Showing posts with label Submission. Show all posts
Showing posts with label Submission. Show all posts

Friday, October 01, 2021

A development gig, and a list of games I'm pitching


It's been a while since I've posted anything in my game design blog, but I've actually been doing a little bit of design/development work...

Development Gig


I got a gig working on a secret project (ooh, secrets!) - an expansion for a well known, classic Eurogame that's coming on 20 years of age. That's a fun project so far, even if I'm not always seeing eye-to-eye with the rest of the team on different aspects of it. As part of that gig, though it wasn't requested, I started thinking about how a solo mode might work, and so I tried a couple of things. My first attempt was just OK, but then I got inspired by a comment from a friend on Twitter (thanks Ariel!), and now I think I have something even better! Still could use some tweaking, and I'm not sure if it's exactly the kind of thing a solo player would be looking for, but it seems to work in general.

Re-licensing my Games


With TMG in the state it's in (effectively out of commission), I've had a few people come sniffing around, looking to republish the Eminent Domain and Crusaders lines. I'm hopeful that whoever does so will include everything:
Eminent Domain [Base game]
Eminent Domain: Escalation [expansion]
Eminent Domain: Exotica [expansion]
Eminent Domain: Oblivion [expansion]
Eminent Domain: Promos [Bonus Planets, Elusive/Exclusive Victory, Cygnus Planet (from Joel Eddy), maybe even Mars]
Eminent Domain Origins [standalone prequel]
Eminent Domain: Microcosm [standalone microgame]
Eminent Domain: Chaos Theory [standalone dice game]

Crusaders: Thy Will Be Done [Base game]
Crusaders: Divine Influence [expansion]
Crusaders: Amber Knight [expansion]
Crusaders: Crimson Knight [expansion]

Art for almost all of that new content is done and ready to go, so it would be a shame not to print them. And if a company chooses not to print, for example, Chaos Theory, then I don't know what I'll be able to do with an EmDo dice game :/

Pitching to Publishers


I've been trying to find ways to pitch some of my unpublished games to publishers. This is strange for me, because despite 12 years in the industry, I never really had to do much pitching. TMG was an avenue to get my stuff published, and that was good enough for me. Isle of Trains came out from another publisher, but that was because it was a content entry. A new publisher did sign Isle of Trains, as well as All Aboard, so maybe the expansion will finally see the light of day (6 or 7 years later)!

I've taken a zillion pitches from designers wanting TMG to publish their games, but I've only ever pitched a few games, and that was years ago. One was even signed by a European publisher, but that ended up falling through for ridiculous reasons.

This year I've made a few pitches, all online via Tabletop Simulator. One publisher showed a lot of interest in Apotheosis, but in the end they passed on it. A couple other publishers passed on that one as well, but I've got one who's still testing it with their fans to see if it's one they'd want to pick up.

Another publisher passed on Exhibit, which was a bummer, as that's probably my best unpublished design at the moment -- and I even had a cheerleader in my corner for that one (thanks Richard!). But at least now I'm passed the gate with that publisher, and they're going to look at my other games now.

I've put together this list of games (with super-brief descriptions) that I've got ready to pitch, and I'm hopeful I can just show that to publishers and they can ask me for more info on the ones they're interested in:

All For One [with David Brain]:
Thematic Euro-style Shared Piece Movement, Pickup/Deliver game about the Three Musketeers.
3-5p, ~60 mins

Alter Ego:
Cooperative Deck Learning game about vigilante heroism.
("Deck Learning" is a form of deck building as used in Eminent Domain. Could maybe use a little development polish)
2-4p, ~60 mins

Apotheosis [with Rick Holzgrafe]:
Worker Placement game where your workers level up and get better over time. Generic Fantasy (D&D) theme, since adventures level up with experience in that genre.
2-4p, ~60 mins

Deities & Demigods [with Matthew Dunstan]:
Sort of like a Deck Learning/Role Selection game where the game chooses the roles, and there's a single, common deck. Greek mythology theme: bribe gods of Olympus, then have them do favors for you.
2-4p, ~60 mins

Dice Works:
Real Time Dice Drafting game. Theme is about making inventions (originally was going to call it "Eureka!"), but it's mostly pasted on.
(This one could use a little development polish)
2-4p, ~30 mins

Exhibit: Artifacts of the Ages:
"Bluff Auction" game that's like 6 simultaneous games of Liar's Dice. Theme is collecting sets of artifacts to display in your museum.
2-4p, ~60 mins

Harvest [with Trey Chambers]:
Compact Worker Placement game about farming. Originally set in the Gullsbottom universe by TMG. Draft turn order+bonus, placement spaces change round by round, wildly diverse player powers.
(Small footprint, play time, and price point, but as satisfying as a bigger game. Could easily expand to 6 players and wouldn't take much longer to play)
2-4p, 30~60 mins

Keeping Up with the Joneses:
Rondel game about showing up your neighbors in various parts of life while trying to keep up with the Joneses down the street, who seem to be so good at everything.
(The title is an idiom: https://en.wikipedia.org/wiki/Keeping_up_with_the_Joneses)
2-4p, ~60 mins

Riders of the Pony Express:
Low Bid Auction, Route Planning game about delivering parcels for the Pony Express.
3-5p, ~60 mins

Sails & Sorcery [with Michael Mindes]:
Deck Learning, Area Control game with a pirate theme (including monsters, like a kraken, a ghost ship, blackbeard's ghost, etc)
("Deck Learning" is a form of deck building as used in Eminent Domain.)
2-5p, ~60 mins

Suburban Sprawl [with Matthew Dunstan]:
57-card, Sim City style dexterity game where you toss cards into play.
(Lighter and quicker than the others)
2-4p, ~20 mins

Wizard's Tower [with John Heder]:
Little abstract-ish game of placing pieces on a grid and moving them to form (or attack) towers
(An older design, lighter and more abstract than the others)
2-4p, ~30 mins

Sunday, September 24, 2017

Recent testing: TMG submissions, Deities & Demigods, AlterEgo, and the revival of EmDice!

I haven't been posting too much lately - I managed 4 posts in August, but it's been almost a month of silence since!

Part of that is me being a bit busy, another part is me being lazy, and a third part is that much of what I've been doing on the game design front has been evaluating submissions I brought home from GenCon. I am usually very open and transparent in my blog, but until we officially sign a game, I don't feel it's right to talk about them in public.

That said, I brought home quite a few prototypes from GenCon, and I had a few previous submissions that I received updates for, and things like that. I've been pretty happy with all of them so far! Whether we sign them or not will have to do with manufacturing quotes (which I've requested), and I'd like to play them all with more different people to get a better idea of how well they'd be received.

Without giving anything away, here's some teaser information:

Submission from Speed Dating event:
I liked this dice drafting game game when we saw it at GenCon (obviously, since I brought it home with me). It reminded me a little of Pioneer Days, and I thought it could do with an old west re-theme anyway. There was one aspect that seemed more work than necessary, so I tried implementing it in a different way, and my playtesters all thought it played much more smoothly that way. If we do pick this one up, I am currently thinking of making it a "sequel" to Pioneer Days -- in PD you're heading out west, and this game deals with building up a town once you get there.

Submission from designer we know:
We've met with this particular designer a few times, and I've played a few of his submissions. Of those, we've only published one so far, but this new submission might just be the 2nd! The first time I played it with 2 of my testers, they both loved it and said I should publish it immediately. Then I played again with 5 players, and that went over well too (and I managed to win when I thought I would be nowhere close :) ). The theme on this one is awfully similar to one of the games we've already done, and it superficially resembles an existing, well known published game that just got a reprint. It's nothing like that game except in a superficial way, but it will likely draw the comparison. I'm not sure if I care though, and I can't really think of a great re-theme opportunity (the existing theme fits well). So if we pick it up, then we might just not worry about the comparisons.

Submission #1 from before where we'd asked for a change:
There's a game I have played a few iterations of so far. The core mechanism of the game is great, and works well, but the first time I played it the supporting stuff just wasn't there yet at all. I gave the designers some notes, and said that if they were to address the things I mentioned, I'd be happy to re-evaluate.

We met with them at Origins, and played an updated version of the game, but while they did start to address my concerns, they didn't address them as fully as I wanted to see, so I gave them some more notes, and suggested that if that was the direction they wanted to go, then I'd be happy to see what they had at GenCon. It's kind of convenient the timing of Origins and GenCon for this type of exchange :).

We met with them again at GenCon, and they're new version was MUCH closer to what I was looking for, so I took the prototype home with me to examine it further. I played a couple of times at GenCon, and another couple of times after I got home, and while the game is definitely a lot closer to what I had envisioned, and I do think we'll sign it eventually, I sent notes one last time. I expect to sign the game after taking the new version at BGGcon in November, assuming the designers latest changes work out as well as we all expect they will.

Submission #2 from before where we'd asked for a change:
We had a submission that is kind of a roll & write version of one of TMG's existing titles. The original version of the submission seemed too much to us like just the board game, but also with dice. It didn't take advantage of the roll & write format (namely: minimalism and portability).

