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A talk with Alex Randolph
... on Inkognito

Usually I invent a new game mechanic (many people hate this term, but I love it). I am less interested in themes as I am more taken with the aesthetics of the abstract. It was the same with Inkognito. I already had the game elements.
And then came Leo Colovini with a game to me. Colovini is a game-happy young man. I already knew him for many years from the chess club. He plays chess very well.
He often brings me games which are very good, but usually unplayable (for the masses) because he lives in a world of roleplaying and endless games. If a game cannot be played within an hour then it isn't what we are looking for! Colovini makes games that takes 7 hours, or maybe even a whole life, for fans, for freaks. What he brought me was a little more "human" than his other games because it was very deductive. But straight deductive is actually not very interesting.
But it had soemthing else that immediately gripped me: it was a detective game in Venice during the carneval. I therefore offered to work together with him. The theme was completely new. And I believe even the mechanic was new: 3 cards of which one must be true. It was probably also new for a board game that you played with a partner you didn't knew who was. That had only been seen in card games.
The beauty of Inkognito was: I took care of the entire development myself. I had a very good turner in Venice who was able to manufacture the game components for the prototype after my design (this is why everything I make at the moment has round components). It was wonderful for me, the confidence the MB-people had in me. I could discuss and decide everything with the layouters (who obviously was very pleased when we won the award). The rules was made exactly as I wanted them. And even the components looks like my originals. The Menetekel will however be made in softer plastic in the future, so that isn't quite so noisy.
on his failureson the secret agent Alex Randolph

From Knut-Michael Wolf's interview in the special issue of Die Pöppel-Revue 1988
with kind permission from Friedhelm Merz Verlag and spielbox.de

© Mik Svellov 1997-2004editor@brettboard.dk03. maj 2004