"It is easy, when developing a game, to fantasize about the player experience and to imagine how great it will be" (Jesse Schell, The Art of Game Design - a Book of Lenses).
Agreed. Proxy Wars was hard work. It had to fit into a Print&Play format, be as flexible as possible, balanced and have to be fun too. So it took a lot of development cycles to become the game it is now. We followed different paths and build up headquarters and action panels for the factions. But the proof of feasability were done by our valuable playtesters. So I get alyways back on track.
Therefore Roland and the Proxy Wars team would like to thank:
Udo Ehle
Michael Hitzelberger
Rainer Krämer
Andreas Lindner
Thomas Setzer
Heidrun Spohr & Lars Rose
This game woudn´t be there without you!