Train of Thought on the cheap – and another positive review of Belfort!

Tasty Minstrel Games is having a Black Friday sale, which ends Monday at midnight EST, and they’re offering up Train of Thought for 50% off! That’s $9.95 instead of $19.95! Go grab a copy, if you haven’t done so already. My apologies to all the Canadians out there who want to take advantage of this deal because there’s a $30 shipping fee to Canada…boo! But for you Americans out there – gobble that up!

Also, Daryl Andrews has written a positive review of Belfort over at Games for All. Gamesforall.ca is a new online board game retailer for Canadians! Check out their selection as it’s growing every day and it’s way cheaper than buying from an American website (from a shipping perspective, as we all learned in the first paragraph above!).

-Jay Cormier

Train of Thought and Belfort Get the Nod.

Since 2006, http://www.boardgamegeek.com has been hosting the annual Golden Geek Awards.  It is a highly coveted award in the boardgaming community, because it represents the voice of the people, not a panel of celebrity judges or industry big wigs.  It’s the very same gamers who play the games in question that get to vote and have their say on what games were at the top of the heap each year.

The list of the nominees and the links to vote are here.  And while I will say that it is really and truly a great honour just to be nominated, I’m hopeful that both Belfort and Train of Thought make a run for the title in their respective categories.

Belfort has been nominated in the following categories:

Artwork and Presentation
Strategy Game

 

 

Train of Thought box artTrain of Thought has been nominated in one:

Party Game

 

 

If you are a fan of either, or both game, and feel that it deserves a shot at the award, please vote.  You can rank each game in each category, with 1 being the highest and 10 being the lowest ranking.

Thanks to our collaborators (Seth Jaffee, Josh Cappel, and Gavan Brown) and our publisher, Tasty Minstrel Games.  And a huge thanks to everyone who got the games this far in the race; now it’s time to bring home the gold!

~ Sen-Foong Lim

 

 

Step 33: Promoting your game

So the art is done and the game has been sent to the printers, now you can sit back and let the money roll in right? Nope – not yet! In an older post we talked about how with book authors they are expected to promote their book, while in the board game world there isn’t the same expectation. That might be true, but I think it’s safe to assume you’re as interested as the publisher is in ensuring your game is a success!

There are many things you can do to help promote your game. Let’s take a look at some examples, though this list is certainly not exhaustive.

1)     Designer Diaries: Many gamers love to read about how a game came to fruition. Write up your story of how it came to be published. Remember that most people probably haven’t played the game when they read your designer diaries, so don’t refer too much to rules that they won’t understand. Once you’ve completed writing them, ask your publisher if they would like to have it or if they’d prefer if you distributed it. If you’re on your own, no worries, that’s what www.boardgamegeek.com is for! Post it in the forum or ask Eric Martin if he’d be interested in sharing it in the News section. Once it’s posted then get your friends and family to head on over to read it and give it some thumbs to get it started. (thumbs are the equivalent of the ‘Like’ button of Facebook). Here’s the Designer Diary for Train of Thought and here’s the Designer Diary for Belfort. For Belfort we decided to mix it up and instead of just talk about the history of how it came to be, we interviewed all the people responsible for bringing the game to fruition: The playtesters, the developer, the artist and the printers!

2)     Leaking art: work with your publisher before leaking any art as they might have a proper marketing plan on how to release it. Again, use bgg.com and get those thumbs going again. If you get enough attention then it will make it to the front page of bgg.com in the images section. We had our artist Josh make up some fun promo images using the art from the game!

3)     Blog: Blog about your experiences with game design. It’s one of the reasons I started this blog. Many blogs are devoted to how to make your blog successful so I won’t go into that detail here. Rest assured that pretty much any press is good press! We even did a video ‘interview’ describing the history of Belfort!

4)     Leaking the rules: Somewhere within the last month before your game is released to the public you should get your publisher to leak the rules online. This could either be on their website or on bgg.com. Then do whatever you can to promote that the rules are available. You know – Twitter, Facebook – the usual suspects.

5)     Local PR: There are a few things you can do locally.

