Akrotiri breaks into the top 1000 board games of all time!

Akro-rankingsAccording to Boardgamegeek, which allows its users to rate the games they play on a scale from 0 to 10 – and then takes all the ratings and ranks all 79,000+ board games, Akrotiri has entered the top 1000! This is only our second game to enter the top 1000, with Belfort currently sitting at 217. The more people that rate the game on boardgamegeek, the better it can rank (assuming people like it of course!).

AkroCurrently, 580 people have rated the game and have given Akrotiri a 7.4 average. To put that in perspective, the number 1 game on Boardgamegeek has an 8.2 average.

Based on the current rating average it has, there’s a chance it can get a lot closer to where Belfort is right now! It’s exciting and hopefully won’t be our last top 1000 game! Thanks to everyone who’s played our games and have rated them!

-Jay Cormier

Cutest interview with Jay and Sen ever!

Hidden-Staircase-PodbeanWell this is just gosh darn cute. Sen and I got interviewed by Hidden Staircase Podcast – by a kid! He asks some great questions and made this interview fun and entertaining! There’s also a review of our game, But Wait There’s More by the kids too. Check it out in full here! Interview starts at 7:20 – but they weave But Wait There’s More throughout the entire podcast. So cute!

-Jay Cormier

But Wait There’s More expansion needs your help!

butwaitboxWe’re getting ready to launch our next expansion for But Wait, There’s More! Next expansion? Well we do have a few expansion available from the Toy Vault website! You can get a 6th player expansion that allows you to play 6 players – with each player on their own, or up to 12 players as partners. You can also get a Geek expansion that has 30 more cards that are themed around superheroes, video games and fantasy. We also have That’s the Best Part – an expansion that adds different rules and cards to the mix. I always laugh whenever this expansion is played!

But now we have a new expansion in the works and we need your help. Well – we need your help if you’re ok with things getting a bit raunchy…or a lot raunchy. The tentative title of the expansion is Sex Sells – and, as you can guess, the content is very adult oriented!

If you are interested in testing then please contact us (jay@bamboozlebrothers.com) and we can supply a pdf so you can print out the few pages of cards to play it.

We only ask that if you sign up – that you do test it – and you do provide us with your thoughts and feedback!

-Jay Cormier

Vote for our game, But Wait There’s More, to help it win a Geekie Award!

Screenshot 2015-06-29 08.09.33That’s right – we’ve been nominated to win a Geekie Award with our game, But Wait There’s More! Wow super cool!!

If you like the game and would like to see it win, then voting for it would be a wonderful thing to do! You can do that here!

Also worth noting – you won’t be asked to register for anything or even enter your email address – so it’s super quick. Also, you can vote every single day!! Woo hoo!!

Thanks for your support everyone!

-Jay Cormier

The Bamboozle Brothers’ GenCon Experience

IMG_2556Wow what a whirlwind adventure! This was my first visit to GenCon and I loved it! I hardly got to experience most of what GenCon had to offer as I was busy pitching games almost every hour of every day – but no complaints from me because that was so fun!
Sen and I followed our own steps on how to prepare for a convention (it’s actually been awhile since we’ve attended a convention that wasn’t The Gathering – which doesn’t follow normal convention rules for pitching!). We set up meetings with 10 different publishers via email so that the afternoons of Fri and Sat were packed – back to back meetings all afternoon.
Thursday night
Sen arrived the day before but I flew in and got to the convention just before 5pm…which was good because we had a meeting set up with Dice Hate Me at 5:50pm!
Our first stop was at the Oni Press booth to set up a meeting with Cullen Bunn, Brian Hurtt and Charlie Chu as luck fell in our laps when Sen found himself in the right place at the right time and learned that they are looking to make a game out of the comic Sixth Gun. Meeting was set for the next morning – perfect!
IMG_2553Now it was time to meet Chris from Dice Hate Me. We had created a separate folder for each publisher we were meeting with and then put our sales sheets in the order that we thought each publisher would like each of our games. The pitch went great with Chris from Dice Hate Me liking Law of the Jungle, 9 Thieves and a game from Sen and another designer called Burning Rubber.
IMG_2571Then we went to the Nerd Nighters charity event hosted by JR Honeycutt (whom I met randomly on a trip to Texas 1.5 years ago!). We got to chat with other designers like Kevin Nunn and Luke Laurie about game design, which was really interesting. Then we had to head back to help demo our game, But Wait There’s More in hall D. We had a good turn out and since they were all adults, that allowed us to test our new Naughty Version expansion and was ecstatic that it went over better than expected! Yay!
Friday
SpielWe started the day with me trying to get one of the 100 per day copies of Mysterium that Asmodee had but the lineup was too big even though I bee-lined it to their booth. Boo. Ok, next we had an interview set up with The Spiel. If you’ve ever been to a game convention then you’ve probably seen them as they wear white jackets with large coloured meeples on it! The interview was fun and humorous and should be posted soon.
Next up was our meeting with Cullen and Charlie from Oni Press. It was Sen, me and Jon Gilmour (designer of Dead of Winter) in the meeting with them. I won’t go into all the details but it was exciting to chat about the possibilities of a Sixth Gun board game with them! Then Cullen said we really need to chat with Matt Kindt….Matt Kindt!!! For those unaware, he’s one of my favourite comic creators! Cullen took a photo of Sen’s business card and texted it to Matt – who reached out right away and set up a meeting with us.  Cool!
Jon Gilmore, Charlie Chu, Brian Hurtt, Sen, Jay

