2018. InvictaCon. A fleeting visit to my first gaming convention, held at the Gondomar multipurpose pavilion. Clearly, the hobby—once a small niche—had grown, and I'd missed that growth because I had been immersed in other worlds. Seeing so many people playing, so many games, and so much hard work and dedication behind the scenes made me want to discover more and be a part of it. My convention journey was just beginning.
2019. My first projects for MasQueOca (MQO), a Spanish game publisher, translating and proofreading rulebooks. It came in an unusual way, since the initial contact wasn’t direct. At the time, I was reaching out to publishers launching games on Kickstarter to gauge their interest in including Portuguese among their language options. One of those contacts was Luke Warren of North Star Games, around the time of the game Oceans’ launch. That collaboration didn’t materialize, but Luke kindly passed my contact information on to José Antonio Garrido at MQO. Shortly thereafter, a collaboration began that not only continues to this day but has also recently expanded to include NAC Wargames, MQO’s subsidiary.
2020. The Geeky Pen. My collaboration with this Belgian board game translation company is another of my longest-standing, most regular, and most intensive partnerships. I never could have imagined it would turn out this way when I responded to an ad on a BoardGameGeek forum. Especially since it was a studio made up of professional translators—which I wasn’t. But the first job came along, and others followed—a sign that Portuguese was becoming an increasingly attractive language for publishers. I met Jo Lefebure, founder and director of TGP, in person at an international game convention. Today, this company operates in 25 languages!
2022. Apex Legends. This adaptation of a first-person combat video game into a board game, by the Polish publisher Glass Cannon Unplugged, was undoubtedly my most complex challenge to date. The work involved developing the rulebook from scratch, based on working versions and in collaboration with the development team. But this is no ordinary game: the action takes place in a three-dimensional space, featuring buildings and other obstacles, weapons and effects of all kinds, the need to establish lines of sight between shooter and target, and the requirement to recreate the frenetic atmosphere of the original game. This unique product took many hours of intense work and close collaboration—especially with Grzegorz Przytarski, one of the lead developers.
2023. Cannes International Games Festival. I had decided to check out one of the major conventions abroad and chose Cannes—after all, it’s smaller and closer than Essen. It was also an excuse to brush up on my French and, in a way, a trip down memory lane to the 1980s, when news from the world of games reached me through the magazine Jeux & Stratégie. Not only did I spend a few days at the Palais des Festivals in Cannes—which we most often associate with cinema—but I also attended the As d’Or awards ceremony for the winning games, ran game demos for Wonderful World Board Games, a Taiwanese company and creator of Animals Gathering, among other titles, and spent late nights testing prototypes at the Nuits du Off.
2024. Unconscious Mind. This was another collaboration on designing and editing a rulebook for a game that caught my attention from the start—because of its theme, some of the mechanics used, and the art by Andrew Bosley, Vincent Dutrait, and Yoma. It’s funny—and still feels a bit strange—to have my first encounter with the final product at a convention, in this case VianaCon, watching people learn the game from the rulebook that, just a short time before, had been the focus of my daily work.
2025. DCSPT GamesLab. Another year, another challenge. This time, I collaborated on introducing board games as a teaching tool in the Department of Social, Political, and Territorial Sciences at the University of Aveiro. We had the opportunity to participate from the very beginning—discussing activities, selecting games for the game library, organizing the first awareness-raising events with themed games, and paving the way. We played Die Macher just the week before the legislative elections, and Rising Waters a few weeks later. And today there’s more: a presentation on board games and their uses, and a game session with urban development as the backdrop.
Bring on seven more!


