Kristian Čurla

Tides of Time

News

BTTS Archives – Landing a Boeing 747 in a phone booth

BTTS Archives – Landing a Boeing 747 in a phone booth
[I run #BoardGamesThatTellStories blog since July 2011. I’ve decided I will choose articles I like the most and republish them to present them to all new board game fans that joined our hobby meanwhile! For all of you who already read the article, I hope, you will have a good time again with it! Today we go back to Michal Walczak’s article about developing #TidesofTime. Since then the game became our evergreen and is a strong part of our catalogue!] It’s just another average day at Portal Games. I work on new version of our next strategy game. I update rules, I print the new cards for the prototype, that kind of stuff. I love this job. At some point, Ignacy approaches me and shows me the prototype of Tides of Time. Microgame about building macro civilization. Rules can be explained in 2 minutes, you play in 10 minutes and what is ...

ARTICLE: Set Collection Sounds So Boring

You may wonder why everybody is raving about this Tides of Time game. A set collection, drafting game for two players. I collect Castles, you collect Gardens, I get 3 points per Castle, and you get 7 points for majority in Gardens. We draft cards, collect sets, then we score points. Is it that exciting? Really guys? Is it reason to rave about?! C’mon, let’s face it – it just sounds dumb. It sounds like a game you could invent in five minutes, writing it down on a napkin while sipping coffee in Starbucks. And I tell you, it gets even dumber. There is this stupid Game Designers Journal article about developing the game for a couple of months… What the hell were ...

Tides of Time: drawing conclusions

It was Essen 2013. I was approached by a young guy with prototype in hand. He told me in a few words about his game and it sounded interesting enough that I agreed to take prototype with me and play it when I am back at office. I came back to Poland and I played it. It was two player game set on a map of fantasy city. Each player commanded one faction, one had something like governor forces of the city and the other revolutionists. We fought for control of the city, taking districts from each other etc. Base mechanism was neat – it was drafting for two players. I liked this element a lot. Rest of the game was a problem – the game had so many control ...

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