Q: What surprised you during testing?
A: The friendliness and eagerness people are to enjoy your design. Surprisingly few have proven to be cynical or snide. Nearly everyone I've met has been encouraging and helpful. #QnAwB#MoM
Q: How did you test the game?
A: First, I struggled to build a working prototype, driving my wife crazy. Next, I met gamers at local bars, game stores, conventions, expos, parties, and everywhere I could think of to play it for the next 8 years (and counting). #QnAwB#MoM
Q: Did you cut any features?
A: Several rules and actions have fallen to the bin: Discard and card swapping mechanics, setup mechanics, the Ruin mechanic, Cupid mechanic... I can go on. #QnAwB#MoM
Q: How important is strategy vs luck?
A: I dislike randomness in game design, and adding the new Coin and Wall setup added a lot more luck than I prefer. With that said, I've found that using good tactics reliability wins in Maze of Minos. #QnAwB#MoM
Q: What emotions did you want players to feel?
A: Tension and Satisfaction from in-game problem solving. THere's several obstacles that players manipulate to slow opponents and open opportunities. #QnAwB#MoM
Q: What makes this game unique?
A: Player Actions divided into cards seems new, and how a few limited actions are combined to represent the card theme. #QnAwB#MoM
Q: Who is the target audience?
A: Families is always my target audience, being a Father of three. But to be fair, I was also looking at supporting retailers and playtesting with more serious tabletop gamers. #QnAwB#MoM
Q: How many players is it designed for?
A: 2 to 6 Players. I was discovered that the game shifts from strategic at 2 players to tactical at 6 players. Feels best between 4 to 5 players.#QnAwB#MoM
Q: How long did development take?
A: Once Coins and Peek were added, it took 2 years to get to the first stage of development and ready for Kickstarter in April of 2018. After that failure, I refined the cards, setup, and mechanics for 2 more years. #QnAwB#MoM
Q: What inspired Maze of Minos?
A: Maze of Minos was one of several rough concepts that didn't work until one mechanic completely changed how to play the game: Scry (or Peek in the beginning) #QnAwB#MoM
We're going to start a series of Question and Answer with Brad (the creator / designer / developer of Maze of Minos). To follow along, check in on #QnAwB
We'll probably also include #MoM (for Maze of Minos)
Watch this space!