Our Philosophy

Simply put, our philosophy is to produce games that are fun. What is fun? Well, that is where it gets a little tricky, as fun is subjective to each person. For us a “fun” game has five successful attributes:

Easy To Learn
A game must be easy to learn. Most of us gamers see a game that we like and want to give it a go as quickly as we can. Rules therefore need to be straightforward, clearly laid out and easy to refer back to. Any difficulty in understanding or applying the rules only serves to detract from the players’ enjoyment of the game.

When a game is intuitive your are almost able to play it without knowing the rules. Surmising from your own experience and common sense you can see what actions should be available, what outcomes can be expected, and so on. If a game requires the players to be intimately familiar with the rules before they can really make sense of what is going on, or if it results in a lot of head scratching “that doesn’t make any sense” moments, then it really isn’t intuitive.

Even though a game is easy to learn, it should not be easy to master. Our favorite games are those which have no “best deck” or “perfect army list” possible. Instead players should all have the same basic resources and options available to them, then only through their flexible strategies, creative tactics and clever recognition of opportunities will they prevail.

Flexibility to us is one of the cornerstones of a truly exceptional game. Flexibility is the ability to adapt and utilize the game in ways that keep it fun and challenging for the players, and even allow for players’ ever changing interests. The rules of a game should serve as a toolkit by which you can craft your own perfect game through scenarios, the use of different genres, exploration of different historical periods, the addition of new models, etc.

When a game is truly engrossing, you can never quite stop thinking about it even after it is done. You are always rolling around in your mind what your next game will be, what should be in your next army, how you might better utilize your game assets, etc.

So as we design our games we try to pay close attention to these attributes, because if we find it to be a fun game, there are bound to be other folks who will like it too. We invite you to give our games a try and see if we have been successful in creating “fun” games…

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