You are the curator of a museum attracting works by Monet, Van Gogh and the like (by outbidding your opponents). Build your collection to please your investors, the critics and the art viewing public.
Description:
During the game you will choose what art goes up for bid, and in so doing try to maneuver your opponents into "buying" artwork they need, but don't really want to have to spend money on. The game consists of 64 works from major artists.
Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese move to expand the boundaries of their empires.
Puzzles are classic obstacles in games. Used effectively, they can be a rewarding experience. We'll discuss elements of puzzle design & how to use them to build engaging interactions in your games.
Description:
Puzzles are classic obstacles to players in role playing games. When done well, they are rewarding for both game master and players. There's a fine line between a rewarding puzzle and one that is frustrating. Members of geekspective.com will discuss successful elements of puzzle design, how to combine those elements and build puzzles that are complex yet fun for players. We believe that puzzles should always be solvable, either the easy way, or failing that, "The Hard Way". Puzzles can add an extra dimension to gameplay and with the elements of good puzzle design, you'll be able to create more exciting and rewarding games for your players.
Bring a 1st level character using the standard Players Handbook options, and write down the reason your character became an adventurer. Think Person/Place/Thing. From there? WE IMPROV!
Bring a 1st level character using the standard Players Handbook options, and write down the reason your character became an adventurer. Think Person/Place/Thing. From there? WE IMPROV!
Bring a 1st level character using the standard Players Handbook options, and write down the reason your character became an adventurer. Think Person/Place/Thing. From there? WE IMPROV!
Bring a 1st level character using the standard Players Handbook options, and write down the reason your character became an adventurer. Think Person/Place/Thing. From there? WE IMPROV!
Bring a 1st level character using the standard Players Handbook options, and write down the reason your character became an adventurer. Think Person/Place/Thing. From there? WE IMPROV!
Bring a 1st level character using the standard Players Handbook options, and write down the reason your character became an adventurer. Think Person/Place/Thing. From there? WE IMPROV!
Bring a 1st level character using the standard Players Handbook options, and write down the reason your character became an adventurer. Think Person/Place/Thing. From there? WE IMPROV!