Showing posts with label Essen. Show all posts
Showing posts with label Essen. Show all posts

Wednesday, October 24, 2018

Essen 2018 demo space

6 years ago, Michael and I attended Essen for the first time. I've been back a few times since (I missed out last year, and maybe one other year since 2012). Over time, TMG has grown and has striven to become a well known publisher, not just in the US, but overseas as well.

In recent Essen outings, we have teamed up and shared space with European partners, affording us a bigger presence, better demo space, and in some cases a small office to share for meetings. This year appears to be TMG's biggest Essen presence yet! This time we're partnering with Game Brewer, with whom we have several co-publications.

Check out these awesome pics of the TMG/Game Brewer space!



This panoramic pic is the demo space, with 15 tables (room for 30 demos, probably). People will be playing TMG and Game Brewer games there non-stop for the next 4 days straight. You can see the giant banners for games like Trade on the Tigris and Ghosts of the Moor (TMG original titles), Gentes (an import we did a deluxe version of), and on the far right you can see a TMG logo suspended above our sales area. On the left you can see giant posters for some of those same games, plus Chimera Station (which I worked on heavily) and other co-publications such as Gugong.



This is the TMG product area being set up, where people will be able to buy our games. I worked heavily on Pioneer Days (in the middle on the bottom 2 shelves), and on Steam Works (upper right shelf, left side, as well as the bottom right shelf, behind that big box). And of course on the right-middle shelf you can see a bunch of my card game, Eminent Domain, and expansions (Escalation, Exotica, and Oblivion).

I can also spot some of our other titles, such as Scoville, Guilds of London, Exodus Fleet, Okey Dokey, Thief's Market, Zooscape, Balloon Pop, Cthulhu Realms, and the Essen release, Ghosts of the Moor.

Dargon sits atop everything, standing guard :)




At Essen, some of the bigger booth areas have little office spaces, for meetings and to store things. TMG has shared an office space in the past with another company. I believe this year we have this one all to ourselves. The giant posters are for some of our games -- Ghosts of the Moor is a brand new title releasing at Essen by some of the most famous designers in Germany. Jungli-La came out earlier this year, by a well known Asian designer that we've worked with before. Both are light, small box, family friendly games.


This is one of the things that Mike and I have been working towards since we first went to Essen 6 years ago, and in a way for the last 9.5 years since we started publishing games. I started this journey 15 years ago when I first dipped my toes into game design. I am sad to miss out on Essen this year, but I hope to be able to go back soon!


Friday, August 25, 2017

Two upcoming TMG titles: Harvest and Pioneer Days

Two of the games I did a lot of development work on are finally coming out!

HARVEST

At Essen in October, TMG will be debuting Harvest, by Trey Chambers:


Harvest is a compact worker placement game set in the lighthearted fantasy world of Harbour. Take on the role of one of the denizens of Gullsbottom, and put together the best harvest of the season!

A game of Harvest lasts just 5 rounds. In each round you will:
  1. Reveal new cards with new worker spaces for the round.
  2. Draft an initiative card, which will give you your turn order for the round, as well as some bonus resources or action. The earlier turn order you get, the less of a bonus will come with it.
  3. Place 2 farmers on actions, resolving each immediately.
In addition to the initiative bonus and two actions for the turn, your character card will confer an additional power or option to take advantage of. So even with only 2 worker pawns and 5 rounds of play, you can get quite a bit done!

Over the course of the game you will obtain and plant seeds, tend your fields, and harvest crops to make room for more planting. You will also build helpful structures for more abilities or bonus scoring.

I really enjoy Harvest, and I could see it being a big hit due to the fun and interesting decisions packed into the simplicity and compactness of the game.

PIONEER DAYS

Also coming this year from TMG is Pioneer Days, by Matthew Dunstan and Chris Marling. I've been working on Pioneer Days for quite some time, and I'm glad to finally see it getting printed!


In Pioneer Days, you take on the role of a pioneer heading out west along the Oregon trail, collecting cattle and townsfolk, panning for gold, and dealing with different disasters that befall you on your journey. I was intrigued by this game from the start due to its clever dice drafting mechanism, as well as the way it really evokes the old Oregon Trail computer game.

