Board Games by Martin Wallace
Wallace worked for a while at Games Workshop, then started designing games in earnest in the early 1990s, his first DTP game being Lords of Creation. Eventually German companies picked up a few of his games, such as Und Tschüss, Volldampf, and Tempus. He has also published a number of games through his own company, Warfrog. These include such titles as Struggle of Empires, Princes of the Renaissance, and Age of Steam. Wallace is now a full-time game publisher and designer.
Wallace is the founder and chief designer of Treefrog (former Warfrog) Games. Wallace is known for designing complex strategy games that depict a variety of historical settings. Two themes he has frequently used are the construction and operation of railroads, and the rise and fall of ancient civilizations. He has developed a reputation for blending elegant European style game mechanics with the strong themes that are more typical of American style games. Many of his games feature economic systems, incorporating rules for income, taxation, and debt.
Martin Wallace's most popular game, Age of Steam, was the winner of the 2003 International Gamers Award, and is one of the top twenty rated games on BoardGameGeek.
Martin is a renowned board game designer who is consistently ranked among the Top 25 designers in the world. Here you can find the stories behind his origin, his design approach, and the depth of insight gained from surviving through the waves of changes that have passed through the board game industry over the past decades.
Hey Martin, thank you for making your time! First up, could you tell us a bit about yourself?
My pleasure. OK, born in 1962 in Hampshire, UK. Moved to Manchester in 1969, where I lived until 2013 when I moved to New Zealand. Since October 2017 I have been resident in Australia, living just south of Brisbane.
I started gaming properly when I was 14, cutting my teeth on wargames from companies such as SPI and Avalon Hill. I was introduced to D&D at Sixth Form college in 1978. One of my first jobs was working as a sales assistant for Games Workshop at their Manchester shop.
I started designing games around 1990. I self-published my first design in 1993, which was Lords of Creation. I first visited the Spiel in Essen in 1994, with a reprint of this game. Since then I have been churning out games every year, including Age of Steam/Steam, A Few Acres of Snow, Discworld Ankh-Morpork and Brass. I used to run my own games company, Warfrog Games, which then morphed into Treefrog Games. Now I focus on licensing games to other companies.
For anyone who might not be familiar with your games, could you describe what makes up a signature Martin Wallace game?
I like to think I design a wide range of games but most people know me for my heavier designs, such as Brass and Age of Steam. My aim has always been to blend the elegance of the Euro style of design with the thematic emersion that you find in American games. For me theme comes before mechanisms.
Which American game have you played that particularly stands out for its theme?
Apart from role-playing most of my early gaming involved wargames, which by definition have to be closely based on their subject material. Particular games that stand out are Advanced Squad Leader, Breakout Normandy and Across Five Aprils. Having more free time we could also fit in games such as Empires of the Middle Ages, which is pretty much mostly theme as you a really along for the ride.
Your games tend to feature a variety of historical settings. Is historical theme your favorite? and is there a certain timeline that you want to try and incorporate in the future?
I find it easier to design a game around a clearly defined story, whether this be from history or a work of fiction. History is so rich in interesting stories that there is no end to the games you could come up with. At the moment I’m doing a lot of reading on ancient history. I have an itch to design a good civilization game. A lot of those on the market strike me as being far too abstract in design. I want to create something that feels a lot closer to the actual history of the period.
What is your favorite mechanic and how do you think it relates to your personality?
I’m not sure I have a favourite mechanic, as generally I try not to think in those terms. A lot of my games employ a simple two-action per turn format. I think it is important to present players with simple choices that have complex consequences.
What was the first board game you had published? Looking back on it now, how would you rate the game vs. your more recent games?
My first board game was Lords of Creation, which I self-published in 2003. Compared to my more recent games this would be considered rather simple fare. It is a cut above Risk in terms of complexity. The first game I had published by another company was Und Tchuss, by Goldsieber in 1998.
What is one of your lesser known works that you'd love to see get more attention? Could you tell us a bit about that game?
I feel that A Study in Emerald, in both its versions, has not really gained the attention that I thought it deserved. The game riffs off of a short story by Neil Gaiman and blends the fantasy of H.P. Lovecraft with literary figures such as Sherlock Holmes and real persons from history, such as Bismarck and Prince Kropotkin. Players are either fighting for the good guys or the Old Ones and must both try to identify who they are fighting against as well as who is on their side.
As someone who's been around a while, what are some of the major industry shifts you experienced? Is there another game changer that has been on your radar?
