This is a question that is commonly asked by those new to the game. Sometimes they are referring to the card with the best artwork or most enjoyable interaction but, in most cases, new players are referring to which card is the most powerful and most likely to win them the game. After a few games of Viewpoint, most players will tell you, “the most powerful Viewpoint card is definitely the Shadow card.” However, this assessment could be seen as subjective and begs the question, “Is it possible to calculate how powerful each Viewpoint card is?” The answer is yes, of course. But first we need to establish the criteria for calculating each card's power. To determine the power level of each card with fairness, all cards need to be assessed as if they were being played with together. This means that the assessment needs to be based on both Viewpoint decks being combined together with three copies of each of the special prize cards. Criteria consideration 1: All cards are to be compared when played with every other card in the standard quantities. To calculate the power rating of each card, we need to set out the assessment criteria. This criteria needs to be based on what cards do to get a player closer to the objective of reaching 100 View-points. In general, cards that allow you to play extra cards are more powerful than cards that let you draw extra cards. However, the cards which provide additional card plays are usually worth fewer View-points than those that allow you to draw more cards. Therefore, ratings need to be based on a combination of a card's actions, the power of the actions and its View-points. Criteria consideration 2: Ratings need to be established for actions and their power and for View-points. To improve the commonality between the criteria to assess the power of the actions, some actions can be broken down into sub-actions. For example, the STEAL action includes two sub-actions. 1. Removing a card from another player's Hand. 2. Adding a card to your Hand. Whereas, the DRAW action only has one sub-action. 1. Adding a card to your Hand. Therefore, the STEAL action is typically stronger than the DRAW action. Criteria consideration 3: Ratings need to be established for sub-actions as well as actions. The actions on some cards affect multiple targets or allow a player to perform those actions multiple times. A simple example is when the Wink card is compared to the Blink card. The former adds 1 card to your Hand whilst the latter adds 2 cards to your Hand. Obviously the Blink action is more powerful than the Wink action. Criteria consideration 4: Ratings need to be multiplied by the number of actions they allow or targets they affect (aka the weighting factor). Some actions are variable or depend on the number of players in the game. In these cases, an average or standard value can be used. For this assessment, the following “average” values will be used: 4 players per game; 2 cards of a specific name on the table at any one time (i.e. for Telescopic View); a multi-play/multi-draw/multi-protect card can be used 3 times for every time it is played; and for exchanging Hands, you have 1 card in your Hand and the opposing player has 5 cards in their Hand. Criteria consideration 5: “Average” weightings are used when the number of actions/targets/players is variable or undefined. Many actions can be cancelled by certain cards when a condition is met. e.g. Blind Spot can be cancelled by Spectacles. Therefore, the more likely that a card can be cancelled then the less powerful it is. Criteria consideration 6: Negative factors need to be applied to the ratings for cards that can be cancelled conditionally. Whilst most cards only affect one player, some cards can affect one or more players, including yourself. Depending on the specific targets, some cards will be more powerful than others. For example, Blind Freddie card make one player discard 3 cards, whereas Wild-eyed could make 3 other players discard 1 card each. It is usually better to cripple one player's Hand than it is to cause a minor nuisance to 3 other players. Furthermore, since multiplayer games of Viewpoint can be rather political in nature, it can be prudent to not annoy a whole group of players. Therefore, ratings need to be based on what targets/affects are allowed by the cards, when they can affect multiples. Criteria consideration 7: Ratings need to be based on the specific targets/affects and number of targets/affects that are allowed by certain actions. Not every similar action is equal. That is, some actions will be stronger or weaker, depending on the game state. This is typically exemplified by the under-powered play of playing The Triclops to draw 3 cards when the Draw Pile is empty. Another example is the