Fun Interview at GenCon with Es-Tu Game?

Check out this fun video that’s mostly in French – except for a couple parts where they interview Sen and I – on the floor of GenCon! You can catch the dynamic duo at 11 seconds in for Junk Art and then again at 6:23 for our interview about Godfather: A New Don.

-Jay Cormier

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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

Reviews of all of our games keep coming in!

Reviews seem to be popping up all the time for one of our games so we thought we’d share wheat people are saying about all the Bamboozle Brother games recently. Check out these great comments! Really makes me happy to see so many people enjoying the game we’re making! Thanks for the kind words everyone!

ThisTown-logoThis Town Ain’t Big Enough for the 2-4 of Us

  • Recommendation: Yes! Games won’t take longer than 15 minutes, max, if that. For what it is, it is an excellent little game. If you were panning for gold, this game would be a real gem. – Kevin Garnica
  • A really fun tile laying microgame. Plays fast and has interesting moments. I really liked how you score points based on how many symbols your OPPONENTS have in the same town. Very creative. Worth checking out. – Andrew Bellavie
  • This is an EXTREMELY good/fun game for the price. Impressed with the “bones” of this one.- Xenothon Stelnicki
  • Great lunch time game and filler. Simple rules and plays well at all player numbers. Can add multiples of the game to make the game longer. – Pat Gagnon

butwaitboxBut Wait There’s More

  • Once you’ve had a taste of “But Wait, There’s More!” you’ll never want to go back to the relatively lacklustre fun of games like Apples to Apples and Snake Oil again. The genius of this game lies in the fun of the pitch – you have a little bit to go on from your hand of attributes & some randomness when you draw from the deck, and it’s all 100% hilarious and fun. Best of all, everyone gets a pitch for the item each round and then everyone votes on what they thought was the best pitch – a nice touch to make sure everyone’s participating and having fun. Highly recommended! – Nicole Hoye
  • One of the very few party games I enjoy – at all. And it’s freaking hilarious. – Sean Ross
  • Can’t wait! I love this game!!! I laugh until I cry every single time I play…- Tim Sowers
  • Played this Saturday night at Gen Con with a full table of 10. One of the best gaming experiences we had all weekend. We fit in two complete games in under an hour (and that included the time it took to learn the rules) and everyone had a great time. This was an easy buy and I’d have bought the game on the spot were it ready. – gescott01

Tortuga-BoxTortuga

  • Tried this at GenCon 2014 and really enjoyed it. – Arthur Rutyna
  • This one was a very fun time for us. Sure, there’s not a lot of strategy going on here but, the mechanics make for an enjoyable game. I like how the treasures move from the island to Tortuga throughout the game depending on how many crew members or boats you have available to you. We were a little confused at first but, really got into the swing of things and enjoyed ourselves. The best part to me were that the scores were super close, with the winner only winning by one point and the loser only losing by three. As I said, this is a very fun game! – Joseph Peterson

The new cover will now feature the Game of the Year stamp from Dice Hate Me!

Belfort

  • Had low expectations due to its fantasy setting, but it is surprising fun game to play. Another one where I feel every game I have played was time well spent. It has become a staple in my top 10. Expansion(s) have only enhanced it. – Bob Nash
  • Belfort is a very good worker placement game. I like how the points are score in this game. The guilds available being different each game adds a lot of replay value. The production of this game is one of the best that I have seen. The rules, the boards, the player aid, the cards and ressources (each with a different shape) are all great. – Dominic Morier
  • The theme and mechanics combine for a really good game. – James Hatfield
  • What a wonderful worker placement. It has lot going on, but it all seems to blend together seamlessly. The card drafting and area control are not to be overlooked. Overall, one of the best WP games I have ever played. – Brian Thomson

Bex-coverBelfort: The Expansion Expansion

  • This is my all time favorite so its a Always Wanna Play List for me – Adrian C
  • Great expansion for Belfort. When I buy this, I don’t see myself playing without the expansion anymore. – Miguel García

 

 

Train of Thought box artTrain of Thought 

  • This is such a great idea, having players guess a word but by only being able to speak 3 words and with having to incorporate the previous answer to explain the next. We loved this and for any fans of party word games, this is a winner. – Joseph Peterson

Bamboozle Brother games at GenCon 2014!

