Dice Town - Matagot

Um jogo de Bruno Cathala e Ludovic Maublanc para 2 a 5 jogadores, a partir dos 8 anos, com a duração de 45 minutos. Ilustrações de Pierrô.

Algures no selvagem oeste americano... Imagina uma mina de ouro e uns bons pastos, perfeitos para criar gado... Um lugar que atrai os pioneiros como o mel para as moscas. Da noite para o dia surgiu uma pequena cidade no meio destas terras promissoras. A pergunta é: Mas quem vai ser suficientemente engenhoso para tomar o controlo? Companheiro, se não tens chumbo nos pés e não tens medo de recebe-lo no corpo, é a tua oportunidade de assegurar a tua dignidade ou abandonar a mesa.

MATERIAL DO JOGO
1 tabuleiro, 19 cartas de General Store, 25 Cartas de Título de Propriedade, 5 Copos, 25 Dados de Póquer, 43 Notas de $1. 30 Pepitas de ouro e uma carta com o crachá de Xerife e respectiva base.

OBJECTIVO DO JOGO
Esforça-te por ser a personagem com mais influência da Dice Town, acumulando ouro, dólares, Títulos de propriedade e equipamento.

PREPARAÇÃO DO JOGO
Posiciona os diversos componentes do jogo conforme indicado a seguir (nos jogos com menos de 5 jogadores, todos os objectos que não se usam regressam à caixa do jogo):

1 Baralha as cartas de General Store. Coloca o baralho com a face virada para baixo.
2 Baralha os Títulos de propriedade. Posiciona o baralho com a face virada para baixo e tira as 3 primeiras cartas posicionando-as com a face para cima.
3 Cada jogador recebe: 1 copo, 5 dados de póquer e 8 notas de $1.
4 Coloca as 30 pepitas de ouro na Mina de ouro (Gold Mine).
5 Posiciona 3 notas de $1 no Banco (Bank).
6 O jogador mais jovem recebe o crachá do Xerife que coloca sobre a base.

MODO DE JOGAR
Uma partida é composta de uma série de rondas, nas quais cada jogador:
I Completará uma jogada de póquer, utilizando os seus 5 dados de póquer.
II Dependendo da jogada, tomará o controlo de vários lugares importantes da Dice Town, que lhe vai permitir realizar as acções correspondentes.


I Completar uma jogada de 5 dados:
1)Todos os jogadores agitam os seus dados nos seus copos. Lançam-se os dados de tal forma que os copos ocultem o resultado obtido.
2)Cada jogador observa secretamente o resultado obtido deixando um dado (só um único dado) por baixo do copo e apanham os restantes dados para a mão.
3)Os jogadores levantam, um de cada vez, os copos, mostrando a todos os restantes jogadores o dado que haviam escolhido.
4)Volta-se a fazer o mesmo com os dados que sobraram (começando pelo passo 1) depois de esconder o dado que escolhemos e de o adicionar ao primeiro.
5)Este processo repete-se até que cada jogador tenha à sua frente uma jogada de póquer com 5 dados.

Contudo, é possível conseguir uma jogada melhor gastando alguns dólares...


1)Os jogadores podem querer deixar mais de um dado daqueles obtidos num lançamento. No exemplo que se segue o jogador deseja 4 dados, porque conseguiu obter um póquer de Damas (Q).
2)O jogador deixa todos os dados seleccionados debaixo do copo e recolhe os dados que restam. Aqui, o jogador deixou 4 dados debaixo do copo e recolheu o dado que sobrou.
3)Quando o jogador levanta o copo para mostrar os dados, tem de pagar $1 por cada dado a mais que tenha deixado! (neste caso $3).
Os dólares que se gastam desta forma são colocados na Diligência.

Nota: Também é possível não deixar nenhum dado debaixo do copo depois de um lançamento... Fazer isso, custo $1, que se coloca na Diligência.

Frequentemente, os jogadores que tenham pago para deixar mais dados, completam a sua jogada de póquer antes dos demais jogadores:
• Quando isso sucede, os jogadores que não tenham completado a sua jogada de póquer, podem fazer um último lançamento com os dados que lhes restam.
• Devem ficar com o resultado obtido, quer gostem ou não.
• A parte boa é que não pagam nada, inclusive se lançarem mais do que um dado no último lançamento.

II Realizar as Acções
Uma vez completadas as suas jogadas de póquer, os jogadores realizam as seguintes acções, dependendo de quem tenha ganho cada lugar. As acções realizam-se sempre seguindo esta ordem:
(Nota: um jogador pode realizar mais do que uma acção durante a mesma ronda. Também é possível, dependendo das jogadas de póquer obtidas, que um lugar não pertença a nenhum jogador. Em caso de empate, o Xerife actual decide, ver a acção 6).


1) Gold Mine (Mina de Ouro)
O jogador que tenha conseguido o maior número de noves (9) explora a Mina de Ouro. Ganha 1 pepita de ouro por cada 9 da sua jogada de póquer.
Cada pepita concede um 1 PV (Ponto de Vitória) no final da partida.

2) Bank (Banco)
O jogador que tenha o maior número de dezes (10) ataca o banco e leva todas as notas que ele tenha.
No final da partida ganha-se 1 PV por cada 2 notas.

3) Diligência
Ninguém controla este lugar. A diligência chega para repor dinheiro no banco: as notas que estejam na diligência são colocadas no banco para a próxima ronda.

4) General Store (Loja)
O jogador que tenha o maior número de Valentes (J) dá uma volta pela General Store. O jogador rouba tantas cartas quantos Valentes (J) tenha na sua jogada de póquer, ficando com uma e descartando as demais para junto do tabuleiro do jogo
(se não houver cartas suficientes, volta a baralhar as cartas descartadas e faz um novo baralho).
Importante: durante a primeira ronda e de forma excepcional, o jogador que ganhe a General Store, realiza a sua acção duas vezes (rouba, escolhe a carta, descarta, rouba de novo, volta a seleccionar outra carta e volta a descartar).

5) Saloon
O jogador que tenha o maior número de Damas (Q) acabou de ganhar o auxílio das raparigas, aproveitando-se do encanto delas para roubar um oponente. O jogador pega em tantas cartas* quantas Damas (Q) tenha na sua jogada de póquer, escolhe uma e devolve o resto ao seu proprietário.
Rouba cartas que sirvam para debilitar um adversário ao mesmo tempo que ganhas pontos! Tenta recordar-te quais os jogadores que têm as cartas mais valiosas.

*Títulos de propriedade e/ou cartas de General Store.

6) Sheriff (Xerife)
O jogador que tenha o maior número de Reis (K) converte-se no novo xerife: a carta com o suporte é posicionada à frente desse jogador.
O Xerife decide quem ganha em qualquer empate. É permitido oferecer pepitas, cartas e notas ao Xerife para influenciar na sua decisão.
O jogador que for o Xerife no final do Jogo, ganha 5 PV.

