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Board Games by Phil Walker-Harding

Phil Walker-Harding is a board game designer from Sydney, Australia. He started out by self-publishing for around 7 years, and has since focused on game design and worked with publishers to come out with hit titles such as Sushi Go!, Gizmos, and Barenpark.

Sushi Go! board game
Sushi Go Party! board game
72
Rank: 53
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Barenpark board game
74
Rank: 154
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Imhotep board game
72
Rank: 211
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Gizmos board game
76
Rank: 289
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Cacao board game
70
Rank: 521
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Silver & Gold board game
Archaeology: The New Expedition board game
Sushi Roll board game
72
Rank: 794
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Archaeology: The Card Game board game
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Forum Posts

Interview: Phil Walker-Harding, designer of Sushi Go!, Barenpark and more – Board Game Supply image
Game DesignInterview: Phil Walker-Harding, designer of Sushi Go!, Barenpark and more – Board Game Supply (https://boardgamesupply.com.au/interview-phil-walker-harding/) Like| 1 comment | [+]
The Board Game Design Process Part 1 - Brainstorming and Prototyping (feat. Phil Walker-Harding) image
The Board Game Design Process Part 1 - Brainstorming and Prototyping (feat. Phil Walker-Harding) Like| 1 comment | [+]
Why Phil Walker-Harding Created a Game About Sushi (A Look at Sushi Go!, Imhotep, + More) image
Why Phil Walker-Harding Created a Game About Sushi (A Look at Sushi Go!, Imhotep, + More) [Imhotep: Das Duell, Sushi Go!, Imhotep, Archaeology The Card Game, Sushi Roll, Sushi Go Party!, Gizmos, Archaeology: The New Expedition, Gingerbread H...]Like| 1 comment | [+]
New Hidden Role Deduction Meets Trivia Game From Sushi Go Creator Phil Walker-Harding image
New Hidden Role Deduction Meets Trivia Game From Sushi Go Creator Phil Walker-Harding [Snakesss]Like| 3 comments | [+]
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User Activity Feed

I will give anything from Phil Walker-Harding a shot. My family can't get enough of #Sushi Go!

Phil Walker-Harding is really doing well for himself! Sure seems like it'll be an eye-catcher on the board game aisle.

Thanks for the review! I think I have more Phil Walker-Harding designed games in my collection than from any other designer lol. I'll have to look for this one too

Those components look great! Are you planning on doing a playthrough or a review of it anytime soon? I'm a fan of Phil Walker-Harding designs so I would be interested to see how this one plays.

I am definately planning on a review, I may also do a playthrough. I have already played it a couple times, i think its a light but solid game, as you would expect from Phil Walker-Harding. 

I am targeting putting up the review after thanksgiving if I can!

 

Have to agree with that the luck is a big turn off. Though I generally like Phil Walker-Harding's designs so I wouldn't turn down trying it

I agree with a lot of what's already been said. And as for the potential of higher complexity games to be have a gateway status, I think the key is to make the integration between theme and mechanics as seamless as possible. For example, games like Viticulture and Wingspan are more complex than the standard gateways but aren't too hard to pickup due to the intuitive blend of theme and mechanics (for me, personally). I think this is one of the successes of Stonemaier Games in that they offer a good middle ground between the standard gateway & heavyweight games that are very welcoming for beginners. Sure, they might not get a high score on the first play, but a good "complex gateway" is intuitive enough that a player will be able to do much better at least by the second play.

This is what Phil Walker-Harding mentioned in his interview with me (if you haven't heard of Phil before, he is the designer behind games such as Sushi Go and Imhotep, and I regard him as one of the leading creators of accessible games):

"One of the biggest barriers to people playing games is having to learn the rules. I think for people who aren’t used to it having to learn rules and then play with them can feel stressful, almost like a surprise quiz at school! So a huge part of accessibility is that the game is quick and easy to learn. Ideally, it can be learned by simply watching others play, or it can explained in just a few minutes."

"Players also need to feel comfortable that they understand what they are supposed to do on their turn. So I always try and have only few options to select from, very clear decision points, and quick feedback loops. That is, players can opaquely see the results of their actions soon after they take them."

"Another key factor in accessibility is clear and intuitive graphic design. I think it’s important that players don’t have to expend mental energy on figuring out what the components do or how they work."