difference between Evil Eye and Skewed View. Both allow you to remove cards from a player's Field of View but Skewed View will always allow you to remove 2 cards, whereas Evil Eye will only allow you to remove 2 cards if there are 2 cards with the same name in a player's Field of View. Therefore, bias needs to be considered when applying weighting factors. Criteria consideration 8: Weightings can be affected by certain bias factors. There are a few actions that don't fit within the standards of drawing and playing cards or have miscellaneous or additional affects, such as being able to cancel cards. These actions need to be given ratings that are commensurate with their overall ability to get a player to 100 View-points. Criteria consideration 9: Atypical actions need to have ratings that are commensurate with their abilities. Whilst the cards themselves are two-dimensional, their abilities are not and all ratings, weightings and other factors need to be combined to provide an overall card power rating. This power rating is then used to rank each card in their order of power level. Criteria consideration 10: Overall card power ratings need to be calculated to rank cards in their order of power level. Using the ten considerations in determining the criteria to employ when determining power level, the following criteria have been applied to determine power level ratings and rankings below. Adding a card to your Field of View (you choose the card) [+1] Adding a card to your Field of View (card chosen randomly) [+0.75] Adding a card to another player's Field of View (you choose the card) [-0.5] Removing a card from your Field of View (you choose the card) [-0.5] Removing a card from another player's Field of View (you choose the card) [+0.75] Adding a card to your Hand (search & pick or you choose the card) [+0.4] Adding a card to your Hand (you draw) [+0.2] Adding a card to your Hand (exchange or another player chooses) [+0.1] Adding a card to another player's Hand (you choose the card) [-0.1] Adding a card to another player's Hand (exchange or another player draws) [-0.2] Removing a card from your Hand (exchange or you choose the card) [-0.1] Removing a card from another player's Hand (you choose the card) [+0.4] Removing a card from another player's Hand (exchange or another player chooses) [+0.2] Copy a Card [+1] Hide/Protect a Card [+0.5] “Bonus” Reveal Ability [+0.5] Conditional Cancel [-0.25] 20 points [+0.8] 15 points [+0.65] 10 points [+0.5] 5 points [+0.25] 0 points [0] -5 points [-0.25] -10 points [-0.5] -15 points [-0.65] Viewpoint cards ranked in order of power with their power level ratings (in square brackets):
Using the criteria above, the most powerful Viewpoint card is indeed Shadow followed by See Into The Future and Robbed Blind. So next time you're thinking of which card to play or STEAL then consider one of these cards. But remember, some cards are stronger or weaker depending on the game state so you don't want to play Shadow when you're on 35 View-points and your opponent is on 95 View-points, unless you are certain you can win that turn. If you have any comments on the criteria or disagree with the results then please feel free to contact our designers. Want to give your opinion on Viewpoint and Viewpoint Reflections on a large forum? Then go to BoardGameGeek and rate and comment on the Viewpoint and Viewpoint Reflections card games.
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Whilst, as a designer, I like to keep most game elements simple, I purposefully went against my own guidelines when I created the Two-Way Mirror card for Viewpoint Reflection. I did this because when you understand how Two-Way Mirror works, it becomes really enjoyable to play with. I felt that this was a reasonable compromise so long as I could provide a simple explanation of how the card functions. Read on to see if I accomplished that. The rules text on Two-Way Mirror (10 View-points) states: REVEAL: Put this card into your Field of View. Make any other player play the top card of the Draw Pile into their Field of View (the actions on that card are performed as normal). You then perform the actions on that card (except for the REVEAL actions). So for beginners and even some experienced Viewpoint players, this card looks like it does too many things to bother using. However, in short, using Two-Way Mirror is like giving another player a free card play (from the top of the Draw Pile) and then copying that card play using Two-Way Mirror. i.e. Similar to using the copy ability on Mirror Image. This seems easy enough when playing casually but the real power and enjoyment from using the card comes when you understand the variety of interactions possible with it, which are explained below.