  1. First is to ensure your local game stores are aware that the game is coming. If the publisher has created a sales sheet for your game, print them out and give one to each game store in your neck of the woods. If one doesn’t exist then ask the publisher if you can make one on your own using art from the game. Generally any publisher will be happy for any extra promotion that you can do. A sales sheet is similar to the sales sheet we talked about in Step 14, but it’s for a different audience! The audience for this sales sheet is for retailers and customers! It will have art of the finished box and hopefully a picture of the game in progress with many of the components. There should be a short description and enough flavour text to get people intrigued.
  2. You can also make a press release and send it to your local TV, Radio and Print establishments. If you spin it as a ‘local citizen achieves dream’ or something like that, then you stand a good chance at getting some media attention. If you do get any media attention, then ensure you forward it to the publisher. If it’s appropriate then they can add it to their website. I’ll devote another post on how to write up a good press release.
  3. Once the game is out, the PR doesn’t stop. It’s up to you to go to as many game stores as you can and show the owners how your game plays. Hopefully they’re carrying your game (remind them that since you’re local, there will be more demand here), and now that you’ve given them a tutorial, or even played the game with them, then they’re much more likely to recommend it to others (assuming they like it!). There’s a store in my city of Vancouver that I showed how to play Train of Thought and they liked it so much that they recommend it to a lot of customers and it ended up being one of their best sellers last year!
  4. Organize ‘Meet the Designer’ days at your local stores. Much like an author will do a reading or a signing at book stores, you can do the same things at game stores. Help them advertise it however you can – possibly be including it in your press release. These can be a great way to show your game to people.

Train of Thought6)     Conventions: If the publisher is going to a convention and you can afford it, then ask if you can come too (heck, first ask if they’d like to pay for your flight or hotel!). I can’t imagine a publisher turning down having a designer at their booth helping promote their game. I attended BGG.con when Train of Thought was released and spent most of my time at the Tasty Minstrel booth showing people how to play the game all week. It paid off because Train of Thought ended up being the second highest rated game at the convention!

7)     Reviews: The publisher should be responsible for sending out review copies, but there’s nothing stopping you from helping in whatever way you can. I’ve sent one of my own copies to a reviewer in order to get a timely review. We’ve also sent review requests that we get (since we’re the designers, some reviewers contact us) to the publisher.  Once you do get a review, assuming it’s positive, then do whatever you can to promote that review! Post it on your blog; send it to your publisher so they can post it on their site; link to it on BGG.com.

8)     Awards: Again, this is up to the publisher to submit the game for various awards. You can help by listing awards for which you think you have a better chance at winning and forwarding them to your publisher. We were fortunate enough to win the Dice Hate Me Game of the Year award and now that victory is on the front of the box for the second printing!

9)     Above and beyond: Sen and I will always go above and beyond expectations when trying to promote our own games. For Train of Thought we filmed a 45 second video that gives a nice overview of how the game is played. We got some actor friends, and some videographers and shot and edited the video, then Sen added the music since he’s talented that way!

For Belfort we did a different type of video and enlisted the assistance of one of our friends to help us animate it.

Also I worked with another friend of mine and we wrote a 10 page comic book set in the world of Belfort. We’ve paid an artist out of our own pocket to professionally illustrate it.

Of course, we got permission to do all of this from the publisher first! As you can see there are many ways in which you can help promote your game, and why wouldn’t you?! It might not be a strength of yours (heck, you’re a game designer not a marketing major, right?), but it can only help you to learn about some of the things you can do to increase the potential of your game becoming a hit!

So that brings us to the last step in this blog! That doesn’t mean we’re done though. We’ll be adding more stories and lessons we learn along the way, which will probably mean tweaking or adding some steps here and there. We haven’t even talked about Kickstarter yet, and with a new game of ours hitting Kickstarter soon – I’m sure we’ll learn a lot from that! And who knows, maybe we’ll actually self-publish a game or two in the future! Thanks for reading so far!

-Jay Cormier

Bamboozle Brother Update and More Love for Belfort AND Train of Thought!

It’s been a fun couple of weeks for the Bamboozle Brothers. Let’s review what we can. I do like to be as transparent as possible, but I also don’t want to put the cart before the horse and speak about something before there is a signed contract.