Each round in Pioneer Days you'll roll some dice -- 1 more than the number of players in the game. On your turn, you'll choose one die and do one of three things with it: take income, take a townsfolk, or take an action. After each player has chosen a die, the remaining one indicates a disaster based on its color. That disaster track is advanced, and when it reaches the end, the disaster strikes, and each player must contend with the disaster as best they can!

I've put a lot of work into these games myself, and I know the designers have as well. If games from TMG, or these designers, or with me as a developer excite you, then keep your eyes peeled for Harvest and Pioneer Days -- coming soon to a FLGS near you!

Thursday, October 20, 2016

Essen interview with Würfel Reviews - role of the developer, among other things

One of the things I enjoyed most at Essen this year was an in-depth interview I did with Würfel Reviews about the role of the developer, as well as a bunch of other topics. It's about 45 minutes long, but I watched it and I am pretty sure I didn't sound too foolish! :)

Actually, I think it's pretty good, with a lot of good information in there. And I got to tell several good stories :) 



Let me know what you think in the comments below!

Monday, October 10, 2016

Essen 2016!

As I sit here, in a SUBWAY Cafe in Atlanta International airport, entering the 2nd hour of 6 hour layover waiting to board a plane to Dusseldorf, I am trying to remember whether this is the 4th or the 5th time I've been to Essen.

A quick perusal of my blog indicates that the first trip was in 2012 - Michael and I went on what I described as a 'scouting mission', and at the time I had envisioned potentially returning to the big show to man a booth, much like we do at GenCon.

If memory serves, we skipped 2013, but returned to Essen in 2014, this time with Mischa. We did not have our own booth, and in retrospect I am pretty happy with that decision. Instead we scheduled meetings with various european designers, publishers, and distributors about partnerships and the like.

In 2015, Michael decided he didn't need to be at Essen himself, and that he much preferred Tokyo. So while he has now attended Tokyo Game Market a few times (making great friends and partners, and picking up great titles such as Flip City, Yokohama, and Ars Alchimia, to name just a few), Mischa, Daniel, Andy, and took on Essen by ourselves. And a bit more organized this time. Daniel and Mischa filled their schedules with business meetings with partners (for both incoming and outgoing licenses), while Andy and I spent our time taking pitches from designers and checking out new releases for potential licensing.

This year will be pretty much the same I think. Andy and I will be taking pitches and checking out new releases (that reminds me, I'm supposed to be identifying potential titles to pick up!), while Daniel and Mischa again maintain existing foreign partnerships and forge new ones.

Unfortunately, I haven't had the bandwidth to really get excited about any new offerings... the only one I can think of offhand that I'd like to try, The Great Western Trail by Alexander Phister, is already picked up for US market by Stronghold Games. Lucky for me, W. Eric Martin puts together a terrific list of all the new releases each year, and Richard Ham (a celebrity in the game review space who has similar tastes to mine) maintains a list of his games of interest, and recently posted a 3 hour podcast discussing the games and expansions of interest to him. I've already listened to most of that podcast, but in a minute I'll be diving into both of those resources and looking for potential TMG pickups, as well as stuff I might like to check out for myself.

I'm curious to see how Essen goes this year, and whether I am going to think it's worth it for me to go, or if I'll do what Mike did and start opting out of the trip in future years. Last year we only signed 1 title from those pitches (though Guilds of London has been a successful title thus far), though it's refreshing to see designs from European designers - they seem different from the pitches we see at GenCon.

Side note: A further inspection of those blog posts have reminded me that I did not think to bring my Camelback this year. Drat. Fortunately I seem to recall water being more available last year than it had been in the past.

Monday, October 20, 2014

Essen 2014 - notes for next time

I'll probably write up a bigger blog post about my exerience at Essen this year at some point, but in the meantime, I wanted to jot a few things down that I will want to know this time next year!

* Best Western Ypsilon on Martinstraub (3 stops south of HBF) was a decent place to stay, but the room was kinda small (especially for 3 of us), and it was about a mile walk to the underground (though bus access was good).

* According to Patrick Nickell, Motel One was only 69 Euro per night. It's a really nice hotel, right by the underground station, like 1 stop north of Essen HBF (Messe is stops 4 and 5 or so south of HBF). I think he said breakfast was only a few euro there.

