Ignacy Trzewiczek

Rattle, Battle, Grab the Loot


ARTICLE: The Story About the Hamster

Have you ever flipped over the Hold piece and noticed a funny little piece of art? Today, Ignacy shares with us the story of how this came to be.   Today, let me share with you a super light story of a small animal that made it into Rattle, Battle, Grab the Loot although it can’t even swim! This is the story behind… the hamster! *** In most cases it is damn simple – you use a card, you tap it. We all played Magic at some point in our lives, huh? The problem is, Rattle, Battle used both cards and cardboard pieces… and what’s more, some pieces (most commonly sails, cannons and hulls) don’t even have a card. They are so common that we didn’t need to include a card with rule explanation.

ARTICLE: Rules Spotlight – Rattle, Battle Parts and Upgrades

In Rattle, Battle, Grab the Loot we have two categories of devices that can be added to your Galleon: Parts, and Upgrades. Parts are the basic items: Sails, Cannons, and Holds. These are the main objects that give you the ability to move, fire, and store goods. They are the base layer of your strategy. They are also referenced in many ways: When something refers to a Cannon, it specifically means the Cannon Part. There are no Upgrades that count as cannons. When there is a reference to a Sail, again, this means only the Part. There are no Upgrades that provide Sails.  

ARTICLE: Found in the Bin

I talk a lot about trashing ideas that don’t work. I write over and over about me having no mercy for ideas that don’t help the game.  About the fact that a designer should not be attached to any of his ideas and be ready to change them on the fly. Let me give you some examples from Rattle, Battle Grab the Loot. Good examples always help to get the picture. Today, I’ll tell you about drunken pirates. *** It all began with a little bit of deck building. Each player was starting with deck of cards that represented his crew. He had four average sailors, a first mate and a captain. Each round in Port he was able to hire more crewmen and build his crew. It was ...

ARTICLE: Too Many Choices?

We were in Vegas and we had free Friday. So we spent it visiting Pinball Hall of Fame and talking about games. I was pretty lucky – our merry company was joined by Eric M. Lang. That meant a lot of interesting discussions about game design. ‘Don’t give players too many choices’, he said at some point. ‘Player love choices!’ I objected. ‘There are games where they need them and there are games when they don’t need them. Not every game needs to have so many strategic choices.’ He was right. Imperial Settlers needs some choices. Stronghold needs many choices. Rattle, Battle? Ignacy, just give people some fun. Give them a break! I came to Poland, I looked at prototype and I took a blade. Sharp, shinny blade. And I began to cut. *** We have now two main ways of scoring points in the game – you can sink Merchants for 1 VP per ...

ARTICLE: Rules Spotlight – Rattle, Battle, Grab the Loot

We’ve had a few questions lately regarding the way different dice work during adventures. Rattle, Battle, Grab the Loot is all about the dice. Each die represents a ship. There are player ships (they are opaque) and non-player ships (they are translucent). Of the non-player ships (NPS) there are two different types: Normal NPS (With Ship and Grapeshot Icons) Special NPS (With Skull Icon)   Most adventures will only use one type of dice. Typically, they will be the Normal dice with a Sail and Grapeshot icon. The Sail icon will be on the left of the card, and the Grapeshot icon on the right. The Adventure card lets ...


We are bookworms. Movie maniacs. Story addicts. We grew up reading Tolkien, Howard, Herbert, Dick, Lem… We were watching Willow, Blade Runner, Never Ending Story, Robin Hood…

And yet, we don’t write books… we don’t make movies. We don’t make those things, because we make games. We make games that tell stories.