Meet the team

Milan Zborník Company founder,
Game development
Board games are an escape for me. I worked in corporate for many years, and I didn't really see the point in my job at all, and I've always envied people who have their job as their hobby, or their hobby as their job. A lot of my friends around here got it before I did and are already working in the board game world. I had no choice but to start my own boardgames publishing company, I wouldn't have been hired anywhere else because I didn't know anything I could offer.
But actually something, I know how to find and connect the right people, that's why Troubadour was created, and I can finally say I'm working on something I really enjoy. Where else can you play and call it work?

Michal Peichl Graphic design,
Game design and development
I've always enjoyed imagining strange worlds, fictional situations, and alternate realities. That's why books and movies have been a huge inspiration for me. When I discovered board games, I was mesmerized by them. We are not mere spectators in them, but we actively decide what happens. We can become someone else in them, have a specific role or experience an epic story, all in the face of friends who are part of that world at that moment.
I was drawing and painting at a young age. That's also why I'm now into illustration and graphic design for board games. In recent years I have also fallen into board game design. Finally, I love hard music and am a member of the band Behavioral Sink.

Tomáš Holek Game design and development
I've been inventing board games as far as my memory can reach. My very first memory of game development is when I was 12 years old, and I made a "sort of board game" based on my favourite Playstation games Tomb Raider and Metal Gear Solid. It probably wasn't very playable, but that didn't bother me at all. Then I got my first game, Settlers of Catan, and I was completely engrossed. Almost immediately I started making my own scenarios, making my own pieces, making huge maps across the living room, and it was awesome. Other games followed, like Puerto Rico, Dungeon Petz, Agricola, etc... You can tell that the more complex titles appealed to me the most. The first "real" prototypes were in the same range, i.e., big strategy eurogames. I guess I can still say it's my favourite genre, but more and more lately I've gravitated towards smaller and smaller titles, which I've also started designing.
I've been devoting myself full time to development for the last couple of years, and now I've been given the opportunity to release a game next year with a new publisher, Pink Troubadour, so I can work with some amazing and talented people.

Lucie Hrivňáková PR manager,
game development
I have enjoyed board games for as long as I can remember. Although they weren't exactly strategic masterpieces at first, even ordinary cards could cause quite a stir :) But I never dreamed that my hobby would one day become my livelihood. My first board game "home" was in a specialty store in the center of Prague, and it started out as just a way to help out during the pre-Christmas rush while I was on maternity leave. For a tired parent's mind, it was like a balm for the soul, and I've been hooked ever since. Until life brought me here, among like-minded crazy people, with whom we try to spread the joy of playing to more and more people.
What is our philosophy when creating games?
Euro games suit us best, but we also enjoy playing smaller party or family games. Once we decide to work on a game, we want to give it our utmost attention. Games should have a great gameplay, but they should also be beautiful to look at. These two things cannot be separated, so we don't regret investing in beautiful illustrations and high-quality workmanship. We want to bring people an experience they will enjoy returning to, so replayability is also important to us. What we can't do, on the other hand, are games of perception, cooperative, or war games, so we don't get involved in those. Since we spend a lot of time on each game, we all have to enjoy playing it. That's why our games are the way they are.