* There's a sweet Chinese place on the corner by Martinstraub station where I ate with Sebastian. 16ish euro for all you can eat Buffet AND Mongolian BBQ. And it was delicious. Also, they had Kangaroo, which tasted kinda like beef.

* TMG might have a booth next year, so that will be cool. Exhibitor badges get you free publc transit all week long. If we don't have a booth, the first thing we should do is talk to a friend (such as Patrick or Phil Eklund) to see if they have extra Exhibitor badges they're not using... That would have saved us quite a bit on admission to the fair as well as train fare.

* German McDonald's has awesome breakfast sandwiches, and German Dunkin Donuts is pretty tasty (though different than here). Both are in Essen HBF.

* The Delta flight was surprisingly comfortable, even flying coach. However, it was $1400. Patrick said he got his ticket for ~$800 (flying from San Francisco). Maybe that was due to booking early, I should check on that.

* It was mugh nicer having a German speaker with us. Last time we didn't, and everything was much easier to navigate this time.

* We got a cab from the hotel to the airport on Monday, rather than walk/bus/underground/train with our bags (including a box of games that we obtained). The hotel had a deal which was like 42 Euro (normally like 60 or something). We paid for a larger car (47 euro) just in case (we didn't know how large the cabs were, and we didn't want to risk anything -- I think that was a good choice), and just gave the guy a 50. Train tix would have been at least 40 euro I think. So cab was definitely the way to go, we should plan on tat next time. Maybe on the way in as well?

* Uwe (sp?) from Academy Games was on our flight, and hooked us up with some discount on train tix on the way in... he paid 32 euro for 4 of us (Tom Vasel paid 33 euro for just himself and Ryan Metzler at the kiosk). We should randomly get on his flight again next time :)

* Uwe also mentioned staying at some university, which he swears by. He said it was cheap, and had lightning fast internet, and good breakfast (though not included).

* We ate breakfast at a grocery every morning (some salami and cheese mostly). It was good, didn't cost much, but they're closed Sunday (go go gadget McD's Chicken Bacon, Egg, and Cheese McMuffin!)!

* Terminal E is the place to be in the Atlanta airport. Tons of tables, food court with lots of options (including McD's and Aarby's), and free WiFi.

* Essen Warm-up event requires signing up ahead of time, and apparently it sells out. ~25 euro for dinner and entry - basically all day if you want to stay there, and you can eat as much as you want (I didn't always like their options though).

* Regarding a booth, I THOUGHT sharing with someone like Stronghold would be awesome, but Ted Alspach says they charge you up the wazoo for sharing space, and he recommended getting our own space. I just don't want Michael to overdo it the first time out.

* Meetings: Unless we have exhibitor badges, maybe we shouldn't schedule meetings right at 10am. 10:30 or 11:00 would be better, so we can get into the hall in time.

* Meetings: When requesting that Mischa set up a meeting with someone, we should really give him an agenda so that he has some idea how much time would be needed, and can schedule appropriately.

* Mischa made a great schedule spreadsheet. Next time I'd like to see multiple columns or something on the same sheet, so that for example I can see a meeting for me as well as a meeting for Michael.

* Remember to change dollars for euros in the states, at a bank, before leaving. It costs a lot to exchange currency there. Also, do a lot at once, because there's a fee to make the transaction.

* I brought a camelback so I'd always have water, and that worked pretty well. Though obviously it would be nice not to have to carry it. And this time water seemed more available in general (though it's expensive!)

* Next year I should schedule time to meet with people like Matias (playtester) and Sebastian. Maybe also schedule time to check out new games (like Staufer Dynasty this year).

* T-Mobile apparently has data roaming included, so I had full access to the internet on my phone all week, which was AWESOME. Last time I was disconnected, and it was awful. This time I could text Mischa to find him, I could look up our games on BGG to show people in meetings, I could communicate with people who were looking for me, and I was able to stay in touch with the rest of the world as well (for example the Microcosm kickstarter project).

* Reiner Knizia took meetings in his hotel room, which was a neat idea. Much more quiet and peaceful (though less convenient).