  1. At The Gathering, Filosofia expressed interest in publishing EIEI-O but with a different title. We’re still awaiting final word and a contract on this one.
  2. I showed our game, But Wait There’s More at the Gathering and a publisher has expressed interest in publishing it! We’ve been emailing back and forth contract-type requests with percentage breakdowns for royalties, so this one is looking pretty promising. We’re expecting an actual contract within a week or two.
  3. A publisher emailed us that they would like to publish Swashbucklers, but since the time we gave it to them and now, Swashbucklers has undergone a few tweaks that has made the game even better. The publisher has yet to play the new tweaks and so we’re still waiting for a contract from them as well.
  4. Akrotiri is getting some love from a publisher, and we’re close to getting a contract on this one as well. The caveat to this one is that the publisher wants to publish it as a 2-player only game. Sen and I talked about it and decided that we were ok with this. Since it is a tile laying game that can be prone to analysis paralysis when played by the wrong players, they wanted to put the game in the best possible spotlight, and a 2-player only game was the way to do it. We should hear back from them within a week or two on their final decision.
  5. Belfort second printing is due to hit shores this month along with a small promo package of 3 new guilds (sold separately). After being hard to find for a few months, it will be great to see this back on the shelves.
  6. Sen and I have finished the Belfort Expansion! It is now in the hands of the developer and will soon be heading to the wonderfully talented Josh Cappel to make some more of his lovely art! We’re ridiculously excited for our very first expansion!
  7. We are working with a German publisher to bring Belfort to Germany! Contracts are currently being figured out to have a German language version of the game. That will be very cool to see.
  8. We did get a few rejections recently. Hans Im Gluck decided to pass on Bermuda Triangle – but provided us some great feedback that was specific to the game. This showed us that they played the game and that for the reasons they stated decided it was not a game for them at this time. Sen and I will re-evaluate the game to see if we want to listen to their feedback and change it – or submit it to another publisher who might be more open to the concept.
  9. Clunatics and Lost for Words were ‘kind of’ rejected by Pegasus Spiele. I say ‘kind of’ because they said they didn’t have enough time to localize (translate everything to German) to play the prototype. They said if we did then they’d be happy to test it. We decided to ask for it back from them for the time being and see if we can figure out a way to localize it. Either that – or submit it to another publisher that isn’t concerned about localization.
  10. We got a new written review for Belfort from Shut Up & Sit Down
  11. We got a new video rules review for Train of Thought from the Marbles Store.
  12. We got a great new video review of Train of Thought from Board to Death where they rated it a 9 out of 10!

So it’s been a fun few weeks for Sen and I! We will keep you all posted on what’s what. Once contracts are signed then we can give you the scoop on who’s publishing what. We still have a few more steps to go on our master series as well!

-Jay Cormier

Major Fun Award for Train of Thought

Train of Thought box artTrain of Thought has been awarded the Major Fun award from Majorfun.com! You can read the full review of the game here.

Here is the criteria they have for awarding the Major Fun award:

  • clear and comprehensive rules that can be read in 5-15 minutes
  • played in under an hour
  • fun enough to play over and over again
  • suitable for a wide audience
  • easy to store
  • made to last
  • uniquely fun
  • tend to make people laugh
  • deep enough to withstand a lot of changes

It’s nice to see Train of Thought still being appreciated by new gamers!!

-Jay Cormier

Train of Thought Up For Prestigious Award!

Just got word that Train of Thought is up for the Best Party Game of last year according to a group of 40 prominent podcasters and bloggers that has selected the best games and expansions released in the year 2011.

Watch the games being announced here:

and stay tuned as the winners will be announced during the Dice Tower Convention on July 6th, 2012.

Fingers crossed!

~ Sen-Foong Lim

Step 32: Working with an Artist

If you don’t self-publish then you often don’t get much of a say in the art for your game. Remember, it’s the publisher taking the risk in publishing it so it’s fully within their rights to make all decisions on the art. That said, if you have a good relationship with the publisher then you still have a voice during this stage. Once we submitted the game to be published, then it’s the publisher’s job to seek out an artist. It is possible to recommend an artist of course. I know that Matt Tolman really wanted Gavan Brown to do the art for his game, Undermining, for example, and that is actually what happened!