7) Town Hall (Câmara Municipal)
O jogador que tenha a melhor jogada de póquer** dá uma boa reputação à cidade e ao alcaide, fazendo avançar a sua carreira política. O alcaide satisfeito devolve o favor em forma de Títulos de propriedade.
O jogador recebe automaticamente o primeiro Título de propriedade que está com a face para cima (o que está mais abaixo) e um adicional por cada Ás (A) na sua jogada de póquer (até ao máximo de 3, todas as cartas visíveis).
Se restarem cartas, estas movem-se para baixo, e são preenchidos os espaços vazios com as cartas tiradas do topo do baralho.
Os Títulos de propriedade concedem 1 e 5 PV.

**A escala das jogadas de póquer pode ser encontrada no verso das cartas de Título de propriedade

8) Doc Badluck (Doutor Má Sorte)
Se um jogador não tiver ganho nada durante a ronda, pode visitar o Doutor Má Sorte. Se são vários os jogadores que se sentem doentes, é o Xerife quem decide a ordem segundo a qual se fazem as visitas ao Doutor.
Os jogadores que visitem o Doutor Má Sorte podem escolher um (e só um) dos seguintes remédios, se pelo menos um dos dados da sua jogada de póquer tiver os seguintes resultados:
• 9 ou 10 permite aos jogadores equiparem-se de arames farpados. Escolhe dois Títulos de propriedade da tua mão e posiciona-os com a face para cima sobre a mesa à tua frente. Os teus adversários já não os podem roubar.
• J ou Q dá-te a possibilidade de roubar a primeira carta da General Store.
• K dá-te a possibilidade de preparar uma pequena emboscada. Todos os jogadores têm de te dar $2, cada um.
• Ás dá-te a possibilidade de preparar uma grande emboscada. Os restantes jogadores têm de te dar uma pepita, cada um.



Exemplo do Final de uma Ronda
Jogadores conseguem as seguintes jogadas de póquer:
Jogador 1: 9 9 9 J K
Jogador 2 :10 10 10 K K
Jogador 3 :J J J J A
Jogador 4 :Q Q Q A A
Jogador 5:9 Q Q J J

Gold Mine (Mina de Ouro): o jogador 1 tem mais noves (9). Vá à mina e consegue 3 pepitas.
Bank (Banco): o Jogador 2 tem mais dezes (10). Assalta o banco e foge com todas as notas que o banco tinha.

General Store (Loja): o jogador 3 tem mais Valetes (J). Vista a General Store, rouba 4 cartas, fica com uma e descarta o resto.

Saloon: o jogador 4 tem mais Damas (Q). Com a ajuda das raparigas, rouba 3 cartas a um jogador à sua escolha, ficando com uma e devolve o resto (Observa que como não tem a melhor jogada de póquer, os seus ases (A) não servem de nada).

Sheriff (Xerife) : o jogador 2 também é o que tem mais Reis (K). Converte-se no novo Xerife e coloca o crachá à sua frente.

Town Hall (Câmara Municipal): o jogador 3 com o seu póquer de Valetes (J), tem a melhor jogada. O Alcaide está satisfeito e agradece-o com a primeira carta de Título de propriedade, à qual adiciona uma segunda, porque tem um Ás (A) na sua jogada ganhadora.

DocBadluck (Doutor Má Sorte): o jogador 5 não realiza nenhuma acção, pelo que se dirige ao Doc. Badluck. Graças ao seu 9, decide usar o arame farpado. Posiciona à sua frente, dois Títulos de propriedade da sua mão, cada um com o valor 5. A partir de agora, estes não podem ser roubados.

FINAL DE UMA RONDA
Uma vez realizadas todas as acções, os jogadores apanham os seus dados e começam uma nova ronda...
Isto repete-se uma e outra vez até que se verifique uma das seguintes condições para terminar a partida:
• Que não restem pepitas na Mina de Ouro;
• Que todos os Títulos de propriedade tenham dono.

FIM DA PARTIDA E PONTOS DE VITÓRIA
Os jogadores somam os seus pontos de Vitória (PV) da seguinte forma:
• 1 PV por cada Pepita
• 1 PV por cada $2
• 5 PV por ser o Xerife no final da partida.
• As cartas de equipamento da General Store (com o seu próprio valor numérico) concedem o seu valor em PV.
• Os Títulos de propriedade proporcionam o número de PV indicados na carta.
O jogador com mais PV será o vencedor do jogo.

LISTA DAS CARTAS DE GENERAL STORE
(Clica na imagem para ler)


PERGUNTAS FREQUENTES:

Se sou o jogador com mais dezes (10), o banco está vazio e não consegui fazer nada mais durante a ronda, posso ir ver o Doc. Bad Luck?
Sim, porque não ganhaste nada nesta ronda.

Se durante a ronda só ganhei uma carta da General Store que me roubaram logo a seguir no Saloon, posso visitar o Doc. Bad Luck?
Não, porque ganhaste algo nesta ronda, mesmo que te tenham roubado logo a seguir.

O que sucede se vários jogadores tiverem a maior jogada de póquer para o Town Hall (Câmara Municipal), por exemplo 2 jogadores com póquer?
Como no póquer real, o póquer mais alto ganha ao mais baixo: 9,10, J, Q, K e A é a ordem do menor para o maior. Um póquer de Reis ganha a um póquer de Valetes. No caso de um Full, primeiro compara-se o trio e depois o par. Por exemplo “J J J 9 9” ganha ao “10 10 10 A A”. Os pares só se comparam se os trios forem iguais. Do mesmo modo, uma sequência com um Ás é superior a uma que não o tem. E como sempre, em caso de um empate perfeito, é o xerife quem decide quem é que ganha.

Quem ganha se houver um empate nos pontos no final do jogo?
Em caso de empate, aquele que tiver o maior número de Títulos de propriedade ganha. Se o empate prevalecer, deixa que o Xerife decida!

Nas nossas partidas nunca visitámos o Doc Badluck, é normal?
O Doc Badluck só tem trabalho, nas partidas com 4 ou 5 jogadores. Com menos jogadores o Doc Badluck tem poucas visitas, se é que tem alguma.
É normal.