Tuesday, October 14, 2014

I'm leavin' on a jet plane... (cue music)

In a minute I board my flight to Atlanta, where I'll meet up with Michael and Mischa from Team TMG for a connecting flight to Dusseldorf.

Yes, that long, silly city name means I'm headed to Europe :) Germany in fact... for Essen Spiel. I attended Essen with Michael 2 years ago, and it was really fun and interesting (despite coming home to a missing washer and dryer). I look forward to seeing the spectacle that is the Spiel again.

This time I won't be playing in the Euromasters Challenge, but I do have some meetings with designers set up to see their games. I don't feel too optimistic about some of them, but there's at least 1 that I suspect I'll ask them to submit if they want.

I also have a scheduled time to meet up with my friend Sebastian, who I kept missing last time. I met him online at BGDF.com about 10 years ago, and met him in person 8 years ago when I went to London. Now he's had several games published under his own name (Prosperity, Keyflower, and the new Black Fleet), and I believe Facebook told me he was about to be a father as well.

Someone hooked me up with a ticket to the sold out Essen Warm-Up event, so I'm looking forward to that. I'll have to figure out how to get there...

Well, time to board. See you on the other side (of the Atlantic)!

Sunday, October 14, 2012

Heading to Essen, and some "spring" cleaning

Tomorrow I leave for Essen.


I've been waiting several years to say that, and I'm really excited to go to Germany and see the spectacle that is the Essen Game Fair! I'm not sure I'm prepared for the enormity of the show, but that's OK - I count this first trip as a sort of scouting mission to see how Essen goes. I am not sure if or when it'll happen, but I suspect in the future TMG might have a booth there, and it'll be nice to know what to expect before having to do the show "for real."

I got a little lucky with this trip, as I didn't really expect to go and I didn't prepare in advance at all. When it looked possible, I posted online that I was thinking of going, and I got an email from someone offering me a place to stay. I'm pretty sure finding a hotel would have been problematic, so I was happy to get that offer! In exchange for putting me up for the week, my host has asked me to spend some time in his booth, signing copies of Eminent Domain... sounds like a win-win to me!

So if you are at Essen, swing by LocWorks booth (4-230) and say hello! I'll probably be helping demo Ground Floor, and if you buy a copy of Eminent Domain, I'll sign it for you :)

In addition to spending some time in the LocWorks booth, I look forward to seeing what the rest of the con has to offer. I'm not sure I plan to do much in the way of shopping - I know a lot of people rush to buy their most anticipated games, but frankly I'm not sure how I'd get them home, and the one's I'm interested in will be available in the US before too long (specifically T'zolkin: the Mayan Calendar, which will be released by Rio Grande Games before too long). I do have a short list of games I'm interested in checking out though. I hope to see a few of those at the show.

One game I might actually pick up is the new version of Hanabi. I love that game, and have not got a proper copy of it. I like the cards in the new version - the first version is unavailable, and the 2nd edition - even if available - has square cards that are a pain to use. From what I've seen this new version should be easier to read and use.

In other news... 

I've been doing a little bit of "spring cleaning" (only a couple months out of season). I cleaned out a shelf where I kept some of my unpublished prototypes. Some of those are prototypes of my own design, some are prototypes of other people's games. Like an archeologist uncovering an exciting find I came across a wealth of interesting things!

8/7 Central - I came across 2 different prototypes of this card game about running a TV network by my friend Mohan which I worked on with him for a summer several years ago. This game always seemed like a good idea to me, but it also always suffered from the same problem. I think that problem boils down to information overload - it's difficult and cumbersome to try and track each player's schedule of shows, even if you've only got one 1-hour time slot, 5 days a week. I do think the core concept worked, and I remember having fun playing the game though, and if I had infinite time I would definitely like to make this game work.

Moctezuma's Revenge - A game about collecting treasure and avoiding curses. I liked the idea of this one too, and I recall playing the prototype... not sure what stopped me moving forward with it. I think I'm not a big fan of push-your-luck mechanisms, and this game had quite a bit of that in it. This is another one I'd like to revisit sometime.