This happened! Jon Gilmour, Charlie Chu, Brian Hurtt, Sen, Ja

So now it was time to jog on over to our first actual pitch of the day. The exhibitor hall is ginormous that no single photo can do justice and so it can take quite awhile to get from one side to the other – not just because of the size of the hall, but also because of the amount of people you have to navigate through. This place was packed!!
RnRFrank from R&R Games was ready for us when we arrived and we chatted quickly about our game that we already have signed with him and learned that they’re really just trying to figure out the art for it as they want to get it right. Then onto the pitches. I love pitching to Frank because he’s very straightforward and that keeps things quick and still professional. We’ve perfected our pitch process now and so we really know how to use our time wisely with publishers. You never know if a meeting is going to get cut short or not!
Our process now is to bring out the previously mentioned folder (with sales sheets in order of importance for that publisher), and go through all of our sales sheets quickly. We preface the pitch by letting the publisher know that we plan on going through a bunch of different games quickly, using the sales sheets, and then the publisher can pick and choose which ones they’d like to see or learn more about. This is a great approach because now the publisher doesn’t have to feel like a schmuck by saying no over and over again. Instead they can simply say that they want to hear more about this one and that one – without having to say that they don’t like these other ones!
Frank liked our game 9 Thieves and Chrono Chickens! As per usual though we needed to keep the prototypes for the rest of the event to show other publishers. We could always come back near the end to hand over any prototypes.
FoxtrotNext we met up with Randy from Foxtrot who liked 9 Thieves and The Mystery of Mister E! A fan of the deduction game!
ZManWe met up with Zev from Z-Man and showed him our mini Akrotiri expansion as well as the rest of our games. He liked 9 Thieves as well! Martin from Filosofia came over and we chatted about our game Junkyard that they’re going to re title to Junk Art and will be released as the second game in the Pretzel lineup after Flick Em Up. We also chatted through a scenario for Flick Em Up that we were asked to design! He showed us the first expansion for Flick Em Up and it was awesome! Horses and ramps!! What a cool game!
APTravis from Action Phase was next and he really liked Law of the Jungle, 9 Thieves and Pig Goes Moo. He was cool with us sending him Print and Play files for the games though, so that’s cool!
Then we got to meet with Hasbro! We met Dougall at The Gathering this year, and so we were already very Hasbrocomfortable and friendly with him. We pitched our games in the usual way and he was blown away (I might be exaggerating to inflate my sense of self importance) by the quantity of games that looked good! We played 9 Thieves and a couple games from other designers – Snap Shot and Burning Rubber. Then our time ran out but he wanted to see more so he set up a time on Saturday morning to the rest. Fantastic!!
RenegadeWe had to boogie to our next pitch which was with Scott from Renegade Games. He expressed interest in SimpliCITY and Pig Goes Moo!
IMG_2570And thus concluded our pitches for the day though we did a couple hours of demoing But Wait There’s More which is always fun and funny. It’s so great watching people experience the game for the first time and realizing how funny this game is!
We thought we were meeting up with Matt Kindt after this but we rescheduled for the next morning. So I played my first non-prototype game at the con and it was Flip City from Tasty Minstrel Games! Neat game! Then we met up with Level 99 Games and played their new battle game, Exceed. We were joined by Josh Cappel and had some interesting conversations about graphic design.
Saturday
We started the day by meeting up with Dougall from Hasbro again. We only had 30 minutes but it was enough to try a couple more games and for him to express interest in Chrono Chicken – but only if we can come up with a better theme (and we think we have one!), as well as The Mystery of Mister E! That could fit in their Clue line up of games.
Then we shimmied over to meet up with Matt Kindt at the Oni Press booth. This was the highlight of the con for me. Matt, Sen and I talked for about an hour, with Brian Hurtt coming in halfway through to join in on the conversation. We chatted about the possibilities of turning Matt’s comic, Mind MGMT into a board game – and wow, that was cool to just brainstorm with him! We’re going to think about it and see if we can make something happen! How cool would that be??!!?? Matt was a super cool guy who has recently fallen in love with board games. His passion about games was great and we have some good ideas that will do his property justice!! So excited about this – I. CAN’T. EVEN.
Potentially the beginning of something amazing! Sen, Brian Hurtt, Matt Kindt and Jay!!

