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    <loc>https://brassfoxgames.com/blog</loc>
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    <lastmod>2026-01-31</lastmod>
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  <url>
    <loc>https://brassfoxgames.com/blog/meadowvale-solo-mode-update</loc>
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    <priority>0.5</priority>
    <lastmod>2026-01-31</lastmod>
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      <image:title>Blog - Meadowvale: Solo Mode Update</image:title>
      <image:caption>Each card shows the animal involved and clearly states the rules for placement or movement. This change does several things at once: it places the solo rules directly on the cards rather than in the rulebook or on a separate player aid it removes an unnecessary double die roll and it creates space for short pieces of narrative text Each species appears three times in the deck. Mechanically, the cards function in the same way, but each carries a different fragment of story. Read individually, they act as quiet atmospheric moments. Placed together in order, they form a short narrative for that animal. Solo mode is important to me as a designer. Meadowvale is intended to be calm and intuitive to run, but I also want solo play to feel immersive rather than procedural.</image:caption>
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    <loc>https://brassfoxgames.com/blog/meadowvale-solo-mode</loc>
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    <lastmod>2026-01-26</lastmod>
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      <image:title>Blog - Meadowvale: Solo Mode</image:title>
      <image:caption>I have spent some time developing the Meadowvale solo mode. With the absence of player interaction, I didn’t want solo mode to become a puzzle game experience. We talk about ‘automas’ in games: systems designed to simulate a human opponent. The automa in Meadowvale doesn’t do this. What it does, however, is act as the landscape and the wildlife. The automa brings the landscape to life and makes it more unpredictable. It doesn’t try to win.</image:caption>
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      <image:title>Blog - Meadowvale: Solo Mode - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/music-and-game-narrative</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-10-18</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/eff61db2-3474-4f36-903f-e689c37e9e9e/moon%252Band%252Brabbit.jpg</image:loc>
      <image:title>Blog - Music and Game Design - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
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  <url>
    <loc>https://brassfoxgames.com/blog/why-crowdfunding</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-10-13</lastmod>
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      <image:title>Blog - Why Crowd Funding? - Make it stand out</image:title>
      <image:caption>Prototype playtest components.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://brassfoxgames.com/blog/meadowvale-why-printmaking</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-09-21</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/017b4fb4-1c88-4702-a8c2-d8a67a5a2147/Lumii_20250728_172241750.jpg</image:loc>
      <image:title>Blog - Meadowvale: Why Printmaking?</image:title>
      <image:caption>When I am spending hour upon hour, carving plates, inking plates and running them through the printing press — knowing I have 50–60 images to create using this method — I do find myself asking this question: why printmaking? At the start of this project I didn’t really know which direction the game would be going in. My own methods as an artist are worlds away from how the majority of artwork is created in the board game industry which is dominated by digital tools like Procreate and Photoshop. You can create a set of images in one evening, and as they are digital you can make them will look slick, professional, and atmospheric, using layers, textures and digital brushes and pens. You also have the benefit of ‘undo’ should things not go to plan. But for me, digitally created art can start to look generic. I am a fine artist, a composer, a writer, a designer, and I work through analogue processes. Yes, I use software for design, you can’t really publish anything without a basic industry standard set of assets. But my world revolves around handcrafted. What this does, however, is slow the process down. What I get in return is artwork that could not have been created in any other way. Hand-printed, tactile, full of traces of the artist that are not present in digital art. Now, I am not saying there is anything wrong with digital art, there are some ultra talented artists out there, but as a creator, I a just naturally work differently. And so the process for creating the game artwork is a long and intense one.</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/meadowvale-nature-chess</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-09-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/82cf4563-882b-4717-b020-ae89a516feed/animal.png</image:loc>
      <image:title>Blog - Meadowvale: Nature Chess? - Meadowvale: Nature Chess?</image:title>
      <image:caption>Growing up I loved chess, I got it from my Dad. We would play when I was maybe 8 or 9 years old. In my last blog, I wrote about how adding movement to Meadowvale completely changed what I thought was a finished turn cycle. I half-joked that it had become the chess of nature games — and the more I play, the more the comparison sticks. Ok, it isn’t chess. Of course, I’d never presume to have created anything with the elegance of chess. But there are some things that resonate and make me smile. Each Animal Has Its Rhythm Owls strike like knights — scoring across the board by line of sight. Rabbits and voles are pawns — weak alone, powerful in clusters. Badgers plod like kings — slow, but weighty in the right place. Foxes score in every direction — a kind of rook–queen hybrid. Hedgehogs dash along hedgerows — true rooks on their files. Deer are possibly the Queen - they don’t move the same but they do score high in the right place.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - Meadowvale: Nature Chess? - Not Just an Analogy</image:title>
      <image:caption>It isn’t only metaphor. The mix of limited movement and weighted scoring gives Meadowvale a hidden layer of spatial strategy that players calculate each turn, just like working out where you may move in chess, you think several moves ahead. The difference? Nothing in Meadowvale is ever captured or removed from the game. There is no real conflict. Instead, the board keeps filling and strategic layers overlap, like a real ecosystem. Why It Matters This is how the ecosystems in Meadowvale comes to life. You’re not just laying tiles; you’re anticipating other players placements, timing movements, and watching little ecological stories unfold as the board settles into it’s final state: the fox slipping into a hedge, the owl changing perch, the rabbits clustering for safety. Sign up for the newsletter for more updates and insights and Kickstarter launch news!</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/meadowvale-wildlife-movement</loc>
