I love to create game ideas. From fun to frustrating, I’ve always found freedom in creating things and now with the re-emergence of social gaming and tabletop game design I can revisit the fun I had designing hand made games with my family.

A vocabulary game that tests your ability to build words with word fragments in a short period of time. In a deck of 90, 3 cards with 3 fragments are flipped face up on the table. Every player now has 45 seconds to try and spell as many words as they can by using the the fragments shown.

  • Status – Complete
  • Play testing – Complete

Notes: Game variations are being worked on. Expansions being developed and new components being added to amplify the challenge. Also working on an educational version of the game for ESL and youths.

My first completed, but yet to be published. It is a number puzzle game using 4 colours, 4 numbers and 70 universally fitting pieces. The game has a solitaire mode for those looking to burn time, build techniques and better their matching abilities.

  • Status – Complete
  • Play testing – Complete

Notes: Looking for a vendor to product low run copies as well as a less expensive cardboard version. Also working on a child friendly version and and Elite edition.

A two player game pitting 7 on 7 in a battle for supremacy. A knight and 6 soldiers maneuver their way across a 4×6 grid board to capture the enemies gate. The concept is similar to capture the flag and plays very similar to Euro and Chinese chess, but more compact. It’s a game of pure strategic forethought and tactical maneuvering.

  • Status – Complete
  • Play testing – Open Beta

Notes: Game is a hit with chess and strategist-type players. Also for those that like short, intense game play. Currently working on the second chapter (game play) called King’s Court. Same rules but a different plot continues the story and takes the game play from the field to the main hall. Also tackling varying themes and designs for soldiers and game board.

The game of influence will hopefully hit tables this November for public play testing. Imperial Court is a micro game based around players arranging their delegation in a sort of fashion to win the votes of the kingdom. Jealousy, deception and favour is the language of the courts.

  • Status – Development. Locking in card functions and rules. Requires fine tuning.
  • Play testing – Closed Beta

Notes: Winning conditions are locked in, but I’m still fiddling with another idea that may changed the flow of the game. Reworking some of the player phases and interactions in the game.


Push, slide, and bomb your way through this mathematically simple tabletop game. Your goal; place numbered tiles on the deck to total no more than 7. Last legal play takes the trick.

  • Status – Development
  • Play testing – Open Beta

Notes: Still getting feedback on balance of numbered tiles. Possibly adding in bonus scoring and modify terms used for game actions.

Revo Battle R

Not so much a game as it is a battle card system. The system is based around a 3 card, 3 token setup. Your fight card, style card and character card are all double sided, giving players the flexibility to mix and match their fighting styles. The fight card is 4 sided and and players rotate and flip the card to link combos and defend or counter against attacks.

  • Status – Development
  • Play testing – None

Notes: Working out additional mechanisms to give the game a more competitive edge. Play testing was a success and the first draft of the rule book has been completed. Currently working on the faction crests and character designs.

More Games

Below are older games that I have in further stages of development. This list includes the following that have production quality prototypes and public play testing already completed.

// AXIA (APEXI) //

A themeless abstract game where players move pawns around a circular board where all the spaces aren’t connected. The discs are two sided and have different movement properties once flipped.

  • Status – Development
  • Play testing – Closed Beta

Notes: Still working out the mechanics and goal for the game. I like the idea but can’t lock down a purpose.

// Summit //

Another game idea inspired by classic games like Chutes & Ladders, and Parchisi. I like the simplicity in the game and the general theme isn’t too heavy. Could be total abstract but having the concept of a team of 5 racing for the most seats at the summit of a mountain just struck me as neat. The game uses a unique hexagon throwing stick. Players can also flip flop sides of the mountains to obstruct their opponent’s progression.

  • Status – Development
  • Play testing – Open Beta

Notes: Working on ways to add more player choices. Still feels heavily like a roll and move game. Choices, chances and tactics are still in the works. Core game is solid and it is playable. May have a Print & Play for play testing soon enough.

Other Games

Below is a mixed list of early and more recent game ideas that have some development time invested. What’s become of them? Well, they all have some core mechanics that are worth keeping the game around for. Time and interest will tell when and if I get back on developing them.

Super Mini Moto // Racing games are fun and fast. Some of technical and challenging. I’m hoping to strike a balance between the two and create something that can be fast paced and strategic. This game is meant to be light as it’s to prove a pacing mechanic I want to use in a more technical racing game which includes rally cars.

Race for the Sun Stone // The pyramid building game where sabotage, thievery and luck are the cornerstones for success. The goal is to finish building your 25pc pyramid before you opponent does, but keep in mind, between you and your rival there is only one sun stone to complete your architectural masterpiece.

Spin Driver // A racing trading card game based on the original comic book series ‘ORBUSTER’, written and drawn by me. It features 4 teams of 3 wheelers (racers), each out to prove they are the best of the best. The game provides an all-card game play for both actions and course. The pace leader can change hands at any time and the game play intensifies as you try to outlast and ultimately outrun your opponents.

Chaos Theorem // The hex tile game where you trap, skip and bump your way to victory. A little strategy and a lot of chaos makes this game a blast for 2-6 players. The more players the more chaotic excitement. Chase down and force your adversaries off the edge and the last player standing wins.

Broken Lance // My take on the classic medieval dual of jousting. Both players take 5 turns simultaneously as they tilt. The game consists of a game board, 6 knights, 3 horses, 3 dice and 2 identical decks of 50 cards. Each player draws and builds their hand over 5 turns before attempting to score points by breaking their lance on their opponent.

A Perfect Game! // ADLi brings the classic game of bowling to your home. The unique take on table top bowling is under development, and quite honestly, will give you more in the way of bowling technique than any little plastic ball and pins on a wood lane ever could. There will be a wooden ball and wooden pins, but that’s just because game bits are cool.