The major shift would be Kickstarter. It has massively transformed the industry and its effects are ongoing. It’s very difficult to accurately predict future changes. I’m not convinced that traditional board games are ever going to be successfully integrated with computer technology. My own feelings about the future is that mechanisms will take second place to story-telling. You can already see that happening with the number of Legacy games on the market.
In what ways did you have to adapt to these changes in order to survive in the industry? Have you had to make any changes to your design process, networking, marketing, selection of theme/art, etc?
I have certainly had to adapt by carefully choosing which types of games I design. Fortunately for me it is now possible to design heavier games and have them be financially profitable, Brass being a good example of this. Kickstarter means you can bring games to the market which would not normally work through traditional channels. Marketing and networking are far more important than they used to be, which from my point of view means I need to work with others who have those skill sets.
To what would you attribute the current heyday of the board game industry?
I think the explosion we have seen in board game publishing is due to the combined effects of Kickstarter, changes in print technology that have reduced the costs of production, and the internet for allowing access to a world market.
Would you say that Kickstarter has leveled the playing field for everyone? Does this make it easier or harder for the amateur designer?
I would agree that it has made it easier for an individual to bring their design to the market. Gloomhaven is proof of that, a design that could never have been published under the old system. I’m not sure the situation is harder for the amateur designer, more of a case that you have to work a lot harder on the social side of things now. The fact remains that there is now a body of known game designers who have built their reputations on games they themselves have produced and presented via Kickstarter.
Could you expand a bit more on what you mentioned about the "old system"? What has changed that makes a game like Gloomhaven more viable/marketable today?
Kickstarter is all about direct sales. The production costs of a game like Gloomhaven would make it uneconomic if you simply sold via the normal distribution path. Now, I know that shops do sell Gloomhaven, but that has only been after it proved itself through successful direct sales. Generally your MSRP is six or seven times your production cost, so a game retailing for $70 has to come in at around $10 production price. Without Kickstarter I do not think any publisher would have taken a chance on Gloomhaven as the final MSRP would have been far too high.
Do you think that the quality of artwork can make or break the success of a game?
Today yes, in the old days no. With so many games on the market first glance impression is more significant than ever. When I first started there were so few gamers and games around that you did not need decent artwork, if any at all. Now you must focus as much on the presentation of a game as the mechanisms within it.
Even as a veteran, are there same struggles that never seem to go away?
Still struggling with making a living, so no changes there! You still have the same issues of how to make the market aware of your product, just a lot more noise to cut through now.
If you don't mind, could you expand a bit more on the realities of making a living as a board game designer? What would you say to all of the amateur designers out there who are dying to transition into game design full-time?
I cannot speak for other game designers but the reality of my existence is that I have to keep coming up with new, fresh designs knowing that the majority of them may only make me a few thousand dollars. Generally an advance is in the region of $3000. You then have to wait for a few years before you receive further royalties. If a game is not reprinted then you are looking at making possibly $5000 from a design. If you work out the hours it takes to create a new game then the average game designer is working for less than minimum wage. On top of that you have to pay to attend various trade events, without which you simply cannot do business. I have to fly to Europe at least once a year, for the Spiel, and now the US, for Gen Con. I also need to attend smaller conventions in Australia to get playtesting done. It all adds up to a lot of outgoings. The majority of designers who make good money are those that have an evergreen that brings in a steady amount of money.
For those wishing to break in to the market then I would advise the path that such designers such as Jamey Stegmaier, Ryan Laukat and Isaac Childres have taken, which is the KS path. However, to be successful you have to be prepared to put an awful lot of work in. You also have to have some sort of talent to design, which not all folks have. It really is not as easy as it looks. My final piece of advice would be not to give up the day job.
What is your favorite part of being a board game designer that never gets old?
I love that I get to have an idea, then shape it and eventually see something tangible enter the world. There is something highly satisfying in a defined beginning, middle and end to a process.
What do you think is a good mark of success and what sort of milestone would you like to achieve in the near future?
I think the thing most designers aspire to is to create an evergreen game, one that folks will be playing for many years from now. I almost had one with Discworld until I lost the license. That still remains my main goal, to create a game or system that takes on a life of its own.
Lastly, are there any exciting developments in the works that you'd like to share with us?
I always have to be careful when answering questions like these as now all of my work is for other companies, and they like to keep things under wrap until ready to go public. What I can say is that I am working on a number of major games that are tied to computer game licenses. I also have another design which may be my evergreen, but not sure yet. The unusual thing about this game is that it is not a board game, it’s a role playing game.