Train of Thought box artFor Train of Thought, Tasty Minstrel Games also chose Mr. Gavan Brown! Our first exposure to his art was when we were shown the box art. Immediately we both loved it. At the time, the train had the dragon from the Tasty Minstrel logo as a conductor riding the train. It was the only thing that wasn’t perfect and even though we had no ‘right’ to asking for art changes, we expressed our opinion. Fortunately Tasty Minstrel felt similarly and we all agreed to tweak it a bit. We were fortunate to work with a publisher that allowed us to express our thoughts on the art. Well, we say fortunate, but we’re not really sure what it’s like working with other publishers…yet!

The rulebook was another story altogether. Sen and I wrote the rules a long time ago and when Gavan took our words and put them into his art style – there was a clash. Our words were too stuffy and lawyer-y compared to the fun style that Gavan brought to the game. We did a quick re-write and that got incorporated into the rules as well.

Belfort was even more of a collaboration between us and the artist. When we first heard that Josh Cappel was doing the art, we were ecstatic! I remember buying the game Endeavor because of the awesome art that game has. Tasty Minstrel set up a page on Basecamp so we could see Josh’s art as he made it, and so we could all comment on it.

90% of time we were over the moon with what Josh Cappel provided for the art. There were a few examples where we requested some changes. Sometimes the publisher agreed with us and sometimes they didn’t. For example, there was one issue with the guilds on the board. Initially they didn’t have a spot for worker placement, which was fine as it was going to be on the Guild card, but when the art for the Guild cards came out, they too didn’t have a spot for a worker to be placed. Once this was brought up, Josh found a solution that made everyone happy. He re-jigged the board art so that there was room for a worker placement spot. This is the main reason why it’s great when the designer has input on the art process. I can see why a publisher wouldn’t want to give veto rights to a designer – but at least allow them input as they are (hopefully) the people who’ve played the game the most and would catch things that don’t fit with the game.

The only time I had an issue with the art was the back of the box. Josh put a lot of humour in Belfort and so he had a very funny letter covering most of the back of the box. It was really fun, but my opinion about the back of board game boxes is that it should show as many pieces of the board game as possible. Fortunately everyone was in agreement and new art was made and it was perfect! Now it’s the most perfect-est box back ever!

We were lucky to be paired up with not only excellent artists so far, but with artists that are very collaborative. May you be so lucky in your game designs! The take away for us on this is that you should try to ensure you are allowed some sort of input on the art process. While this probably won’t be put in the contract (but maybe it should be somehow), hopefully you’ll be working with a publisher that wants to collaborate with you as much as possible. Also, you shouldn’t be afraid to express your concerns, though you need to know which battles are worth fighting. We might have had other issues here or there (though I don’t think we did!), but only really expressed our concern if we thought it would impact the game play or the game’s sell-ability.

-Jay Cormier

To me, this was probably the most exciting stage of the whole process of bringing a game to market. While its fun to work on the initial design and it’s awesome to finally get the finished product in hand, there’s something about watching a skilled artist take something that’s just a dream in your head or some chicken scratching on paper and make it 200 times better than you could even imagine!

Gavan had the difficult task of working with a party game that was really just words. Oh, our original prototype had train car on the backs of the cards that you could connect to see who made the longest train, but that was about it for real graphics. What Gavan did with the game, however, was give it a “face”. He created the conductor from scratch, giving the game a human mascot – a talking head – that we could use for expository purposes. Gavan also implemented a ton of design elements on the box that make it that much more effective packaging using elements that Jay and I would never have thought of – things like the ISBN number and the vertical spine – to make it shelf-friendly in a potential mass-market situation.

Josh had the potentially staggering task of creating what amounts to a whole game world from scratch. And not one that he had dreamed up, but one that two other dudes had knocking around in their noggins! Belfort gets many compliments on the great artwork Josh provided and if there was an award for best game artwork, Belfort would be a strong contender – the in-game humour, references to other games, and hidden gems are just a few of the reasons why the Belfort artwork is tops in my (biased) book. Speaking of books, if there was an award for best game rulebook, I would also humbly submit that Belfort might be *the* best game rulebook this year. And a huge part of the credit for the layout, flow, and humour inherent in the Belfort rules comes from Josh. He took our ruleset and reformatted and rephrased things in a way that better suited the witty, anachronistic fantasy world that he had drawn for Belfort and it all took shape from there.

