It’s more a fancy lecture and masterwork design class than a bunch of guys guessing about what works when board game desiger Lee Brimmicombe-Wood sits down with Troy and Bruce to talk about his history of making games about air power, the challenges in getting all the cool technical bits down and the difficulties in making the bombing of civilians a game factor you cannot ignore. Can you make a strategic game about an air war still be about flying? What limits do you put on the player to make Luftwaffe raids roughly historical?
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