Connery get to Wimbledon?”

“Tennish”

That’s all I’ve got for today.

5 Quick Questions about Civil Unrest from Upstart Games

5 Quick Questions about Civil Unrest from Upstart Games

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR. Let’s see how Upstart Games, publisher of Civil Unrest (coming to Kickstarter soon) does, shall we?

Civil Unrest is finally live on Kickstarter: https://www.kickstarter.com/projects/1267849140/civil-unrest-the-board-game

BGB: Attention is money, my friend. What is the elevator pitch for Civil Unrest:

Upstart: Civil Un-rest is a strategic board game with miniatures. (The game) takes place in an alternate modern-day fantasy world where magic and technology have been combined. Players take control of law enforcement or political activists who are trying to take control of Three Circle City, a place where all fantasy races are welcomed but have not been able to get along peacefully.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Upstart: I began creating this game in my college days. The funny thing is, during the game’s conception back in the early 1990’s, I believed that political movements becoming waring factions willing to commit acts of violence was a thing of parody. Now, unfortunately, it has become a reality. It is my sincere hope (that) by creating this satirical alternate reality, people can gain some perspective on political violence.

BGB: There are too many games out there. What hole in my game collection does this fill?

Upstart: I believe the miniatures are unique, but also can be great proxies for other games. The game is a fast-paced miniatures game, which is rare. Also, it’s satirical theme (that) can be a conversation starter.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Upstart: Well, there are no good guys in this game. Though Civil Unrest is political in nature, the game itself does not paint any one side as good or bad. So, if you are sensitive about politics you may want to skip this one.

Thanks for telling us a bit about Civil Unrest. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Upstart: 2 Players, play time is between 30 to 60 minutes. Right now, all I have is a Facebook page at: https://www.facebook.com/upstartgames/

JOKE TIME

Upstart: My day time gig is IT so here goes:

A Network Tech walks into the doctor’s offices and says, “Doc it hurts when IP…”

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.

Check out the promo video:

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5 Quick Questions About the Battle for Greyport

5 Quick Questions About the Battle for Greyport

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR. Let’s see how Jeff Morrow, publisher of The Battle for Greyport (a relatively new title from Slugfest Games) does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for the Battle for Greyport?

Jeff Morrow: Battle for Greyport is a cooperative deckbuilding game based on the characters and world of our popular Red Dragon Inn franchise. You and your adventuring companions are about to head to the tavern for a pint when you are rudely interrupted by monsters attacking the city! There’s no time to properly outfit the adventuring party – you need to gather an ad-hoc assortment of heroes and items as you go. Each round, everyone helps fight the current defending player’s monsters, so there’s lots of interactivity and almost no down time. The game continues until the players defeat the monsters and their boss, or until any player is defeated.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?The Battle for Greyport

Jeff Morrow: My old friend Paul Peterson (of Smash-Up fame) told me that a friend of his, Nate Heiss, had a game that might be right up our alley. So Nate pitched us with a fantasy-themed deckbuilder called Guilds of the Realm. It had a lot of good ideas, but had generic “characters” in the form of the guilds – like the rogues’ guild, for example. So we took those characters and gave them new names – specifically, we turned them into our existing characters from The Red Dragon Inn!
BGB: There are too many games out there. What hole in my game collection does this fill?
Jeff Morrow: If you like challenging deckbuilders and coop games, then this game is for you. We agree that there are too many games out there, but interestingly, there are very few in the coop deckbuilder niche.
BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?
Jeff Morrow: We’re sadistic and mean, so we would never want you to know that since we released the game we’ve updated the rules and errata-ed the introductory scenario.
BGB: Thanks for telling us a bit about The Battle for Greyport. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?
2-5 players, takes about 20-30 minutes per player. You can find more information here.
JOKE TIME
Jeff Morrow: Two chemists walk into a bar. The first says, “I’ll have H2O.” The second says, “I’ll have H2O too.” The second one dies.