The synergy generated between us (the designers), the developer and publisher, and the artists we’ve worked with on our games has been nothing short of eye-opening and pudding-eaten proof that a well thought out product and a game that is literally *designed* for maximum impact in all aspects can deliver much more than the sum of it’s parts. I look forward to working with Josh and/or Gavan again and would recommend them without question to any publisher looking for more than just an illustrator, but a game-specific graphic designer who can not only draw and design, but oversee other artists when more content is needed (see Gavan’s work on Eminent Domain for an example of this).

-Sen-Foong Lim

Step 31: Working with a Developer

The contract has been signed, so now it’s time to sit back and wait until it hits the shelves right? Not quite. There’s still some work to do. Most publishers will spend some time developing the game even further. This is common and could last anywhere from a few weeks to a few months. The publisher might have a team of people that are responsible for developing the game or there might be just one person in charge of it.

So what happens during this stage? Well, the developer plays your game over and over again, trying to see if it’s fully balanced and retains what it had when they first agreed to publish it. The most common thing that will happen here is small tweaks. The cost of one card could be made more expensive as it proves to be too powerful in their tests; the quantity of resources given out might be changed for balance reasons. It could be bigger changes that range from adding or removing certain aspects or even changing the theme of the game!

A famous story is how Reiner Knizia’s game, Through the Desert started as a game about campers. The publisher liked it but wanted to change the theme to camels in a desert – and the rest is history.

We were fortunate for this stage so far as we were involved in all suggested changes. Most of them were fine by us, but once in a while we would share our thoughts on why we would disagree. Sometimes it was because we had tried that in an earlier prototype and found that it didn’t work in the long run for various reasons. Most, if not all of the time, the developer listened to what we had to say and took action because of what we said.

For example, at one point we suggested starting players with some resources, and while at first it was thought not necessary by the developer, we eventually playtested it and found that it sped the game up considerably. Alternatively, we always had a rule in there that you could sell your buildings for a certain amount of gold. Eventually the developer realized that hardly anyone ever did that, so it was better to just remove it which removes 1 option players have – which is fine in this game as there are plenty of other choices to be made!

Playtesting Belfort

For us, the developer process was lengthy for Belfort and almost non-existent for Train of Thought. Train of Thought is a party game and it didn’t require any changes at all. The only development for that game came with the rules editing. Belfort is a deep strategy game and the developer playtested the game numerous times over the 6 months. Every few weeks we’d get some new reports on how the latest playtests were going. We communicated using an online forum since we were all located in various parts of North America.

It’s key in this stage to maintain a positive attitude and a humble demeanour. You don’t want to get on the publisher’s bad side at this stage. If you want a reputation, then get one that is about how easy it was to work with you as a designer. That isn’t to say that you should just lay down and accept everything they suggest. We chose our battles wisely and only really stuck to our guns if it negatively impacted gameplay. This should be one of the most fun times for you as a designer, so don’t spoil it!

-Jay Cormier

When not creating games by night, I’m a mild-mannered pediatric Occupational Therapist by day. In my line of work, I constantly tell parents that a huge percentage of the problems they or their children are experiencing could benefit from improved communication. And the same goes for working with a developer – fostering an open and understanding dialog is key to ending up with a result that everyone can be happy with and proud of.

Because Jay and I work as a team though, painfully separated by huge tracts of land, we have become somewhat experts in communicating with each other. For the most part, we are able to get our points across without ripping each other’s throats out. Having access to modern technology like Skype and our forum has really enabled Jay and I to be able to do our work despite the 3-hour time difference. We have become fairly adept at putting our ideas into writing, making physical prototypes and working things out from a distance. Giving and receiving feedback with our colleagues from the Game Artisans of Canada and our playtest teams has been hugely beneficial as well. All of these skills have been definite assets when it came to working with Seth Jaffee, our Developer on both Train of Thought and Belfort.

So, working with a developer is no different than working with anyone else – communication is a game. Everyone playing just needs to know the rules, the boundaries, and share a common lingo.