Potentially the beginning of something amazing! Sen, Brian Hurtt, Matt Kindt and Jay!!

Ok, back to earth and onto our next pitch which was more of a show and tell than a pitch. IDW/Pandasaurus had asked us to make a dice game for The Godfather as well as a Scotland Yard-esque game based on the comic Powers. We wanted to show them our progress on both of these games. First up was The Godfather game and they LOVED it! We’ve spent a lot of time play testing and tweaking this game to a point where we’re really happy about it! So glad they love it! Next up was Powers – which was presented as a Beta game. We walked through the direction we’re going with it and they were in full agreement on our decisions so far! Whew!
BD-TMGWe had to dart over to Tasty Minstrel Games after this to show Seth and Andy our Belfort Dice Game that we’ve been working on. We let them know that this was still beta as well. Normally we wouldn’t show a publisher a game that was beta but in both these last cases they seemed to make sense. It was a good opportunity to show what we’re doing and if they had any feedback that would change the direction of the development then it’s better to know now. And they did have direction! They thought there were probably too many dice in the game. They’re going to price it out, but we’re already thinking of ways to reduce the number of dice needed.
Then I got to meet Ryan from Mayday Games. While it’s great to catch up and meet with publishers we already knew, the big benefit of coming to GenCon for us was meeting new publishers and starting a relationship with them. Ryan was fun and after pitching one of our games and getting ready for our second he gave us a really nice compliment. He said that we’re the most organized and professional designers he’s met! That’s pretty nice to hear! We do take pride in our professionalism and strive to stand out from other designers (damn, why am I sharing this with everyone else then??!). Ryan liked a bunch of our games – Chrono Chicken, 9 Thieves, Law of the Jungle!
Next up? Shari from Ad Magic. Shari had agreed to publish our game Clunatics but wanted gameplay to be smoothed out a bit more. We fooled around with so many different ways to play this game and finally had a great suggestion from one of our play testers and it worked really well.  We showed her how the new version played and she really liked it! Yay! She assigned a project manager to the project and now we’re off to the races with this one! We had enough time so I pitched a game I’ve worked on with another designer named Shad Miller called Rack Your Brains. She had seen the sales sheet before and thought it looked interesting. I walked her through the first few rounds and she got it immediately and really liked it! We were in a rush but we left it with her and the project manager so I’m not sure if it’s happening yet or not!!
So we literally had to jog to a different hotel as we had signed up to give a seminar called, “How to pitch to publishers, the Bamboozle Brothers way.” We had borrowed a projector and we had a PowerPoint presentation to go along with our skits that went through all the steps on how we pitch our games to publishers. We had about 20 people attend the seminar and they seemed really engaged throughout, asking questions and taking notes. I really liked doing it and I think it’s just another thing that Sen and I do to try and give back to this community.
At 5pm we had our last But Wait There’s More demo to run alongside the publisher. Another set of fun people came and enjoyed themselves! Tons ‘o laughs.
For the first time, we got to actually go to a sit down restaurant for a meal! Crazy! Up until then we had been eating from food trucks and from inside the convention centre (dangerous – but the pot roast sandwich was delicious actually). We met up with JR Honeycutt, Tim Brown, The Spiel guys, Josh Cappel, Daryl Chow, Daryl Andrews and more at The Yard for a meal and lots of great conversation. Great stories from everyone about how their pitches went.
On our way out of the restaurant we bumped into Michael Coe and Nathan Hadfield from Gamelyn Games. That was serendipitous since we were on our way to a different restaurant to meet them! We chatted about our upcoming game that they’re publishing of ours called, Rock Paper Wizards and agreed to meet up again later in the evening.
First time meeting! Michael Coe, Jay, Sen, Josh Cappel, Nathan Hadfield

