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Headless Hollow posts, categorised for your convenience and enjoyment. On this page you’ll find all the posts vaguely related to Boardgame Design.

Friday, June 12, 2009

Tales of the Arabian Nights

Over a year has passed since I began work on it, and a couple of hundred hours, several hundred dollars worth of book research, and over 400 emails later, I finally have a copy of Tales of the Arabian Nights in my hands, direct from the printers. It should be in the shops early to mid-July.

So my readers can experience the joy of opening one of these big heavy boxes (about 3 and a half kilos!) for themselves, I made this little sequence of photos documenting the process. Sorry I can’t hook up the ‘fresh from the printers’ smell for you as well.

Opening the box
[click image to enlarge]

I’ve been designing for a couple of decades, and there are only a few jobs in that time that have demanded as much hard work, creativity and dedication as this one. The printers did a great job; the matt-finished cover with gloss UV-varnished logo and illustrations looks wonderful, and René Bull’s stunning 1912 illustrations look better than they have in print for many years, which I hope is a tribute to the man’s talent. It was with a great sense of relief that I opened the box to find all the game components as high quality as I’d hoped. Best of all, the whole design hangs together beautifully and gives the game a distinctive ‘feel’, that I hope is something quite different from the usual run of games being published these days.

[click image to enlarge]

Sure, there’s a few little things I’d like to tweak, and I’ll hopefully get a chance to do so in future print runs. But now, it’s finally time to let this baby go out into the world! Tales of the Arabian Nights is published by Z-Man Games, and I’m really hoping it’s a big success for them. Quite apart from the work I put into it, it’s a very fun and thematic game. There’s a 300-page book in there, chock-full of adventures in the old ‘Choose-Your-Own-Adventure’ style. For gamers who love a story, this is a real treat.

Cards
[click image to enlarge]

Thankyou to Dan Harding for his excellent illustrations, Eric Goldberg and the other writers for creating such an amazing game, and Zev Shlasinger of Z-Man Games for the opportunity to redesign it. I hope people all over the world enjoy playing this game, and for at least a little while forget all their cares and worries and disappear with their friends into the glamourous, fun, exciting world of the Arabian Nights …

Wednesday, June 3, 2009

The Legend of Robin Hood

Robin Hood

Much like everyone I know, my workload is a little light at the moment. That probably means I should take the time to update my business website, do a bit of ringing around, work on new business strategies, right? Wrong! I think I’ll recreate an old Avalon Hill game from the ’70s from scratch!

I became aware of The Legend of Robin Hood when I saw a review of this little-known 1979 gem on Gameshark and thought it sounded just like the kind of game I like. I was about to buy a copy on Ebay when it struck me that the game was pretty simple— board and counters—and that it really could do with a graphic revamp anyway. As if I haven’t got enough in the way of personal projects on my plate …

So, after a couple of weeks work in my spare time, here it is—a complete remake of the game with a new large board, large counters, a double-sided rules summary and double-sided play reference sheets.

As Barnes pointed out, this is a game that really relies heavily on theme, so I hope you’ll agree this revamp makes the whole game experience just that bit more immersive and enjoyable.

I have no idea of the current copyright status of the game —possibly it has reverted to the designer Joe Bisio. Of course this is a completely not-for-profit project, done without permission. The illustrations I used on the board and counters were originally by Stanley Herbert and taken from England: Book 1 The Medieval Scene by R.J Unstead (A&C Black, 1963), again without permission. They have that ‘Boy’s Own Adventure’ feel that I felt worked really well for the Robin Hood theme. Oh, and the logo is a shamelessly modified version of the title screen from Errol Flynn’s 1938 film The Adventures of Robin Hood.

You can download the new version here. Enjoy!

Tuesday, December 9, 2008

Thoumont’s Rare Tomes and Components

Thoumonts

Way back in 2005, I started chatting with the very talented Denny Unger of WorldWorks Games about his line of beautiful paper terrain sets. There are a few companies making these now, but Denny was one of the first and is without any doubt the best. The amount of work and care and attention to detail that he and his team put into creating paper scenery for games is astounding, and it’s a source of continual amazement to me that a large games company has not yet seen the potential for exploiting his company and snapped it up.

Anyway, I got excited about making game scenery and started on what seemed a simple ‘first’ set—a fantasy building that could be both a themed ‘wizard’s supply shop’ and a generic building. Little did I know how much work would be involved! Several years and hundreds of hours later, it has finally been released for purchase—ladies and gentlemen, may I present Thoumont’s Rare Tomes and Components.

It may not look too ambitious, but you’d be amazed how much work goes into something like this; one of the reasons I’m so in awe of the work that Denny and his team regularly churns out. Just try creating one side of a detailed bookcase and see how long it takes!

Eventually, other things (like my design business) took up too much of my time and it looked like Thoumont’s would never get off my hard drive. Thankfully, Bob Cooper of WorldWorks stepped in, added the finishing touches, and created the instructions documents; and Thoumont’s has finally, after a lengthy and painful labour, come into the world.

If you play fantasy games with miniatures, go check it out. I hope you’ll find it interesting enough to purchase. And while you’re there, be sure to browse through the incredible products that WorldWorks have created, including their print-and-play spaceship combat game, Wormhole.

Friday, May 23, 2008

Boardgame Design: Tales of the Arabian Nights

Card front and logo
[click image to enlarge]

My next major boardgame design project has been the remake of the 80’s classic part-boardgame, part-roleplaying game, Tales of the Arabian Nights, by Eric Goldberg, to be published by Z-Man Games. There have been two versions of this game—one in English in 1985, and one in German in 2000.