REVEAL The actions on Two-Way Mirror are listed after the REVEAL keyword. This means that it can be revealed at any time, during any player's turn, without costing you a card play. That's right! It is effectively a free card play. Put this card into your Field of View. When Two-Way Mirror is revealed, it is placed into your Field of View. This means that you get 10 View-points for free. So if you have played your normal card play for the turn and you are on 90 View-points, you can reveal Two-Way Mirror during your turn to take your total View-points to 100 and, in most cases, win the game. Make any other player play the top card of the Draw Pile into their Field of View (the actions on that card are performed as normal). All this means is that you choose any other player to take the top card of the Draw Pile, who must then put that card into their Field of View and follow what the actions on that card say. So if the card is Blink, they draw two cards. If it is Blind Spot, they make another player discard one card. However, if there are no cards left in the Draw Pile when the other player attempts to play the top card from it, they do nothing instead. This also means that you can't do the next part of the what the card says because there will be nothing to copy. You then perform the actions on that card (except for the REVEAL actions). If Two-Way Mirror is still in your Field of View after the other player has played the top card of the Draw Pile and performed the actions on the card, and the played card remains in any player's Field of View, you then perform the actions on the card. If the played card has been nullified (i.e. moved to the Discard Pile, to a player's Hand or to the Draw Pile) then there will be no card to copy and nothing else happens. Irrespective of whether or not the played card has been nullified, if Two-Way Mirror is removed from your Field of View, you may not copy the card. Basically, if there is no card to copy or your Two-Way Mirror is no longer in your Field of View then you can't copy anything. However, if the Two-Way Mirror card is moved to another player's Field of View at any time and the played card has not been nullified then the player who has the Two-Way Mirror card may copy it. Note that Two-Way Mirror can only copy a card for each time it is revealed and the card it is copying can't be changed once it has been chosen. Examples of how the played card or Two-Way Mirror may be nullified/removed include:
Examples of how Two-Way Mirror may be used to great advantage:
Because revealing Two-Way Mirror can be a big gamble, your opponent may get far more advantage out of it than you, such as in the following example:
Even though Two-Way Mirror can be a very degenerate card, it is not completely broken when it is used to take another turn. i.e. When it is used to play See Into The Future or Foresight during another player's turn, the extra turn is taken after you have your next turn (or would miss your next turn). There are plenty more devious actions you can perform with Two-Way Mirror but I will leave discovering those up to you. If using the Two-Way Mirror card is still ambiguous or you want some more tips on this card or any other aspect of Viewpoint then feel free to contact our designers. G'day Gamers! The release of Viewpoint Reflections sees the introduction of new keywords, changes to existing mechanics and the addition of potential card interactions. The updated Viewpoint Tournament Rules details the specifics of these new and modified elements, including the rules on how cards from Viewpoint and Viewpoint Reflections can be mixed for tournament play. Read below for a summary of the most significant changes. New Keywords There are two new keywords introduced in Viewpoint Reflections - PASS (found on Hypnotise, Glance Left and Glance Right) and REPLACE (found on Eye for an Eye, Eye Transplant and Second Sight). PASS - The player must take a card from their Hand and move it to the Hand of a specified player. PASS is essentially a watered down version of the STEAL action because the player 'targeted' gets to select the card to give to the other player. Some cards make every player pass a card at the same time. When this happens, you are not allowed to pass on the card that is passed to you. Also, if you don't have any cards in your Hand, you obviously don't need to pass a card. REPLACE - The player may move up to a specified number of cards from their Field of View and put them face-up into the Discard Pile. The player then plays cards (one at a time), equal to the number of cards they put into the Discard Pile, from the top of the Draw Pile into their Field of View. The actions on the newly played cards are performed as normal. Using the REPLACE action is a bit of a gamble. Sometimes you will replace a mediocre card with a really good card but other times you will end up wasting the replace action by flipping a worthless card. Note that actions that can cancel cards that would move any cards from a Field of View to the Discard Pile can also cancel REPLACE actions. Changed Mechanics The most significant impact to the way how cards interact is brought about the new ruling that cards are now considered to be in a Field of View as soon as they are played. This affects the way cards can be cancelled. Originally, cards like Persistence of Vision could only cancel non-reveal actions, such as Mirage and Skewed View. These cards can now cancel any action that would move a card from a Field of View by any means. Therefore, cards like Lighthouse, which cancels cards being played, can be cancelled by revealing Persistence of Vision (or Wandering Eyes) to stop Lighthouse from moving a card being played (now to be considered in a Field of View as soon as they are played) from a Field of View to the Discard Pile. Players must still nominate the 'target(s)' when the card is played (or revealed) before any other player is allowed to respond to that play/reveal. Here are a couple of examples of how things work with this rules change. Example 1
Potential Interactions There are plenty of interesting interactions introduced by Viewpoint Reflections, including the 'counter-chain' made possible with the Counterspy card.
The revised Viewpoint Tournament Rules includes more answers to your frequently asked questions so be sure to consult this lexicon or email the designers if you have any queries on the rules of Viewpoint. Read on for an exclusive insight into the motivations of the designer of Viewpoint and, its upcoming expansion, Viewpoint Reflections.