The Rules:

What I mean by this is not necessarily the rules of the game itself (though you should know those like the back of your hand, I hope!) but the “rules of engagement”, as it were. Questions you need to answer may include: Who’s in charge of what? Who’s tasked to what? Who’s the final decision maker? What is the purpose of this iteration cycle? Arming yourself with this knowledge can help you avoid some of the common misadventures that happen with groupwork – Going It Alone, Reinventing the Wheel, Passing the Buck, and the ever-dreaded Stepping On Toes.

The Boundaries:

Fact 1: You are designer of the game. So it’s your baby.
Fact 2: You have signed away your rights to the game. So it’s basically been “adopted”.

This means that you need to understand a few things, like it’s the publisher’s call whether or not the game needs to be rethemed. It’s the publisher’s call whether or not there are too many cards in Deck A, B *and* C. And, thus, by proxy, it’s the developer’s call as he/she has been employed by the publisher to take the game and make it better suit the publisher. You need to be aware going into this relationship that the developer is not there to work for you. He has a different agenda. It’s more than likely 99.9% parallel to yours, but you’ll note that I used the word “parallel” as opposed to “same”. He may have the task of ensuring that there is the least amount of language on the cards, for example, which requires you to review how the rules work with only icons. Your agendas need not clash – in the end, all parties just want to make a good game. But it takes an understanding on all sides of the die that everyone knows what’s up.

Speaking of which, one boundary that you, as the designer, may wish to discuss with the publisher and developer is your overall vision for the game – what were you trying to accomplish when you made the game? What are some of the high priority “no sale”, make-or-break items for you? If the developer holds these in mind while he is doing his thang, everything will flow from those overarching elements. It’s important to look at the game from the macro viewpoint every now and then to ensure that the wholistic nature of the game is still intact after all of the micro changes that are made. But without talking about that kind of stuff, how is the developer supposed to know? He’s not a mind-reader anymore than you are.

Share a Common Lingo

This, simply put, means that everyone is on the same page language and terminology-wise. You will save yourself a lot of confusion and arguments if everyone knows that when you say SP you’re referring to Skill Points, not Spell Points. Having very clear rules with well-layed out phases of play and a glossary of terms can really help everyone understand each other. When everyone speaks the same language, the flow of ideas is much more seamless. It helps streamline conversations when people can refer to the same points of reference instead of having to call something the “the-part-of-the-game-where-we-roll-dice-and-move-things-but-we-don’t-pick-up-any-cards-because-that-comes-at-the-end phase” (er…you mean “The Movement Phase”).

So keep the lines open between you, the developer, and the publisher. In the end, change is generally for the positive – i.e. to make the game better (in terms of playability, saleability, etc.). Be open and accepting to feedback, because if the agendas are parallel, everyone is hoping to get to the same place. So embrace change instead of fighting it, just ask for clarification/explanation from the developer if needed.

In short, communicate.

-Sen-Foong Lim

Train of Thought gets a new review!

Train of Thought box artWe’ve been talking about Belfort so much in the last couple months that we’ve been giving no love to our first child: Train of Thought. A new review has just popped up from Louard On Games, in which he does a nice Pro and Con review of Train of Thought. I like the concept and fully agree with his Pro’s and Con’s. Check out the full review here.

-Jay Cormier

2011 in Review

Well, to say 2011 was a big year for the Bamboozle Brothers (that’s Sen and I, btw!!) would be quite the understatement!

Published Games

In 2011 we saw the release of our first two games!

Train of Thought

Train of Thought box artTrain of Thought was our first published game (though it was our second one signed to be published). It’s a party game that gets people thinking differently than most other party games. It has been reviewed very well so far. There are discussions with other publishers to see if there’s interest in publishing the game in different languages and different countries. We managed to get it into a National Retailer in Canada…yep – Train of Thought is available on Bestbuy.ca!

Belfort

Belfort box artBelfort was released just a few months ago and has been received extremely well by gamers everywhere, including achieving the number one game of this year’s BGG.con. It has sold out at the publisher level, and they are in discussions with other publishers to see if they want to do other language versions of the game. On the last day of 2011, Belfort was the 392nd best game of all time, according to users on boardgamegeek.com. We’ve seen it pop up on a few top ten lists of the year as well.

