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Hello, and welcome to one more blog post of the EXPOSED series: Virtual games night with Mythic Games. Game nights are social interactions, catching up with friends, maybe some ribbing, eating snacks, enjoying a drink, holding cards or moving pieces, maybe rolling dice, and enjoying how a game unfolds, its twists and turns. It’s about...
After two Gameplay articles dedicated to set up and game phases, our third and last article will be spent detailing the heart of 6: Siege - The Board Game… the operators, the ones who will expose themselves to the bullets (blanks actually, they are simply in training sessions, after all) of their opponents to succeed in their mission.
After our first article described the preparation and the set-up of a game, it’s time to tak about the different key concepts that characterize 6: Siege, namely time management, the principle of alternate activations, the destructible environment, and the differences of 3- and 4-player games.
Welcome to the first gameplay article for 6: Siege - The Board Game! In this article you will learn more about the game basics and how to prepare to play the game.
Chek out the origins of the story! How did 6: Siege - The Board Game become a reality? Leo takes us back in time and describes the behind the scenes!
Super Fantasy Brawl is a game where knowing your opponent’s strengths and weaknesses is almost as important as knowing your own. This first article guides you through the Champions and tactics of the core box!
The more we play games, the more we learn. We learn better strategies, new mechanisms, be a better loser, and a better winner. We understand that we don’t always have to have the latest games that we definitely do, and we learn a few other things besides. In this article, let's focus on something else. We can look at what playing board games have taught us, knowing more about ourselves, about the people around us, and how it has changed us over time, if at all.
After the long process of creating game designs that came with brilliant ideas and inspirations, the next step depends on whether the designer wants to self-publish or hand the game over to a publisher. That decision is often closely linked with the type of project that this game is – and there are two types of them.
As you can read in the rulebook, a campaign is made of 11 quests that are grouped in 4 Acts. In the first 3 acts you’ll have to deal with the imminent threats (that are the bosses). Once you’ve sent them to the abyss, you are ready to storm the Darkest Dungeon and its final 2 quests. In this article, we will focus on the first 3 acts, since this is the part of the campaign that changes the most each time you play and is affected by the expansions.
As you can imagine, different designers go about game design differently. The same designer will come up with new games in different ways. Some games lend themselves to specific approaches better than others. There is certainly no single way of coming up with the initial idea, even if the process of developing that idea into a working game ends up being the same for every game.
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