Are you going to GenCon? Want to get your hands on some upcoming Bamboozle Brother games? Well you can!! Here’s a list of our games that will be at GenCon this year and a map below showing where you can find them:

Queen

Tortuga-BoxTortuga – available for purchase

 

 

 

Tasty Minstrel Games

ThisTown-logoThis Town Ain’t Big Enough for the 2-4 of Us – available for purchase (after that it will only be available on TMG’s website – so grab a copy now – only $5!)

  • Belfort and Belfort: The Expansion Expansion – available for purchase

 

Toy Vault

butwaitboxBut Wait There’s More – available for demo, Type in these codes into the Event finder on the Gen Con webpage to sign up:

  • Thursday 1pm: Game ID: BGM1462531
  • Thursday 3pm: Game ID: BGM1462534
  • Friday 1pm: Game ID: BGM1462535
  • Friday 3pm: Game ID: BGM1462532
  • Saturday 1pm: Game ID: BGM1462533
  • Saturday  9pm: Game ID: BGM1462536
  • Saturday 11pm: Game ID: BGM1462537
  • Sunday  2pm: Game ID: BGM1462538

GenConmap2014

Take some pics of our games at GenCon and send them our way! We’d can’t make it this year but would love to see our games out there being played – or even stacked up on a shelf!!

-Jay Cormier

Belfort: Designer Diaries, part 4: The Printers

In our final instalment of “Belfort: From Inspiration to Publication” we meet with Richard Lee of Panda Manufacturing, the Canadian company that handled the manufacturing aspects of Belfort for Tasty Minstrel Games. Panda has been setting the standard for having games manufactured in China in recent years. Belfort is a solid example of the work they can do.

Jay: Hi Richard! Good to speak with you again. Can you tell us what services Panda offers to publishers?

Richard (left), Michael Lee (right) and Belfort (middle)!

Richard: Hey Jay! Hi Sen! Well, Panda offers full manufacturing, sourcing, quality control, testing, and shipping services to game publishers all around the world. Our primary printing and assembly factory is located in Shenzhen, but we source components from all over China.

Sen: How did you find yourselves in this role?

Richard: My brother, Michael, and I have always been avid gamers and fans of the gaming industry. In 2007, Michael partnered up with our primary printing facility in China that specialized in commercial printing (books, magazines, packaging). With the help of some industry experts, he discovered that it was possible to create high quality board games in China that could match the quality of German-produced games. After all, the Chinese printers had access to the same materials and machinery as the Germans. It was simply a matter of workmanship, expertise, and experience.

Not long afterwards, he started offering the printing services to board game publishers and attended major gaming conventions to promote Panda Game Manufacturing.

Jay: So, are you hardcore gamers or game designers yourself?

Richard: We have been gamers for as long as we can remember and have always enjoyed tinkering with games and creating house rules. While we wouldn’t consider ourselves game designers at the moment, we do have some rough designs that we have worked on over the last few years. We look forward to the day when we will be able to bring one of our own games to market.

Sen: Tasty Minstrel didn’t use Panda for their first couple of games and their early woes with moisture are, by now, a cautionary tale in the board game publishing world. How does Panda Manufacturing ensure that this doesn’t happen?

Richard: Printed components made in China can be subject to very humid conditions, which can lead to warped components or even worse – mouldy components! Panda’s manufacturing process places a strong emphasis on ensuring that all components are properly dried in a specially-created climate control room. Component moisture levels are consistently monitored and brought down to American and European levels.

Jay: Seriously? That’s really interesting! But why does it take about 30 days to fully manufacture a game?

The factory in China...making games!

