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Lese-Ansicht

Unboxing Video: Line of Fire: Burnt Moon from Osprey Games

A group of black-hat hackers known as POSIWID plots to hijack the moon Io and hold the entire Jovian power grid to ransom. Standing in their way are the ultra-corporate LFA, the constructors of the lunar energy facilities. Both sides have engaged a fleet of ROV – advanced remotely-operated robots — to battle across the treacherous landscape. The machines are activated. Initiate combat sequence. The battle for Io has begun.

Line of Fire: Burnt Moon is a standalone 2-player card game that fuses the lean deck-building of the award-winning Undaunted Series with fast-paced lane battling. Sharp decision-making and clever positioning combine in a nail-bitingly tense, endlessly replayable, and lightning-fast experience.

-Grant

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Designing Games Based on Real-Life Systems with Ben Rosset

Ben Rosset, designer of The Search for Planet X, talks about how to design games based on real-life systems and processes.
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Ben has designed games based on aging cheese, brewing beer, finding planets, manufacturing board games, and many other themes that happen in the real world, so we have quite a bit to chat about.

The post Designing Games Based on Real-Life Systems with Ben Rosset appeared first on Board Game Design Lab.

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Designing Games Based on Real-Life Systems with Ben Rosset

Ben Rosset, designer of The Search for Planet X, talks about how to design games based on real-life systems and processes.
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Ben has designed games based on aging cheese, brewing beer, finding planets, manufacturing board games, and many other themes that happen in the real world, so we have quite a bit to chat about.

The post Designing Games Based on Real-Life Systems with Ben Rosset appeared first on Board Game Design Lab.

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Designing Open World Games with Ryan Laukat

Ryan Laukat, designer of Sleeping Gods, talks about designing open world games.

Sleeping Gods is a phenomenal example of how a board game can pull off the open world experience, and we do a deep dive into basically every aspect of its design. I’ve also been working on an open world game of my own over the last couple years, so we get into the ways we overcame similar issues.

The post Designing Open World Games with Ryan Laukat appeared first on Board Game Design Lab.

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Designing Open World Games with Ryan Laukat

Ryan Laukat, designer of Sleeping Gods, talks about designing open world games.

Sleeping Gods is a phenomenal example of how a board game can pull off the open world experience, and we do a deep dive into basically every aspect of its design. I’ve also been working on an open world game of my own over the last couple years, so we get into the ways we overcame similar issues.

The post Designing Open World Games with Ryan Laukat appeared first on Board Game Design Lab.

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[BGDL Community Spotlight] Designing Monster Taming Games with Tyler Langtimm

Tyler Langtimm, designer of Moxie: A Journey of Monsters, discusses how to design a game about monster taming (think Pokemon). Tyler has been working on a monster hunting/taming game for a while (and so have I), so we have quite a lot to talk about. We get into exploration, combat, puzzles, progression, and more.

The post [BGDL Community Spotlight] Designing Monster Taming Games with Tyler Langtimm appeared first on Board Game Design Lab.

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[BGDL Community Spotlight] Designing Monster Taming Games with Tyler Langtimm

Tyler Langtimm, designer of Moxie: A Journey of Monsters, discusses how to design a game about monster taming (think Pokemon). Tyler has been working on a monster hunting/taming game for a while (and so have I), so we have quite a lot to talk about. We get into exploration, combat, puzzles, progression, and more.

The post [BGDL Community Spotlight] Designing Monster Taming Games with Tyler Langtimm appeared first on Board Game Design Lab.

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Thematically Informed Game Design with Jonny Pac

Jonny Pac, designer of Merchants Cove and lots of other games, discusses his process of finding the perfect mesh of theme and mechanisms.

We talk about his approach to theme in his various games, research, and what it looks like for mechanics to make sense inside the theme.

The post Thematically Informed Game Design with Jonny Pac appeared first on Board Game Design Lab.

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Thematically Informed Game Design with Jonny Pac

Jonny Pac, designer of Merchants Cove and lots of other games, discusses his process of finding the perfect mesh of theme and mechanisms.

We talk about his approach to theme in his various games, research, and what it looks like for mechanics to make sense inside the theme.

The post Thematically Informed Game Design with Jonny Pac appeared first on Board Game Design Lab.

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How to Make a Super Thematic Game and Do Research with Dave Beck

Dave Beck, designer of Distilled, talks about improving games through experiential graphic design.

Dave did a TON of research for his latest game, hired experts, and dove as deeply into the theme as he could. So, he’s got a lot of advice for anyone wanting to make a super thematic game.

And be sure to check out Dave’s game, Distilled, on Kickstarter HERE.

The post How to Make a Super Thematic Game and Do Research with Dave Beck appeared first on Board Game Design Lab.

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How to Make a Super Thematic Game and Do Research with Dave Beck

Dave Beck, designer of Distilled, talks about improving games through experiential graphic design.

Dave did a TON of research for his latest game, hired experts, and dove as deeply into the theme as he could. So, he’s got a lot of advice for anyone wanting to make a super thematic game.

And be sure to check out Dave’s game, Distilled, on Kickstarter HERE.

The post How to Make a Super Thematic Game and Do Research with Dave Beck appeared first on Board Game Design Lab.

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Designing Word Games with Lori Love and Lea Velocci

Lori Love and Lea Velocci, founders of People for Goldfish, discuss the ins and outs of designing word games.

We talk about components, scoring systems, accessibility, fun factor, and more.

And be sure to check out Lori and Lea’s game Word Hustle on Kickstarter HERE.​​

The post Designing Word Games with Lori Love and Lea Velocci appeared first on Board Game Design Lab.

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Designing Word Games with Lori Love and Lea Velocci

Lori Love and Lea Velocci, founders of People for Goldfish, discuss the ins and outs of designing word games.

We talk about components, scoring systems, accessibility, fun factor, and more.

And be sure to check out Lori and Lea’s game Word Hustle on Kickstarter HERE.​​

The post Designing Word Games with Lori Love and Lea Velocci appeared first on Board Game Design Lab.

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Designing Party Games with Alex Hague

Alex Hague, designer of Wavelength, discusses all the ins and outs of designing a party game.

We talk about simplicity, expectations, scoring systems, time constraints, and more!

And be sure to check out Alex’s game, The Fuzzies, on Kickstarter HERE.

The post Designing Party Games with Alex Hague appeared first on Board Game Design Lab.

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How to Design Miniature War Games with Marco Pecota

Marco Pecota, designer of Legions of Steel, discusses everything that goes into designing a miniature war game.

Marco has been designing these types of games since the 90s, and we go into combat systems, movement, metal vs plastic, and everything in between.

And be sure to check out Marco’s miniatures packs on Kickstarter HERE.

The post How to Design Miniature War Games with Marco Pecota appeared first on Board Game Design Lab.

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How to Design Miniature War Games with Marco Pecota

Marco Pecota, designer of Legions of Steel, discusses everything that goes into designing a miniature war game.

Marco has been designing these types of games since the 90s, and we go into combat systems, movement, metal vs plastic, and everything in between.

And be sure to check out Marco’s miniatures packs on Kickstarter HERE.

The post How to Design Miniature War Games with Marco Pecota appeared first on Board Game Design Lab.

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