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    <lastmod>2025-09-11</lastmod>
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      <image:title>Blog - Meadowvale: Wildlife Movement - Meadowvale: Wildife Movement</image:title>
      <image:caption>One of the later additions to the rules was the introduction of movement. Originally, Meadowvale was a static puzzle: a tile and token–laying game with scoring that was derived from real animal behaviour. The idea of movement came during a playtest when someone said: “Wouldn’t it be good if the fox could chase the rabbit?”</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/58428224-f5d9-4d74-8d78-b6bfff8e233b/Screenshot+2025-07-20+085500.png</image:loc>
      <image:title>Blog - Meadowvale: Wildlife Movement - Ecological Stories</image:title>
      <image:caption>The idea that little ecological stories were playing out quickly emerged. The fox chased the rabbit into the hedgerow. The owl moved perch for a different line of sight after the vole had moved. A hedgehog shuffled along hedgerows between shelters. These weren’t abstract moves, they were nature stories, played out on the board. This narrative layer has became a turning point in design, allowing Meadowvale to be seen not just as a strategy game, but as a worldbuilding exercise: small-scale, quiet, and alive. More on this in a later blog!</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/beyond-the-board-why-these-mechanics</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-09-11</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/1753626947021-NSU20WETHFSWPU8EMTNC/Lumii_20250608_174810333.jpg</image:loc>
      <image:title>Blog - Beyond the Board: Why These Mechanics? - Beyond the Board – Why These Mechanics?</image:title>
      <image:caption>There are so many game mechanics a designer can choose from. For Meadowvale there was never much question about how it would play. From the very start, tile drafting and placement worked. Over time I tried layering in other mechanics to see if they changed gameplay in positive or interesting ways. Cards added something but in the end, the original concept has always been the strongest.</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/development-diary-the-meadowvale-river</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-09-11</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/9184cc53-923e-451f-bce9-ad695bb27709/Lumii_20250801_115403654+1.jpg</image:loc>
      <image:title>Blog - Meadowvale: The River - Development Log: The Meadowvale River</image:title>
      <image:caption>The River Leam near my home winds through the countryside to the east. It rarely grows wider than a few metres, glimpsed running under bridges or alongside a wood when out walking. It flows through Leamington Spa, flooding only at the weir in Jephson Gardens, before joining the Avon at Warwick. From there, it flows to the Severn and finally the estuary. This is how most rivers in the Cotswolds behave: narrow, branching, connecting streams. If you go out cycling a lot as I do, then you start to trace them, where they start and where they join other streams. It really is a beautiful and gentle part of the world!</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/lines-in-the-landscape-hedgerows-in-meadowvale</loc>
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    <priority>0.5</priority>
    <lastmod>2025-09-11</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/1753626887465-95L6GT44TJYCHKDUYERX/Lumii_20250617_070835026.jpg</image:loc>
      <image:title>Blog - Meadowvale: The Hedgerows - Meadowvale: The Hedgerows</image:title>
      <image:caption>The UK has hedgerows that are hundreds of years old. As natural landscapes have been cultivated over time, the patchwork of fields and woodland we know today has emerged, dissected by long, branching hedgerows. There are thousands of miles of them, they form a crucial corridor network for wildlife and many are protected. They connect woodland, they cross farmland, and they create 'edge' habitats: vital hunting grounds for owls, birds of prey, foxes and badgers.</image:caption>
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    <image:image>
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      <image:title>Blog - Meadowvale: The Hedgerows - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/blog-post-title-one-wh4h2</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-09-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/683a161261bf8e562cd5945c/1753626947021-NSU20WETHFSWPU8EMTNC/Lumii_20250608_174810333.jpg</image:loc>
      <image:title>Blog - Meadowvale: Starting Decisions - My Background...</image:title>
      <image:caption>I’m a printmaker, composer, and educator. I live just north of the Cotswolds, the heart of the British countryside, and I cycle a lot. Most days, and over long distances. That means I get to watch the seasons shift across the land. Bluebells through the trees. Mist in the hollows. Dew clinging to hedgerows. The change in light. All glimpses and emerging vistas, always different, and always suggesting stories. The small details. All of that observation feeds into what I do, artwork, music, and now this game.</image:caption>
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  <url>
    <loc>https://brassfoxgames.com/blog/blog-post-title-two-6wa6x</loc>
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    <lastmod>2025-09-10</lastmod>
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  <url>
    <loc>https://brassfoxgames.com/blog/blog-post-title-three-pl8nm</loc>
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    <priority>0.5</priority>
    <lastmod>2025-09-11</lastmod>
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      <image:title>Blog - Meadowvale: Building the Board - Building the Board</image:title>
      <image:caption>Next diary entry is all about how the board is built. Here it all sounds quite easy, but it did take quite a while to work out how this was going to work. From the outset, I wanted the board to feel organic, something that would grow, not just fill space. Hex tiles were the obvious choice. Once I had the terrain types defined, the next challenge was deciding how many of each to include. This changed quite a bit but after some trial and error, I settled on a rough ecological logic:</image:caption>
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    <loc>https://brassfoxgames.com/blog/blog-post-title-four-emsyg</loc>
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    <lastmod>2025-07-26</lastmod>
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    <loc>https://brassfoxgames.com/blog/tag/Strategy+Game</loc>
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