First time meeting in real life! Michael Coe, Jay, Sen, Josh Cappel, Nathan Hadfield

Crash-SCBack at the hotel we had arranged to meet up with Patrick from Crash Games. We really thought that he would like our game SimpliCITY. We were a bit bummed that SimpliCITY wasn’t getting a lot of love at the con so far. It’s our favourite game of the ones we were pitching. I think it has to do with the sales sheet I made. I think the art makes it look too busy and basic. Anyway, we played it with Patrick and everything was humming along and we scored after the first round. Then you could almost hear the click as Patrick ‘got’ the game. He really liked it!
IMG_2614Then it was back to the hall to meet up with Gamelyn Games again. We chatted about the direction they wanted to go with Rock Paper Wizards and Josh sketched up some ideas for the cover. That’s a fun meeting! We’re thinking of aiming it more towards a family friendly type of audience since we know that gamers will like it no matter how it’s packaged. Michael really wants to get this game into mass market so the packaging really needs to appeal to that market. Then we played Tiny Epic West – the next game in the Tiny Epic universe, and had fun playing it and providing some feedback afterwards.
Sunday
Renegade-SC-giveSunday was all about re-visiting publishers to hand over our prototypes. We had some decisions to make about which prototype should go to which publisher. It’s a great position to be in when multiple publishers want your games! So we had to factor many things into which publisher we should give our games to, but their need for exclusivity – that was a big one. Some publishers requested this and that makes it hard for us! We did give some of our games to publishers that wanted exclusivity but usually it was based on their enthusiasm for our game and their promise of how much time they needed. We also found out that Dice Hate Me was also interested in our word game, Lost for Words! Huzzah! I’d love for that game to find a home!
Patrick from Crash won the Bamboozle Lottery! He gets to take one of our prototypes back with him!

Patrick from Crash won the Bamboozle Lottery! He gets to take one of our prototypes back with him!

Some of our games went home with two publishers if they didn’t care about exclusivity, so it was smart of us to bring two copies of each game! We are so SMRT! One publisher was doing print and play and Hasbro wanted us to mail him copies afterwards as he didn’t want to carry all of them back with him. So we got rid of all of our prototypes with the exception of Herdables. Boo. And we had just found a way to make the game even better too. The good news is that Huch and Friends likes that game and was interested in publishing it (and gave us the OK to pitch to other publishers at GenCon). So now we will let them know about the recent changes and that might motivate them to publish it!

So as of right now, we have no prototypes without a home! That’s a great feeling!! GenCon was even more exciting than I thought it was going to be. I wish I was there longer as we had more publishers we could have pitched to if we had the time. Next step for us is to email all these publishers to touch base with them after the con, and to ship out prototypes to Hasbro. Stay tuned if there are any takers!!
-Jay Cormier

Bamboozle Brothers Schedule at GenCon

GenConWe are getting ready for our first visit to GenCon and we thought we’d share what are plans are with y’all. If you want to connect with us – know that our time is pretty tight, but we do have some time in the evenings.

Here’s where we’ll be while we’re at GenCon:

Wednesday, July 29

Day: Sen is driving in
Night: Pitch to Level 99 to at 8PM
Late Night: Meeple Syrup Show live from GenCon!

Thursday, July 30

Morning:  Check out booths
Afternoon: Jay arrives from flight, pitch to Dice Hate Me at 5pm
Night: Nerd Nighter Charity, Demo of But Wait There’s More at 10pm (Hall D, Green, table 10-11)

Friday, July 31

Morning: Interview with The Spiel at 10:30am
Afternoon: Pitch to R&R at 12pm, Foxtrot at 1pm, Z-Man at 2pm, Action Phase at 3pm, Hasbro at 4pm, Renegade at 5pm
Night: Demo of But Wait There’s More at 7 and 8pm (Hall D, Green, table 10-11)

Saturday, Aug 1

Morning: Walk around convention
Afternoon: Pitch to Tasty Minstrel Games at 12pm, Ad Magic at 2pm, Give seminar to public about pitching games to publisher – C Plaza: Penn Stn B, Demo of But Wait There’s More at 5pm (Hall D, Green, table 10-11), pitch to Lamp Light Games
Night: Totally free right now!

