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Blood from the Turnip

Grant Rodiek | June 25, 2012
Post by: Grant Rodiek One of the best environments for great creative output is one of strict limitations. One of my favorite aspects of Twitter is the fact that I'm only allowed 140 characters with which to present a meaningful thought.
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Field Marshals Checkup #3

Grant Rodiek | June 21, 2012
Post by: Grant Rodiek I really love working on Field Marshals. I spent so much time on Frontier Scoundrels, Poor Abby Farnsworth, and other failed designs, so finally landing on something worthwhile is good for the creative soul.
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Testing Well

Grant Rodiek | June 18, 2012
Post by: Grant Rodiek I believe testing is the most important aspect of game design. Perhaps it's because I lack the brilliance of Feld or Don X., so I require testing to improve my ideas. Ah, if only I were brilliant.
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Your Worst Design

Grant Rodiek | June 13, 2012
Post by: Grant Rodiek I intended to write a more substantial and useful post about play testing and iteration, but I've been so busy doing just that with Field Marshals that I haven't had time. Perhaps for Friday? Instead, I thought it'd be fun to share one of my worst design ideas.
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Field Marshals Checkup #2

Grant Rodiek | June 11, 2012
Post by: Grant Rodiek I decided a short time ago to focus my development efforts entirely on Field Marshals in order to make it as excellent as possible. The end goal, at least for now, is to make it pitch ready for the GenCon board game convention, at which time I intend to show it to some hopefully interested publishers.
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An Interview About Forsooth!

Grant Rodiek | June 08, 2012
Sam Liberty is one of my favorite people on Twitter. He's hilarious, but also a very thoughtful, accomplished designer. I've been bugging him to write for Hyperbole Games for months, but he's too busy doing TED Talks, getting games published, and in general trying to convince me to make Field Marshals about combative pastries (he's serious).
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An Interview with Pixel Tagmire

Grant Rodiek | June 06, 2012
I'm a fan of Jason Tagmire. If you recall, he and his wife wrote one of Hyperbole's first guest columns about cooperatively developing his game, Sandwich City. Jason's latest game, Pixel Lincoln, recently launched on Kickstarter.
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Limit 'em Good

Grant Rodiek | June 04, 2012
Post by: Grant Rodiek A peer and I were discussing his new design recently. I noted that his game featured a large number of Actions, which led to a really interesting discussion about the number of actions available to a player, accessibility, arbitrarily limiting players, and more.
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The Story of Scallywags (Part 2)

Grant Rodiek | June 01, 2012
This is Part 2 of Chevee Dodd's story about designing Scallywags and finding a publisher. Here's Part 1.  Guest Column by: Chevee Dodd Shortly after submitting Doubloons! to BoardGameGeek it received a bit of attention.
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The Story of Scallywags

Grant Rodiek | May 30, 2012
I bumped into Chevee Dodd on Twitter. A few weeks ago, he approached me about writing about his upcoming game, Scallywags, on this site. I was a tinge apprehensive at first, as I didn't know him that well and I don't want Hyperbole Games to just be another PR platform.
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