On the verge of the release of Viewpoint Reflections, I pondered, “Why did I create this game?” I mean, I could have joined the MasterChef craze and taken up cooking classes. Or perhaps I could have undergone training for a series of triathlons. Maybe I could have bought a runabout to aid me in honing my fishing skills. I like to cook, swim, run, cycle and fish so all of these are relatively viable challenges that I could have taken up. However, when it all comes down to it for me, these activities don't provide the remarkable experiences you have when you are trying to nurture a game from its concept to its release. To paraphrase a well-known saying, “It's not the destination but the journey that makes creating games worthwhile”. I still think the destination is crucially important but the journey just contains so much damned fun! I like to break down the process of designing and releasing games into five main steps:
These steps are generally performed in order but all activities can be conducted in unison to varying degrees. The conduct of each step provides many opportunities for partaking in a variety of enjoyable experiences and encounters and the process of creating Viewpoint Reflections was no different. Brainstorming Ideas Brainstorming ideas for the design of an expansion set, such as Viewpoint Reflections, is like a double-edged sword... you have the advantage of not having to design the game from the ground up but you also need to constantly keep the flavour and gameplay of the original in mind so you don't come up with ideas that make absolutely no sense when combined with the original game. Fortunately, we had plenty of constructive feedback from those who played the original Viewpoint so the task of brainstorming was shared between fans of Viewpoint and ourselves. This meant that we could collated a large and diverse range of ideas and themes for Viewpoint Reflections. Two of the most iconic cards in Viewpoint Reflections came from fan feedback - Counterspy (which can be used to cancel STEAL actions) and Refocus (which is used to reshuffle the Discard Pile into the Draw Pile). Because we wanted to increase the flavour of Viewpoint in the new set, plenty of brainstorming went into the theme of each card and the set as a whole, and the design of some cards was based on their theme instead of gameplay mechanics. For example, we brainstormed the idea of two new characters - Dirk and Pedro, the Lazy Eyes - for which a card would need to be designed. Then we thought, what would Lazy Eyes do in Viewpoint... impair your vision... so we made the Lazy Eyes card make you place two cards (as they are Lazy Eyes) from your Hand on top of the Draw Deck. There is a plethora of other ideas that we brainstormed that didn't make it into Viewpoint Reflections, including those which will definitely be included in future sets (the Zombeyes) and those that were so far out that, if introduced, the game could lose its family-friendly G-rating. In short, brainstorming game ideas is one of the most enjoyable free-thinking activities you can do. You can let your collective subconsciousness come up with the wildest and most wonderful ideas without having to justify anything. Design and Internal Play-Testing Soon after the release of Viewpoint and the initial collation of ideas from the brainstorming activity, I began the design of a series of expansion sets for the game - Viewpoint Reflections, Viewpoint Eye vs Eye and Viewpoint Blackout. To assist in this process, I created four lists of cards, including lists of cards that seemed suitable for inclusion in each of the expansion sets and one list of cards that didn't quite fit any of the sets but might be suitable later with a few tweaks. Once I got to 70 cards in the Viewpoint Reflections list, I produced a rough prototype for testing within the company and solo play-testing. I quickly discovered through testing what cards really weren't suited for the theme of the set and which would require some amendments to their mechanics. Cards like Reflective Glare (which acted like the Reverse card from UNO), whilst fitting perfectly with the theme, had a mechanic that didn't quite do what an iconic Viewpoint card should do. Other cards like Colour Blind (which would have allowed players to swap negative value card with positive value card) simply didn't stack up during internal play-testing to be a card suited to Viewpoint Reflections. Cards like Focus Attention, which was kept from the original list, had to be tweaked so that their View-points were adequately balanced with their actions. The act of refining a game design is very challenging yet rather rewarding as it really pushes you to learn how to balance essential themes with enjoyable mechanics. Without this step, cards such as WYSIWYG (What You See Is What You Get), which would have allowed players to return all of their cards from their Field of View to their Hand, might have seen every Viewpoint game go for 8 hours long. Development and External Play-Testing After a few months of internal play-testing and refining the design of Viewpoint Reflections, I sleeved up a more formal prototype (now including sublime sketches from our lead artist Anthony Condos) and took it to some of our favourite game clubs and stores for independent play-testing - UNSW Gameplayers Society, UOW Guild Gaming Society, Mega Games and Good Games. To ensure I collected as much feedback as possible during the in-club/in-store play-testing, I developed a form on which play-testers could provide feedback and suggestions for improving the game. I received some quirky feedback like “needs more naked women”. However, I received so much quality input from the first few