Thanks for inviting me to take part in this interview.
Thanks Martin for taking your time to share your story and your insights!
Readers, please feel free to leave comments below with any of your questions/comments for Martin or for any of the games mentioned! I am always open for feedback on these interviews and for suggestions on who I should interview in the future!
Below are my links to past interviews:
This is an automated weekly post to talk about the games that came out on kickstarter this past week.
- LIFE SIPHON 878% of $10,000
- A Simple d20 Dice Bag - with d20s 887% of $600
- Arcana of the Ancients, a 5E science-fantasy sourcebook 859% of $50,000
- Martin Wallace's Milito game 771% of $2,000
- The Ultraviolet Grasslands 620% of $15,000
- Papillon 494% of $10,000
- The Seas of Vodari - 5th Edition Swashbuckling & Sorcery 468% of $10,000
- Moonstone Fantasy Skirmish Game - Leshavult Expansion 382% of $10,000
- Ultimate Spheres of Power: The Complete System! (Pathfinder) 312% of $10,000
- Double Cards - Cards that give you choices 205% of $1,000
- The Inspiration Collection by Sunshadeau Arts 187% of $4,000
- Fight Your Friends 181% of $5,000
- An Inner Darkness - For 7th Edition Call of Cthulhu 126% of $20,000
- The Folio #22 (1E/5E D&D Adventure) 122% of $3,000
- The City of Great Lunden 118% of $12,000
- Catakombes Dark Reign R.P.G. 111% of $2,500
- Beer Bash: A Skill-Based Drinking Game 109% of $5,000
- Misdirection 106% of $11,000
- Kiwis Versus Morality 2.0 84% of $4,500
- SeaRovers - An Epic Game of True Pirate History 72% of $30,000
- District 9: The Boardgame 52% of $150,000
- Nebula 35% of $10,000
- FlamingOs Card Game 29% of $5,000
- Mythos - Vengeance of Ognyan 27% of $21,000
- For Treasures! 25% of $32,000
- Island of Gems- Colorful Gem Laying Strategy Game! 17% of $10,000
- Battle Toons Trading Card Game 6% of $4,000
Here are the upcoming 2021 board games that I'm most excited for. The first section includes my most anticipated Kickstarter campaigns while the second section will cover upcoming releases.
Plus, let's have some fun with another giveaway! 🎁
Let me know in the comments which games you're looking out for and I'll randomly select one person who'll win a copy of Lost Ruins of Arnak.
Upcoming 2021 Kickstarter Board Games
- Root: Militants Expansion (Working Title)
- John Company (Second Edition)
- Weather Machine
- Terraforming Mars: Ares Expedition
- Tinners' Trail
1. Root: Militants Expansion (Working Title)
One of my all time favorite games is getting another expansion!
Leder Games has been unveiling more and more information on the upcoming expansion for Root. It's currently set to launch late February and will feature the following:
- "Warlord Faction" (Rats) - Focuses on aggressive takeovers via setting enemy clearings on fire and looting for items that will give them more actions
- Badgers - Details to be announced in an upcoming Twitch stream
- Minor factions - NPC's (non-player characters) that will increase number of viable faction combinations. Will enhance two player gameplay experience
- New setup rules - Introduces a variant for drafting for your faction in the beginning of the game and selecting which clearing to designate as your starting "homeland"
- Modular board - Adds "platters" of circular boards that can be added to the main board
Patrick and Cole mentioned this is likely the second to last expansion for Root. If that's true, I'm still hoping for a campaign mode that will feature epic battles against gigantic boss animals hidden within the Woodland.
What would you want in the final expansion?
2. John Company 2nd Edition
Cole and Drew Wehrle did something unthinkable with the second edition of Pax Pamir. It made me want to check out other Pax games. What appeared too complex, unapproachable, and completely outside of my interest became a genre that's always on my radar. It also made me read up on "The Great Game" time period, and that's saying a lot for someone who hasn't opened up a history book since college years.
So I'm curious, will the "Pax Pamir treatment" for John Company make even a complex game about the British East India Company an irresistible package for gamers everywhere?
Photo of Pax Pamir 2E by my wife
Cole's Tour of John Company 2E prototype on Tabletop Simulator
3. Weather Machine
Vital Lacerda is among the greats when it comes to creating thematic euro-style games with deep, interconnected systems. There's a reason why his games frequently go out of stock despite having $100+ price tags, and it doesn't help that they're illustrated by Ian O'Toole, who's like the grandmaster among board game artists.
