Abbottsville Submitted to TGC/TFC Contest

Abbottsville, Spring 2014As I’ve mentioned earlier (here and here), I’ve been working on a new gamed called Abbottsville, with plans to submit it to the contest held at, to be judged by the folks at The Flux Capacity. They are using the contest to find a new game to add to their publishing catalog in 2015.

I did officially submit Abbottsville as one of the entries in the contest last night! :)

Abbottsville, Early Playtest at Paul's Cabin, May 2014At this point, the contest is now closed to new entries, and the TGC community will be voting to narrow the field from 30 entries down to 20, before turning things over to The Flux Capacity to take it from there.

To see all 30 entries to the contest, click this link. To just view the rule book for Abbottsville, you can click here: Abbottsville Rules Booklet (9)


Abbottsville – My (planned) TGC Contest Entry

Abbottsville, Center Starting Tiles The current game design contest over at has a bit bigger requirements than their previous contests. It’s being hosted by publisher The Flux Capacity, who are looking for a new game to add to their catalog. The requirements are for a game that can handle 2 to 6 players, runs 60-90 minutes (for sure under 2 hours), and has a well-integrated theme.

And I have a new design that I plan to enter into the contest, that I’m calling Abbottsville. I’m a little sheepish about doing this ahead of time again. Last time I did this — with Thunder Run to Gratis-3 — I didn’t understand all of the contest rules and had to scramble at the end to get things ready … and I simply missed the deadline. I don’t think that’ll happen this time.

So, here are the high-level details on this one … (more…)

2013 Reflections and a Holiday Pause

Merry Christmas 2013 from Matt Worden Games

It’s time for me to put the game operations on pause until after the New Year. I’ll likely still be on Twitter and Facebook during the next couple of weeks, but I don’t plan on doing much with moving my game designs forward, or posting about things until we’re into 2014.

So, it seems like a perfect time to look back at the fun and excitement that’s been had over the past year, and to mention a few things that I see coming up in the near future.

Let’s start with a walk through the 2013 calendar. (more…)

TGC’s Shrinkwrapping Crowd Funding Project

TGC's IndieGoGo, which is the site I use for publish-on-demand for most of my games, has their own crowd-funding project on IndieGoGo to help them add shrinkwrapping to their offerings.

I was all set to write-up a pitch for you all to take a look at the project and offer your support if you could … but then Noble Valerian already did an excellent job of just that.

So … please read Noble’s description of the project, and why it should be funded:

Thanks for considering it! :)

Happy New Year … Expect a New Look

Matt Worden Games Logo

I will be updating this website to a new look-and-feel over the next few days … I haven’t done a full site revamp before with WordPress, so I’m not sure how long this will take.

There will likely be things out-of-place, or looking oddly, or downright broken while things are in-process … please be patient with me.

My focus in 2013 will be to ramp-up the sales for the items I am self-publishing (mainly through and to land a number of my current designs with traditional publishers.  I also expect to improve on my 2012 focus of getting to cons and designer get-togethers.

In the meantime, you can still find me on Facebook and Twitter if you need more real-time updates.

Magistrate: Post-GenCon Changes

Magistrate "Map Board" with Kingdom Map and Judges' Track

The First Exposures Playtest Hall at GenCon gave me a lot of great feedback from the high-quality players who showed up to try the game out.  The core of the game still seems to be pretty solid, but I found a lot of different items that still needed some tweaking.

The week after GenCon found me in Denver for a business trip and I used my evenings solo-testing tweaks and changes in response to the things that were found during the FEPH playtests.  I group my changes into a couple categories: physical materials changes, order-of-events changes, and phase details changes. (more)


Getting Game Prototypes Ready for GenCon – Magistrate & Colonies of the Jump Gate

Updated 12-Aug: Changed playtesting times scheduled in the First Exposure Playtest Hall

In one week’s time, I will be in Indianapolis for GenCon, which may very well be my “best four days in gaming” this year.

There are a number of reasons why I’m excited to go.  First, it’s a big party and it’s all about gaming in many different forms — it’s just fun to be there.  Second, there will be other specific people that I am very excited to meet in person … most of these folks (other designers, publishers, writers, reviewers, passionate gamers, etc.) I’ve only gotten to know via the Internet (primarily Twitter) over the past year.