sessions that I went back to the design stage and conducted further in-house testing. What came out of this was a robust base prototype, which was used in subsequent months to conduct additional external play-testing and refinement. During the refinement of the card mechanics and rules of the set, we also continued developing the theme of the set. This was done by introducing more characters and story-lines, such as Eye Guy's mission to stop Evil Eye Guy from conquering the View-niverse. Anthony created more great artwork, which you can find in Viewpoint Reflections, future expansion sets and upcoming Viewpoint cartoons. This stage is so much fun... you get to meet and play games with some many kind and wise people. You also get to share your creation with those people and have them be a part of it. There aren't too many pastimes where you can do that. Sampling and Production Once we were happy with the theme, cards and overall gameplay experience that the set provided, we started preparing the artwork for manufacturing the game and searching for a manufacturer that could meet our quality criteria. Since this set was based on the original Viewpoint game, it was easy to use the core graphics to produce the images for the new cards. By this stage, Anthony had already produced most of the images to be added to the cards. Therefore, only small adjustments were required to get the artwork ready for manufacturing. Whilst preparing the artwork wasn't too time-consuming, the process of searching for potential manufacturers and eliminating those that didn't meet the required grade took much longer than we had expected; even based on our previous experiences. Halfway during the design of the new set, we chose to terminate our arrangement with the manufacturer of the original Viewpoint release based on a number of unsavoury follow-on dealings we had with them. From this experience we chose to increase the rigour in our policy for assigning manufacturing contracts. We widened the pool of manufacturers from whom we sort quotes and ensured that the onus would be on them to perform. We assessed each quote carefully and produced a short-list of two candidates. We then got both candidates to produce a few samples for assessment. Whilst the samples from both candidates were fairly good, we felt that only one of the candidates had really understood what we needed in the final product. And from that process we assigned the best candidate the manufacturing contract for Viewpoint Reflections. Producing the graphics for a card game and negotiating a manufacturing agreement have two things in common... they're both arts in themselves... and they are both great skills to learn. Distribution and Launch Activities So when the journey of creating and releasing Viewpoint Reflections is almost over, we need to perform the two of the most important tasks - getting the game to the people and promoting the game to the people. This is where I call in Anthony to help out as our Sales Manager Extraordinaire. Anthony has forged many strong relationships with distributors and resellers and is one half of the combination for getting Viewpoint Reflections into stores. The other half is providing an enjoyable gaming experience so that people like you and I will want to participate. To provide the best gaming experience available, 93 Made Games and our partners will continue to conduct a diverse range of Viewpoint Reflections activities that are open to anyone to join in. These include:
There is so much fun ready to be had by all so we look forward to seeing you again very soon and can't wait for the massive Viewpoint Reflections Launch Party at Mega Games! The list of games on show at the Carnival of Games keeps growing and continues COG's theme that there will be something for everyone! There will be games for kids, teens and adults, card gamers, board gamers, Eurogamers, CCG enthusiasts, tournament gamers, casual players, girls and guys. Some of the games are listed here as well as details of the main tournaments and competitions that will be held throughout the day.
SETTLERS OF CATAN TOURNAMENT The Settlers of Catan was one of the first German-style board games to achieve popularity outside Europe. Over 15 million games in the Catan series have been sold and the game has been translated into thirty languages from the original German. The game has rapidly become popular in part because its mechanics are relatively simple, while its dynamics are quite complex. The players in the game represent settlers establishing colonies on the island of Catan. Players build settlements, cities, and roads to connect them as they settle the island. The game board representing the island is composed of hexagonal tiles of different land types which are laid out randomly at the beginning of each game. Now you can play in a tournament of this classic game. RULES FOR THE TOURNAMENT
MAGIC GRAND MELEE Dust off your decks and fight it out at the Magic: the Gathering Grand Melee Event to determine the best Wizard at the Carnival of Games. The Grand Melee is brought to you by the League of Extraordinary Gamers, a Brisbane based club who have been running Grand Melee events and leagues since Magic: the Gathering emerged in the early 1990's. RULES FOR THE TOURNAMENT
PRIZES: The winner of the Grand Melee will receive one Magic booster pack per player in the tournament. i.e. If there are 12 players then the winner receives 12 Magic booster packs. The set(s) will be determined on the day. Viewpoint is a fun-packed and easy to learn card game for 2 or more players aged 7 and up. Be the first player to reach 100 points by looking into the future, spying on other players and blindsiding your buddies!