As ilustrações do jogo são muito boas, especialmente os esquemas explicativos do tabuleiro do jogo, que ajudam imenso, no primeiro contacto com o jogo. O mesmo se pode dizer do livro de regras, onde as ilustrações ajudam a sua compreensão de tal forma, que depressa podemos começar a jogar, fazendo-me lembrar um pouco o Jamaica. Por isso Pierrô merece os parabéns pelo trabalho desenvolvido.
O Dice Town é uma forma diferente e original de abordar o jogo de póquer de dados. Esta adaptação aliada ao mecanismo desenvolvido pelos autores, faz com que o jogo seja divertido e interessante. A forma como se escolhe a nossa sequência de dados está interessante e original.
É um jogo dinâmico e muito divertido, o que não significa que não tenhamos de estar atentos e de planear bem a nossa estratégia. Está atento à sequência de dados que os teus adversários estão a construir, para que possas adaptar melhor as escolhas dos teus dados.
Locais como “ Town Hall” e o “Saloon” podem ser uma grande ajuda à tua vitória, especialmente se tiveres Ases, quando visitas a “Town Hall”.
Pode também ser importante, optar por ficar com mais do que um dado, depois de um lançamento, não só quando obténs dados importantes para ti, mas também como forma de limitar o n.º de lançamentos de dados dos teus adversários. Por isso, atacar o banco também é apetecível, uma vez que precisas de dinheiro para que possas pagar para ficar com mais do que um dado, depois de um lançamento. Além disso, o dinheiro também dá pontos de vitória no final do jogo.
O Dice Town é um jogo ao estilo do Alea Iacta Est, mas com um tema diferente.
Como já é imagem de marca dos jogos de Bruno Cathala, os materiais do jogo são de qualidade.
Tinha muitas expectativas em relação a este jogo, estava na minha lista de prioridades, que graças à parceria com a Másqueoca, tornou mais fácil a sua aquisição. Depois de o jogar, posso dizer que as expectativas foram superadas.




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Paulo Santos
Paulo Santos
Paulo Santos
Maria Constança Silva

Interview with Carey Grayson

« dreamwithboardgames »
« Carey Grayson »

How did you come up with the idea to create "Birds on a Wire"?
I am always looking for new inspiration for games. To that end, I carry around a small notebook wherever I go, so that when inspiration strikes, I can jot it down. In the case for “Birds on a Wire,” my inspiration was the funny Pixar animated short: “For the Birds.” The challenge was to find a way to emulate what was going on in the story in the form of a board game. If you have not seen the short, it is a very funny movie about a big, goony bird with Ausberger Syndrome trying to join the company of some snobbish little birds ending with hilarious results.

How do you define "Birds on a Wire"?
Your readers may not know, but “Birds on a Wire” comes with two sets of rules: Family Rules and Advance Rules. I designed the game around the advance rules first and in that regard, it is very much like the Pixar short I just mentioned. The family rules are similar in theme, but it is a simpler game with different scoring mechanism to appeal to a wider audience.

What are the strongest arguments of "Birds on a Wire"?
Despite its cute exterior, “Birds on a Wire” is not as easy or as nice as it looks. It is an abstract game at its core with mechanics that are well married to its theme. There is a lot of screwage in the advance rules and you have to be on the alert what other players are doing or they will fly past you scoring-wise (a little bird humor there).

It was difficult to find an editor to "Birds on a Wire"?
As in editor, do you mean publisher? The answer is no, it wasn’t. Thematically, the art was so cute, the first publisher I showed it to liked it right away. However, it did need some further development (family rules), which is what you see today.

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
The theme usually comes first (like for “Birds on a Wire”), but as I develop a game and try many different mechanics, I like to go back to those mechanics and see if they will inspire something new.

What kind of mechanics do you prefer to focus on the development process of your games?
I try to find mechanics that fit within the theme of the game and focus on those. If it doesn’t fit and feels out of place then I drop it. For “Birds on a Wire” the Sky was inspired by Zooloretto and thought it would fit what I was trying to do. I didn’t want to copy Michael Schacht’s fantastic game mechanic, so I redesigned it to fit within the context of my bird theme.

Which level of luck is acceptable for you in a game?
I like to say, you can’t beat luck. Especially to my wife who is very lucky. She always seems to draw the perfect tile in “24/7 the Game” or cuts the perfect card in “Cribbage” or rolls doubles in “Backgammon.” But I do like a little luck in a game. That way I can blame my poor playing on my bad luck. :)

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
Definitely creation. The initial idea is always wonderful and exciting! But I have learned, it is never half as good on the table as it is in my mind. But that is okay -it is part of the process and one must be willing to accept they are not Wolfgang Kramer. I also like the publishing part. It just feels good to peel off the shrink wrap for the very fist time.

How often do you play test a board game before publication?
Up until the very last moment before it goes to press. I spend a great deal of time play testing my games and when I think it is ready, I present it to the publisher. Usually they have some ideas that they would like to incorporate and usually it is for the better, but you must play test those changes just to be sure.

Once you give a game to a publisher do they ever develop the game past your original design? Are you always happy with such development?
I think I just answered this. I’m happy so far, but it’s not like I have a lot of published games at this point.

Can you tell me anything about the project you are currently working on? Can you tell me any details about the game itself?
My next game is about racing over bridges using different forms of transportation. So not surprisingly, the name of the game is “Bridgetown Races.” It is due to be published next year as part of their Gryphon Games.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
I don’t mind showing people how to play my own games, like “Birds on a Wire” or my first game, “24/7 the Game” even though I have played both a million times. But my games are pretty light and so it is not quite a chore to play. That said, I enjoy playing other games by certain designers over my own.

Do you prefer play the games or create them?
I generally like to do both. I couldn’t just always do one or the other, but if I had to choose, I suppose create them. I enjoy being creative and working an idea into something tangible.

Can you tell me the game you enjoy playing the most? Why?
I can’t say unequivocally, but I really enjoy “El Grande” a lot. I love the way Kramer melds several mechanics seamlessly together. I enjoy the varied strategies, the minimal down time between turns and it has the right amount of luck that appeals to me. I also really like "Empire of the Ages III" which is another game that is blended perfectly.

Can you tell me your favorite game? And your favorite type of game?
I guess “Ticket to Ride,” but only because I can play it with just about anyone. I enjoy playing games that a have strong crossover appeal. That way I can show my family and friends that board gaming is really a lot more fun than they think it is.

You play games time to time, or the games are part of your daily life?
As much as I wish it were, playing is not part of my daily life. I only get to play a couple of times or so a week, but only because my wife and I work long hours and getting the time is not always so easy. I also live in a small town and there just aren’t a lot of gamers here.

How does the internet affect your designs? Do you read the feedback about your games online?
I use BGG (Board Game Geek - an excellent gaming web site) to explore what others are playing and saying about the games they like. Of course I like to read reviews about my own games, good ones especially. I don’t like to read reviews that are unnecessarily harsh about anyone’s game. I know how the designer must feel and I wish people didn’t get such a kick of reading those. I try to keep up with the questions and respond as quickly as I can, so I do try to follow the threads on BGG.

