In my spare time, I design board games. Some of them are for teaching purposes, and some of them are just for fun. They aren’t for sale just yet—still working out kinks and looking for more play-testers!


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MANIFESTO!

Developed as an offshoot of my “Global Modernism, Short Form” seminar, MANIFESTO pits 2-8 players against each other as editors of rival avant-garde magazines. The goal of the game: shock the bourgeoisie!

Over the course of the game, players develop an artistic manifesto, assemble an editorial masthead, collect visual and literary artworks, and publish three issues of their magazine. Players take turns collecting cards by placing subscription tokens on the Table of Contents or by re-printing from opponents’ published issues.

This is both a strategy game and an educational game. The game is designed to encourage you to play as a different magazine editor every time you open the box, so that you’ll pursue a different strategy and look for different artworks. You don’t need to know anything about modernist magazines or modern art and literature to play, but you’ll know something about them when you’re done.


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CASABLANCA

In Casablanca during WWII, players band together as members of the French Resistance, racing to fill out sheets of codewords by sending each other telegrams. At the same time, they have to guard their secret Underground site, control the "Resistance Radio," and use encryption cards to encode messages, as some players at the table may be collaborating with the local police... 

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GENERALS GAME

This started as a study-tool for the English graduate students' Generals Exam, and it's been used for a few years since our cohort passed. Now it's an all-purpose capture-the-flag map, for jazzing up trivia and other party games. (Though, in that capacity, it needs some work...)

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SPY GAME

Spies in Cold-War Europe are hunting for a Doomsday Device, while a few double-agents try to prolong the search and cash in. "Spy Game" (which really needs a better title) is an adventure in dead drops, gadget cards, secret missions, and dramatic betrayal, in which any Rendez-Vous might end in seduction or in a fight.