So when I saw pictures of Weather Machine on Vital's Facebook page, it instantly placed into my top anticipated games for 2021. Here's Vital's description of the theme:
"In Weather Machine, players are executives from different companies interested in selling the weather machine services from Lighting Technologies. They are trying to achieve the most contracts to increase their company's value. To do that, they can follow different paths, showing loyalty to the dream of the scientist and working for the benefit of the Earth's climate, by just selling the weather services for profit or even to reveal the machine plan and secretly selling it to the military."
Weather Machine on Tabletop Simulator
As someone who's always dreamed of owning a "Lacerda game" but never quite got there, I do wonder if this will cut into the line before Lisboa or The Gallerist in the future. I'm looking forward to seeing it on Kickstarter late 2021.
4. Terraforming Mars: Ares Expedition
One of the most popular board games of all time is becoming a card game. You might ask, "Isn't Terraforming Mars already a card game?" And well... I really can't say anything to that since I've yet to play the original.
The Kickstarter preview page has been up for several days (currently at 9300 followers) and the only available information is that it will feature faster gameplay and "over 200 beautifully illustrated cards". We'll have to see how much of a step up we'll get from the stock images in the original Terraforming Mars, but I'd expect nothing less than solid gameplay.
In the announcement on the boargames subreddit, user _The_Inquiry_ commented: "As someone who helped playtest this a while back, I can say that fans of both Race for the Galaxy and Terraforming Mars are likely to love this one. As someone who loves the former and isn't huge on the latter, I'd say this is a step up from TM, but still just can't keep up with Tom Lehman's tighter designs. Still, one well worth playing!"
Terraforming Mars: Ares Expedition on Kickstarter page
5. Tinners' Trail
Roxley is the golden standard when it comes to resurrecting games of old. They remastered Martin Wallace's classic design and spawned a sequel through Brass: Lancashire and Brass: Birmingham. Repackaged in a new stylish aesthetic and with great cost considerations for customers, it's no wonder that Brass: Birmingham quickly became the #3 board game of all time on BoardGameGeek last year.
And that brings us to Tinners' Trail. Alley Cat Games is attempting to replicate that same kind of success with another Martin Wallace classic, a game in which you're a "mining conglomerate at the height of the tin and copper mining industry." You will mine for resource, sell them when the price is right, develop the efficiency of your mining, and use the money you gain to invest in other industries.
If anything, check out the Kickstarter. It's live at the moment and it sure looks beautiful (especially if you adore wooden components in games).
Tinners' Trail on Kickstarter page
Speaking of Roxley, they recently announced their next title, Radlands. It's coming to Kickstarter on January 26, 2021. You're a leader of a group in a post apocalyptic world and will have to discover powerful card synergies to defeat your enemy. The game is presented in a stylish and attractive package as expected from Roxley, and it's only a plus that it's been developed by a former Magic the Gathering External Developer, Daniel Piechnick.
Radlands from Roxley's website
You know, I've been saying this for a while now but Roxley is one of the leaders in this industry when it comes to their marketing efforts.
Upcoming 2021 Board Game Releases
1. Oath: Chronicles of Empire and Exile
It's not a coincidence that both of the lists are beginning with a Cole Wehrle game. I became a fan ever since Root, and I love the emergent narrative in his games. They often feature different factions with diverging interests, and it's those moments when they align for a brief second that further magic happens around the table.
Oath is a game about the rise and fall of empires, and the results of your sessions will impact future plays. I haven't yet fully wrapped my head around the game, but figuring out these systems and seeing what's going on in Cole's head tends to be a part of the fun.
If you're curious, Cole recently streamed the unboxing video on Twitch. He's also planning to stream a solo or 2 player session in the upcoming weeks. Those who backed the project should be receiving their copies around March or April.
Picture of first mass produced copy of Oath from Leder Games' newsletter
Closeup of meeple designs shared by Leder Games back in January 9, 2020
Chip Theory Games is 100% guilty of stretching my idea of a game that is "too expensive to buy." Often associated with words such as premium, neoprene, waterproof, and many others, their brand image is similar to Lacerda games in that they're perceived as luxury products that are worth the money.
