Interview: Emanuele Ornella (Part 2)
Posted by James (admin) on 5th January 2010
This is the second part of our interview with games designer Emanuele Ornella whose games include: Assyria (2009), Martinique(2009), Byzanz (2008), Hermagor (2006), Il Principe (2005), Oltre Mare (2004), and Fantasy Pub (2003).
[This is a follow-on from the first part of our interview with Emanuele Ornella.]
What influenced you to design Assyria? Did Assyria start with theme or mechanics? How do you create a board with so many different icons and know it’s the best layout?
Ema: As I mentioned, Assyria started from Evo. In Evo you have a board with hexagons in different colors. These colors are the possible terrains where dinos can survive in a specific round. I started with a similar approach but tried to have separated hexagon tiles, as in Catan. That element was removed when I discovered that some combinations of hexagons (with similar symbols close to one another) would be too powerful, plus when I realized that the food cards added enough randomness. The best layout was one where symbols were equally distributed and where no two similar symbols were on adjacent hexagons. That came out after several playtests. Read the rest of this entry »
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