Here’s a video review of the game Merchants by Reiner Knizia and published by Catalyst Game Labs. Enjoy!
Monthly Archives: June 2010
Step 4: Persistence pays
The third part of my lovely acronym MVP is the P…Persistence!




With every bit of feedback we get, not only does the game that got rejected get a bit better, but all of our games get better. Because we subscribe to an overall design ethic / aesthetic, many of our games have similarities, however subtle. So sometimes, when we get feedback that changes how we look at one game, it can possibly change how we look at some of our other previously designed games and it definitely affects how we proceed on current and future designs.
To bluntly state “man, they don’t know what they’re talking about – our game ROCKS!” after getting the rejection letter is just being egotistical (even though many of our games do, in fact, rock ). It’s only through getting feedback that we can really improve our product and tailor it not only to gamers, but the publishers who have sometimes very different agendas (i.e. $$$) than the people who will end up playing the game itself. And so we must expose our work to constant criticism and feedback. It’s all in how we choose to view the responses, really.
“We must learn from the past to change the future”.
There’s a game in there somewhere…
-Sen-Foong Lim
Why We Buy? (Merchants)
Here’s a quick video on why I bought the game Merchants from Catalyst Game Labs today. What are the top reasons that make you…
Step 3: Be Versatile
Continuing with our acronym, let’s delve into the second letter. Another aspect I attribute my success to is having Versatility.


Step 2: How to stay Motivated
I like to credit my success to this acronym: MVP. Seems like any good “How To” Blog needs to have an acronym!


Step 1: "No one’s going to buy a board game without a board!"
Many people get into designing their own board games because they play a lot of board games and think to themselves from time to time that they could make something even better.