Blockade Runner - Originally designed for a card game design contest (never entered), then co-developed with another designer, this game was intended to be published by a publisher at one point but that fell through. Then later it was intended to be published by another publisher, and I sold my rights to it in order to facilitate that. I notice the game is not out, which means I believe the rights have reverted, but I'm not sure what good that does me. This quick game of bluffing and double think seems destined to live on the shelf :/

Nursing coop game - I came across a prototype I made of a game my friend Brian wanted to make. He's a nurse, and he had an idea for a cooperative game set in an ER. I thought it sounded cool and I liked the main mechanism he had in mind, so I went home and made a prototype. We played through it once or twice, but then kind of forgot about it.

Reading Railroad - Originally to be titled Conjunction Junction (and I submit that could be a good name for an expansion), Reading Railroad was an idea I had with an online BGDF friend Scott Slomiany. I maintain that it's a fabulous idea, combining a word game with a connection/railroad game. You gain money by spelling words with Scrabble-style letter tiles, and you spend that money to buy track to connect cities. Connecting cities allows you to collect a different type of letter tile (I would actually like them to be little tiny alphabet blocks, with 3 different letters on each). Your final score will be based on words you can spell using those Alphabet blocks. But this game is intended to be one that wordsmiths can play along with their vocabulary-challenged friends, so the end game scoring words are actually found on reference cards - so really you are just collecting specific sets of cubes. You see, a wordsmith could do well making larger words with their Income tiles, leading to more income for buying track, but a player who is not good at word games could still do well with strategic connections and set collection without needing to make big or complicated words.

I entered Reading Railroad into a game design contest once, and it didn't go over very well - even though I actually had people playing and enjoying it at game night. The judges thought it was some underhanded ruse to sell the game to 2 different demographics (word gamers and strategy gamers) - which in a way could be true, but really it was an attempt to make a game that players from both of those genres could enjoy together. I really want to get back to this one some day, as I think it has real potential.

Odysseus: Winds of Fate - A game about making bets on outcomes (of encounters as well as the entire game), then trying to make sure your bets pay off. I tried pretty hard to make this game work, and I was never really happy with it. I think it's got potential, and I'd like to revisit it again sometime.

All For One - One of the oldest designs I ever worked on that was worthy of being published. I'm actually not sure why this one never did get published! David Brain's original design, which I worked on with him for years, was very well received at conventions I brought it to, but never found a publisher. Now I feel like it might be a little old fashioned and in need of an overhaul. One day I'd really like to see this game in print!

Templar - I've been putting some thought into this, my most recent project. Based on what I thought Trajan's mechanism would be, Templar is about a year old at this point... and while I have a prototype made up, I've not tried a playtest yet!

I even found prototypes of published games, such as Gil Hova's Prolix, Alex Rockwell's Homesteaders, Jay Cormier and Sen-Foong Lim's Belfort, and my own Terra Prime! And amongst all that, I found prototypes of other people's games as well:

Smoothie King -When in London 7 years ago, I met Ian Vincent, and played his game based on Power Grid. It was about making Smoothies, and I liked it quite a lot. He sent a prototype home with me, and I frequently wonder why I don't play it again.

Roman Emperors - Another BGDF member Juan Carballal had a game I found very interesting in which players take turns running the Roman Empire. It's not a cooperative game, you want your stint as Emperor to be remembered as the greatest time in Roman history - but since players take turns controlling the Empire, the resources are largely shared. I think the game has a ton of potential, but I don't think the designer and I were seeing eye-to-eye on some of the specifics of how it should work. I'm also not sure what the designer did (if anything) with it since I saw it. I think it would be fun to one day take a stab at making "my version" of that game, and then send that to the designer and seeing what he thinks of it.

Admirals of the Spanish Main - Another game by Juan, we were trying to make a "dice building" game which did a better job than Quarriors, and he came up with a game about hunting pirates in the Spanish Main. It was a good start to what I was looking for, but it was too random, and my friend Andy Van Zandt and I worked on trying to mold it into what I was really looking for... in the end though, many playtesters said that if they're playing a pirate game, they want to BE the pirates, not hunt them, so we eventually gave up on it. I think the game had some good things going for it, but for whatever reason it just wasn't all the way there.

