Paolo Cavallo, Angelo Porazzi,
Walter Obert and Paolo Vallerga appreciating the
excelent catering service of IDEAG 2006. Great
choice of Walter that organized for second time
this gathering. To group in same place three main
ingredients: authors, games and food, to stay
together on same tables and concentrate energies
for two days of gaming "full
immersion".
Angelo from Milano, Alessandro Dentis from Torino
and "Italian autor from most far town"
Silvano Sorrentino from Bari of daVinci, author
of DANCING DICE and OSTRAKON.
Often people ask us " but do you live on
games?". For shure we EAT ON games. Silvano
just asked me to try my new game of 2006 WRESTANGEL
still in prototype with the test
print-sheet you see on the wall. We just begun
the match when arrived lunch time. After
spaghetti, we finished the match and I had an
excellent feedback from faces and comemnts of
many gamers and expert authors such as Silvano
that appreciated machanisms and fun in this card
game.
First afternoon of saturday 14
January 2006: Niek Neuvahl from Germany showing
prototype of his latest game FULLHOUSE.
Near the table Dario de Toffoli of Venice
Connection from Venezia (of course). This is the
nice thing of IDEAG 2006: international authors
and of historical publishers like Venice
Connection or Editrice Giochi with Spartaco
Albertarelli, together with much younger
publishers, together with gamers-authors showing
their brand new prototypes for first time.
Here is first I played: LA
LOCANDA DI LOONY (Loony's Lair) of Bruno
Bono from Torino. Fantasy characters fights to
control tables of the Lair, playing beer cards
and most improbable objects to upgrade their
brawls. I had Dragons and conquered the control
of biggest table gaining 8 points, Marco near me
with Ogres split his warriors on more tables and
tied at 8 points but match was won by Goblins of
Gianfranco that overcomed everybody in the final
mega-rumble gaining at the end 9 points. Paolo
with humans 1 point, Carlo Frittoli with Dwarves
4 Points. Did we have fun? Yes, a lot, and in my
opinion for a game goliardic like this, fun is
the main goal.
Here is Chris Boelinger from France,
author of DUNGEON TWISTER game I
saw at Essen Fair. He set down with great
interest to see illustrated maps and counters of WARANGEL, asking me
technics I use to paint them. It is always a
pleasure to talk with people who know how much
work there is behind games like Dungeon Twister
or Warangel, that have so many races and
creativity. His game and his warriors have a more
"steampunk" style, while my game has a
more "animal" frequence buth both games
live on diversity of characters and boardmaps
that gamers may choose to have always new
matches.
Beautiful the never ending saturday
night, till 3 in the morning of Sunday. Here
Bruno, Angelo, Sara, Mikimush and Massimo are
having great time in a 5 players match with WRESTANGEL. Note the
wine bottle on table: this is the right spirit to
play at best this kind of games, obviously
convivial and interactive, like PEACEBOWL you see on
the left.
Her is Bruno
"UnderCrasher" in a PIN phase against
Mikimush "RayHisterio". The bluffing
phase in WrestAngel where you must play three
cards for the three second count reserved
sequences really funny and breathless. I am
really glad of feelings I have seen in eyes and
words of gamers that played in the right mood,
roaring their own war cries as requested by rules
and having lot of interaction in the ring, formed
by cards themselves.
Here is GIANO,
prototype "with two faces" realized by
Mario Moretti from Terni. We played together in
the afternoon this game with two souls, one dry
and abstract on the green board, and one more
fantasy, ambiented on the brown field with
BloodBowl minias. Here Moretti is explaining the
game to Mario Sacchi, Chess player and author of
Post Scriptum, with the "abstract"
rules that are good for gamers who love Chess or
Checkers. A sole game, two ways to play it.
Together with WrestAngel, Massimo
playtested also last races of Warangel that
celebrates on 2006 his first 10 years. Here we
see brand new TimeLords, race of
11th Generation mounted on new round woodenblocks, against
Redskins of 6th Generation.
Always during the long night of
Saturday, arrived new gamers who playtested the
prototype partygame of Mario Sacchie and Matteo
Panara, authors of BAUSQUITMIAO,
ANGIOLETTI DIAVOLETTI. Can you
see little Angel in cartoons that suggest you the
right way while little Demon push you to play the
nastiest things? This game is about this: gamers
must create the story on driven cards and bet on
choice of gamer in turn. Here Mario is acting as
best his mastering, capuring the sight of the
girls around the table... ah, the gamedesigners
charme!:)
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IDEAG
2006
GAME DESIGNERS GATHERING
14,15 january 2006,
Piossasco TO
Walter Obert (organizator):
On 14 and 15 january in Piossasco (TO), in
ex-church of Carmine via Roma, kept the annual
meetings of game designers. Here is complete list
of Authors. On www.inventoridigiochi.it
further informations.