I corresponded with the designer a bit as he updated the game, and at GenCon we played an updated version that seemed to be a much better use of that format, and still evoked the source game well. Andy brought the prototype home to Utah with him, but I got files from the designer and made my own copy, and after a handful of games (and some commentary from Andy), I made some tweaks to the record sheet, and I think it's probably in pretty good shape. We're waiting on some quote info before we decide whether to sign it or not.

Submission from before Origins and GenCon:
I have one submission that I had originally seen a GenCon several years ago, and was interested in, but another company had it for a while. More recently I heard that the designers got it back, and since I had been interested in it before, I had them submit the game to us. I liked the main mechanism, and I thought it could be fun to set the game in the Harbour universe and give players unique characters to use (like we did with Harbour and Harvest). Unfortunately, initial reaction from players wasn't as enthusiastic as I'd expected, but I'd still like to play some more before making any decisions on it. However, Essen is coming up, and I don't want to hold this game hostage so to speak, so I told the designers to go ahead and show the game around at Essen, and if they don't find another publisher interested, then I'd continue to evaluate the game.

Submission I've known about for a year, and finally got:
A couple of years ago at Essen, I was talking to a designer friend about Crusaders, and other mancala-rondel ideas. Some of that inspired an idea for him, and he emailed me asking if I minded his using that mechanism in a game (of course not, why would I mind?). Some time later (about a year ago) I learned that he had successfully created a game based on that mechanism, and I played a prototype of it and thought it worked pretty well. But they said they weren't done yet...

Finally, a few weeks ago, they sent me the files and I made a copy of the prototype! I have enjoyed it so far. It's very tight, and seems a little short with 2 players (though the right length, just seems so quick!). I look forward to trying it with a few more folks to test the reaction to the game.

That's about it for the TMG submissions. As I got through all of those with my playtesters, I haven't had a lot of time to work on my own games, but I DID get a few of them to the table recently:

Deities & Demigods:
A couple of weeks ago I decided to teach Deities & Demigods to my new group of regular playtesters, so that they could get acquainted with the game before trying to test player powers. I'll go into specifics of that in a separate blog post.

Alter Ego:
After bringing Alter Ego back to the table after 2 full years, I wanted to keep it in rotation, lest it find its way back to the shelf for another couple of years. So we played a 4 player game of it last Friday. I'll make a separate blog post with more details of the playtest.

EmDice:
Looking through my blog, it appears that it's been a full 4 years or more, I think, since I have played my Eminent Domain dice game (affectionately titled EmDice, though I could use a better before going to print).

FOUR YEARS!

I had considered the game "basically done," and figured it would eventually get the green light from TMG to go into production. I even got some manufacturing quotes, including one as recently as January of this year. Now that my big projects are finally done out of my hands (Pioneer Days and Harvest debuting at Essen, Crusaders and Oblivion in production), it's about time to prioritize what to work on, and revisit some of these older titles to see if they're up to par.

So for the first time in ages (it was not trivial to actually find the prototype!), I got EmDice to the table. I'll post separately about how that went, but one player surprised me by saying that he liked it better than the card game!

WHEW!

So that's what I've been up to lately. How about you?

Monday, August 31, 2015

Suburban Sprawl Submitted (Greater Than Games / Dice Hate Me Dexterity Challenge)!

Recently I posted about the Dexterity Challenge being put on by Greater Than Games / Dice Hate Me Games. In short, I had an idea for a dexterity based city building game where you toss buildings into play, and depending on what lands where, you score points... I imagined interactions such as "people don't want to live by factories, so there's a disincentive to put Industrial buildings near Residential buildings" and "Commercial buildings are better off near lots of Residentials, because then people will shop there."

Soon after that post went up, I was contacted by designer Matthew Dunstan (Relic Runners, Empire Engine, Elysium), who said the idea really struck a chord with him. He even asked if I wanted a co-designer on the project... "why not?" I thought - I like co-designing!

With Matthew on board, we iterated through 2 titles, 3 major revisions, and several versions of each revision. Each major revision was better than the last, and today as I sent in the submission email, I'm happy with where the game ended up. I'm not sure if it'll win the contest, but one of the initial design constraints I put myself under was to make the game fit Dice Hate Me's Rabbit line - the small box line of games in which Isle of Trains is a member. So Suburban Sprawl is merely 56 cards, and optional score sheets!

Here's a short description of the game:




Wish us luck!

Saturday, September 13, 2014

TMG Playtest Day! Kilauea lives, Mini Civ (not to be confused with MicroCiv), and Steam Works

Today I had a great playtesting day! Russell, Talia, and Dave came over for about 7 hours and we played 3 prototypes. Each playtest went well, and I got good commentary and thoughts on each game:

Kilauea


Kilauea is an old design of mine from 2006 that I haven't touched in years. It uses a Mancala mechanism, so I thought I'd revisit it now that Mancala games are popular. Apparently I'm a hipster designer, because I used the Mancala mechanism before it was cool :P


This game went OK in that it seemed like it was worth pursuing, but it was clear that I have some work to do on it. The players had some ideas that could make for a more varied experience (board that's not radially symmetric, spaces which act like satellite villages where you can get more tribesmen onto the board, etc), and I've made some notes on that. I will likely update the game/prototype and try again soon.


Small box civ game


Not to be confused with MicroCiv, the next game we played was a TMG submission that Andy and I found at one of the Designer Speed Dating events. It's a light civ game with a small footprint, maybe about the "size" of Harbour. The game is still rough, and still needs some work, but I think it's very promising!

Steam Works


Steam Works is an upcoming TMG worker placement game by Alex Churchill, a designer from London Cambridge. It's a steampunky game where your workers are Mechanics (and one Automaton). I realize "Steampunk" as a theme has been done, and it's even been done by TMG... but the thing about Steampunk is that it's just a setting. I mean, Fantasy has been done, but it's not like people are finished playing games in a fantasy setting! Steam Works actually feels like it should be Steampunk themed because you literally build the worker placement spots out of components, and supply them with Clockwork, Steam, or Electrick power.

I really enjoy this game. The core game is awesome, and while a couple of the component tiles need tweaks, it's mostly just the characters/player powers that need balancing at this point. We just got art quotes, and this one will be coming in 2015 for all you TMG big box game fans!

Sunday, August 21, 2011

The state of things... games in development and TMG submissions

I haven't been posting as often as I'd like in this blog. For one thing I would like to keep my readers interested with what's going on in my gaming life, and for another I like to chronicle my thoughts for my own use later!

So here's what's going on with some of the games I've been working on lately for TMG...

I posted about a week ago about my latest thoughts on the 1st expansion for Eminent Domain, and about 3 weeks before that about The Untouchables (a simple coop game I was experimenting with). I haven't done any more with either of those since their respective posts.

Kings of Air and Steam
I have been worried about some aspects of Kings of Air and Steam that have not come together quite like I'd like, and I'd had some unfortunate playtests at Protospiel and Gen Con. I've been discussing some things with the designer, and we've finally addressed the boards (something I'd been leaving for later) as well as some other items that weren't working out too well. I think we've made some huge steps in the right direction, and I'm feeling much better now about the state of this particular game.

Josh Cappel will be doing the art for this one, and I'm looking forward to it looking every bit as good as Belfort.

Scott designed some new boards, hexes rather than rectangles, which I liked very much. They are more modular, and more attractive, and they don't have as many dead corners. I think the hex boards are definitely an improvement, but it's possible the playing area was too large in general - this is based on some of the negative feedback we'd gotten. You see, the interaction in this game comes mostly from the threat or worry that another player might be going for the same thing as you. If the board is so big that much of the time the other players are not near enough to you to matter, then the interaction seems to go away. Scott just made new boards (updating things like the number of cities and factories) and has made each with fewer hexes. We'll see if this makes the overall game feel more crowded and hopefully more fun.

The new boards also have a nice, more confined number of factories and cities of each color, which I think will create a good number of cubes over the course of the game, and a good amount of demand for those cubes.

One thing I was not happy with at all was the Depot buying mechanism. I've tried several iterations, each of which had their good points and their bad points. Something that I came up with in an effort to justify depot pricing and also fix another problem in the game (some players have more than enough actions and end up passing) was this - make depots worth money at the end of the game! Therefore, while buying a depot eats up your working capital, it represents a profit in points in addition to something you need in order to deliver goods. Also, when confronted with an action when you have nothing better to do, now you could purchase a depot thereby scoring points. The escalating cost of depots ($4/$6/$8 for the 1st/2nd/3rd depot on a line). Another way to look at this, which is technically the same thing, but I think is somehow a little nicer, is to say that instead of your score being the total money that you have, score 1 point per depot, plus 1 point per $10 at the end of the game. I played with this rule yesterday and it seemed to go well. Thematically your score is based on the 'strength' or size of your network, as measured by your depots in place. Of course, money counts too.
Thinking about is a little more right now I'm wondering if it shouldn't be 2vp/depot + 1vp/$10...

At Gen Con I was listing my concerns to Andy Van Zandt, and he suggested that perhaps passing could entail collecting a couple of dollars - maybe $1/depot you've already built. In addition to this being something a player could do when they have no reasonable action to take, this turned out to be good because it allowed players who are a little bit short of cash to get enough money to make an upgrade or buy a depot without them having to make a delivery. I decided it might be simpler to decouple that from the number of depots made (especially if depots are worth points, you already have incentive to build them) and instead make it that you get $1/round... so in round 1 you collect only $1 when you pass, while in Round 5 you collect $5. I like the way that scales, and it's easily communicated on the Market board.

