January 24, 2017

On November 1st, I launched the Glyph Kickstarter project. I felt the project page looked good--we had a great video that was succinct while highlighting the main game mechanics; Sergey's art was prominent and added a nice visual to the text; the game itself was a good...

August 8, 2016

In my last post I talked about the value of quality art in a board game. The past month I have been looking for an artist to work on the art for Glyph. I came across Sergey Vasnev's portfolio (among others) on Artstation and was impressed with his work. I had no prior...

June 23, 2016

Just a few thoughts today on rulebooks. One: they are hard to make! I don't mean the design and layout of the rulebook--although, that too is very hard and beyond my capacity to do myself. I'm talking about actually putting words to a game you have designed. It is dece...

April 15, 2016

I'm am very excited about today's post. Tonight, Nate joined me for another full playtest following changes I had been making over the past few weeks. The end results were very promising.

 

My Champions: Brute, Priestess, Barbarian

Nate's Champions: Fire Guard, Adept, Ass...

April 12, 2016

If you are ever in need of some time to focus on your game idea, might I recommend taking a long flight across the Atlantic Ocean? I was in Paris last week, and during the 8+ hour flight my creative side was working overtime. I created a whole bunch of possible Champio...

April 2, 2016

I'm getting ready to prototype some pieces for Glyph--specifically the dice. Today I went through and created a spreadsheet of all the current starting dice and item dice gains to see just how many dice would be needed for the game. What resulted was some great data th...

March 21, 2016

Nate is a good friend and we've played numerous games together. He was intrigued by my concept and wanted to try it out, so we cracked it open before playing a round of Android: Netrunner.

 

My Champions: Soul Eater, Warlord, Stone Golem

Nate's Champions: Necromancer, Pri...

March 11, 2016

This day marks the first full playtest of Glyph with an outside participant--my friend and fellow gamer, Jared. Up until then, I had tried out a few mechanics but not a full game. It went quite well, albeit long (the game clocked in at over 3.5 hours). I'll share a few...

March 9, 2016

The past couple weeks have been spent thinking up Champions and items. With this, came the need to write down the basic outline of a Champion's activation. Also, some thoughts on initiative and item storage.

 

A few notable changes/breakthroughs:

- Established base stats...

March 8, 2016

Today marks the first official post about Glyph changes as I design and test the game (as well as a few ideas that could be incorporated into the game at some point). These first few posts will be retrospects, as all my notes have accumulated on a large .doc file (or s...

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