When did you realize that creating games was your dream?
When I was 10 years old. It was raining and we couldn’t play outside, so I designed an indoor version of “Kick the Can” with little paper cutouts taped to the back of a gameboard and plastic pieces. The person who was "it" closed their eyes while the other players hid their playing pieces behind the paper cutouts. As I recall, it actually played okay, but we destroyed it as a matter of course as boys that age will do. I guess that is how I got the game design bug into me. I’ve been designing off and on ever since. It has only been in the last few years that I thought I could actually get a game published.

How do you define yourself as a game designer?
“Game Design by 10,000 Monkeys” is how I describe my method for designing games. The story goes, if you lock 10,000 monkeys in a room, all hitting keys at random on their own typewriter for an infinite amount of time, they will eventually type the complete works of William Shakespeare. So following that theory, if you lock me in a room with the right materials, given enough time, I will eventually turn out a good game. It is a matter of designing, playing, analyzing, redesigning over and over until you get it right.

Do you have another job, or you are a full time game designer?
I recently left my day job (at Intel Corp) to work for a fairly young, but semi-successful game publishing company, Fred Distribution. It is in a sense, a dream come true for me since I now get to help develop new games, mine or someone else’s, into what you eventually see in the market. I actually work longer hours now, but I am enjoying every minute of it.


Who is Carey Grayson? What can you tell us about you?
I’m 53 years old, married to the same wonderful woman for 31 years and I have 3 kids and a grandson. The rest is icing on the cake.

Do you normally follow any particular game designer with special attention?
I look forward to new games by Wolfgang Kramer who I think generally does excellent work. I also like Richard Borg and Alan Moon who I think are excellent designers.

Do you think that board games can be used for educational purposes?
Absolutely! In fact, I think games should be a part of school curriculum. Studies show that children, who are introduced to gaming at a young age, generally do better in school, in social situations and later in business. It is such a great tool for teaching concepts and principles in a fun and interactive way, which kids love.

The "Age of Empires III" and "Goa" board games retract the glorious days of Portugal history. Do you think that Portugal history can be a theme for a game made by you?
If I had the right materials and a room with 10,000 monkeys…

What you know about Portugal? Have you ever visited Portugal?
I know Brazilians speak Portuguese, because of their discoveries and expansions into the Americas. And that Portugal is on the western edge of Europe. I am sorry to say that I know little else, except that someday I may get a chance to visit there.

Thank you very much for your interview.
Thank you. It has been my pleasure.


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Fred DistributionBirds on a Wire BGG
Carey Grayson BGG
Série de jogos Gryphon Games


Interview with Justin De Witt




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« Justin De Witt »

How did you come up with the idea to create “Castle Panic”?
I’d been working on some more traditional competitive games and I found myself really wanting to expand on those moments where players work together. I started toying with the idea of putting all the players on the same team against a common enemy. I knew there were a handful of cooperative games out there, but I felt most of them were either too complex or weren’t truly cooperative in the way that I wanted. After experimenting with a few ideas, I settled on the theme of defending a castle against waves of attackers and it didn’t take long to find a way to have the game work against the players.

I also have to give some credit to the last two Lord of the Rings movies. Those scenes where our heroes look out over the defensive walls and see nothing but a sea of incoming enemies were pretty inspirational. I thought to myself, “Wow, that’s just horrible . . . I bet that would make a great game!”

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
I find they often develop at the same time, but if anything does come first it would probably be a mechanic that captures my imagination. In the case of Castle Panic, the idea of matching your attacks to the rings and arcs on the circular board was the real genesis of the game. I had already been thinking about a defensive game, so having a mechanic that would lead directly to that sense of danger closing in worked perfectly.

Which level of luck is acceptable for you in a game?
That very much depends on the type of game, but I think we all want to be able to control our outcomes as much as possible. Pressing your luck is the whole point of a dice game, but losing a game you’ve been playing for hours due to a few bad rolls can be irritating.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
Completing a design can be a very intensive task, so I tend to focus on just one game at a time. I find I work best when I can devote myself completely to a game and get lost in that world. I always have multiple ideas that I’m juggling, though, so it can be tough to just focus on one.

Can you tell me anything about the project you are currently working on? Can you tell me any details about the game itself?
It’s still in an early phase of development, but it will be quite different from Castle Panic. It won’t be a cooperative game, but there will be quite a bit of player interaction and a very different theme. Beyond that, I’d better not say.

Your family and friends participate in your adventure to create a new game?
Definitely. My wife, Anne-Marie, is a huge part of Fireside Games. Not only is she the editor and co-owner but she also contributed a lot of ideas to the development of Castle Panic and, of course, a huge amount of support! My friends are also part of the process as they can often be early play-testers and guinea pigs for rough ideas.

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
Each phase has its own challenges and rewards, but I think the initial creation is my favorite part. All the ideas are raw and it’s an extremely creative and fast-moving process.

How often do you play test a board game before publication?
As often as possible is the correct answer, but it depends on the game. A game like Castle Panic which had a lot of variables that needed to be explored needed a lot of play testing. We probably tested the game over a hundred times easily through all its various incarnations.

How does the internet affect your designs? Do you read the feedback about your games online?
I think every designer reads at least some of the feedback about their game, whether they admit it or not. We all want to know if players are seeing our game the same way we do. Are they having the same experiences, are they enjoying the same things? Getting feedback and new ideas from players online has been a great experience. I learn something from every comment, but in the end I know the process I need to go through to create the kind of games that I do and while that may get refined, it won’t change fundamentally.

What do you think about playing board games online?
I’ve only played a handful online, and while it’s great to be able to play a game anytime you want, it just doesn’t compare to being face-to-face with other players. I think that’s one of the greatest things about board games---the social interaction, and you just can’t capture that online.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
With all of the demo games I’ve been running, I actually play Castle Panic quite a bit, and I still really enjoy it. Part of that enjoyment is playing with new people and seeing them experience the game for the first time. Plus, every game is different and new players only enhance that difference.

You play games time to time, or the games are part of your daily life?
Games are a huge part of my daily life. Between promoting Castle Panic, working on new games, and running Fireside Games, it’s just about all I do. I can’t complain.

Can you tell me the game you enjoy playing the most? Why?
I’d have to say that Pandemic is probably my current favorite, even though it can be just plain mean. I’m a big fan of cooperative games, (not surprisingly) and Matt Leacock did a great job of making players feel the tension of trying to save the world.

Do you prefer play the games or create them?
In all honesty I love both and I see them as going hand in hand. I love playing a new game and then teaching it to friends and seeing them enjoy it as much as I did. That same excitement also comes from seeing an idea take shape and crafting its development into something that other people enjoy.

Do you think sales are a determining factor of whether a game is good or not?
There’s no denying that sales are critical. It’s what keeps a publisher in business and gets paychecks to designers. While it may be true that there are a lot of gems out there that just don’t sell well, there are also a lot of financially successful games out there that aren’t very much fun. Still there’s a lot to be said for a well-marketed game that becomes a hit with critics and gamers.