The new production rule didn't seem to go over well in the 1/2 game played at Gen Con, but has seemed great when played lately. The current rule is that each factory produces 1 cube, and in addition, each market tile generates 1 cube per factory of that color. I think the number of factories changed between Gen Con and recent playtests, so that explain the difference in how it has worked out.

Bank Job - a TMG submission from Phillip Dubarry
I love the sound of Kingdom of Soloman (coming soon from Minion Games), so I was interested in checking out this submission by Phillip Dubarry. I like the theme - it's like a Heist movie, where you assemble a crew and go rob a bank and stuff. Michael was excited about it and enjoyed it. I like the idea of the game, but I am finding I'm not fond of Simultaneous Action Selection, especially when resolved in some arbitrary turn order. I had wrestled with that for Kings of Air and Steam (where it's less of a big deal) and solved it by sorting the character powers and allowing those with weaker powers to have better priority when in a timing conflict.

In Ruins
I played Andy's post-apocalyptic card drafting game In ruins at Spielbany, at Protospiel, at my friend's game night, and again at Gen Con. I enjoy it, and I like the theme of the game, as well as the innovative drafting mechanism. It may be a title that TMG eventually picks up. One thing I worry about is how well it'd go over (sell) - novel card drafting isn't as hot a mechanism right now like Dice Drafting is (was? Is it still big?) or like Deck Building or "dice building" (Quarriors) is. Or is it? Is the popularity of 7 Wonders (and potentially 51st State) enough to imply that players are interested in games driven by a card draft? One other potential turn off is that the core mechanism, the reason the whole thing works, MIGHT just piss off players (any new, awesome card that comes up may be blocked by a player, therefore more often than not it may seem like you're drafting the dregs of what's out there). The last thing I think might be a problem (commercially) is that it's not a 'quick, simple game' like 7 Wonders. Which is not a knock on the game - the rules aren't actually very complicated at all, but the cards are, and the game has depth and is subtle. I worry that people may prefer a simpler game like 7W which is easier to grasp - which is a concern really on the general state of gamers (one I'm sure I've discussed before) more than it's a concern about any specific game. I mentioned to Andy that I might like to see another, different, simpler game using this draft mechanism which may be more likely to become a "hit" in the way something like 7 Wonders or Dominion has. I mean, one could probably take a copy of 7 Wonders and replace the booster draft mechanism with Andy's draft mechanism and see how that goes!

My Little Vineyard
I haven't thought much about or done much with this since Protospiel. The designer hasn't either - Scott told me he'd been dealing with personal stuff rather than game design. I still generally like the wine theme and the dice drafting mechanism, but I'm beginning to wonder if the general game buying public is over both of them. If not, then I think it would make a nice addition to the TMG line, so long as all the kinks get worked out!

Quarriors
I apologize for the negativity that is about to flow here...
I finally played Quarriors. Frankly, I cannot think of a bigger waste of time or effort. The game is simpler/less interesting than Dominion, and yet it's more fiddly/complicated to explain/play. It's like playing Dominion with a severely diluted deck - like whenever you buy a Village, you gain 3 Villages, 2 Copper, and a Silver. The fact that the only choice you really make - which die to add to your deck - only MAYBE means you get the effect of that die I find entirely regrettable, I feel like that defeats the entire purpose of the game.

The worst part about all this is that despite Quarriors being so little of an actual game, it will sell thousands of copies because it's the first game of it's kind - the next twist on deck building - and because it's got lots of dice and comes in a nice tin with nice art.

I do however like the idea of a deck building game where the cards in your deck have variability to them (like dice). But how do you make such a game that isn't disappointing like Quarriors? I think some of the same reasoning I put into Eminent Domain to set it apart from typical deck building games may apply here as well. However, I also think that any die added to your 'deck' really has to do it's job no matter what face is rolled on it. Maybe the effectiveness or intensity of that effect could be variable depending on the face rolled, or maybe a secondary/alternate effect could be based on the face rolled but the general/standard effect should be based on the die itself, and the fact that you have chosen to add it to your deck.

A BGDF member has been working on a 'dice building' game for quite some time, and I think it's closer to what I'd expected to see out of Quarriors. I haven't seen the latest version, but I think it would be cool to check it out. If it's everything I want it to be, then I think it could make a good addition to the TMG line.

Sunday, July 17, 2011

Protospiel 2011

In 8 years of game design I've always wanted to go to Protospiel - a convention for people to play each other's prototypes and comment on them. Three whole days of design talk. It sounds perfect, but the timing was bad - always about a week after my annual 11 day trip to Seattle (something I was unwilling to skip). This year however, with Tasty Minstrel things going strong, I figured it was a bigger deal to finally make my way to Protospiel, so I cut my Seattle trip short and finally got a chance to attend.

And it was great! I met a lot of good people, played a lot of games, gave a lot of comments, and even managed to get everything I brought to the table at some point (some of it more than once!) - I received good comments on each game as well.

Here's a rundown of what I played or saw at the con:

Thursday 7/7/11
Andy Van Zandt's goblins-bombing-buildings game
The basic idea was that players control goblins that are intent on blowing up buildings with bombs. They run around clamoring over each other trying to light a bomb adjacent to a building, then retreat far enough to survive the blast, but they want to be closest to the blast in order to claim credit for setting the bomb (even if they didn't). Mechanically, there's a nifty card drawing mechanism that essentially allows players to draw the good cards played by their opponents. I like the general idea of the game, but currently the mechanisms don't really come through the way I'd like to see them. For example, you currently get credit for setting the bomb whether you blow up or not, which means it doesn't matter if you survive, and in fact you are probably better off NOT surviving to ensure you get the points. In my mind it makes more sense for all the goblins in the area to be fleeing the blast, and if you look back and see someone behind you, you cannot refute their claim that they set the bomb... if the actual bomber dies in the explosion, then they also cannot refute any claim... so I think you should want to be closest to the blast without dieing. I think that works better mechanically as well.

Also, the action point system is currently a little cumbersome for the type of game it is, with 15 action points to spend and things costing anywhere from 1 to 8... I think the system should be a lot simpler than that for this type of game. I do like what the card drawing mechanism was going for (playing a card makes it available for later players) - and I gave Andy an idea for another way that could go.


Friday 7/8/11
I played a submission to Minion games called Wizard's Ring. It was kind of like a simplistic version of Small World. I was not impressed.

I got a game of Exhibit in - that's the Bluff Auction game I've posted about. It went over well - one suggestion was to change the Art bonus to be 1vp per tile in the set. The reason behind this was that it seemed disappointing to get a set of Art, because at 3vp bonus per tile you might prefer to break that set up and score just 1 tile at a time, the set would have to have 7 tiles in it to outscore several 1-tile sets. I tried that in a later game, but I think it just double rewards a big set! I think maybe a better reward is just 2vp instead of 3, so you only need 4 tiles to break even, and it is worth getting a 5 or 6 tile Art set. That way in the early game you have to choose between a 1 tile Art set that scores like a 2 tile set (for dice) and a 1 tile weapon/tool set for an ability. That sounds good to me.

Thursday night I was explaining to some people what I didn't like about trick taking games, and my ideas for a trick taking game I might enjoy. Francois said he had a game that sounded like exactly the kind of thing I was describing. I got a chance to try King Leech on Friday, and I was kinda disappointed - not in the game itself... it's a fine trick taking game, I just don't like trick taking games, and this was no exception. It did not really address any of the things I dislike. I also thought it was a bit fiddly (lots of exceptions and special cases it seemed).

I got Scott Slomiany's My Little Vineyard to the table 3 times over the weekend, I'll discuss it more later. I also got in a game of Dice Works with Nicholas Vitek and Kevin Nunn... Seems to be working fine. I still want to try the Martian Dice version, as soon as I get my hands on some Martian Dice :)

Exhibit hit the table, and I got some good comments on that one which might address one of the few things I am still unhappy with for that game - there's something not quite right about the feeling you get when you are outbid by 1. On one hand, that's kind of the mechanism - and if you make a bid, you have to know that you could be outbid and you should be OK with that. But it still feels crappy, and you can't really be all that accurate in knowing the true value of each auction (especially with the purples being wild). If you have a weapon, then an overbid by 1 makes the other guy's bid automatically worthless, which in some ways I feel is OK, but in other ways I don't like it either. The suggestion that addresses this is to award 2nd place a tile as well, if there's one in the discard pile for that auction.

We also discussed the possibility of putting a "recommended" number of players on the box, in addition to the full range of players. For example, Exhibit works for 2-5 players, but is probably best with 3-4 players. Some thought this was a good idea, so that first time players don't load up a game with the maximum number of players (as people are wont to do) if that's not the best number... others thought that it was a bad idea, because people would say "why even call it a 5 player game" or whatever. It was an interesting discussion, and in the end I think my opinion is to leave things like "best for X players" to BGG.

