The Gathering of Friends: Part 2 – The Lay of the Land

When I got to the Gathering I got my name badge and a goodie bag full of freebies! The goodie bag had some card games (including a special Tichu deck with new pictures of people who have attended the Gathering in the past), some expansions to other games (like the expansion to fellow GAC member, Roberta Taylor’s Octopus’ Garden) and even the full box version of Two by Two from Valley Games (and designed by fellow GAC member, Rob Bartel!).

The name badge system was awesome as they were colour coded to help you identify people a lot easier. With this information it was easy to identify the publishers as you walked around.

  • Red Badge: First year attendee (so I had a red badge!). Generally speaking, red badge attendees are always welcomed by others and made to feel at home pretty quickly. People were constantly shaking my hand and welcoming me to the Gathering. It was very nice!
  • Grey Badge: Anyone who has been to the Gathering for the last 9 years
  • Black Badge: Anyone who has been to the Gathering for 10 years or more
  • Blue Badge: Publishers

    After I got my badge, I surveyed the layout.

Basically there was a large convention room with tons of tables set up for open gaming. Off to one side were the prize tables! Everyone was encouraged to bring something for the prize table. If you contributed to the prize table, then you could participate in the prize draw at the end of the Gathering. Near the Prize tables was a table full of brochures for local restaurants and more freebies. I found an expansion to Valdora and another for Mondo there! Around the edges of the room were tables where people stored the games they brought.

Oh look, Pierre Poissant-Marquis (right), half of the design team of the game Quebec is playing Belfort!

Generally speaking, anyone could grab any game and start playing at any time, as long as they returned it when they were done with it. Outside of the convention room were a few open areas with more tables ready for open gaming. These tables were used for the poker tournament that happened on one night. Finally, down the hall there were a couple of rooms with a few more tables. During the day we found these to be a bit quieter and therefore made it a favourite spot for us to pitch to publishers. In the late evening one of these rooms were used for a large Werewolf tournament! There were always water stations all over the place to ensure you stayed hydrated throughout the event, so that was nice! On a whole, the hotel and its staff, while a bit gungy (the hotel, not the staff), were prepared and made us feel welcome.

I found Rob and saw that he had a spot along the tables around the edges of the room, so I added my prototypes to his pile. Once we were set up then we were free to either start our own game, or join another group that’s about to start playing a game. It was always easy to find people to play a game of anything! Some of the times it would be a prototype and other times it would be a ‘regular’ game. There were a lot of designers there who, like Rob and I, were looking to get some feedback on their designs, as well as pitch to publishers. Friedemann Friese had a table dedicated to his games for the entire event. I wanted to check them out but never seemed to line up when the table was free. While the hotel offered a mini café in the latter half of the week, most of the meals were either at TGIF, which was in the same hotel, or a restaurant in the casino across the street. Sometimes people with cars would drive others to another local establishment nearby (Duff’s Buffalo wings!) or a few times we walked to a nearby Indian restaurant.

Even though I stayed up late on some days (3am) and woke up early on other days (8am), there were always people playing games somewhere in the convention area! Sleep is for chumps!

There were quite a few tournaments throughout the week ranging from 7 Wonders and Tichu to Loopin’ Louie and poker. The winners of each tournament got first choice of the prize table on Saturday night! Before the prize ceremony there was a flea market. Those that could travel with their assortment of games offered them up for sale to the rest of us. Since most people had to fly, it was a tough decision on what they could buy and what they could pack! I managed to pick up a copy of El Cabellero – a Wolfgang Kramer game that is out of print and one that I’ve been looking to get for a long time now!

[Sen:  Really?  That’s the single game of my collection that I’ve ever sold, IIRC.  Well, you know what they say about one man’s treasure…]

The prize ceremony was really the only time we were all together as one group. The hotel removed all the gaming tables and set up chairs theatre-style to fit all 400 of us in the room. Alan took the microphone and reviewed some things about the next year (I’m already pre-registered!), and then showed off the high-end prizes that people brought for the prize table. Some of the highlights included:

  • a crokinole board made by fellow GAC member, Mike Kolross, (plus graphic design by another GAC member, Mark Klassen) in the shape of a record with the label being Alan Moon’s Ticket to Ride,
  • handmade table covering with a Tichu mat on one side and a Can’t Stop and Liar’s Dice on the other – complete with all the dice and cups
  • a copy of the impossible-to-find game, Hotel
  • Big Boss from Wolfgang Kramer – another hard to find game
  • The Cookies of Catan – a fully playable and edible game of Settlers of Catan!
  • Line for Life for an upcoming game called D-Day Dice (designed by another fellow GAC member, Emmanuel Aquin). The Line for Life meant that the person would receive every expansion they ever make for this game for free!

I was called somewhere in the middle of the pack, but I managed to get the exact game I was hoping to pick up – Castles of Burgundy.  It was a game I had wanted to pick up in Essen last year, but they sold out too quick!

Up next I’ll get into the specifics of what it’s like to pitch to publishers at the Gathering!

-Jay Cormier

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The Next Step and Staying Motivated

Sen and I got into game design because we just loved games and thought it would be fun to also create them since we both had a passion for creativity (I did theatre and Sen did DJing/singing). As might be evident to long time readers of this blog, we didn’t know what the heck we were doing at the beginning! We knew the final goal was to get a game published and of course had no idea how to get there. What we did know was the next step.

The next step for a long time was to play the game again, change some rules to fix what didn’t work, then play it again. This part was pretty easy. We didn’t know how to make prototypes at all. We didn’t have fancy equipment or amazing artistic talent (anyone who’s seen our prototypes will attest to that!). We would make it out of bits of card stock and paper – sometimes spending way too much time making it (case in point: one time we actually glued backs on the tiles – AND we hand sanded the fronts so they had a bevel! This would be fine -if not excessive- for a submission of a final prototype, but this was our second version of the game!), and sometimes scrawling on some cue cards.

What’s very interesting to see and learn is that there is no right or correct way to make games. Sure we’ve learned a lot over the years from not only our experiences, but from other designers we have met – especially those that are part of the Game Artisans of Canada. I’d still say that there isn’t one right way to do anything in the game world. There are best practices and things that have worked though.

This isn’t meant to disuade anyone. Quite the opposite in fact. If you are ever get that feeling like you don’t know what to do to get a board game published (or really, anything done), just do the next step. The next step will bring you that much closer to a finish line.

I was happy to see this video of famed game designer Friedemann Friese as he shows off one of his prototypes. It has the same amateur-ish feel to it that our prototypes have. It is purely a design of function. It made me smile to know that while there isn’t a correct way, that other well known designers do some things very similarly!

-Jay Cormier