Learn simple things every player can do to get better dice role outcomes. Why do dice do what they do? Identify those features and what you can do to exploit them to your advantage, without cheating!
Learn all the ins and outs about how to sell your game from one of the industries leading players. From copyrights to patents, royalties to trademarks!
Description:
Col. Zocchi covers patents, copyrights, trademarks, royalties, finding the company who knows how to sell what you have designed, the name, phone number, address and fees charged by the only Agents who are authorized to present new designs to all HASBRO game companies, the names, e-mails, addresses and phone numbers of the only 47 distributors who specialize in selling Adventure games in the U.S. Canada, England, Australia and the world, and how to get your $25.00, unique three letter company identity, how to get your stock numbers, boxes, etc.
Enemies, doubtful allies, & plots hem King Louis in on all sides. The questions are: How many? Whose? To what nefarious ends? & what are the Musketeers going to do about it?
Description:
The childless King Louis XIII reigns in France, beset by enemies and doubtful allies. With the King’s supremacy yet to be established, plots hem him in on all sides. The questions remain: How many? Whose? And to what nefarious ends?
How to Get Free Artwork/Photos for your Game or Business
Summary:
Different ideas on how you can legally get free photos, artwork, etc. for your game/business along with different ways that you can pay/contract with creatives, & what those contracts should include.
Creating memorable villains is tough, but we've got them right here! Come talk with Michael Satran & his amazing min-, coho-, alli-, luminaries, about how to make villains & adversaries.