tabletopgaming.co.uk 9
ANDREW PARKS
e designer of Dungeon Alliance and Assault of the
Giants on his 2003 debut Ideology: e War o f Ideas
FIRST TURN
said, ‘is is really
dierent,’ and while
we were playing it Tom
Slizewski of InQuest Gamer
magazine came by. en about a month later I
got a call from Zev Shlasinger of Z-Man Games. He
said, ‘What’s this Ideology game Tom told me he
saw you demoing?’ He wanted to see it. So I went
to Zev’s house and played it on his kitchen table,
and he said, ‘I’m going to print this.’ Wow.”
HOW TO PLAY
“Each player is one of the ve chief
ideologies of the 20th century: capitalism,
communism, fascism, imperialism and
Islamic fundamentalism. You have one
region on the board that you begin with and new
regions keep coming out in a random order. ese are
worth one, two or three points, based on their level of
inuence in the world. You’re all trying to inuence
them with three dierent types of resources, and
each ideology has special powers that allow them to
manipulate certain types of inuence. e rst person
to get to 12 global region points wins the game.”
END OF THE GAME
“It’s a awed game that I’m very proud of. e very rst
review I got was in German and I had to use Google
Translate to gure out it was a negative review. But a lot of
people did like it and it got a very good response at Essen.
Zev sold all the copies that he was able to get over there,
which was very exciting, and the game sold out in nine
or 10 months. e second printing didn’t do as well,
but I’m still so happy because now there is this really
much nicer looking edition of my rst-ever design.”
STRATEGY TIPS
“I teach game design and one of the things I tell my
students is, ‘You’re not selling a game, you’re selling
yourself.’ In other words, don’t fall in love with your
own creation because you’re going to hate it in a year
or two. Just try to establish that you have the right skills
and abilities and then eventually you’ll sell a game.”
BACKGROUND
“It was a long path of failure, my friend. I had always
enjoyed game design. Over the years I made a lot of
homebrew variations of games with my friends – we
played an inordinate amount of Talisman. en in 1998 I
was a stay-at-home dad and, when I wasn’t watching my
daughters, I tried to work on various projects. So I spent
ve years trying to get one of my designs published: a
Lord of the Rings card game called Doom, a similar card
game called Lords of Eternity, e Venture Card Game,
which you can still download on BoardGameGeek
and which became an Arthurian game called Camelot
Adventures [later released as Camelot Legends]. But after
four years I was still an unpublished designer with no
prospects. However, after 9/11, I’d started working on
Ideology – something I had no intention of pitching...”
COMPONENTS
“Like many other people, I was so blindsided by 9/11 I felt I
knew nothing about how the world worked. I really wanted
to understand the dierent ideas that formed everything
that happened in the 20th century and culminated in
this event. So I started doing research, watching a lot of
documentaries, a lot of stu on the Afghanistan War of the
’80s and all these other things that I kind of knew, but didn’t
really understand how they all linked together. I created
Ideology as a way of combining dierent concepts of the
20th century in such a way that would make sense for me.”
OBJECT
“I wanted to make something that used more streamlined
mechanics than the Ameritrash games I was brought up
on. So I knew I didn’t want to make a game like Risk; I
wanted it to have a more European feeling to it. e whole
thing was sort of a thought experiment. It’s an abstract
game. Not very theme-based like most of my later games.”
SETUP
“By this time I was remote playtesting games, including
[publisher] Decipher’s collectible card games. Decipher
used to have this really awesome event called Decipher-
Con. I was there in the fall of 2002, helping to demo their
Austin Powers game, and one evening I broke out my
prototype for Ideology: e War of Ideas. e other players
Interview by Dan Jolin
April 2019
The whole thing was sort of
a thought experiment.
ANDREW PARKS
said, ‘is is really
dierent,’ and while
we were playing it Tom
Slizewski of InQuest Gamer
magazine came by. en about a month later I
got a call from Zev Shlasinger of Z-Man Games. He
said, ‘What’s this IdeologyIdeologyIdeology game Tom told me he game Tom told me he
saw you demoing?’ He wanted to see it. So I went
to Zev’s house and played it on his kitchen table,
and he said, ‘I’m going to print this.’ Wow.”
HOW TO PLAY