I pushed to get this job because I thought the rich possibilities of the theme had not yet been explored in gaming graphic design. The Arabian Nights is an unique and exciting melieu, but too often it gets a very Westernised fantasy treatment. One of my personal goals was to create artwork that reflected the exotic nature of the Arabian Nights. So the motifs are sourced from Islamic decoration, embellished with glittering metals and colourful jewels. Another big influence were the wonderful ‘Golden Age’ illustrations of such masters as Arthur Rackham, Edmund Dulac and René Bull.

Encounter card
[click image to enlarge]

It was the chapter headings from René Bull’s 1912 edition of the Arabian Nights that inspired the game logo. Using that hand-drawn font as a basis, I reworked the letter forms to arrive at something a bit more readable but still evocative of curvilinear Arabic letterforms.

The mechanic that makes Tales of the Arabian Nights quite different from your usual game is the story—as the players adventure throughout the known world they refer to numbered paragraphs in a Book of Tales that tell an exciting interactive tale—a bit like the old Choose Your Own Adventure books. The players’ reactions to the encounters influence and expand the story.

The game has a wealth of cards, many of which refer to these numbered paragraphs. In the Efreet encounter shown, the paragraph referred to depends on the time of day the encounter occurs, either morning, noon or night (or more prosaically, the further along the game has advanced).

Location encounter card
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On location encounter cards, the paragraph number depends on the terrain in which the encounter takes place. One thing I got rid of from the old editions were the fiddly icons that denoted the different locations on the board. Instead, I used coloured gems (also different shapes to assist colourblind players). These correspond to paragraph numbers on the encounter cards. It’s also immediately obvious which type of terrain the gem is in from the colors and illustrative terrain on the board.

City encounter cards refer to specific cities on the board and feature a picture of the location and a random encounter table. There are also many other cards for various player statuses such as ‘love struck’, ‘pursued’ or ‘under geas’.

The card illustrations were done by the talented Dan Harding, whose bold, evocative work dominates the design. Nice work Dan.

The map, of course, was the main design challenge. In previous incarnations the map was painted in a very conservative fashion—green forests, blue seas etc. This new map, a small detail of which is shown, is heavily influenced by ancient cartography, the fascinating subject of several books I own. Hence the parchment look, the more subtle colouring, and the period-accurate style. Instead of little illustrations I have used silhouettes of buildings that match the architectural styles of the cultures, which contrast nicely with the old map look.

Map detail
[click image to enlarge]

There’s still a bit more work to do on this project—laying out a 256+ page Book of Tales for example—but I’m convinced it will be worth the wait. Because this game is such a storytelling, semi-roleplaying one, the object has been to create designs that transport the players to another world, stimulate their imaginations, and immerse them in the exotic, different world of the Arabian Nights. With the aid of research into old Arabian Nights editions, Islamic decoration and ancient cartography, I hope to achieve that goal.

More previews soon!

Saturday, February 16, 2008

Boardgame Design: Traders of Carthage

Cover

Box cover
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Some of my visitors may have realised by now I like to play the odd boardgame, and I’ve had the opportunity to do a bit of boardgame design here and there too. While I do the occasional print job, a lot of my professional design these days is web-based, so it’s satisfying to create something ‘real’ for a change—especially something that people will play and enjoy now and in the future. The artwork for a small game called Traders of Carthage just went off to the printers, and I’m looking forward to its release as it’s the first game for which I’ve designed all of the graphics from scratch. ToC is by Susumu Kawasaki and will be published by Z-Man Games. Here’s a sneak peek at some of the graphics.

The most interesting thing about boardgame design is fulfilling two objectives: one, to make the game look good, look interesting and enjoyable to play, and to enhance the game’s theme to make the experience as immersive as possible; and two, to design the game graphics in such a way that the game mechanics work as effectively as possible. The challenge is to succeed in designing something that not only looks good, but works. Hold on, my company motto is ‘Design That Works’…

Card back

Card back
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Above you can see the box cover design. ToC is a small game, and I wanted to create something rich in texture, precious looking, and something that evoked the ancient period. Above all, a game that I would love to own and be eager to add to my collection. The logo was developed from the fonts Post Antiqua and JSL Ancient. The main motif is an electrum coin from Carthage, a bold symbol that is echoed throughout the game components.

The card backs feature the coin on a rich textured background, with a small logo top and bottom. Though some feel that black borders on cards wear more than white, I prefer the impact of the strong black border, and if the printing quality is good, wear shouldn’t be a problem.

Card, sample

Sample card
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Here’s a sample card: the green ‘wine’ trading card with a value of two (there are four different card types: red/fabric, blue/gems, yellow/wheat and green/wine—each come in values of 2, 3 and 5). Simple 3D work, both my own and developments of commercial models, features on the cards; carefully textured and post-processed in Photoshop to avoid the ‘computer’ look.

Note also the ‘storage’ icons, which are terracotta storage jars. Storage icons enable players to preserve their goods from the depredations of pirates. Despite the detail and texture, the card is designed for clear and quick recognition no matter which way up it rests on the table.

Board

Gameboard
[click image to enlarge]

Apart from some tokens and a detailed twelve page rulebook chock full of examples (for which I indulged myself and bought a lovely, and very appropriate, new serif typeface, Epic by Typetrust), the last element was the small board. On the left side of the board is a bright, colourful map of the Mediterranean featuring the spaces your trading ships travel between Alexandria and Carthage; on the right are spaces for the card and card discard piles, plus indicators for the row of Farm and Market cards that are placed next to the board. The illustrations used on the cards are grouped together to form the Market illustration.

Traders of Carthage reads like a fun little game, and I hope my design makes the experience a little bit more interesting and enjoyable. I’m looking forward to finally playing it! The game is scheduled to be released in the (northern hemisphere’s) Spring.

PS: Acknowledgements to Mike Doyle’s excellent blog, which inspired me to feature some of my game design.