Burncycle appeals to me in two ways so far:
1. Refreshing Theme - Humanity finally drove itself to extinction, and sentient AI's resurrect the humans only for them to be oppressed and controlled after humans rise back to power. As the player, you will lead a team of robot revolutionaries that will infiltrate enemy HQ to defeat the human overlords and take back control of your programming. As much as I love my castles, farms, and trading in the mediterranean in games, it's nice to get away from them from time to time.
2. Thrill of Luck - I love the idea of sneaking around to fulfill your objectives while dealing with security. It's those moments of terrible or exhilarating success that make a perfect game to solo.
Burncycle's Kickstarter successfully funded on November 19, 2020 at $482K, and it's still projected to fulfill by the end of 2021. I'm holding off on this one as Too Many Bones will likely become my first Chip Theory Game game once my budget eases up. If you're interested, late pledge is still available on their Kickstarter campaign.
3. Roll Player Adventures
I have a growing interest in Thunderworks Games. Cartographers: A Roll Player Tale was a pleasant surprise that exceeded my expectations of a typical "flip n write" experience, and Roll Player is the type of puzzly fun that I'd thoroughly enjoy. And that's where Roll Player Adventures comes in.
I passed off on the campaign when it launched on June 23, 2020 but this is looking better and better the more I look at it. It seems to have the puzzly fun of Roll Player, One Deck Dungeon (in how encounters are resolved), and immerses the players through an engaging storybook. At $100 for the late pledge, I really should store this thought away until I've finished Gloomhaven: Jaws of the Lion, but you should definitely take a look. The campaign successfully funded at $672K and 5900 backers.
Roll Player Adventures from Thunderworks Games' website
4. Now or Never
Ryan and Malorie Laukat started Red Raven Games in their basement and soon became the classic success story of an independent publisher. Juggling between parenting and running their company, Ryan handles design and illustrations while Malorie develops, writes, and fills in for all sorts of other tasks.
With hit titles such as Above and Below, Near and Far, and Sleeping Gods (which funded last year at $1.1M on Kickstarter), the Laukats carved out a solid fanbase over the years with their open world story-driven games. And their latest title is Now or Never, set to go direct to retail this year.
The game is set in the same fantastical world of Arzium as Above and Below and Near and Far, where "you and up to three friends compete to best rebuild your ancestral village and guide the rest of the villagers on their journey home. Although the creatures of the meteorite have lost much of their strength, many of them remain, and you must fight them off to protect traveling villagers. Now or Never is the third game in the Arzium storybook series that includes Above and Below and Near and Far."
Here's the official trailer for the upcoming Kickstarter for Crafting Arzium, a documentary featuring the Laukats' journey in creating their world.
On May 1, 2020, Frosthaven clocked in at $12.9M and 83.2K backers and surpassed Kingdom Death: Monster's record as the most-funded Kickstarter game of all time.
All I have to say is that I'm perfectly content with my copy of Gloomhaven: Jaws of the Lion at the moment and won't be needing more Gloomhaven content any time soon. I'm just waiting for the day when all three games in the Gloomhaven franchise will happily sit within BGG's Top 10.
What are your most anticipated games of this year and why? Let me know in the comments!
- Root: Militants Expansion Update - Tour of the Warlord Faction
- Summary of Patrick and Cole's Designer Chat Back in November - Includes an overview of the new expansion but with some outdated info
- The Hungry Gamer's Preview of Burncycle
- Frosthaven's New Features: 7 Things We're Excited for in the Sequel
Catherine is a renowned bird watcher/artist with a stroke of genius for capturing the beauty of wildlife. While her pursuits leave her practically homeless half of the year, it's pretty clear by now that no one's forcing her to do this. In 2014, her beautiful watercolor unexpectedly crossed over into the tabletop games industry and breathed life into the award-winning game Evolution (2014), thus beginning the years of the perfect mashup of board games and nature.
Hey Catherine, thank you for making your time! First up, could you tell us a bit about yourself?
Hi Phil, thanks for interviewing!
About me: I’m an artist, always have been, with degrees in painting and illustration. I used to teach painting and drawing at the Rhode Island School of Design, before heading out to be a full time artist. I’m also a professional birder (crazy!) and I lead birding and sketching tours around the world.
From what I've gathered, traveling is a big part of your work. How often do you travel and for how long? Could you share with us one of your most memorable/extreme travel moments?