If you are a gamer, game designer, artist, graphic designer, publisher, retailer or distributor then the Australian Games Expo - Australia's premier tabletop gaming exposition - is the unmissable event of the year. The 93 Made Games team (Sean, Anthony and Julia) recounts their wonderful weekend in Canberra at the 2010 expo and highlights why it is such a great event. Friday - Setup and Boardgames Australia Awards We arrived at site of expo - Exhibition Park In Canberra (EPIC) - just after 9am. Expo coordinator, Phil Davies of Mind Games Albury gave us a tour of the expo hall and a run down of each of the exhibitors. The 93 Made Games booth was conveniently positioned in between Even Toys & Games (Australian distributor) and Crown & Andrews (Australian publisher). Our interior design extraordinaire, Julia, whipped us into action as we setup our booth in quick time. Afterwards, we took the opportunity to check out the neighbouring hall which was hosting CanCon - Canberra's yearly gaming convention. The hall had gaming tables clustered as far as the eye could see. We hadn't been to CanCon for a few years and it looked like participation had more than doubled since our last visit. After spending some time talking to booth operators at the expo and CanCon, we got prepared for the Boardgames Australia (BGA) awards being held that night. The awards are held to recognise excellence in game design and are judged in accordance with a range of guidelines such as enjoyment, originality and replayability. This year's and previous winners of the awards are listed on the BGA website. The awards night gave us and other designers/publishers an opportunity to mix and mingle with various industry representatives including the BGA crew, Giles from Rio Grande (US publisher) and Naomi from Elementaurs (Australian designer/publisher). The free drinks and food were an added bonus. Saturday - Visitors from UoW and Learn About Play Forum Day one - fun, fun, fun. We demonstrated Viewpoint all day to people new to the game and existing fans of the game. We also had a special visit from Barry and Jason from the University of Wollongong Gaming Club. We revealed our latest prototypes of Show'n'Go, Gladitorus Millennia and Viewpoint Reflections to Barry and Jason who were so enthusiastic about them that they wanted copies for their club as soon as possible. We also made sure that Barry and Jason received their very own Viewpoint t-shirts so they could be the envy of their gaming club. Whilst Anthony and Sean continued to entertain the expo-goers and mingle with other exhibitors, Julia participated in a 'Learn About Play' forum convened by Melissa Rogerson from BGA. The forum had four main sessions - Learn Through Play (a presentation by Dr Wood Challenge Centre about lesson planning with games), The School Game Night (a presentation on boardgaming nights for community-building and fundraising for schools), Play Time (a hands-on session in which people got to play with the games presented during the two previous sessions) and a Round-Table Discussion (a discussion of the use of games in education). Sunday - Protospiel and Viewpoint Tournament Day two - games for me and you. Demonstrations of Viewpoint continued as Sean play-tested games at the Canberra Protospiel, which was organised by Richard Vickery from BGA. He discovered a space-based Euro/strategy game and an NRL Trivia game; the latter of which he somehow managed to win. He also demonstrated Show'n'Go and received valuable feedback from his play-test group. BGA plans to hold Protospiels throughout 2010 and beyond. Sean also sat in on a talk on 'designing games and getting them published' by Craig Browne (inventor of Sorts for Kids - 2009 BGA Australian Game of the Year). Meanwhile, Anthony ran the CanCon Viewpoint tournament as a precursor to the Viewpoint World Championships to be held in the second half of 2010. More qualification tournaments will be held around Australia and the world including those at Good Games stores up and down the Eastern seaboard. Check out the Viewpoint Leaderboard for a list of those who will receive free entry into the world championships. The prize pool and international representatives will be revealed later in the year. Monday - Chill Out Day and Pack Up Day three - you can't do that with a Wii. After two full-on days of demonstrations, workshops and seminars, we got to play some of the games from the other booths such as Elementaurs and Motus. Pack up began at around 2:30pm but not before the team and some fans got in a monster game of Viewpoint in which two decks were used with the objective being to reach 200 points. The dust settled after about 30 minutes with Shirley winning (again!), Ed, Claudia and Julia close behind and Sean lagging well below 100 points. Obviously, the game's designer needs to reassess his game play strategies for larger games. The car was abuzz with energy on the trip back to Sydney after such a wonderful weekend where we got to meet so many nice people and play so many enjoyable games. To cap off the great weekend, the 93 Made Games oztag team scored its best result of the season that night - a draw! 2010 was the last year that the expo will be organised by Phil Davies. Phil started the expo in 2006 and it has been growing in attendance and stature ever since. The expo will be coordinated by Charles Bishop and Steve Rohan-Jones of O2C Solutions in 2011. Both Charles and Steve were at this year's expo and gave us plenty of their time to discuss how we think the expo can improve on its impressive roots. 93 Made Games would like to thank Phil for all of his time and effort in building up the expo and wish Charles and Steve all of the best for future expos.
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