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

6 thoughts on “Bamboozle Brother Update and More Love for Belfort AND Train of Thought!

  1. ^^Well weird, that showed up just fine without issue – I wonder why my other comment got eaten? Curious. I shall re-type:

    It appears that your strategy when dealing with publishers is to let one publisher decided if they want to sign for a game or pass on it, and them move on to the next publisher giving them the option. Do you know if this is the expected norm?

    It seems like it would be most beneficial to the designer to get basic ballpark info from all interested publishers for a given game (royalty percentage, expected retail price and print run, etc.) and then the designer could then compare this information or use it for further negotiation. It would be a little harder to keep up with and possibly a bit worse for the publishers, but it seems like the way to go if possible (and assuming the community doesn’t frown upon it).


  2. Hey Jared – thanks for asking the question.
    Our strategy is indeed to let one publisher have our game for a few months and if they pass on it – then we approach other publishers. From a designer perspective, that doesn’t seem very fair, but unless you’ve got a name in the industry, that’s how it is.
    You see, a publisher doesn’t want to waste their time looking at a game only to find out that you’ve decided to go with a different publisher. They see sooooo many prototypes every year (more than you probably think!) that they can’t afford to spend time playtesting games that they might not even have the chance to publish!
    So the way we do it is we ask for a window of exclusivity – usually 3 months – and once that window is up – then we ask them if they’ve come to a decision or not. Sometimes we give them more time – depending on the circumstances, but usually we’ll pull out and start the process all over again with another publisher!
    This is one reason why Sen and I have many different designs going at all times – because we hate waiting! 🙂 So while we’re waiting on these games over here – we’re still working on these games over there. It’s a nice (hopefully) never-ending cycle!
    Hope this helps.


  3. Thanks for the reply. Do you expect to be more comfortable asking a little more from the publishers once you have a few more published, reasonably successful games then? (Always being open with them and explaining that another publisher is also interested, of course.)

    In my case I’ve just recently got one game signed – I didn’t approach any more publishers once the first showed heavy interest since I don’t have any name for myself yet. I was loosely considering ‘shopping around’ my next design more aggressively (assuming my first game does reasonably well) but was unsure how publishers would feel about that method.


  4. I think we’d have to have more than just published games – that we’d have to have successful games as well before we started getting publishers knocking on our doors! 🙂 I still think that no publisher will want to invest time in a game if there’s a chance they won’t get it.

    The best thing to do is to go to a game convention and set up interviews with publishers. That’s where you can show multiple publishers the same game. You can gauge their level of interest and at the end decide which publisher you want to leave your game with.

    Bottom line is – make sure you’re very transparent to a publisher about what you’re doing with a prototype. Tell them if it’s currently being reviewed by another publisher (which means that they’ll be less interested in looking at it). Ask a publisher that wants to look at your game if they want exclusivity, or if they’re ok with you showing it to others.


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