On average, I do one signiﬁcant trip a month, usually nine days to two weeks in duration. It could be to another country for natural history, such as Ecuador or Panama, or on a full scale expedition to a place like Nagaland, India, or to a conservation project such as visiting Northern Bald Ibis colonies in Morocco to make a short ﬁlm. I mention those last two because they were really memorable! For the Nagaland, India trip, we braved landslides on crazy Himalayan foothill roads, and then stayed in a wonderful village with no refrigeration and little electricity. In Morocco, I climbed down cliffs to paint and observe one of the rarest birds in the world, with a small ﬁlm crew there to ﬁlm me painting and drawing.
What are some challenges that are unique to drawing from wildlife and how have you learned to overcome them through experience?
I guess I’d say that a big challenge is to draw something that looks like it might do something, to portray a creature that is capable of movement and surprises, something that will do something in the moment after it is drawn. It’s about capturing a sense of life. To attempt to get that across in my work (perhaps more obvious in my ﬁne art than in the illustration work), I’ve done years and years of life drawing, and I do a lot of photography and video to study movements I might miss with the naked eye.
Oceans recently ended its successful Kickstarter. While there's no question that you were the perfect match for the Evolution series, could you share the story behind how you came on board?
Well, Dom and I have been friends since 7th grade, when we used to create visual narratives and games in the back of the classroom, passing a piece of paper back and forth so the other person could add on to it and change the story… that’s probably where it all started. Sorry, Mrs. (? - maybe Dom remembers)! I had already been a part of a D&D group at that point, and was drawing fantasy creatures, and later joined a game night group once I was out of college. So the day, many years later, that Dom called me up and said he had a perfect project for me to work on, I was fairly prepared! Even though at the time I wasn’t working within the gaming industry at all.
I'd imagine working on a board game was quite a change of pace. How was your experience with the overall process?
I think my biggest challenge was to try and push the fantasy element to make my gaming clients happy, when what I really wanted was to keep it as subtle as possible. I wanted to have creatures that could actually be real, but were not, and that might fool people into thinking that they were real. So my goal was to synthesize believable traits into creatures that could exist, but do not.
Were the illustrations done in actual watercolor or with a digital watercolor brush? And just out of curiosity, have you ever considered trying digital watercolor?
As per North Star Games’s request, all of the work was done as original watercolors! I have nothing against working digitally, and do for various projects, but they really wanted the whole thing to have a very hand drawn feel to it. You can mimic the exterior aesthetic of watercolor digitally, but your mind works in different ways when you are working with a piece of paper, and I think that shows in the ﬁnal drawings.
Another part that stands out in Evolution is the use of vibrant colors. For artists out there who have difﬁculty with color, could you explain your process in how you choose one color versus the other?
I think of color in terms of palettes and mood and light, but I’m not sure I really choose one color over another in an easily explicable way. For instance, when working on a physical watercolor, certain pigments have different properties, e.g. some reds are great for transparency and glazing to get a certain glow, while others are heavier and more opaque and can show great effects of granulation. This is true across the entire spectrum of colors at hand, so I pick and choose instinctively to get the effects I am looking for.
Although every single illustration in the Evolution series is just a marvel to look at, which piece did you enjoy illustrating the most? How come?
There are a few hidden “real” species in and amongst the fantasy creatures, and while the actual painting of them wasn’t really any different, I quite liked that a couple traits that look less real are actually a true species… Other than that, there were a few faves across the entire line for me; can I actually pick one? The original Carnivore creature was really fun to work on because I felt like I was in high school again, though I think I like the Pack Hunting weird carnivorous otter things with African wild dog patterning better—when wild dogs hunt together, they are incredibly brutal, so I really wanted to reference them for that trait! As a whole, Oceans was a treat to work on, though it’s hard to make anything in the ocean environment any weirder than reality!
Evolution is one of the rare gems that garnered the attention of not just the board game community, but from the scientiﬁc community as well. In addition to the illustrations grounded in realism, what aspects about the game would you attribute to its success/recognition?
I think that one of the coolest things about the game is that the theme of evolution is thoroughly integrated into the actual game play.
Would you be open to working on other board games in the future besides Evolution?
Lastly, where do you see yourself ten years from now? What would be your dream project?
I’m currently working on a couple of book proposals, one might be a graphic novel, one an illustrated memoir of crazy travels, or maybe both combined. I’d love to explore a visual narrative in a book format!
Thank you Catherine for making your time! We hope to see more of your awesome watercolors on the Evolution series in the future :)
Readers, you can follow more of her works here.
Below are my links to past interviews:
Board Game Giveaways
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