When did you realize that create games were your dream?
Early on when I was a child I would make my own games. Sometimes just to entertain myself and other times to play with friends. I didn’t realize you could do it as a profession until much later.

How do you define yourself as a game designer?
Enthusiastic. I work on games in one way or another constantly and I’d like to be known for making light, fun games that are easy to learn with a wide appeal.

Do you have another job, or you are a full time game designer?
Currently I work part-time as the Production Manager for Steve Jackson Games. I’m not directly involved in game design there, though, just helping to get games through production and off to the printer.

What can you tell us about Fireside Games?
We’re a small publisher that focuses on games that are fun, innovative, and accessible. Our goal is to create games that will appeal to both hobby and mass market players and bring the fun of board games to a broad audience.

Do you normally follow any particular game designer with especial attention?
I’m a big fan of Bruno Faidutti and Matt Leacock.

Do you think that board games can be use for an education purpose?
Certainly. They can teach kids everything from the basics, like math and colors, to logic and reasoning. Adults can learn teamwork, planning, and more. Even if a game isn’t directly educational, it can keep your mind engaged and sharp, help with your focus, and improve social skills.

What you think about the economic crisis? It will affect the games sales?
Sadly, I think the crisis is having an impact on retailers, making it harder for many of them to stay in business. However, I do think there has been a surge in people being smarter when it comes to entertainment. I think board games can be a big part of that surge as long as people realize they are a valid option and a good way to spend their time and money. Games are a great value for their price. For what it costs to take a family of four to the movies for a few hours, you can bring home a game that will entertain your family and friends for years.

The “Age of Empires III” and “Goa” board games retract the glorious days of Portugal history.
Do you think that Portugal history can be a theme for a game made be you?
We don’t have any plans for a game like that in the near future, but I wouldn’t rule it out.

What you know about Portugal? Have you ever visited Portugal?
I’ve never visited Portugal, but I actually have family from there. My mother’s side of the family comes directly from Portugal, and my wife and I would love to visit there sometime.

Thank very much for the interview.
Thank you for the opportunity!


dreamwithboardgames
Castle PanicCastle Panic English Rules
Castle Panic BGG
Fireside Games

Interview With Jussi Autio


em breve em português

« dreamwithboardgames »
« Jussi Autio »

How did you come up with the idea to create “Modern Society”?
Well originally the basic idea came up to my mind on my Chinese lessons back in 2004. My teacher was telling me about his home country and I remember pondering that "Whoa! Now aren't there a lot of cultural differences". And then I thought that "what do I mean by cultural differences. How could you define culture?" And the idea went on and soon from the reflection between Europe and China I had come up with the four basic values in the game - militarism/harder values, economical values, human values and green values. The game was something I occasionally worked on ever since and at the beginning there were just too many things and too unpolished things in the game. But then again, the game has lived through my growing experience on designing games so I don't think I would've had the experience back in 2004 to make it as good as it is today.

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
I think it varies a lot, but all in all they go hand in hand. I think about many things in my life and sometimes I see a mechanics in something and I'd say that's the moment when just regular thoughts about life, love, politics or whatever turns into a game idea. A good example of such is the birth of my favourite prototype which I'd love to see published (although it would need a bigger print run to begin with as it has more difficult components I'm afraid). A girl broke my heart little over a year ago and I was devastated. There on the feelings on lost love I was questioning myself to understand what went wrong, why I didn't see it coming as I thought we were happy together and so forth. And then suddenly I came up with slightly abstract game about love though where players work on teams to be happier than their rival couple. :)

Of course now with my own Tuonela Productions company I also have to brainstorm for ideas which is awesome, but as always there are some back round information on what we're doing so very rarely we can just design a mechanics and then start to think what we're going to do about it. :)

What kind of mechanics do you prefer to focus on the development process of your games?
Well if you saw my prototypes I'd say I like to experiment so now that I have made 8 prototypes that are totally playable and somewhat 4-5 that still need something often there aren't many things that are similar in each. I think that the best way to design a game is streamline the core mechanics and try to keep in mind few basic things that simply have to be there even if it's Agricola or Blokus. The sense of advancement in game, no run-away-leader problem, no kingmaker, good flow with the game, built in sense of strategy even for firstimers and other basics designers more experienced than I am have long acknowledged. I think keeping the downtime to an absolute minimum is very important. I mean we're supposed to be having fun playing the game and not watch other people play the game? :)

Which level of luck is acceptable for you in a game?
It depends on a game. For a short filler even games like 6 Nimmt can be fun, particularly with new players, but such a strong luck element in more serious game would be unacceptable. Of course the luck element has one important role to play - to allow inexperienced players to enjoy the game and give them a feeling of having a chance to win if they play right, but not tackle experienced players too much. Also I think that enough luck element to wipe out analysis paralysis players chance to destroy the game by calculating everything is good.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
There are many prototypes in my closets and few in my head. But rarely I develop them at the same time. In other words there's usually one or two project that I feel like working on and when I cannot see how the game could be better or get frustrated (or feel like my test players have now played enough and I don't want to outplay the prototype if I'm not able to better it enough) then I might switch to some other projects.

Can you tell me anything about the project you are currently working on? Can you tell me any details about the game itself?
Well I don't know which is most acute one. There are two that I will most likely start working on now that we've put the three novelties into the factory, but they are both something with existing IPR's and although things look good I still would like to get confirmed that those games come out next year. But I can share some info on them - one would be a vampire game with tile-laying mechanics and running on the countryside for some blood. The other... ummm... reversed Bang! mechanics with idea of trying to wipe oneself out first. But whether I work on those more or not depends on how other things with Tuonela goes.

Your family and friends participate in your adventure to create a new game?
Friends definitely, both gamers and non-gamers a like. I think one of the key inspirations for me is the bunch of excellent people I get to play my games with and their input is invaluable. Honestly some of the changes don't always come from my head as usually after a test session there's some very good conversations on the game and topic and people throw ideas around. Most wouldn't ever fit the game, but there are real genius ideas in other people's heads so I don't need to figure out everything myself - I just need to know what makes the game better and what would lead to a worse direction. And also since I'm the only one who sees the game as a whole (as usually people play it once now, a second time in 3 months etc.) I am the only one who can see what's been a good addition and what isn't.