Equilibrium - Shea Parks had a game that I thought was really interesting called Equilibrium. It was like a response to the Deckbuilding craze... each player starts with the same deck, and over time you remove cards from it. Quit when you want, each card in your deck is worth -1vp, and cards played are worth positive vps (most of them based on which cards remain in your deck). I like this game, and think maybe it deserves another look...

Lost Adventure - More friends from BGDF, Jeff Warrender and Steve Sisk, made a deduction game with an Indiana Jones theme which I think is fantastic. The only real problem with it might be that the end game phase seems too different from the majority of the game. Also, originally it was "too Euro" and could use a lot more theme to immerse players in the Indiana Jones action. I fear the designers may be overdoing it with the changes they've been making along those lines, but I haven't really been keeping up with their blog about the game as much as I'd like.

It was fun running across and thinking about all these games. Makes me want to spend more time working on them!

Thursday, September 20, 2012

Super busy + not feeling well = unfortunate combination!

When I started this blog post on Monday I was feeling feverish - my fingers were numb and I was shivering despite it being almost 80 degrees in here. I spent about 4 hours feeling this way, but then made a more-or-less miraculous recovery! I'm so relieved I didn't get sick (or, that I got better right away)!

We're inside 2 weeks from RinCon! That's both very exciting, and very hectic. I feel like there's so much to do, and everything feels like it's behind schedule - but at the same time I feel like it will all get done, and the convention will be awesome! I'm learning a lot about what I'll want to do differently for next year - making plans for that already.

In addition to RinCon planning, I've been finalizing the rules for my Eminent Domain expansion: Escalation as the illustrations for tech cards roll in. I believe we're down to the last two! [EDIT: We've got them all now!] Then the whole shebang gets sent to the excellent Graphic Designer Gavan Brown who worked wonders with the base game. I haven't heard if the cover will be done by him again, or if we're going to get an illustration done this time.

On top of that, the final pages of the Kings of Air and Steam rulebook have been popping up like wildflowers, and approvals have been fast and furious. As usual Josh has really hit this one out of the park... again! Perhaps Kickstarters will get a peek at a rules spread in an upcoming update. The rest of the graphics look as good if not better than the rulebook - with my favorite being one of the player board images - but I'll keep that to myself for now - you can place your wagers when they become public as to which one is my favorite (hint: they're all fantastic, but there are 2 I like best, the "favorite" wins by a nose, so to speak).


In case you haven't heard, the big news is that Michael and I are headed to Essen next month! TMG will not have a booth, but you can find TMG titles Ground Floor, Belfort, Eminent Domain, and Martian Dice at booth 4-230 (LocWorks). I will be in the LocWorks booth signing copies of Eminent Domain for a couple of hours each day, so if you are at the show (especially if I have any European readers who I may not otherwise meet in person), please come on by and say hello! It would make my day to hear that my humble blog is being read on the far side of the world :) I'll try to post more information (such as, I don't know, some kind of schedule maybe?) as it comes to light.

In actual gaming news, I finally got a chance to play the copy of Trajan that I picked up at GenCon. I think I like the game, but I do find something about the Rondel mechanism to be overwrought... I think I might like it better for example if instead of 6 colors, the action tokens were monochrome, and instead of a particular combination of colors, the Trajan tiles simply had a number on them, and you scored them by landing in that action bin and having exactly that number of tokens. Trying to plan ahead which color you'll want where is largely impossible, and introduces my least favorite dynamic to the game - analysis paralysis due to simply not knowing which of 2 choices could possibly be better (and trying to find some reason to pick one over the other).

Playing Trajan mostly made me want to revisit my own game idea using a "Rond-cala" mechanism... For those just tuning in (and for those who read my blog all the time, since it's been a while since I talked about this), here's how my idea came about:

When I first read some teaser information about Trajan, I only heard that it used the Mancala mechanism to distribute markers around a Rondel. I thought that idea was brilliant, and made some assumptions on how that must work. My guess was that on your turn you would choose an action to do, resolve that action based on the number of action tokens in that space on the Rondel, then distribute those tokens around the Rondel a-la Mancala. This sounded fantastic, as each action would sort of grow in power until you take it, then it would revert back to zero, and you'd have to build it back up again or settle for it being weaker the next time you take it. I was really excited about this idea, and waited with baited breath for Trajan to come out... only to find that I'd guessed wrong! Trajan did not work the way I thought it might, instead that game has you choose a bin, distribute the tokens around the Rondel, and then perform the action associated with the last bin you land on.