Next we played Andy's post-apocalyptic card drafting game called In Ruins, which I played at Spielbany in April. I think the game is pretty solid, but I'd like it to be a 1-hour game, not 90 minutes (and not 2.5 hours for advanced game, though maybe 90 mins for advanced game would be OK). I'd like to play this again and see how I like it on repeat plays.

Dice Works hit the table again real quick before a game of My Little Vineyard, where it came up that sacrificing a book as if it were a die of that number could be a good way to insulate against rolling extra dice to ensure a desirable result and then not getting a desirable result after all. I ended up trying this change in a later game and liking it, but I think the books, as good as they are (especially with this change) definitely need to cost a pair of dice (making them harder to get).

A suggestion I got for this game (via email, after the con) was that the main issue with the game at present is that while it's a neat idea to agonize over whether to roll extra dice to ensure your action is available, in reality the actual cost of doing so is too high compared to the benefit of die-starving your opponents, so once the pool drains, players tend to just roll 1 die and then use it. Andy's suggestion was to add a potential for failure - for example, instead of "any 1 die," something could cost "any 1 die with value 3+." This would mean there's a risk of rolling a 1 or 2 when rolling just 1 die, meaning you get nothing.

Another suggestion from that same email was to force a player to 'call their shot' - to choose which action they want to go for BEFORE rolling their dice into the pool. This way they couldn't fall back on a simpler-cost backup plan. I'm not sure if I like this idea or not, but it might help fix the 'problem,' it might help encourage people to want to roll more dice than the minimum.

Another idea that has crossed my mind is this: why does each player have their own 10 dice to roll? Why isn't there just 1 big pool, and on your turn you roll dice from the pool? Each round could start with 4 or 5 dice rolled into the pool, and each player could then be simply forced to roll a minimum of 2 dice or something (rather than the current 4 dice on the first turn of a round, 1 die thereafter). There is something interesting about budgeting your own dice, but I'm not sure it's really all that different from not doing so.

Saturday 7/9/11
I played a card game by TMG fan Alan Gearding. It was really not my type of game, and it was evidently based on some silly role playing world or something. I didn't feel like I had a lot of choices - the main mechanism was something like Rummy... you draw a card every turn until you think you have a 'good enough' hand, then you attempt to "go out" - other players can (in fact, must) "sabotage" you by playing a card to potentially damage your hand's strength... you have to play a sabotage card even if you'd prefer not to, which didn't sit well with me.

There was a game being played that looked like just my type of game, and I discussed some aspects with the designer without having played... later I was able to play the game (called Industrialist), having benefited from the prior day's playtest and discussion. The discussion mainly focused on the turn order mechanism, which at first was borrowing from Brass' where the player who spends the least money goes first, etc. I love that mechanism in Brass, but in this game, which is a worker placement game where the money you spend does not really correlate to the actions you take or your performance in the game, I don't think it was appropriate. When I played the game that was replaced with a simpler method to determine turn order, but one which was still lacking because it essentially still depended on money spent to buy Businesses/Factories, which all cost about the same anyway. There was a worker placement space which allows you to take over 1st player, but that was only for buying businesses, and then turn order was reset - so taking that worker space almost never actually meant you get to go first. After our test, he updated the turn order again to remove any link to money spent, which I think is the right move.

Industrialist featured a mechanism in which players could place their workers on Factories to get goods (1 worker per Factory), or Businesses to sell them - but more than 1 worker could go on a business, and the number of times you can sell that Business' combination of resources in a turn is equal tot he total number of workers on the Business. So by going there together, 2 players could each do 2 sales. At first glance I thought that would be totally new and different, but after playing I wasn't all that impressed. It's a solid mechanism, and it works well enough, but it didn't grab my attention during play like I thought it would. It did it's job, so maybe I'm being too harsh on that mechanism here.

Maybe I just didn't like that it introduced negotiation into the game - people saying "don't go there this turn, wait until next turn and I'll go there too, and we'll sell more stuff" - and I just don't enjoy that kind of negotiation in games.

Fianlly we talked about the VP balance (vp/cube), which looked like it was a little out of whack on some cards, and we talked about changing up the factories / businesses a bit. I think the game was pretty solid, and I'd actually like to play it again sometime - but I think there are a few more adjustments that need to be made overall before I'd call it "done."

Ken (who I met at Spielbany) and his friend Quintin had a very cute kid's game called Dragon in D(u)ress. I thought it seemed like fun, but don't know if kids would like it or not, seeing as I'm not one, nor do I really ever talk to them about this sort of thing! We
talked about card balance, my opinion is that they should be fair, and that it doesn't matter if people notice that. When they are unfair, people feel screwed when they see someone else get something better than they get. With a more fair distribution of cards I thought the game was really cool, for a kid's game.

I then taught Eminent Domain (learning game) to Ken, Quintin, and 2 others. Someone asked why we were playing that game at protospiel, and I replied that #1, Ken and Quintin specifically asked for a demo, and #2, I wanted to test the Exotic expansion I'm working on, but I had to teach the game first!

After a dinner break, Ken, Quintin and I DID play 2 games with the expansion as well, and I got some comments out of them, such as maybe the translators work both ways (making the cards with Exotic translators more versatile). And Quintn would have liked more ways to use the Resources, like sacrificing them to do something. Maybe in a future expansion... I don't think that would fit into this one.

I played a game called Dice Workshop, by a BGDF member. Not a bad dice combo game, but I didn't feel like there was any real "hook." To me it felt similar to "To Court The King," another game I don't feel the itch to play. I might like it better if it had a stronger theme... the mechanics seemed solid enough. The card balance was way off, because of what I assume was faulty assumptions in the math done to balance them. he next day the designer came back with a re-balanced deck with better assumptions and I thought it was much improved balance-wise.

Another game of My Little Vineyard, this time trying some different rules:
* any 2 dice to produce wine (instead of any 1)
* sacrifice a book like a die of that value

After playing I thought I'd like to go back to producing with any 1 die, but make books cost a pair. I liked the Sacrificing a book thing, as discussed before, but I can't think of a good thematic reason for it. Gil noted that not being able to ship only 1 barrel from your cellar with a pair is annoying - that should be "up to 2" or something. Another idea for shipping barrels is to number the categories, and you pay any 1 die to ship a barrel of that category from your cellar (discount: 1-6, table: 2-6, cultured: 3-6, gold medal: 4-6, Premier: 5-6).

Note: I played with this rule last night, and the entire final round both my opponent and I simply spent 1 die at a time to ship all of the wine in our cellars. It was boring. I don't know if that was this mechanism's fault or not.

A suggestion came up that Barrels should ferment at different rates - maybe ferment 2/3/4 units at a time depending on barrel (Kentucky/Alliere/Limousine). The reason for this is to balance the power of the different barrels - currently for the same cost you get either 1 Limousine barrel or Alliere barrels, and a Limo barrel is NOT worth 2x an Alliere barrel! I like this idea, and think I will start working that in. I'd still like to try basing the market on the grapevine type (Merlot, Moscato...) rather than the wine category (Discount, Table...). I think that would be much more interesting.

I still also think fertilizer should be cheaper, maybe 3/2/2/1/1 tiles for any 2/any 2/pair/pair/triplet? Note: I tried this last night, it seemed OK, but I'm not sure there should be anything that costs "any 2 dice" - as I think that exacerbates "the problem"
The Fertilizer values could basically be 1/2/3/4/5, plus a little bit extra on the higher level wine (so like in Chardonnay, Fruit Compost is 1 point, maybe in Pinot it is worth 2... Mushrooms are 4/5/8 vp in Chardonnay/Moscata/Riesling. Etc)

And finally, I still think the VP per barrel should come from the category, not the actual value
that defines which category it is. Thus, adding Volcanic Ash does not simply add 2 points, rather it helps you get your barrel 2 steps closer to the next category for a VP bump. I also think that Fermenting should be a major way to get that bump.

Sunday 7/10/11
Francois described to me his game called Code of the West. The game was (coincidentally) thematically similar to another prototype I'd seen before called Spaghetti Western, but I think this game might be better. It was a worker placement game with simultaneous worker placement, and a sort of combat system for when there's a conflict. At each location you can choose to Protect it or Rob it - be a good guy or a bad guy (Spaghetti Western had the same type of thing).

The cards had poker symbols on them (like 4 of hearts, or Queen of Clubs) - I suggested he use that instead of the more complicated combat system he had... when there's a conflict, all players involved play their cards (which was already the case), and then the single highest poker hand is the winner of the conflict. This system actually fit right in and worked well with several other mechanisms already in the game, and it really sounded fun and interesting to me. It worked pretty much like this:

Each card has 1 or maybe 2 poker cards on it. Your personal character card has a Joker (wild). Cowboys have an A, K, Q, J, or 10 on them. During combat you play a hand of cards - 1 cowboy (could be your character), and at most: 1 gun, 1 hat, 1 horse(?), 1 boots, 1 buckle... a shotgun has maybe 2 cards on it (low pair or suited cards) compared to pistol which has 1 low card or rifle which has 1 middling card. Make best 5 card poker hand and compare, best hand wins. Each location has a Protect and a Rob action, and each is guarded by an NPC guard. Guard's hand is represented by the 5 cowboys in the display (another space allows you to draw from them which would replace some/all of them), so you know how strong the guard is when you choose to Rob or Protect. Fights only occur if there are players/NPCs on both sides, otherwise...
... Protectors get Protect action which maybe lets you draw cards into your hand for immediate use.
... Robbers get Rob action which is probably a little bit better - but requiring you to gain cards into your discard pile to use later (as opposed to immediately)
... Upon losing a fight, the Cowboy used goes to jail, other played cards are discarded to a personal discard pile.
... Upon winning a fight, you get the appropriate action, AND, as Protector, you score points based on opponents WANTED value (which is based on their score)
... Other than that, you score points by getting money onto stage or train and protecting it, or maybe robbing the stage or train I guess. Also there are animal cards which you can score with, so there's a sort of Rancher strategy (Horse that you can use to fight might count as an animal for Ranch strat - pairs of like animals in your deck at game end could be worth vp, but they choke up your deck during the game (no poker cards on them, except horses, which are lower vp value than cows and sheep)
... Various cards like equipment for combat and animals appear at General Store for purchase/stealing

I'm not sure simultaneous worker placement is the way to go. Maybe just worker placement rounds.