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
They are all pleasant in their own way. Creation and testing go hand in hand and are overlapping processes. It's definitely an exiting and fun moment as playing and discussing something that wouldn't exist without me is always fun. Then editing if you mean by editing the rules, art and everything, is fun as the game is getting ready. It's mostly hard work though with finetuning, testing if the art works and so forth. And publishing now isn't it always fun when something gets finished and you get the proof of your work into your hand as a hard copy, something you can feel? So yeah, they are all rewarding things and one of the reasons why I would want to be able to do just board game designing. :)

How often do you play test a board game before publication?
The more the better of course, but at least enough to see that it works. On The Club though it's too bad that I didn't test the final art enough as on that one most seem to complain that medium and large dancers are hard to spot at first and that would've been very easy to fix. On Modern Society though I hope our tests have been sufficient. At least art shouldn't be problem, but time will tell if we tested enough the last changes we made. :)

What game that you've designed took the longest and had the most changes?
Modern Society definitely, and many times longer than any of the other designs I have. It was the first real prototype I started to work on and although it is rewarding to see it finished now I think I am more than happy to let go now.

Once you give a game to a publisher do they ever develop the game past your original design? Are you always happy with such development?
Well I've only worked with Fred Distribution with my designs they want to publish, but of course my own company Tuonela Productions is also a publisher so I don't know how to answer. With Fred I think the cooperation has been very fruitful and particularly Rick Soued has helped me a lot. On the game design we've talked about rules, but it's been mostly how different things are presented instead of actual rule changes.

How does the internet affect your designs? Do you read the feedback about your games online?
Of course. If I am to design games that earn me a living I need to know what sucks in my games and what works. My friends like me and although they can and I encourage them to be harsh on the prototypes, the true test is still the moment when games are on the stores.

What do you think about playing board games online?
I've played Carcassonne online and Catan online. It's fun, but frankly if I want to play computer games then I prefer playing real computer games where the computer does the shitty work and lets the game design to be more complex without making it complex.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
Once my game has been published I've played it so many times already that after promotion I rather play something else. I still can play The Club for instance, but only if there's someone who hasn't played it yet. For those who have already played it I'd rather skip it.

You play games time to time, or the games are part of your daily life?
I've ran a board game club for almost 6 years and we play at a local pub every Tuesday from 19-24. Maybe once a month I also play during the weekend. Timewise I spend at least as much time on computer games as on board games. I don't own a TV so when I'm home alone then I either read, paint, write, watch movies or play computer games. And frankly I think I do the last one the most.

Can you tell me the game you enjoy playing the most? Why?
Wallenstein. It's too heavy to be played on our board game club with duration of 3 hours, but the three hours are simply iron! No downtime at all, a lot of tactical elements and the best way to handle a conflict ever!
Another one I enjoy the most is Blokus. It's so easy to get a hang of, but still one of the most tactical games ever.

Can you tell me your favorite game? And your favorite type of game?
Well the two I already mentioned are among the very best, but other than those I think Euphrates & Tigris is great as is El Grande. They are both the type of games I don't feel like playing on most of the times, but with a right people they are simply amazing.
The type of games I enjoy the most in general are a bit more light though. Games such as Taluva that last slightly less than an hour are my cup of tea. Nowadays I rather play 5 games in an evening than focus on 1 game the whole time. Playing one random 1 hour game here and there, out there in the world is also a lot more possible than suggesting a 3 hour monster.

Do you prefer play the games or create them?
Both are better. And I have a lot to say about both of them. :) I think there's a lot of rock 'n roll in board games and you can do more with them than you can with video games. And also my personal experience is that unlike video & computer games, board games are gender-friendly. Video games are still dominated by men, but at least in my group there are the same amount of men and women players. I'd go even as far as say that it's more common that in our club there's more women than men and more often I find people who are women and like to play board games occasionally than men.

Do you think sales are a determining factor of whether a game is good or not?
It determines if the designer has a future or not, but what is good game is always a personal opinion in the end. Of course we can always discuss what are bad sides in games, but people like different things.

When did you realize that create games were your dream?
In 2000 when I was in high school and found out a PC game called King of Dragon Pass. That game changed my life. Then I realized that games could be so much more than movies, literature, art or any other culture form. Being active media, games can bring people further than passive medias can. King of Dragon Pass... never I've been as awed by a game than while playing that. Everything was possible. It is still a lot more free than any of GTA's or whatnots.

How do you define yourself as a game designer?
Different. I want to bring things closer to people and make games about "real" issues. I want to create games that can provoke conversations during the game and are part of fun time between people.

Do you have another job, or you are a full time game designer?
I'm mostly running my own company Tuonela Productions which makes games, both software and tabletop games. Most my time is consumed in shitty things, but occasionally I can do something with games as well. :)

Will you be present in Essen with “Modern Society”?
Most definitely.

Do you normally follow any particular game designer with especial attention?
Not really and from the famous ones I've only briefly met two.

Do you think that board games can be use for an education purpose?
Definitely and in a lot more efficient way than software games. A good educational board game keeps the students in their regular classroom, keeps the teacher in control, doesn't let them wonder about surfing in the internet and makes them more involved in the education than would if they were playing educational game on a computer. The rest depends on the game and naturally I'd have a lot to say about Modern Society's educational version. It was selected as the second best educational game in Nordic Serious Games Conference 2008. Not bad from a board game which was competing with bunch of computer games. :)

What you think about the economic crisis? It will affect the games sales?
Unfortunately I'm too inexperienced and I haven't been involved in the business long enough to really have view on this. I rely on more veteran people's opinions. There are both good and bad sides - less money keeps people more at home and once they first skip major investments, travels and so forth, they have more money to spend while still having the same amount of time which could play into game sales. But on the other hand if stores are closed and there are less places to buy games from, less to choose from, them it will have a negative impact on the overall picture.

The “Age of Empires III” and “Goa” board games retract the glorious days of Portugal history. Do you think that Portugal history can be a theme for a game made be you?
Why not. My major was history in university so history is very close to my heart. However there are so many historical board games around so even if I want to make computer games about history I don't feel the same urge in board games. There's plenty already, but where are good board games about love or hate, friendship and so on? :)

What you know about Portugal? Have you ever visited Portugal?
I'd say I know slightly more than the average Joe. I know you have a great history. Even though I myself look down on the imperialistic Era as something Europe shouldn't take pride on, particularly the Spanish and how they wiped out civilizations and destroyed the Mayan libraries and burned every written record they could find, still I think Portugal can take pride on your own efforts on the same Era.
I haven't visited Portugal myself, but both my sisters have. And in Football Portugal is always my favourite European Championship. I don't think I've been as passionately angry as I was back in 2000 with the incident in French match, Xavier's handball and... Ah, feels funny nowadays.

Thank very much for the interview.
Thank you. I hope I wasn't too lengthy. :)




dreamwithboardgames
Tuonela ProductionsEnglish Rules
Modern Society
Jussi Autio BGG

Interview with Walter Obert


em breve em português

« dreamwithboardgames »
« Walter Obert »

How did you come up with the idea to create “Strada Romana”?
I start to think the game mixing a comic strip of Asterix comic and a rush mechanic... then I rework all a lot of times.