It has already been confirmed by the publisher, Tasty Minstrel Games, that an expansion will come out next year! Expansion you say? Yep! Sen and I have been working hard on many expansions for Belfort. Tasty Minstrel has given us carte blanche in creating it – so we thought we’d come up with a few and either have them choose – or, if they like them all, then stagger the release of expansions over the next couple years.

Unpublished Games

It was also a big year for our unpublished games! How so? Well, 8 of our unpublished games are currently out at various publishers being reviewed. My trip to Essen (detailed in many posts starting here) was key in getting most of our games out to publishers. We’re feeling some good vibes from at least two publishers about our games and we should start to hear from most of them in January. One of them, Akrotiri, made it to the finals in the Canadian Game Design Competition that was ultimately won by fellow Game Artisan of Canada’s Matt Tollman with his game, Undermining.

Sen and I took one of our almost-published games, But Wait, There’s More and posted it here on our website and gave it away for free to everyone! It has also been posted on boardgamegeek.com – so I guess it’s actually a published game now! If you’ve downloaded and tried it, we’d love to hear your feedback. Expect more free games from Sen and I in the near future!

Game Artisans of Canada

Sen and I belong to the Game Artisans of Canada (GAC), and it’s been an amazing organization and very symbiotic relationship so far. There are chapters of game designers all across Canada that get together to playtest each other’s games and help each other out with general questions and direction. The collective knowledge of the group is astounding, let alone the numerous contacts that each person brings to the table. You can read more about the group, including its annual get-together, appropriately named Cardstock here.

Comic Books!

We also released our first comic, which was set in the world of Belfort and was written by me and my comic-writing partner, Tim Reinert and illustrated by the uber-talented Rob Lundy. We’ve started a path that was very similar to the path Sen and I took on getting a board game published: we have no idea what we’re doing, but we’re taking it one step at a time and enjoying the process a lot!

The entire 10-page Tales of Belfort comic will be complete by Monday or Tuesday of this coming week, then we’re onto other stories set in other, non-board game worlds! Check it out at Condo Of Mystery.com!

 

This Website
It’s always interesting to see if people are reading what you’re writing. One way to tell if you’re connecting with your audience is if your posts start a discussion (go on, comment below!), but the other way is through analyzing the stats. It’s rewarding to me to see that people are visiting the site as often as they are.

What’s the plan for 2012 for this blog? Well, there are still a few more steps left to go to fully complete the journey we started long ago. Plus, since starting this blog, we’ve come up with many more tips and best practices along the way that we’ll have to squeeze into the step process somewhere. Not sure how we’ll do that…maybe just renumber the steps? We’ll see. Plus we’re hoping to get some experiences with different publishers under our belt this year. No problems or challenges with our current publisher – but it will be interesting to see how other publishers operate. We also have plans to put some videos together that better demonstrate some of the steps that we’ve described.

As usual, we’ll be as transparent as we can be – we have to hold back sometimes when publishers request us NOT to post about certain things – which we can understand. Usually it’s just a timing thing and not a forever thing.

Our goal, as it has been since we began: show and explain all the steps we took to get our games published, in an effort to make it easier for others to get their board games published. How altruistic! Well, in doing so, we’re hopefully raising awareness for our games as well! :-)

Click here to see the complete report.

2012?

So what else is coming in 2012? We hope a few more games from the Bamboozle Brothers! While the publishers are assessing the games of ours that they have right now, Sen and I are still working on new games (it’s really a never ending cycle, isn’t it – no complaints here though!). We have Lion’s Share, RuneMasters, Scene of the Crime and more that haven’t made it through Beta stage yet.
I am really looking forward to April as I have been invited to the very exclusive Gathering of Friends! This is a week long event held by famed game designer, Alan Moon in which his friends (most of them are other famous game designers) and some publishers show up and play games all week! Wow! That’s going to be amazing!
Sen is planning a trip to Essen this year to celebrate completing 4 decades of living. I might go as well, but the Gathering will take a fair bit of change out of my spending this year.
The aforementioned expansion to Belfort will be released. Expect the first expansion to be one of the smaller kind of expansions – not a full boxed version. Just something to mix it up a bit!
I have to say that five years ago, I would never have thought I’d be where I am right now. It’s been a fantastic ride, and I can’t wait to see what next year has in store for us! Thanks for joining us on this trip!
-Jay Cormier