Francois had another game, one I played a few years ago at Gamestorm in Portland, called Catch of the Day. I's a sort of structured storytelling game where players program their movement in secret, then iteratively reveal which location they'rey visited at each hour of the day, attempting to claim scoring tokens for various types of things (fish, birds, bugs, beasts) - or thwarting other players' attempts to collect by either having been there first, or spying on them at the same time they claimed to collect the prize. "At 11am I was at the bridge,and I caught a fish the size of my arm!" "No way, I was by the old oak tree at 11, and I saw you at the bridge! You weren't fishing, you were taking a nap!" Stuff like that. When you interrupt the story like that, you take over control of the turn, and you go on from location to location (in order) until you are interrupted or until you get to a part of the story you've already told.

The game seemed to me to have more interruption than I remembered from last time. I think it would flow better with less interruption, like the "me too" type of interruption gets you a score, but not takes over the story... I think that would lead to more continuity of story.

What if being the on-turn guy was better than "following" such that you might not "me too" because you want to play that tile later for the "leader" benefit on your own turn..? Maybe you would do that anyway to spy on someone (if the score were poor for example). I'm not sure.

Gil Hova had a game a while back called Wag the Wolf, but he didn't like the way it was turning out, so he took the very clever, brutal auction mechanism from that game and is using it in another game called Prime Time. Having worked on a game about TV networks (my friend Mohan's 8/7 Central), I know how hard it is to make that theme work without being too tedious. I am happy to report that Gil has done a good job abstracting the theme so that it's not tedious. On the down side, it also doesn't feel as much like running a TV network, but it seemed to me like an appropriate level of abstraction. I thought the game was pretty good, but we all thought it needed some work. The auction was too brutal, the winner reaped reward on top of reward while the losers had to pay for the privilege of getting nothing. We thought the reward for winner of auction needed to be toned down, and that bailing from the auction should EARN you money, not COST you money. We also thought Stars sghould be a little more avaiulable, since you need them for getting better shows - though I wouldn't want them to be TOO prevalent. I would like to see a couple of them for sale as turn action, maybe stars not obtained by auction are available as an action? Though, that sort of negates the Underbid mechanism, so maybe not. Or maybe all bids and underbids get a director, and winner gets a free star as well? I may be reconsidering this comment (or, auction prices might be too high). I really liked the upgradable tracks for Income, Stars, and Viewer conversion (ability to change money into VP). We all thought the Star track could be a bit stronger.

I played a game that was made for one of the BGDF Game Design Showdowns called Nightshade VS Milkweed by Chip Beauvais. It was exactly the type of game I'd expect to see in a GAMES! magazine, and hopefully Chip will find a way to submit it to them.

I also played Chip's Protospiel contest entry, Mission Control - it didn't win the contest, but it made the final round of 4 games, and I hear it was a very close finish between Mission Control and the winner. Mission Control had a little bit of deck building, and what was referred to as 'map building' - turn by turn you create a little map of cards, and you move your pawn from card to card. For an almost-winner of a contest, I fond it kind of disappointing. You build a map, but you don't really traverse it, and you start over each time you get to the end of the path.

I played a sort of connection game called Lemuria by Dave Ross. I thought it was a pretty cool game, though it lacked a real hook to make me want to play it again. However in talking about it afterward I think I liked it more and more. We discussed some little things to make the game better: allow trading (since you can approximate it anyway), remove the yellow cards (their direct interaction is a little out of place in that type of game, and they ONLY hurt an opponent, never help you), maybe add vp to cards, so trading could be more of a strategic path.

I was happy to have gotten as many games to the table as I had over the weekend, but I still had one more I wanted to playtest - upcoming TMG release Kings of Air and Steam
. Luckily I was able to get that to the table Sunday night. A lot of good comments were generated from that playtest, even if in the end I'm not sure if the comments about multicolored factories will make the cut. I have always known that the boards need to be examined, and some of the comments gave me an idea about what to look for.

Since that test I have discussed some things with the designer and updated the prototype to go back to 6 rounds, and I think we've corrected something I wasn't entirely happy with - Depots. For the next test I'm going to try depots costing $4, $6, or $8 depending on whether it's the 1st, 2nd, or 3rd+ depot on a link, and at the end of the game Depots will be worth 10 points. The fee to use the depot will also go down to $1/cube to make the balance work, but I think the value of cubes on the market board will start at $4 (not $6) and go up from there.

In order to fix some other things and normalize supply and demand, we're going to try upping the demand of cities on the board to 5-dots, while new Demand tiles will average 3 dots each - and there will be 4 of them per color no matter how many players are in the game, meaning the prices for each color will only range up to $12.

I think that with Depots being worth points, those couple of passed actions at the end of the game will turn into useful things to do, and I liked how the 6 round game felt.

LATE Sunday night I played another of Andy's games called Broker. It was intended to be a trading game that works with only 2 players - because most trading games break down with 2. In Broker there are trade cards with 2 sets of resources pictured. You can initiate a trade by taking 1 card and putting up one of the sets of resources on it. An opponent can 'trade' you the other set of resources for that set, and if they don't then on a future turn you can choose to release that trade offer and score points. I thought it was a really cool game, though a bit thinky, and it suffers from the same sort of dynamic as Kill Doctor Lucky does - when someone threatens to win, the player before them is sort of expected to stop them, so everyone can be on the verge of winning, with their right hand neighbor stopping them until someone cannot stop the win. Also, consider a 3 player game where 1 player threatens to win, the next player also threatens to win, and the 3rd player cannot stop them both - a complete kingmaker condition.

Monday 7/11/11
On the way to the airport on Monday, Andy and I stopped for lunch and discussed some aspects of cooperative games. In the process I think we stumbled onto a coop game design that I formalized on the plane and have since made a prototype. I don't really think this game will be "the best coop game ever," it's more like an experiment in the genre. Hopefully I'll get a chance to test it out soon!

Saturday, October 02, 2010

More, bigger games to playtest!

Last week I had a Tasty Minstrel Submission Testing night, and I tested a number of smallish card games. Fortunately I did get a chance to play Winds of Fate again that night (even though it actually isn't a "Tasty Minstrel Submission" at this point).

After that WoF test I gave it some thought, and tonight I updated my prototype and got Winds of Fate ready to try again. I updated the Encounter tiles, Reward tiles, and rules, and filed away all the old stuff that's no longer being used. By the way, as long as I'm linking, here is the board as well.

In addition to Winds of Fate, I received a game from Michael Keller called Titans of Industry to try out. I have read the rules already and it certainly has potential to be a game I really enjoy. It remains to be seen whether the game really shines, but I look forward to trying it. If nothing else I really like the name :)

And as if 2 board games wasn't enough, I finally got around to printing out and putting together a copy of a game called Roman Emperors by a BGDF member.
I'm looking forward to the next chance I get to test these games - and I hope I didn't wear out all my playtesters last week! RinCon is coming up, and there will be a lot of prototype testing there, so that's good.

Monday, September 27, 2010

Tasty Minstrel Submission testing

On Friday I had a playtest night, specifically for Tasty Minstrel submissions. I got a surprising number of takers on my invite, and all it cost me was a couple of pizzas and some ice cream sandwiches! I actually had more testers than I knew what to do with.

We played 3 different card games, another card game which plays more like a tile laying board game, and in the end one of my own board games... and afterwords one of the testers (who is a member of the Board Game Designers Forum) stuck around and I tried his deck building prototype as well.

I think it's probably unprofessional of me to talk specifically about the submissions, so I'll keep this report in very general terms (except where it comes to my own game, then I'll say whatever I damn well please!)

Card Game #1: This game reminded me of Portal. I actually thought it was a bit better than Portal, as the cards were more interesting. But I'm of the school that if you're going to play a game like Magic: the Gathering, then you should just play Magic: the Gathering.

Card Game #2: A guy who used to come to my SedjCoProto playtest sessions dropped off 2 card games that we'd played back then, and had been updated per some of our comments and suggestions. We played one - 5 player - and I'd planned on playing the other right after. However, the first one dragged a lot and my players were not interested in playing another similar game, so I had to skip the 2nd game by that designer. Unfortunately the game did drag, suffered from a lot of unclear card interactions, and seemed to have a lot of down time. It did not go over well with the testers, though the theme was pretty good.

