Although few of us can spell his name, most of us are familiar with his work: Philippe Keyaerts is the designer behind the Days of Wonder smash hit Small World, a reworking of one of his older games (Vinci). This year, Philippe is further expanding the Small World universe with Small World Underground, and will be releasing a retooled version of his game EVO, which will be published by Asmodée. In addition, Ystari Games will publish his new game Olympos. Many thanks to Philippe for taking the time to talk to us, and to Days of Wonder for coordinating the interview!
Tell us a little bit about yourself, and how you became a game designer in the first place.
I live in Bruxelles with my wife and my son (19). I have a master’s degree in mathematics and a social work degree. I also took some classes in computer science, drawing, and painting. I played a lot as a kid (three brothers and two sisters, almost a club!). I played chess for a while before turning to board games 20 years ago: German ones, but also American ones (Avalon Hill line). When you play hundreds of games, it is natural that one day you meet “something” that could be a great game, and if that game doesn’t exist, you have to create it yourself. The big step was when Apogee (Vinci’s first name) won a design contest in Paris.
What is the board gaming culture like in Belgium?
It is growing. Gaming is no longer a kid-only domain. There are game pubs, gaming weekends for adults, etc.
How did you go about updating Vinci into the now wildly successful Small World? What about the changes to the game that converted it into such a successful game? How do you think you can manage that same kind of success with the upcoming reprint of EVO?
It is not really an update. I kept the basic system and worked from there. I loved the “Name+Power” idea, dreaming of Flying Dwarves and Diplomatic Skeletons before knowing their actual powers. And I wanted a game easy to play. Not necessarily simple – except for the cohesion rule, Small World is not easier than Vinci – but a game that would appeal not just to gamers. Thus the mountain counters, which replace a rule (no need for “mountains cost one more pawn”, only the basic rule “height+2”). The die is there for the same reason: not to add randomness but to avoid time-consuming optimization calculus. And of course, the gorgeous graphics and the humorous tone helped a lot.
Can you tell us the reasons behind the rules changes with the new edition of EVO?
I always preferred the first half of the game, when there were fewer dinos and when each species looked more different from one other. Without built-in climatic protection, there will be fewer dinos by the end of the game and each of them will be more valuable. And more specialization: there is a far greater difference between zero and one fur than between one and two. The game begins by a genetic phase for the same reason: different species from the start. And the new genes increase these differences.
The two basic legs balance somehow the lack of protection while increasing interaction on the board.
I thought that the Horn gene was less valuable than the others, due to the risks for the attacking player. The new combat system makes Horns more interesting.
The bidding system is a mix between the “family” and “player” variations. It makes the bidding more intense while giving something to each player.
Let’s talk more about Small World. It seems to walk the fine line between American-style conflict games and modern European games devoid of player elimination. How do you view Small World in comparison to classic conflict games like Risk? How would you describe Small World to someone who’s never heard of it?
It is a fight, but with fun and kindness! A player cannot spend a whole game in a desperate position – not talking of being eliminated. And one can fight with good conscience: fighting is not an aim, just a survival means: “Sorry, nothing personal”.
Small World seems to now be a living, breathing thing that continues to grow. How did the new stand-alone game Small World: Underground come about? Though we can read the rules at the Days of Wonder website, we can’t yet play the game – how is the feel of the game different from the original Small World?
It is based onto two ideas I played with for a while. First, I wanted to add some geographical features. The river proved to work particularly well, with its two properties of protection and navigation. The second “leg” of SWU is a classic of fantasy: powerful magical objects that would pass from one culture to another (maybe by force). The object that didn’t need to move became Legendary Places, another must have in fantasy worlds.
Although the expansions are mostly compatible with the new stand-alone, are there plans to further integrate the two games (such as combining the boards)?
I am thinking of a two-board variant. It just requires some testing.
Small World Underground opens up a possibility players have desired for a while: new boards for the game. It may be too early to ask, but is it possible we’ll see some sort of “Map Pack” expansion in the future?
There are a lot of possibilities, but well, too early to ask.
In talks with other designers, I found that many of them often end up with house rules for their games different from those published. Do you have any house rules for Small World, or anything in the base design that you could see altering in the future?
The base design is exactly what I wanted it to be. Some variations are easy to set up: if the players are in the mood for a longer game, it is easy to add two or three turns. My “house rules” are more expansions, like the river and the Relics.
Among the many races and powers designed for Small World, do you have any personal favorites, from either a player or a designer point of view?
I like the Trolls and the Amazons: great defenders, great attackers. And the Cursed power. It’s not mine; it is a fan’s creation, and it was a real surprise, something different.
Although everyone’s attention is currently on Small World Underground, you have another new title in the works: Olympos from Ystari Games. How did this game originate?
Long story! I think the first prototype is six or seven years old. The basic idea was, of course, a development, civilization game. I wanted to avoid the “race for money” side, the idea was to give all players the same amount of a resource – which became Time – and let them make the best of it.
What can you tell us about the gameplay of Olympos?
Well, it is exactly that: you have X “time coins”, make the most victory points of it by developing a coherent civilization. You will have to ponder the cost of each action: movement on the map, which opens up options on the civ board, which in turn gives you not only VP but also some permanent and one-time advantages, eventually improving your play on the map.
What other games and designers do you currently find impressive?
I play a lot of games, and I like to discover new ones. But, from time to time, there is something very innovative, which offers new ways of gaming or some design that just looks perfect. Magic: The Gathering is one, also Puerto Rico and Princes of Florence. And, more recently, Agricola and Dominion. Or some UFO, like Full Metal Planet and the games of Phil Eklund.
What’s next for you after these publications?
Let’s say some sleeping?
I always have some prototypes in different states of progress, including some ideas for these three games.
Thanks again to Philippe and Days of Wonder for the interview. We’re all big Small World fans around here, so I expect we’ll have a review up for Small World Underground not long after it comes out. Until then, you can check Days of Wonder’s website for Small World Underground preview events near you.
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