Mike Didymus - True

Mike Didymus - True

“It’s probably the longest road of any game design I’ve had in play”: COIN series designer Volko Ruhnke talks new game Hunt for Blackbeard, solving the hidden information conundrum, and why he’s moving on from the series he created

Crafting a game system so compelling that other designers want to create their own games using it is a rare beast in board gaming. Veteran wargame designer Volko Ruhnke has managed it twice - first with the COIN series, which saw its asymmetric counterinsurgency design influence games including Root, and his Levy and Campaign series, which currently runs to nine volumes of designs by various creators. The former CIA intelligence analyst spoke to BoardGameWire about his continuing drive towards accessibility with new design Hunt for Blackbeard, which is on Kickstarter now, how he's solving the hidden movement mechanics conundrum, and which games have been influencing his own design processes in recent years.

“You can run a $1.5m campaign and end up with a net loss of $1m”: Why math, math, math has been key to Dux Somnium’s blossoming board game Kickstarters

Raising $1m in crowdfunding for a board game is no mean feat, even for veteran publishers with multiple campaigns under their belts. But high school sweethearts Dusty and Amy Droz managed just that last year on their first try, after more than 15,000 backers pledged funding to create Victorian-themed flower hunting game Botany. Amid juggling their wedding photograph business and managing their own lavender farm, Dusty spoke to BoardGameWire about how the lessons learned from their crowdfunding debut helped Dux Somnium score its second success in raising $550,000 for follow-up game La Fleur.