Niek Neuwahl
Spartaco Albertarelli
Christophe Boelinger
Angelo Porazzi
Dario De Toffoli
Silvano Sorrentino
Team Acchittocca
Alex Zucchini
Carlo Rossi
Andrea Mainini
Paolo Vallerga
Luca Coppola
Piero Cioni
Walter Obert
Matteo Panara
Mario Sacchi
Francesco Rotta
Marco Avarone
Francesco Berardi
Luca Bianchi
Bruno Bono
Luca Borsa
Paolo Mori
Franco Rossi
Walter Castagno
Gianfranco Sartoretti
Giacomo Sottocasa
Alberto "Salkaner"
Carlo Frittoli
Ivan Mosca
Enrico Pesce
David Zanotto
List of Publishers:
Angelo Porazzi Games
Cogito Studio
KDS
Post Scriptum
Rose & Poison
Scribabs
Tenkigames
Kidult
daVinci
Venice Connection
IDEAG 2006 WarAngelo
PhotoReport
First
WrestAngel prototype
was presented at ModCon
Modena 2005. Final prototype, complete
with 70x100 test print sheet, was presented at
IDEAG Piossasco on 14-15 january 2006, where I
was hosted for second time by kind organizator
Walter Obert, at my side in first picture.
The game was played by lots of gamers and authors
that appreciated clean mechanism, graphic
artwork, great interaction among players that may
activate also during defensive phase. Always
breathless and funny the Pin Phases with lots of
bluffs and sequences of really high but also very
low, winning numbers.
For who is interested in opinions of other gamers
and authors, IDEAG is really usefull: one of the
best idea is that after each test you can report
on a sheet your votes from 1 to 9 and suggestions
to improve each single game presented.
Here are impressions collected by WRESTANGEL at
IDEAG 2006
easy - complex from 1 to 9 = 3,3,2,3,2,4,3,2,4,4
lead by luck - by ability from 1 to 9 =
2,7,7,6,4,7,6,4,6,5
boring - passionating from 1 to 9 =
6,7,7,6,8,8,7,7,7,8
not original-very original from 1 to 9 =
7,8,8,7,7,7,6,7,7,8
bad - nice from 1 to 9 = 8,7,8,9,8,8,8,8,8,7
title is not good - good from 1 to 9 =
5,9,9,9,8,7,9,8,8,7
Rules are not clear-clear from 1 to 9 = 5,7,7,8,9
After one year of playtest also this game is
ready to go on print. In pictures see many of the
meetings around the classic 70x100 print sheet to
check colours, optimize formats, all elements you
need to know when you create a game following
each single production phase: from idea, to
illustrations, to printed game.
3 o' clock in the morning: noone can
stop us. Here we are playing LICES,
the prototype game of Chris Boelinger. Babies
full of Lices move around the school and try pass
their insects on other babies heads. Angelo is
going to finish Monica who is already scratching
her head, Willy is near to fall, Tinuz is
watching the barrier you can place to avoid
invasion from other heads, Paoletta confirms to
be a great game explainer, calm and clear. Take
example from people like her: do not be
aggressive, understand who is around you, explain
games not chocking in rules but having fun,
always leaving people free in their choices.
Never "you MUST do this" but "you
CAN do this".
Walter Obert, great organizer of
first two editions of IDEAG, calm, the same with
everybody: another example to follow, not only as
good game designer but also like person who is
able to take the best from people around him.
Here he is illustrating me his last prototype MIRAGE
really outstanding and not only in my opinion.
You must have eye on a squared grid to
individuate the right cohordinates from where you
"see" objects selected by cards.
Reproduced the day after for my three baby girls.
Comment of all of us: really a great game.
Walter and Francesco Berardi
together with Paolo Mori, Mario Moretti and other
interested, looked how is possible to
"optimize" a print sheet. 84 cards of
WrestAngel (exactly like TATATA!) fit the 70x100
standard print sheet at best. I explained to
interested gamers how to "check" the
colours on print sheet and other controls before
to go on print. When you create, illustrate and
realize your own game you need to learn all these
stuff, to me is the more interesting thing: to
follow every game in all his production phases,
from A to Z.
Here we are at sunday lunch: Tinuz
with his MailingList GiocaTorino is connecting
together lots of gamers from his town, Silvano
ready for his return flight, behind Luca Borsa,
Vallerga e Boelinger. On th eright Morsac,
Walter, Paolo Mori just returned from his mission
experience inAfrica and Angelo Porazzi more than
satisfied of this gathering.
In the afternoon I had the time to
test TUAREG the prototype more
appreciated of Francesco Berardi, as said by
author himself. He meet me on the net, came to
visit me on holiday with Sargon and since then I
meet him at many luding con. Good move and also
interesting game: to optimize precious stones,
water and other goods on the back of your camels.
When lady of catering brought me
coffe at table I was dreaming: " " am
playing, I am with good friends and also have my
coffe on the table".
To the next Con and my compliments
to all people who organized IDEAG 2006.
Ciao:)
Angelo
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