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    That’s Numberzwang!

    Chess has a term called Zugzwang. German for “compulsion to move”, it refers to a game state where someone is in trouble because they have to move a piece every turn. If they could pass and leave a strong board formation, things would be peachy, but no: Zugzwang. This is…

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    Learn About Trading Card Games!

    Note: I tried my best to make sure that you can read this article without knowing much about TCGs. If you have some idea of what “creatures”, “lands”, and “the graveyard” mean, you should be fine. Though I only started getting into tabletop games in earnest in the past few…

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    Game Analysis: Cosmic Encounter

    Cosmic Encounter is my favorite game of all time, and I’m having trouble understanding why. With most excellent games, you can easily point to something incredible about their design – Codenames’ simplicity and replayability, the Legacy games’ storytelling – but Cosmic Encounter is built from a lot of components that simply…

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    Me Design Board Game, Use Words Good

    Anyone who’s played a good Eurogame with a badly translated manual knows that solid writing is a small but crucial part of a tabletop game. Most discussion on the topic is about clear and concise rules explanations; this is fair enough, as communication of complex game topics is difficult and very…

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    The Phantom Knight Games Manifesto

    I first started designing board games in late 2014 after graduating from college that summer. I was already pretty hardcore about tabletop games, especially RPGs, but the thought that I could design one wasn’t in my head. After discovering print-on-demand sites and realizing that I probably wasn’t going to get…

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    Happy Daggers, Part 1: The Basics

    If you’re reading this, you’ve probably seen the boxart for Happy Daggers! It’ll be out on The Game Crafter within a few weeks, and our first convention appearance with it in tow will be at GX3 in December. “But wait, Jeremy, what is Happy Daggers even about? How do I…

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    Revising HAPPY DAGGERS: How and Why

    Recently, I decided to heavily revise our flagship game, HAPPY DAGGERS. Playtesting feedback was mixed, but the real issue was it wasn’t capturing the spirit of the swashbuckling combat present in a lot of period pieces. The main issues were: 1. Certain gameplay elements didn’t lend themselves to the casual…