Trajan's mechanism is also interesting, but as I mentioned above, I find it annoyingly difficult to plan ahead, and a small mistake seems to not just set you back, but force you to drop all of your plans and start again (because all the bins have the wrong number of tokens now, meaning all of your available actions are different than you may have expected). I think my guess would make for an entirely different mechanical experience, one well worth pursuing. Playing Trajan has encouraged me to start thinking about this again, and so I brought my 1/2 prototype (more like 80%) to Monday's Gamesmiths meeting where I described it to a few people and got some feedback from them. One of these days I'd like to actually play the game and see what needs fixing! My next blog post will likely be new and ongoing thoughts about that game (the title of which I'm now leaning towards Templar).

Saturday, September 08, 2012

Recent Developments

Gen Con was a lot of fun. We didn't have to spend a lot of time in the booth, so we got a lot more opportunity to meet people, play games, and review submissions. We played 3 or 4 prototypes, accepting 2 of them to take home with us.

I met a number of people at Gen Con, some of whom I'd met before, some of whom I see on Twitter, and some brand new faces.

While at the con I managed to play Hanabi for 12 hours straight. An epic session culminating in a very satisfying perfect score! It's fascinating to watch people play Hanabi together over time, and watch how they shift their thinking and behavior to be on the same page. We found that even with the same 4 players, our score would drop when we mixed up turn order.

Speaking of Hanabi, I spent last weekend at Strategicon in Los Angeles where the Guest of Honor was Antoine Bauza - designer of a number of popular games including Ghost Stories, the award winning 7 Wonders, and Hanabi. I played prototypes of Antoine's upcoming Tokaido, Sinbad, and the 7 Wonders expansion: Armada. I liked all three of those. I chatted with Antoine quite a bit over the weekend as well, even introduced him to Mountain Dew (he'd never heard of that particular soda) - though I don't know how he liked it. Antoine was nice enough to play one of my own prototypes as well: Exhibit. He had some interesting comments for me, which I will be taking into account.

At Strategicon I also ran several events or tournaments for Village, Belfort, and Eminent Domain. My friend Brian happened to win the sponsored Village tournament on Monday, so he got a copy of the game :) Other games I played at Strategicon include Seasons, which was the sleeper hit of Gen Con (and seemed very popular in L.A.as well), Off Your Rocker, and Dixit Jinx. Seasons and Dixit Jinx, along with Tokaido, were taught to me by Stefan Brunelle of Asmodee, who turned out to be a fun guy as well.

P.S. Stefan: I think you got a rule wrong in Seasons! That emergency action where you discard 2 resources to get 2 other ones - the rulebook says they don't have to match. Not a big deal, but thought you might like to know!

I had brought with me an advance copy of Noblemen, a co-production between Pegasus Spiel and TMG. I didn't really have time to play it, so I set the game up on a table and made a "Try Me" sign... I left it set up all weekend, and it got played at least 5 times, with at least 15 different people! I didn't talk to all of them, but I know for a fact that Brian Poe and Eric Elder liked the game :) I'm really excited for Noblemen to come out because I remember its development 4 years ago, before it won Hippodice. I even wrote some blog posts about it back then.

I've also been playing a homemade copy of Il Vecchio, by Hall games, which I believe TMG will be doing in English as well. It's by Rudiger Dorn, and I'm excited to have a big name designer such as Dorn in the TMG line. Yesterday we played Rialto, by Stefan Feld, which I believe TMG is going in on with Pegasus as well. That's another name I'm proud to see in the TMG lineup. At Gen Con I picked up Feld's Trajan, which I played at BGG.con last year, but sadly I have not had a chance to play it yet.

Finally, the big news is that I'm making arrangements to go to Essen this year! I've been interested in Essen for some time now, but it's so expensive (and so long) that I haven't really seriously looked into going. Well, this year I am taking the plunge! My plan is to scope it out so that hopefully next year TMG can have a booth there and I'll have an idea of what's going on. I'll post more details as I have them, but I have secured a place to stay, and now I just need to buy a plane ticket!