Where do you get the ideas for your games? Do they start with the mechanics, or the themes?
Sometimes from the mechanics, more often from the themes. But only if the themes are striking and promising. I like to "cut" the game mechanics in more single parts and trying to joining them, for original results.

What kind of mechanics do you prefer to focus on the development process of your games?
I don't have a single kind of mechanic, my games are really different each other. If I feel a good game, I start to think about it on my idle time and when I found something good, I write it immediately, before the idea disappear.

Which level of luck is acceptable for you in a game?
When the luck is too deterministic, I don't like, I want to use the random factor as a possibility to make the game more varied. I dislike winning or losing a match for a single dice. But is some kind of games this is OK, like party or light games.

How many games do you work on at one time? Are you working on several designs simultaneously, or do you work solely on one project?
I love to have 3-5 different projects in mind; when I get stuck on one, I can shift away to another. After some time, is easier to find a solution, from a different point of view.

Can you tell me anything about the project you are currently working on? Can you tell me any details about the game itself?
I try to make some more "serious" game, after some party game and family games. But is really difficult to find some new mechanics on this kind of complex games. I start to mix a civilization game with a tile placing mechanic. For the moment, I can't say more.

Your family and friends participate in your adventure to create a new game?
Yes, my family is the main victim :-)
I'm lucky to live in the Turin area, with a lot of smart gaming people as Gioca Torino crew, a great game promoting association. And I live near to talented designers like Andrea Chiarvesio (Kingsburg) and Andrea Mainini, Paolo Vallerga. We like to meet us on the greatest Italian game designers gathering, called IDEAG, every year in January in my hometown, Piossasco.

The creation of a game, have several moments? Creation, editing, testing and publishing? Which is the most pleasant for you? Why?
The most pleasant? The publishing, for sure. As many authors, I would want to see published my game the fay after the publisher's submission :-)
But all the phases are interesting, in different way.

How often do you play test a board game before publication?
I found this little boring. Luckily my games are not too complicated, so it's easy to test them. But simple is different from easy. I like to clean the core mechanism to have a well working game, and then add other things, checking how them works. This is not easy and requires a lot of playtest.

What game that you've designed took the longest and had the most changes?
Mmmm... I think Kragmortha. It's only a simple teen game, but it has demanded a lot of work to check all mechanics: movement, effects of the cards, spells, clean rules, etc. This is weird, because K. is the more silly game I have realized!

Once you give a game to a publisher do they ever develop the game past your original design? Are you always happy with such development?
I don't remember great work on my project. Usually publishers come to adjust some details (and it's right so) but not a big work for them on the mechanics.

How does the internet affect your designs? Do you read the feedback about your games online?
Yes, I read all of them I can find. Thanks, Google! Sometimes I'm not happy of what I read on my games, but I do not to answer. Internet has changed everything, as many other fields. It's possible to contact everyone in the business everywhere, and this is great, of course.

What do you think about playing board games online?
It's a great way to waste a lot of working time! Without them I can make six to ten games par year. Seriously, I found them a good way to know board games to the people. If a game is well known, is easier to buy it.

How often do you play your own games after they've been published? Do you prefer playing your own games or the games of others?
I don't like to play my games. Maybe I've played them too much. I prefer to play games of others. The most part of my ludotheque is composed of untouched games, and I trying to reduce them but it's a losing battle.

You play games time to time, or the games are part of your daily life?
I play daily for one-two hours, in different ways.

Can you tell me the game you enjoy playing the most? Why?
At this time I love to play to Stone Age. One of more beautiful game I've tried. I like to have the right number of interesting choices every turn, and it's interesting to see what other players do when you don't playing.

Can you tell me your favorite game? And your favorite type of game?
I don't have a favorite kind of game. Every good game can be ok with the right people in the right mood.

Do you prefer play the games or create them?
Difficult to answer, play and create are very different things. Maybe play.

Do you think sales are a determining factor of whether a game is good or not?
Publishers making games for sell them, for sure. Some kind of games are easier to sell, other kind have a target more difficult. But a good game must to be sell, this is a rule for all.

When did you realize that create games were your dream?
I'm starting to publish game on some popular magazine. When I see some people to phone me asking for the game, I understand the pleasure to see people enjoying with my works. And see my name on the cover is amazing, too!

How do you define yourself as a game designer?
I have published too few games for define a style. I design mainly two kinds of games: filler and party games, and family games. it would appeal to me to make children and "gamers" games, but it's too difficult.

Do you have another job, or you are a full time game designer?
No, I'm a graphic designer in the packaging industry. There are truly little game designers full time (that live from this work)

Will you be present in Essen with “Strada Romana”?
Yes, of course. I will be on Gamesinitaly and Rio Grande booth, and some other publishers with other games. It's a pleasure for me to show the game to the players. The game exit in the Italian shops in these days.

Do you normally follow any particular game designer with especial attention?
I like to see the works of some of my italian friends. Between them, Paolo Mori (Vasco da Gama, Ur), Acchittocca (Egizia, Leonardo), Emanuele Ornella (Assyria, Hermagor), Leo Colovini (Isla Canaria, Cartagena), Maggi, Nepitello, Di Meglio (Age of Conan, War of the Ring), Angelo Porazzi (Warangel) Andrea Angiolino (Wings of War) and many others like Piero Cioni and Andrea Chiarvesio. And the French freinds, like Bruno Cathala, Sebastien Pauchon, Christophe Boelinger, Bruno Faidutti, Antoine Bauza.

Do you think that board games can be use for an education purpose?
Not directly. The games have his own educative value in itself. It very bad writes on the box "educative game", because children drop it after 2 minutes if the game is not good.

What you think about the economic crisis? It will affect the games sales?
I hope it's good for us. Board games are more economic and with a great re-playability value then videogames. Are more social, too. I see too much publishers on the market, and may be the crisis will cut the most weak of them. Some publishers like Cocktail Games produce only smart, economic, funny games and 2009 it's OK for them.

The “Age of Empires III” and “Goa” board games retract the glorious days of Portugal history.
Do you think that Portugal history can be a theme for a game made be you?
Yes, why not? History is a mine full of good themes and Portugal is a wonderful country, so why don't make a game about it?