Card Game #3: This was a game I'd played before, though it had been updated by the designer. Some of the initial complaints were mostly to do with lack of interaction, so I was curious what the designer had done to remedy that. Of the lot, this is the only game I thought I'd really consider moving forward with, though it still left something to be desired. I think some of the changes were improvements though. I am interested in examining this one further. The basic idea of the game is very novel, and kind of a twist to the Deck Building craze that's sweeping the hobby.

Card/Tile Laying Game: This was a submission from James Ernest, who's trying to find homes for some of his better Cheapass Games. This particular game had a nifty, fairly unique main mechanism for tile placement, which was refreshing, but also had some very swingy random events which players didn't feel too excited about. Reading through the comments on BGG for this game I saw a lot of very positive ones, but most of the positive comments were qualified with the fact that the game was only $5. I don't think the reaction would be as positive toward this game (as-is) if it cost $20 or more, even with nicer components, and that's what we would want to do if adapting a Cheapass game - make a nicer, full version of the game. I don't think we'd want to do this game as-is, and I'm unsure if anything jumps out at me as a good way to adapt or amplify/improve the game to make it something we'd be interested in doing. I kinda think that's too bad, as this is the second time I've had a submission from a big name designer that I've had to turn down. If only James would have submitted Lords of Vegas to us - I haven't played it yet, but I feel like I would have jumped on that right away! :)

Winds of Fate: As I mentioned, we played a 5 player game of Winds of Fate. Actually, I just watched while 5 players played. I didn't mention that it was my own design, and 1 player said "I like the theme, I'm curious what hey did with it" - I liked that they didn't know it was my design, but then my friend John, who did know, blurted out that it was mine :/ Ah well.

This was not only the first play of Winds of Fate with the new Betting Board, but may be the first time WoF has ever been played with 5 players! One thing to note is that with 5 players I ran out of Adventure cards constantly. I had to cannibalize another 2 decks of playing cards in order to just play the game. I also saw more hoarding of cards than I'd like, and an attempt to make an infinite loop based on the geography of the game board. It turns out the rules handle the infinite loop just fine, but if it were to happen (on turn 4 or 5) then feel like that might be a disappointing game. I don't know if I need to worry about redesigning the game based on that, or if it won't come up often enough to matter. I'll have to watch and see.

My biggest concern for WoF might be that the process for resolving the adventure each round seems too fiddly. A bigger complaint however is that there is still an element that 2 players going for the same end condition can overpower a player going for a different game end condition. I think the Betting Board and non-secret Destiny bets has helped this a bit, but now there's more of a feeling of being rewarded for doing the same thing as everybody else, and that's no good! One thought is that if the netting board does what it's supposed to, then maybe a secret goal type of thing could be re-introduced such that players have different incentives again, but that can't really be made fair if there are 3 game end conditions and more than 3 players.

Anyone have any thoughts on this issue?

BGDF Game Design Showdown entry: One of the playtesters, Simon, brought with him his prototype which was originally an entry in the BGDF Game Design Showdown a few months ago. It's a deck building game where you have 2 decks, an action deck (whose cards you use to do stuff, and which refill to 5 each turn) and a Spell deck (more powerful cards that don't refill on their own).

The 2 decks was an interesting spin on Deck Building, and I think Simon has a pretty good start to a game. Hopefully he'll work on it some more.

Saturday, March 27, 2010

GAMA Trade Show

I just got back from GAMA trade show in Las Vegas. I had a fun trip overall with Mike and our friend Tyler. Our mission was to get as many retailers as possible to sign up for Tasty Minstrel's Retailer Mailing List. We got a lot of contact info and handed out a lot of plush dragons. I also got to say hello to some people and do some networking. I looked at some games from some designers, and I believe James Earnest will be sending me one of his games to see if Tasty Minstrel wants to publish it. James no longer publishes his own games, he just takes the ones he thinks are really good and shops them around to publishers. I think it would be good to get a couple good games from some well known designers into Tasty Minstrel's line, so I look forward to seeing what James sends me.

On that note, I got a submission from Bruno Faidutti the other day. I had just enough time to print and cut a copy of it before jumping in a car to Vegas - I'd hoped to get a chance to play it there. Unfortunately that didn't happen, but I hope to give it a try on Monday.

The only games I played at the show were...
Eminent Domain: I played a couple games of ED with a few people, and it went over pretty well.

Terra Prime: I didn't play Terra Prime, but I gave a lot of retailers the quick description of it.

Homesteaders: I demo'ed Homesteaders 2 or 3 times during the PSI sponsored Game Night.

Ascension: Rob Dougherty, a name I recognize from the old Magic: The gathering days, was demoing a deck building game called Ascension. I played 3 games of it (and won all three, yay!) and was interested because I'm also working on a deck building game. I feel that Eminent Domain is a different scope from Ascension, just as it's also not really in the same category as Thunderstone or Dominion as a straight deck building game. The whole idea was to use deck building as a mechanism in a larger game.

At the show I also got my hands on a couple new games that I'd like to try out:
Space Junkyard by Mayday Games didn't look that great at first, but reading the rules it sounds pretty interesting. I also picked up a copy of Merchants, by Catalyst Games - a Reiner Knizia game that looked interesting.

I'm looking forward to playing some of these games!

Monday, September 14, 2009

Rejection

In a comment on a prior post someone made a good point. The post was about responding to submissions... of all the submissions that will be coming in to Tasty Minstrel Games, only a small number of them will be chosen to be published. An anonymous commenter made the following comment:

It can be helpful to both parties to include at least a phrase or two describing the reasons for rejection. For example, "For now, our thematic focus is on historical games." Criticism is trickier, but it's the mark of a company that's worth building a relationship with.

I agree - when I have submitted games in the past, I very much appreciated responses from the publishers that they had been received, and when rejected I wanted to know why. Looking at it from the other end has me wondering though... in some cases the reason is simply "we don't like the sound of it" or "it doesn't look very good to us." So I have a question for would be submitters:

If the reason for rejection is simply "we don't like it" - would you prefer to hear that directly, or would you prefer a more sugar coated "we're not interested at this time" type of response?

Please comment on this post with your thoughts on this matter.

Friday, June 13, 2008

Holy progress, Batman!

Last December I wrote some new years resolutions, and one of them was:

Game Publication/Submission
I'm trying to get a game published. I have 3 that are at the point where they need to be shown to publishers, and I've finally started that process. I'm learning about it as I go, so it's taking a long time because I'm not sure what I'm doing. In order to stay on track, I resolve to submit Wizard's Tower, All For One, and Terra Prime to as many publishers as possible/necessary in an attempt to get one/some/all of them published. I further resolve to enter a game in at least 2 game design contests: KublaCon in May and Hippodice in November.


To that end, I did enter a game (Reading Railroad) in the KublaCon design contest - though it didn't do very well. In addition, I handed All For One off to Zev Shlasinger of Z-Man games last November - but he has been so busy he's not had a chance to look at it.

Terra Prime is currently being reviewed by a potential publisher, and when I go to Seattle in 2 weeks I'll be meeting with them and probably playing a few games of TP with them.

Wizard's Tower really impressed the judges at the KublaCon design contest last year, and I gave a copy to Julie Haehn (who runs the contest). This year at the convention she informed me that a new publisher is cropping up in the Seattle area, and asked if she could show them Wizard's Tower. I sent her the latest and greatest rulebook and player aids for that purpose, and I guess she's given the game to them.

And finally, last March at Gamestorm Jay Tummelson asked for a copy of Homesteaders to take to the Gathering and try out. I have not heard peep from him, not even in reply to my emails checking in (which I've kept to one every 5 weeks or so), but I do know that the game was played a couple of times at the Gathering and I've talked to a couple of the people who played it.

So I guess that means I'm making progress, even if it's slow going.

Then today I got an interesting geekmail on BGG from a Dutch publisher - they said "I saw your proto of "Terra Prime" on the BGG, which looked to me. I was wondering if you are interested in sending/email us some proto games so we can take a look at them. We are busy with our 2009 program and are searching for new great games."

That sounds like really good news to me, so I'm composing a reply. I'm not entirely sure what to say, so far I've thanked them for contacting me, I've asked what kinds of games they're interested in, and I've given a short list of games with short descriptions including A41, TP, WT, Homesteaders, Reading Railroad, and Ariel's Tennis card game Love Means Nothing. I've mentioned that TP and Homesteaders are currently under review by publishers - perhaps I should not mention them at all...

I realize that Homesteaders and Love Means Nothing are not technically my games, but I feel that they are great games, I'd like to see them published, and I've been helpful in the development of both... to the point where the designer of each has said that if I help get the game published, I could have my name on the box in addition to theirs.

Maybe this is"no big deal" - but for me it seems pretty exciting. The publisher that contacted me seems like a quality operation, so I think they'd do a good job... I hope they like the sound of All For One, as that's my oldest project (that's any good) and was always sort of my flagship design (though perhaps Terra Prime has replaced that by now).

