
Designer
Brief info
1. What were your first impressions when you started testing Train Rush in its early stages?
Ever since I can remember, I've always been improving something in games; I wanted to expand on ideas. Eventually, I started writing about my ideas because designing a board game begins with writing. It was something that brought me joy. I don't know about other players, but I had so many ideas in my head that it was just a natural progression – play as much as possible and simultaneously create, to find that perfect game. That's a very general statement; I'll try to expand on it further. Going back to the question, creating your own game is incredible fun.
2. Could you share a moment that was the most exciting or satisfying during the testing of the game.
Inspiration comes from large models where small trains powered by a power supply move around – every kid probably wanted to play with something like that; at least, that's how I remember it. Locomotives are a grateful theme, and there are a few other factors. There are many train games, some simple and family-oriented, others designed for hardcore gamers sitting at the table for hours with excitement on their faces. I belong to the latter, but I didn't use these types of games for inspiration.
3. Which elements of Train Rush were standing out during the testing process? Are there any mechanics that you found the most interesting?
That's a very good question. The creation itself – finding the right mechanics, or in other words, imagining the successive actions players have at their disposal in their turn, is subject to many constraints. The first is time – we don't want to wait indefinitely for our turn, so the game should have its dynamics. The gameplay should also fit within a decent time frame for this genre. This is the main obstacle; of course, there are more challenges, such as the lack of micro-rules, limited randomness. I could mention a few more, but generally speaking, everything must be enjoyable for us players. No one will whip themselves at the table for 5 hours 😊
4. Game testing can be quite challenging. Can you give an example of a situation that you found difficult, or found an unexpected challenge during testing of Train Rush?
In my opinion, it's a very dynamic game with many paths to victory. Does it stand out? I think it's the dynamism, usually train games are very static, but in Train Rush, trains move, making the game incredibly replayable because it will be different every time. The number of possibilities a player has beyond the train movement is also an important aspect of the game.
5. During testing were there any moments that had an influence on development and shape of the game? Were your opinions and notes influencing the evolution of Train Rush?
It's probably the first opinions, those that came from the circle of people I've been playing with for years. They are very demanding players and definitely scored me during the creation process, but when positive opinions started to appear, it was very important and satisfying. However, what may be surprising, I believe that my assessment is the most important here – I am and have been my most demanding audience all the time (self-criticism). The moment when, in response to the question of whether I would like to play my game now, I say yes, and I said yes for the first time, was the most important. However, it was a process, and the corrections and suggestions of the testers had a significant impact on this process.
6. Can you share your favourite strategies or tactics that you discovered during testing Train Rush?
Achieving such a feeling is not easy; it is basically the most important goal that should occupy the mind of anyone creating a board game from the very beginning. I sit down to play, and I want to have a good time, and that's what players expect from Train Rush. The first thing is time again; I try to maintain a balance between a multitude of possibilities (they make players prolong their turn, thinking about what will be the best solution for them at that moment). They are important, how to ensure that despite so many there are no delays. There were the most changes and corrections here. I think we succeeded.
7. Testing the game in different phases can be exciting but also demanding. What were your ways to handle the tiredness or challenges during night tests?
Every stage provides a lot of satisfaction. If I had to mention one, it would probably be building dependencies. Creating a network of interconnected actions and reactions to these actions that players take when they are more connected is more interesting, and when I manage to do that, it's that moment of satisfaction.
8. What aspects of Train Rush make you want to go back to the game and test it in different ways?
There were a lot of changes, but there was one moment that shaped the final game. It was the opinion of one player who expressed a very important sentence; perhaps he doesn't remember it now, but it was at that time, I made final changes. Then there were still a few corrections, but they were cosmetic changes, and Train Rush took on its final form. As I wrote earlier, testers actively participated in the process, providing me with their comments, and this made the game evolve and change.
9. For people who will just now learn about Train Rush, is there any particular element or mechanic that you would point them as something to try out or understand?
I would like them to see how many possibilities it offers, that it is dynamic, and each time you can lead your gameplay differently. That it lacks patterns, and with better knowledge, it spreads its wings and shows even more possibilities – that's its advantage.
10. For the last question, what would you tell the people that are waiting for the Train Rush? What advice or incentives would you give to the people who plan to dive in?
Train Rush is "from players to players," and that's exactly what I can say about this game because players with years of experience who have hundreds of demanding eurogames on their account tested and evaluated the whole process. And it is precisely for such people that I created this game and want to create more.