And – want to learn more? Watch:

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.

5 Quick Questions About Mercenaries from Pearson Games

5 Quick Questions About Mercenaries from Pearson Games

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR.

Let’s see how the Ryan Pearson of Pearson Games, designer of Mercenaries does, shall we?


BGB: Attention is money, my friend. What is the elevator pitch for Mercenaries?

Ryan Pearson: Mercenaries is a deck-building RPG with tactical movement, skirmish and dungeon crawling elements. Each player is a Mercenary, seeking to delve into a dungeon or location to clear out Monsters. As these are not grand heroes of valor- they only care about themselves. Only the player who lands the killing blow gets the EXP and victory points. Players use the EXP to buy new cards for their deck- which they’ll need to as monsters they kill also end up in their deck, gumming it up with cards that don’t do anything (until the end of the game for victory points). That combined with the games 6 x 6 grid and movement means you can manipulate other players by making it harder for them to reach a monster- or let something nasty charge towards them!

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Ryan Pearson: Me (Ryan) and Colin (my Uncle) have had a long love of boardgames and RPGs including D&D, Descent, Summoner Wars, Dominion, Battlelore, Thunderstone, and (for more mature gamers) Hero Quest. We’d always make house rules to games to fix balancing issues, give them more bite or to get them just how we liked them. In a sort of epiphany moment, I exclaimed to Colin one day, “That’s exactly the mindset people who makes games have. Why don’t we?” So we did. We took inspiration from what we love about the games we like and used it as a basis for Mercenaries.

BGB: There are too many games out there. What hole in my game collection does this fill?

Ryan Pearson: We noticed that no game combined deck-building (a deck that cycles through constantly that you can add to) with tactical movement. It was always a pre-fixed deck or no battlefield. Further, deck-building games often rely on currency you have in your hand at that time. Making the focus of the game balancing your offense to kill monsters (or just beat their number a’la Top Trumps) and currency to buy new stuff. It lacks the bite of an RPG or a TCG – which is then often buffed up with random elements like dice rolls – and can be finished in half an hour. With Mercenaries, Monsters don’t just vanish as soon as they see a bigger number – you’ve got to whittle them down. You can buy cards for your deck as long as you meet the conditions (have enough EXP and specific requirements for each type of card – i.e., Healing Potions can only be purchased after you kill something).

The game is for longer gaming sessions with plenty of strategy, that doesn’t require a splatbook or endless notes. And the only luck is from what you draw (which you can manipulate with what you put in your deck and cards you play) and who ranged monsters target. If you thought Dominion, Thunderstone, or Descent needed to have a bit more going on, Mercenaries will satisfy that craving.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Ryan Pearson: We’re planning to support it with free content. Sure we will have expansions packs which can be purchased, but we’re going to upload our own combinations of Monsters, Abilities, Skills, and Room cards for more adventures. And if fans email in their own combinations for adventures, we are happy to host them! So, while the base set of Mercenaries has 4 adventures, that number can grow once you cultivate more.

So there’s that, and that we are more like brothers than uncle & nephew. That includes the teasing.

BGB: Thanks for telling us a bit about Mercenaries. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Ryan Pearson: The game supports 2 to 4 players (5 if you include a DM to control the monsters) and can be played competitively or cooperatively. The game has 4 adventures which take approximately 3 hours to complete.

You can find out more about us at our website, which has links to the game and store.  You can also email us with questions.

Joke Time
Colin likes the classic jokes. A horse walks into a bar. The barman asks “Why the long face?”

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.

5 Quick Questions About Battlestations Second Edition by Jeff Siadek and Gorilla Games

5 Quick Questions About Battlestations Second Edition by Jeff Siadek and Gorilla Games

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR.

Let’s see how Jeff Siadek, designer of Battlestations, 2nd Edition (from his own Gorilla Games – and available NOW) does, shall we?