Wednesday, April 02, 2008

GameStorm weekend

Last Wednesday I flew to Portland to visit my friend Jeremy from college and to attend GameStorm. GameStorm is a convention with lots of stuff going on, but I was only interested in 2 things, board games, and Protospiel West. In fact, I didn't do much except the Protospiel stuff for most of the weekend. Protospiel is a convention for playtesting prototypes by other designers and giving feedback. Protospiel West is being put together by Travis Ball and Mike Nickoloff from Los Angeles. Mike has a company called Sorvent which is intended to help designers get their games to market. Here's how it went:

First, I spent Thursday with Jeremy and Amelia in their apartment in Salem. We played 2 games of Pandemic, which I'd gotten them as a gift for putting me up all weekend, and Jeremy and I played some Rock Band, Culdcept Saga on the Xbox, and even drafted a couple packs of Magic. We also played a game of his design called Arena, which he'd thought up when he was in Tucson over the holidays. He'd put together a prototype and so we played a game. It took a long time, but I enjoyed it a lot more than I thought I would. I'll give more details on the game later.

Friday morning Jeremy and I drove up to Portland where he has a condo they're going to move into soon. The condo is brand new, and has absolutely no furniture, so we were "urban camping" all weekend. After a stop there and a quick lunch, we ended up at the convention in time for the first Protospiel West event of the day. Both Jeremy and I played a game called Catch of the Day by Francois (I didn't catch his last name) from Canada. I'll describe the game later, I enjoyed it quite a bit. Much more than I thought I would. I also played BrainFreeze! with Jeremy, and showed Love Means Nothing to him and Francois.

In the Friday night session of Protospiel I ran Terra Prime with myself, Travis, Jeff, and Jonathan playing. The game went well, and the players seemed to like it. Many of the comments afterwards focused on things that could have improved the prototype, and about how many games should be played to test balance. Having played 50 games of Terra Prime I think the balance is pretty good. there were some good, meaty comments made as well, one in particular which I'd like to explore is making the blue and green planets in the further reaches of space produce more than 1 resource at a time. this might help increase their value. Other questions I'm pondering are whether there needs to be a VP given when someone uses your colony (though I like that, even if it doesn't necessarily do anything), or whether to change the way movement works, as some players feel that many of their actions are "wasted" moving from sector to sector.

Jeremy played Arena with Mike, and got some interesting feedback there.

Jeremy and I checked out the main board gaming room as well, and in particular we learned how to play Wabash Cannonball by watching the explanation. Since the game is short, we stuck around and played it after the first group finished. I'm not sure I love the game, but I don't think it's bad either. I don't like that the production quality is so low... I'd left the prototype room and here I was playing a game on laminated cardstock...

In the interim between some of these things I talked Jeremy into playing some Race for the Galaxy, which I know he hates, but which I though he'd like better after playing some more.

Late Friday night we played a few games of Werewolf, which is always fun. There were 32 people though, which means it's a little crazy, and people pretty much avoid logic and go by mob-rule often. Nonetheless, the first game we played I was a Werewolf, and if I do say so myself, I did a really good job :) I threw a fellow werewolf to the wolves (?) for the good of the team, and I convinced several people I was a villager... In the second game I was a werewolf again, but frankly I didn't stand a chance - partly because of he previous game, and partly because (as Jeremy noted) if I were a villager, the werewolves would likely have eaten me very early. They of course did not, and that was something of a giveaway I guess. In one other game I was a villager, and we were down to the wire - one more incorrect lynching and we would lose. It so happened that the seer knew who *2* of the werewolves were, as well as 2 villagers, but she didn't say anything! Needless to say we lost that one.

Saturday we returned and found that Jay Tummelson of Rio Grande Games was scheduled to meet for 15 minutes at a time with designers so they could pitch their games. I hadn't signed up, and the list was long, but the reality was that there could be time in the schedule as some people may finish early or not be there on time, and it seemed like a bad plan to pass on this opportunity to show my games to a publisher. Jay doesn't accept submissions, he'll only consider games shown to him in person. So I set up Terra Prime and Wizard's Tower on one of the tables in case I got a chance to pitch it. While we waited, we played 2 games of Wizard's Tower. First a 2 player game between me and Jeremy, and then a three player game with Jeff, another designer who had playtested Terra Prime the day before, and who had just pitched his abstract game to Jay right next to us. The 2 player game was incredibly close, a 1 point game, after Jeremy destroyed several of my towers. The 3 player game was good too, with towers destroyed all around.

Unfortunately the session ended before I got a chance to pitch my games, but Travis had set up a time in the morning for me and for Bo to meet with Jay for a longer period of time, since we each had several games to pitch. With about an hour before the next official Protospiel session started, I began to show Jeremy and Jeff my copy of Lost Adventures, the Indiana Jones game by Jeff Warrander and Steve Sisk. we went through the rules and started to play, so when the session started we just kept going. The game ran longer than I'd have thought, but we were talking and sort of messing around part of the time. The turn before the Nazis would find the temple, Jeff revealed it's location to draw some cards. This allowed me to actually dig for the temple before the Nazis found it, earning me the point for that. Jeremy and I headed into the temple with some cards in hand, while Jeff decided to hang back and draw for a few turns. Instead of leapfrogging Jeremy and entering the next room, I decided to let him blaze the trail. This turned out to be a bad idea, as he collected all of the torches strewn about the temple while I got nothing. In the end I delayed the Nazis from finding the grail for one last turn, hoping I'd have a chance to get to the grail room and find the grail, but all that did was allow Jeremy the time to get his pick (he had a 50-50 shot) of grails to a Font and test it... it turned out to be the true grail, so he scored about 5 or 6 extra points for that, finishing the game with 14 points to my 8. Jeff didn't fare as well, scoring only about 4 points. I enjoyed the game, as usual, and I think they did too. we discussed a couple ways to make it better, and the biggest comment was probably to get rid of the revelation mechanic.

At the end of the game Jay was in the room again, and I asked if he had time to look at another game. I had Homesteaders with me which I thought would be a much better fit for Rio Grande, but I wanted to use my allotted time to show him my own games. He said sure, but he had to get back to the main board game room. Unfortunately when I went over there, I couldn't find him anywhere. Meanwhile, Jeremy ran his Arena game again with 2 playtesters.

Later in the evening we saw Jay again, and he said he'd teach Stone Age to Jeremy, Jeff, and I. We had seen the game being played and got a lowdown on the rules earlier in the day, and it looked pretty cool. We sat down to play along with Rachel (the person who taught us Wabash Cannonball), and after about an hour of just talking with Jay and asking him questions, we finally began.

The next morning I didn't want to be late for my scheduled meeting with Jay, so we made sure to get there in time. I pitched Terra Prime and Wizard's Tower to him, and also talked about All For One (but I didn't have a copy with me to show him). As expected, he was not at all interested in Wizard's Tower, as it's an abstract game. However I was surprised at just how disinterested he was in Terra Prime. I'm something of a pessimist, so I didn't expect him to jump at the chance to publish it or anything, but his response was "it just doesn't excite me *shrug*" Maybe for the best, as that game is being reviewed by a different publisher at the moment anyway, so if Rio Grand was all of a sudden interested I'd have other problems.

It had been a while since Jeremy and I had been to a Magic tournament, so we decided to play in the booster draft that was on the schedule: Lorwyn-Lorwyn-Morningtide. We ended up sitting next to each other, and Jeremy passed me good red card after good red card. I passed him a number of good black cards as well. I ended up playing a mono-red deck with a lot of very good cards in it, and I won the whole thing. Frankly though, that's not saying much, as the competition wasn't exactly pro caliber or anything. After one match, my opponent mentioned that there was no need to have more creature D in the deck than your opponent has creatures, and evidently he was passing terrific creature D cards up in favor of mediocre creatures which weren't even in his main color. I didn't feel the least bit bad beating that guy.

After the Magic tournament, the convention had pretty much cleared out. There were a handful of people in the main boardgame room, but that was it. Mike had said he'd play Homesteaders with us after the Magic tournament, but he was nowhere to be found, so after getting some food, Jeremy and I ended up talking to Jay some more as he had just finished teaching Stone Age again. That guy is full of amusing stories! I told him that I had a game to show him that was likely more up his alley, and that we were going to play it as soon as Mike got back, and he said he'd take a look. When Mike arrived we set up the game and I started explaining it. Jay said he had just 1 question... could he bring a copy to the Gathering to test.

...

I had kinda watched Jay's reactions to the games he was looking at earlier, and he didn't seem very excited about any of them (I heard he was at least a little interested in Catch of the Day). His reaction to Homesteaders looked entirely different, he really seemed interested, and he did ask for a copy of the game to test. Now this game isn't mine, it's my friend Alex Rockwell's, but he's told me before that if I wanted to help get it published, he was all for that. So I left my copy with Jay to take with him, and I look forward to hearing his thoughts on it after the Gathering. It's a good game, and it's the kind of thing Rio Grande would publish, so maybe he'll be interested... who knows? :)

Finally, I ended my weekend by getting up at 5am to make my 7:00 flight. after 5 hours on a plane I went straight in to work, and was so tired by the time I got home that I skipped frisbee practice, fell asleep early, and slept for 11 or 12 hours straight!

I'll post some details of the games I played in another post since this one got long.

Tuesday, January 29, 2008

The search for affirmation...

