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Designer Diary: Castle Raisers

8 months ago 53

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by Erwan LE MINOUS

As a child, I was passionate about board games. My cousin, who was the same age as me, and I loved playing classics such as Risk, trick-taking games, and chess...but as adult life took over, I gradually drifted away from that passion.

Everything changed in 2022 when I moved to Taiwan, where I met Anthony Perone, a professional board game designer. That encounter has completely reshaped the way I see the world of board games, and thanks to him, I have discovered modern games that are creative, deep, and innovative — a revelation that has rekindled a long-dormant passion.

I've always loved starting from a blank page and letting my imagination run wild. Game design is the perfect outlet for that as it allows you to express your wildest ideas within a framework of rules, but with no limits to creativity.

Concept and Theme

In the beginning, ideas came to me constantly, with one or two new ones surfacing daily. Thankfully, Anthony — being more experienced — helped me channel that creative energy. He taught me how to separate promising concepts from ideas best left behind.

One day, after a game of Kingdomino, we started stacking the tiles just for fun, exploring a new dimension of play. That's when we imagined a game in which players would stack tiles in a curved arc to build a castle — this was the birth of Castle Raisers. From that simple idea, we worked tirelessly for well over a year to refine every aspect of the game.


I want to give special thanks to Lenny Liu and publisher Wonderful World Board Games for trusting us from day one. Lenny supported us from the game's inception to its release, offering his studio, insightful feedback, and professional design expertise all along the way. We played hundreds of test games, always with the same enthusiasm — and to this day, what amazes me is that I still enjoy playing it every single time. The strength of Castle Raisers, beyond its original architectural concept, lies in the depth of strategy it offers. Every game feels different.

Winning approaches vary greatly. Players need to plan several turns ahead, adapt their tactics, and respond to others' choices. The game is set in the world of the "Three Little Pigs", but this time, we are the ones shaping the story.

Each player must defend their own village...while simultaneously attacking everyone else's! This dual objective creates constant tension. What I find particularly engaging is the competition to become the first player in the next round. It's not just about turn order as being first to trigger certain effects shapes the flow of the game, namely the tension described above. This adds yet another compelling strategic layer.


I also appreciate the fact that Castle Raisers can be played competitively, co-operatively, or solo. Player interaction is strong, but never aggressive. It's a game in which everyone can focus on building their own structure while staying connected to the rest of the table.

Castle Raisers is an original, tactical, and engaging game. I hope you'll enjoy playing it as much as I've enjoyed designing it.

Erwan Le Minous
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