BGB: Attention is money, my friend. What is the elevator pitch for Hotshots?

Jeff SiadekBattlestations is the game where you get to crew a starship. It is a board game-RPG hybrid with action simultaneously on the modular ships and the ships on the hex map. 

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Jeff Siadek: (1979’s) Star Fleet Battles has starship combat that is tactically rich. Space Hulk lets you move around inside a ship. Star Wars has heroic characters on amazing journeys. Star Trek has a crew of adventurers working together to solve problems ranging from mysteries to a good old fashioned space battle.

BGB: There are too many games out there. What hole in my game collection does this fill?

Jeff Siadek: This game is a crunchy space action RPG with tactical depth. There is nothing like it.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Jeff Siadek: I’ve been working on a deal with (Star Fleet Battles’ Publisher) ADB to do Battlestations Star Fleet for over a decade and haven’t given up hope.

Battlestations
There’s a cool hardback book of the rules, too.

BGB: Thanks for telling us a bit about Battlestations. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Jeff Siadek: Battlestations, 2nd Edition is

  • 1-? Players (optimized for 4 to 6)
  • Each mission takes 1-2 hours
  • 45 plastic miniatures
  • 8 lbs of full color cardboard
  • Quickstart rules
  • Advanced 300 page hardcover rule book sold separately
JOKE TIME:
What’s the difference between a board gamer and a role player?
The role player stands up and gesticulates when he rants against card players.

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.

More quick reads? Check out our other 5 Quick Questions posts.

Want to learn EVEN MORE about Battlestations? I had Jeff and his producer, Joey Vigour, to my house to play one time. It was a lot of fun and I wrote about it here. And there was also a podcast, that thing I used to do more often. And, yeah, buy the thing!

5 Quick Questions About Hotshots from Fireside Games & Designer Justin De Witt

5 Quick Questions About Hotshots from Fireside Games & Designer Justin De Witt

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR.

Let’s see how Justin De Witt, designer of Hotshots (a game from Fireside Games that is AVAILABLE NOW) does, shall we?


BGB: Attention is money, my friend. What is the elevator pitch for Hotshots?

Justin De Witt: Hotshots is a press-your-luck wildfire fighting game where 1 to 4 players work together to try and put out a raging forest fire. Players move to burning tiles and roll dice trying to match the combination shown on the burning tile. The more symbols you match, the better you will do, but fail to match a symbol on a roll and the fire gets worse. You can use vehicles to help your battle, but at the end of each turn the fire spreads by drawing a Fire card. Players win if they put out all the flames and lose if 8 tiles or the Fire Camp scorches.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Justin De Witt: I wanted to make a press-your-luck game where the consequences of failure actually mattered. I experimented with a few themes, but the idea of a fire getting out of control worked SO well it quickly became the obvious choice.

BGB: There are too many games out there. What hole in my game collection does this fill?

Justin De WittThere’s nothing quite like Hotshots out there right now. This is an easy to learn co-op game that will really try hard to beat you. There is also a ton of replayability between the tile arrangements and how the Fire cards play out. If you’re looking for a game that’s going to be easy to teach, challenging to win, and tense as heck, this is your jam!

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Justin De WittThose really cool plastic flames that are in the game were a huge challenge to get right. The first versions didn’t work and we had to delay the game because of it. There may have been tears involved…

BGB: Thanks for telling us a bit about Hotshots. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Justin De Witt: Sure thing, Hotshots plays in 1 hour, for 1-4 players ages 10 and up. You can buy it NOW on our website at www.firesidegames.com/games/hotshots or Amazon at http://amzn.to/2xi0U0i.
I’ve got a joke you’ll like; What’s the worst thing about Ancient History professors? They tend to Babylon.
OOOOOH, see what I did there!?!

 

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit. Justin ‘De Witt’ indeed!

 

More quick reads? Check out our other 5 Quick Questions posts.