Sunday, Aug 2

Morning :Demo of But Wait There’s More at 11am (Hall D, Green, table 10-11)
Afternoon: Jay leaves to airport
Night: Sen drives home

So hope to see you there! If you do – come up and say hi…we’re Canadian so we’re pretty friendly! :-)

-Jay Cormier

We’re doing a seminar at GenCon – and it’s gonna be awesome!

GenConThe Bamboozle Brothers are going to GenCon for the first time ever and we’re doing a 60 minute seminar titled, “Pitching Games to Publishers, the Bamboozle Brothers Way.”

We’re taking a lot of the ideas from this blog (from The Steps) and actually acting them out. So you’ll see us actually pitch a game (not to a real publisher!) – but we think that will be a lot better than hearing us talk about pitching to publishers (which we’ll do as well though!).

We’re planning to have a lot of fun with it – so if you’re going to GenCon and want to learn how we’ve found success in this business – then you better sign up as the room only holds 50 people and we already have 26 people signed up! The Session ID is SEM1572445.

We’ll also spend some time answering any questions you have, and if there is interest and time – we’ll even sign any of our games you have!

See you there!

-Jay Cormier

Geekie Award Time Again!

Screenshot 2015-06-29 08.09.33Last year our game, Belfort, won the tabletop game of the year award – and we were ecstatic! Really proud of that win! Part of the prize for winning was being interviewed on Krypton Radio for their show “Event Horizon” and that episode is now live! Check it out here.

And now we’ve found out that another one of our games has been nominated this year for a Geekie award!! We’re excited to see our new party game, But Wait There’s More as a candidate alongside many other strong contenders (view them all here!)! May the best game win. Who knows, maybe we’ll even show up this year!! :-)

-Jay Cormier

Stop Playtesting!

If you’re a game designer, then you know playtesting is important. We talk about the importance of platesters in Step 11. Today I want to tell everyone how important it is to STOP playtesting!

Ok, Ok – it’s a bit click-baity, but here’s what I mean: when you’re playtesting it’s important to know when to stop and move to feedback.

powers-testI’ve seen (and been a part of) too many playtests where the game is broken but there is an unspoken need to play until the end. I believe this is because we’re all gamers and we all still want to win the game! It’s important to remember when playtesting, that while your actions should lead you towards a winning strategy, whether you win or lose should not matter at all.

I assume we’ve all been there before – we’re making our way through a playtest and find that there’s an obvious strategy, or that one player has an insurmountable lead, or that one choice is never used and therefore a whole aspect of the game isn’t explored. In these situations the designer should recognize that they will not get any more valuable feedback if the game were to continue. Stop the game right there and move to feedback.

If you have enough information on what you need to do next with your game, then there’s no need to keep playing. I’ve found myself asking this out loud to some designers when I feel like I’ve explored as much of the game as I can – “Do you have enough information from this test?” Gently implying that I am done and ready to move onto providing feedback.

And you shouldn’t stop playtests only for games that are broken! If the entire group has playtested the game before and you’re testing one new idea or concept – you can play long enough to see if that idea or concept works. Sometimes you only need to play 1/4 or 1/2 of the game to determine if the new idea works or not.

That said, there are times where you need to playtest the game end condition of course – so those games do need to be played until the end. Players might need to experience the end game scoring to see how their decisions impacted their score before they’re able to give feedback. Even if you start the game with the intention of testing the end game condition, and the game breaks down midway – then you should stop playtesting and move to feedback. You can even let people know that this is the last round before scoring – so they can see how they were doing so far.

The bottom line is that when you have playtesters ready to test your game, then cherish that time and use it as wisely as you can! It’s much better to get 2-3 tests in one sitting rather than one long test. If your game is broken and it can be tweaked with a rule amendment or by taking a pen to some of your components, then do that and set it up and play it again! That will be a much better use of your time – and of your playtesters’ time.

What do you think? Is it important to playtest to the end? How long do you spend playtesting one game before moving to feedback?

-Jay Cormier