And, possibly the biggest excitement for me: I will be bringing prototypes for two game designs with me to playtest and hone even further … and, possibly, find someone that might want to eventually publish them.  While I expect to play these with some of the people I mentioned above (and see the games they brought along too), I also have signed-up for some structured playtesting via the “First Exposure Playtest Hall” at the con. {more …}


So, hey … how ya been?

Matt Worden Games Logo

It’s been a while since I’ve posted here.  It’s summer time and everything seems to be going on at once.

I’ve been coaching my daughter’s travelling softball team, and working the day job.  I’ve spent a little time working on game stuff, but not enough.  And, there’s been a severe lack of camping and fishing so far.  But we are hoping to get that to change in July & August.

My game-related priority right now is to get the DANGER! Expansion for Dicey Curves finalized and published via TheGameCrafter.  I’ve sent my rules draft over to a few designer friends for review and got some very good feedback, which I need to incorporate.  So, yes — very, very close now.

My secondary game-related priority is to get copies of Subtilla out to reviewers so that people can get to know that one better.  And, my third priority has to do with getting a couple of my current prototypes ready for testing in front of other designers.

There are two up-coming games-related trips that I had put on my calendar for this summer:  Protospiel, a couple weeks from now in Ann Arbor, Michigan, and GenCon Indy, in the middle of August.  Not sure I have the funds or time to make both … so, I may skip Protospiel and use the time to go camping/fishing/canoeing with my family.  We’ll see how are plans go.

Also … I have a computer-based game project brewing … not exactly sure of the form that it’s going to take yet, but I’ve broken open my Visual Studio again for the first time in quite a while and I’m tinkering … so, let’s see what comes of that.

That’s all for now.

See My Big Shiny Head in the July 2012 Issue of GAMES Magazine

GAMES Magazine July 2012John J. McCallion, the boardgame-centric editor at large for GAMES Magazine, published an interview with me in the July 2012 issue of GAMES.  So, go out and buy a copy (if you aren’t already subscribed), turn to page 75 and look for my big, shiny, disembodied head floating in the middle of the page.

If you’ve read any of his boardgame reviews in the magazine, you know that Mr. McCallion has a way with words … especially an exceptional ability for packing great density of information into a very efficient wordcount.  So, one of the last things I sent to him during our back-and-forth series of e-mails (which was our method for conducting the interview) was that he should feel free to edit my words as needed to fit into the space he had available for the article.  He did that and I think he did a great job of coaxing my original intended meaning out of many fewer words than I originally provided him with.  However, this means that you may notice some phrasing or word choices that you wouldn’t normally hear from me.

Matt's Head

My Head: It floats!

I was quite happy that he was able to include my prompts for a few of my favorite game design related things … namely:

  • Board Game Designers Forum — — A very good online community of designers, from absolute beginners through industry vets.  Such a good resource to learn and to share.
  • The Game Crafter — — the publish-your-own-game specialists, where you can buy most of my games.  There is a special paragraph specifically dedicated to discussing the merits of TGC on page 76 of the interview.
  • Protospiel — — an annual designer get-together held in July in Ann Arbor, Michigan.  I’ve only attended once, in 2009, and I do plan to be there again this year.  Also, there are a number of these sorts of get-togethers throughout the year and all over the country … but my trip to Protospiel had such an enormously positive impact on my designing that it hold special importance for me.

This is quite an honor and exciting thing … please check it out and let me know what you think!

-Matt :)

Michael Fox Allows Me to Ramble On and On (Little Metal Dog Show)

Little Metal Dog Show's Jump Gate Ship

Oh, Michael! What has your dog been eating?!

Michael Fox of the Little Metal Dog Show — an always-interesting podcast about board gaming — recently interviewed me via Skype for the show.

That conversation is now part of the latest episode of the LMD Show!  And he lets me ramble on and on about things … for over 20 minutes! :)

I will suggest that you listen to the whole show, because he starts with a very interesting industry topic — board games getting develop for iPhones and iPads — and ends by interviewing Stephen Avery and Tom Vasel about a game they have in the works by the name of Capo.

However, if you really just want to hear *my* nasally monotones counter-point with Michael’s brilliant and lovely pear-shaped lilting, you can start around the 23:15 mark.  And, yes, I was serious about my part being over 20 minutes long … and that was after some skillful editing!

Enjoy, and let me know what you think!