What you know about Portugal? Have you ever visited Portugal?
I never go to P. but it's on our wish list for the holidays. We are Mediterranean people and some things are common to us: when I think Portugal I see long, white beaches and the Atlantic sea, hot wind, dunes, nice little towns, smell of sparkling wines, Fernando Pessoa lyrics, Nelly Furtado songs. My daughters think to Cristiano Ronaldo, too ;-)

Thank you very much for the interview.
Thank to you for the attention, Ciao, WO




dreamwithboardgames
English RulesGames initaly


Obrigado a todos... pelo 1º aniversário do dreamwithboardgames


Faz um hoje um ano que o projecto dreamwithboardgames deu os seus primeiros passos. Os primeiros tempos foram dedicados a conhecer e a desenvolver as potencialidades do blogger, para criar um site onde todos os conteúdos pudessem ser acedidos de forma rápida e fácil.
O dreamwithboardgames apostou na publicação de entrevistas com os autores dos jogos, e a primeira entrevista com o Matt Leacock não poderia ter sido melhor, foi o artigo mais lido pelos nossos visitantes. Graças à divulgação de pormenores sobre o Pandemic: On the Brink, ajudou imenso à divulgação do dreamwithboardgames. Obrigado Matt.
Outra grande aposta foi a publicação das traduções dos jogos em Português. Aposta ganha e que vamos continuar a privilegiar no futuro.
Consolidada a nossa posição no mundo de sonho dos jogos de tabuleiro, foi possível angariar parcerias para o projecto. A primeira a aceitar este desafio foi a Divercentro. Com esta parceria foi possível por à venda em Portugal jogos de qualidade com as regras em Português: Battlestar Galáctica, Age of Conan, Throught the Ages, Pandemic, Cuba, etc. Para além disso, conseguimos o mais importante, descontos especiais nos jogos de tabuleiro para os visitantes do dreamwithboardgames. Estes descontos têm sido um sucesso, pelo que vão continuar.
Para tornar este projecto ainda mais ambicioso, contactamos as maiores editoras no mercado. Assim, conseguimos celebrar parcerias com a Kosmos, uma das maiores editoras de jogos do mundo e com Egggertspiele, uma editora de jogos de qualidade, como por exemplo, o Cuba, Imperial e A Castle for All Seasons.
Para fazer artigos sobre os jogos de tabuleiro, precisamos de os ter, como não é possível celebrar parcerias com todas as editoras, conseguimos um acordo com a maior loja online de jogos de tabuleiro da península ibérica, a Másqueoca. Graças a esta parceria foi possível publicar muitos dos artigos do dreamwithboardgames e vai permitir publicar muitos mais no futuro.
Entretanto, em resultado da parceria com a Kosmos, conseguimos outra parceria muito interessante com a Devir para a eleição do jogo do ano de 2009. Iniciativa que está a superar todas as nossas expectativas. Pode ser que no futuro possam haver mais novidades, estamos a estudar o assunto.
Mais recentemente, celebrámos uma parceria com a Cwali. Esta editora é conhecida por criar jogos originais e muito interessantes, como por exemplo o Powerboats, que teve um grande sucesso em Essen 2008. Esta parceria tornou possível que o jogo BasketBoss, a última novidade da Cwali, tivesse regras em Português. Este jogo vai estar presente em Essen 2009 e estou convencido que vai ter sucesso.
Todas estas parcerias vão continuar a acompanhar o projecto dreamwithboardgames.
Relativamente à apresentação do site, está com uma cara lavada para comemorar o seu primeiro aniversário. A aposta na página news é para continuar, tem sido um sucesso. A página da nostalgia vai ter novidades em breve, queremos continuar a ter a visita dos nostálgicos dos jogos antigos. A página shop, pode em breve vir a ter novidades... por isso também vai continuar. Na página das jogatinas, vamos continuar a publicar as jogatinas que fazemos em família e com os amigos, com especial atenção para as jogatinas durante as férias em locais paradisíacos, indo ao encontro do nosso lema: o mundo de sonho dos jogos de tabuleiro.
O dreamwithboardgames agradece a todos que nos visitam diariamente, que nos contactam e que participam nas nossas iniciativas, como por exemplo, a eleição do jogo do ano e mais recentemente no concurso para comemorar este primeiro aniversário.
Um agradecimento muito especial às nossas parcerias (Másqueoca, Kosmos, Devir, Eggertspiele, Divercentro, Cwali e Euros Dollars.com) que tornam possível, este projecto do mundo de sonho dos jogos de tabuleiro.
Agradecemos também a todos que nos têm ajudado, em especial ao Carlos Costa Santos.
Sempre que tiverem sugestões ou ideias para iniciativas sobre os jogos de tabuleiro, não hesitem em contactar-nos. Sempre que tiverem uma dúvida sobre as regras de um jogo ou onde comprar um jogo ou outra dúvida qualquer, utilizem o nosso formulário de contacto.

Obrigado e bons jogos...!

Paulo Santos
dreamwithboardgames

1º aniversário do dreamwithboardgames

Queremos agradecer a todos os que participaram, Portugueses, Brasileiros e Espanhóis. A escolha não foi fácil, recebemos mais de quatro dezenas de formulários. Aqui ficam as nossas escolhas:

1º Classificado – Mário Paulo
Vencedor do jogo Android

"Quando o sonho comanda a vida, tudo é possível.
A força de vontade aliada à coragem, perseverança, dedicação e determinação, conseguem tornar os sonhos em realidade.
O “Dream With Board Games” conseguiu num ano promover muito mais este hobby em Portugal que qualquer outro site.
O sonho do “Dream With Board Games” era o sonho de todos nós, obrigado por terem concretizado o nosso sonho!
Parabéns!"
2º Classificado – Luís Góis
Vencedor do jogo – Cosmic Counter

"Já passa um ano que estamos na companhia da "dreamwithboardgames", ano esse em que pudemos entrar no mundo dos jogos de tabuleiro na nossa boa e velha língua portuguesa!
Foi e tem sido uma porta para os portugueses descobrirem tanto os grandes jogos como terem acesso às principais novidades deste mundo.
Muito obrigado "dreamwithboardgames" por ajudares a promover este "hobby" em Portugal! Parabéns!"

3º Classificado – Luís Trigueiro
Vencedor do jogo – Jungle Speed

"O tempo passa num instante e quando damos por nós já estamos a celebrar aniversários, neste caso o 1º deste grande blog dreamwithboardgames que tem sido, sem dúvida, um grande apoio para o desenvolvimento deste hobby em Portugal, com parcerias aliciantes, reviews detalhas, entrevistas, traduções, etc. Parabéns pelo o trabalho realizado até agora e continue por muitos mais anos !!!"

Jogos que a Divercentro e o dreamwithboardgames
vão oferecer para celebrar o 1º aniversário:


1º prémio:

2º Prémio
3º Prémio:


Para concorreres só tens de preencher o formulário do concurso.

É muito simples e podes ganhar estes jogos de grande qualidade!!!

Só precisas de dizer quais os preços de venda ao público (PVP) da
Divercentro para os jogos que vamos oferecer e escrever uma frase sobre o 1º aniversário do dreamwithboardgames.

Os autores das 3 melhores frases, com os formulários devidamente preenchidos, irão ganhar os jogos que temos para oferecer.

Não percas esta oportunidade!!!

Os formulários devem ser enviados até ao dia 31 de Outubro de 2009.

Boa Sorte!!!