I did send Terra Prime off to Seattle last week, where I understand my friend's bosses may be interested in publishing a board game in addition to their main project, which is publishing a video game. They are a new company, working on their first video game title.

I don't really know very much about this publisher's motivation or how interested they really are in pursuing this endeavor. I don't mean to sound pessimistic, but I'm a little skeptical that this will really go anywhere. Board gaming is still such niche hobby, it's hard to imagine that a fledgling publisher really knows what they're getting themselves into.

Of course I could be wrong. Maybe they have money set aside for just such an endeavor, and all they're looking for is a game that they think is worth it! But for the time being I'm not getting my hopes up too high. I hope that doesn't sound like an insult to them, because that's not my intent at all! Who knows, maybe they'll even hire me to seek out other good unpublished board game designs and help develop them for publication as well! I know I've got a number of candidates I could recommend...

In any case, it's exciting to think that people are interested in playing my game - whether or not they're interested in publishing it. It's a little extra exciting in this case since it's at least a possibility!

So now I find myself curious and anxious to hear - not to hear that they've decided to go ahead with publishing the game (of course that would be awesome, but as I mentioned, I don't really expect it) - but to hear that they've played it, and what they think of it.

I wonder how many designers are in it for the money - which I understand to be negligible, how many are in it for fame or notoriety, and how many are just looking for affirmation. Affirmation that what they've created is enjoyed or approved of by the target audience.

Wednesday, January 09, 2008

These 4 walls closin' in, gettin' bigger...

Last night I tested Terra Prime with a smaller board. I used only 1 row of green tiles instead of 2. The net result is that the "safe zone" without aliens was condensed, and the yellow and red planets were much closer. I actually think this was a positive change. The board might be too crowded with 5 players, so it might be that the small board is the 3 player (or 3/4) player board, and the larger board is for 5 (or 4/5) players. I'll have to test it out with different numbers of players. I did go through and mark a subset of tiles to use for the smaller board, to make sure planets and asteroids were distributed well.

The game also went much quicker - a 3 player game flew by in about 45 minutes. The small board is a lot less friendly as well, there's more competition for things, and hostile aliens feel like they're right on your doorstep.

I also tried adjusting the costs of things. I started each player with $3 instead of $2, and I made modules cost $2 + $1 per like type you already have, instead of $1 + $1/like type. I was happy I did because I thought it might be too easy to get a very quick 4th Engine (extra actions) that way, but now I'm not so sure. I might go back to the old cost structure.

I started each player with a "built-in" shield but not a gun. I adjusted the combat rules such that the more guns/shields you have, the better each of them work. I think next time I'll start each player with an innate shield and gun (not the same as "built-in" because built-in stuff affects costs), so that the starting money can either buy a Cargo Hold, or a Shield + Gun - and if you go Shield + Gun then you can reasonably take on at least a single alien.

I'm excited about the progress of these playtests, and I hope to get a few more in this week/weekend, then I send the game to Seattle to see if this publisher likes it!

Monday, January 07, 2008

Tuning Terra Prime - showing a publisher?

My friend works for a new company getting ready to put out their first video game title, and evidently they are interested in doing more than just video games... My friend told them about Terra Prime, and they are interested in trying it out!

That's pretty sweet, so now I guess it's time to iron out the couple of kinks that have been annoying me, and send them a copy. I'm hoping to test out some of these changes this week, make whatever adjustments are necessary, and send it out to them some time next week. In order to make myself do it, I'll try and set a deadline for myself - lets say January 16th I'm going to Fed Ex the package. So here are the ideas I want to try out...

  • Game Length - I've been a little disappointed in the game end triggers and he fact that the game doesn't seem to last long enough to really get into red colonies/delivering red cubes. Red cubes are intended to be a big, late game play, you drop a colony on a red planet for a chunk of points, then you cart a red cube back to Terra Prime for a chunk of cash, and then you're pretty much done. If you're good (or lucky) you could maybe get all the way back out there and collect another red cube to deliver, but that takes a long time. I upped the value of the red cubes to 10vp (from 6) hoping the incentive would increase to go get them, but I really think 6 should be the right value. I'll have to try and find end game triggers that allow for people to get to the end game plays. I might also try going for them sooner, maybe it's a groupthink/player issue and not a game problem at all. I rather like the amount of time the game takes to play, and I wouldn't want it to get any longer.
  • Game End Conditions - I've always been happy with the "a player places his last Colony marker on the board" game end trigger, but I've never been happy with the "certain number of tiles face up" trigger, and there's never been a trigger related to delivery. I think I might like to scratch the exploration trigger, and have the only game end condition be when someone runs out of markers, then I want to add that you get rid of a marker when you fill a tile (which you collect for the bonus points). I might also have that the tech upgrades get marked out of your supply of colony markers. And I'll give people like 10 markers instead of 8 (for 3 player... 1 fewer for 4 player and 2 fewer for 5p)
  • Demand Tile change - Instead of adding a yellow tile when a yellow colony is founded, I think one of the green tiles should be replaced with a yellow tile. Similarly, when a red colony is founded, the red tile should replace the other green tile. In other words, there would only be 2 delivery tiles available at any given time. This way, once there are yellow and red colonies, you can't just deliver green and blue unless someone brings in the yellow. I think this will make a delivery strategy a lot more interesting.
  • Combat change - I'm going to try to streamline the combat a little. This won't really make it any less random, which is one of the things I'm skeptical about, but it should make the die rolling a little less clunky at least. Instead of the current system, where you roll 1 die per gun or shield, and they work on a 5 or 6, you'll roll 1 die per symbol (no matter how many guns/shields you have, even zero), and on a 6 they work. Each gun you have gives you a +1 on your roll when attacking, and each shield you have gives you a +1 to your roll when defending. There will no longer be a roll for the alien's attack, just for your shields. The 'extra gun/shield' upgrade will be unchanged, and the 'guns/shields work better' upgrade will make each gun/shield give a +2 modifier instead of +1, doubling the usefulness of the guns and shields you have.
That's it for now, time to head home and try it out!

Monday, December 17, 2007

My first rejection letter!

I received an email today stating that Mayfair Games is "unable to accept outside submissions at this time due to a backlog of submissions."

I had sent an email about All For One to a generic email address I found on their website, addressed to "Mayfair game submission contact." I was skeptical it would be read by anyone, really. This response letter is actually a pleasant surprise, and although they are not interested in my game, I now have 2 different specific people's email addresses at Mayfair (the letter was CC'ed to someone), as well as a phone number. So I somehow feel like I've come out ahead :)

To be fair, this is really my 2nd rejection letter. I had sent a letter to Days of Wonder after All For One finished 2nd in the KublaCon design contest last year. They said they'd already done a game loosely themed around the Three Musketeers and they don't like to revisit themes.

Also, though it wasn't a submission perse, Zev from Z-man played a version of All For One about a year ago, and had some comments on it. He did say he would play it again once those comments had been addressed - and now he is


:)

Tuesday, November 27, 2007

Hippodisappointment

Well, both Terra Prime and Wizard's Tower were not accepted into the next round of the Hippodice contest. However the response has been so good on those games that I almost don't care - I'm going to pitch them to Jay at Rio Grande and Zev from Z-man rather than send them to Germany for months.

I do have some friends that made it, most notably Scott's game Sir Reginold's Fabulous Country Estate. It's costing him $117 to ship the game to Germany - I hope that investment turns out to be worth it. the game is a really cool idea!

Friday, August 24, 2007

I'd like to one day publish a game!

I emailed Zev from Z-Man games to see if he'd like to look at All For One again (he played it once at one of the Spielbany meetups)... he got back to me the other day giving me the go ahead to send it in. So this weekend I'm making new cards and a new board (I hope) and I'll be sending it to him next week! That's exciting, though I have a pretty good feeling he will not want to publish it. Hopefully I'm wrong about that!

In addition to that, I have this new BrainFreeze! game that everyone seems to like. It's fast and fun, but it requires a chess clock and I'm afraid that might make it prohibitively expensive to produce. I plan to talk to Mike Nicholoff and see if his company Sorvent can help find a publisher for it.

Blockade Runner is intended to be published by Shifting Skies Games, but that's in a holding pattern for a couple of weeks, and there are funding issues that may or may not take a while to resolve. Sadly, I don't really have money to throw at it.

And finally I have Wizard's Tower which is ready to be shown to publishers, I'm just not sure how to go about getting it there. A friend in Seattle who works in the industry has shown Wizard's Tower to a new game company, but I haven't heard anything about that company at all yet - i know it's tough to get a new company off the ground.

I have some game prototypes by other friends that are worthy of publishing... Ariel's Love Means Nothing tennis card game, Alex's Homesteaders heavy strategy game... As far as I know they wouldn't mind if those games were published, and if I could help them achieve that I think it would be cool.

As for my other games "in development," I have Terra Prime which is probably "mostly done" and could be made ready for a publisher if, say, one were to ask for it. Kilauea might also be more or less done, though I haven't touched that in forever.

Of course I have a bunch of other designs in the "idea stage" - the most promising of which are probably Dynasty and Hot and Fresh.

So if I'm to uphold my new years resolution to get a game in line to be published, I'd better get to work on that!