Richard: Actually, it takes more than 30 days to manufacture a game. Typically, after a publisher uploads their graphic files to our FTP site, we need 2 – 4 weeks in the pre-press and sample production stage to ensure that files are print-ready and that custom components samples are made properly before we kick off full production. In fact, we don’t start full production until our clients approve a proofs and materials package that contains full-colour proofs, a mock-up of the game, and sample materials and components. After we start full production, the average game takes 45 days to complete. Of course, this depends on the complexity of the project as well as the total quantity of the order.

Sen: So it’s not as simple as pressing ‘Print’ huh? Got it! Take us through some of the steps that Belfort went through to get through production.

Richard: There are many steps to producing a board game but here are some of the most important steps along the way:

· Creation of printing plates
· Colour matching
· Printing
· Creation of die-cuts
· Component sourcing
· Component quality control checks
· Assembly of games
· Packing in cartons & Palletization

Jay: What was the most difficult aspect of production for Belfort?

Richard: Overall, Belfort is a fairly standard production with wooden pieces, cards, punchboards, and a game board. However, the game board is a unique pentagon shape that consists of 5 kite-shaped pieces. To ensure that the game board pieces would fit together nicely, we printed all 5 game board pieces together and then cut the board into the kite shaped pieces to ensure a proper fit. This required additional pre-press work as well as carefully calibrated die-cutting machines.

Sen: Cool, that’s pretty neat! The board is a thing of beauty! But There is no insert to hold things in Belfort – is this something that’s common? If so – why?

Boxes!

Richard: After sending the publisher the proofs and materials package, which included the “white dummy” mockup of the game, we realized that the submitted box specifications did not allow enough room for an insert. Rather than adjust the box size (which increases both production and shipping costs) or reduce the thickness of components, the publisher chose to remove the insert from the game.

For games that do not have many wooden or plastic components, it is not uncommon for them to be produced without inserts. Belfort includes 12 ziplock bags, so there is plenty of storage to keep the game organized.

Jay: Ah, that’s actually great to know! As of the writing of this interview, we haven’t received our copies of the game yet and I was wondering if it was coming with bags or not. Yay!

Sen: And how much does each copy of Belfort weigh?

Richard: The weight of 1 game of Belfort is 1.65Kg (Ed: That’s 3.64 pounds for you Imperalists)

Jay: That’s pretty hefty! If great games were determined by weight then we’d be right up there! It could have been heavier because I remember we originally wanted Befort to have custom-sculpted elf/dwarf/gnome figures but the cost was prohibitive.

Richard: Yes, plastic components are fairly expensive, especially for smaller sized print runs (anything under 5000 games). That said, some publishers really want plastic components in their games and believe they can justify a higher retail price for the game. We have actually done plastic components for some orders as low as 2000 in the past but this usually adds at least $3 or $4 more to the production costs.

Jay: But what’s actually cheaper to use as a material? Paper, wood or plastic? What are the pros and cons of each?

Richard: Generally, paper is cheaper than wood, and wood is cheaper than plastic. Cardboard tokens are fairly cheap since you can fit many of them on a single punchboard. Wooden components have low set-up costs and are faster to produce whereas plastic components require an expensive mould set-up fee but have a lower price per unit afterwards. For smaller print runs wooden bits are cheaper than plastic bits, but for large orders sometimes plastic is cheaper than wood.

An example of the die cut for a punchboard (not for Belfort though).

Punchboard tokens are great because printed images and text will show up clearly on them. However, they have the downside of being 2 dimensional. Wood and plastic are more durable and are good for custom 3-D shapes. However, if you are designing a game where the pieces must be identical, keep in mind that wood pieces are prone to higher variances between pieces.

Sen: Has there been any really expensive game bit that you’ve had to manufacture?

Richard: Panda hasn’t actually been contracted to produce any game with a single component that has been especially expensive, but terms of games that have been more expensive to produce overall, the following come to mind:

· Tales of the Arabian Nights (with a special finish on the box and a huge book of tales)
· Merchants & Marauders (with plastic ships, custom bone dice, a cardboard treasure chest, wooden bits, and just about every cardboard component you can think of)
· Eclipse (an upcoming epic space game for a Finnish publisher – Lautepelit games)

Sen: Has Panda ever manufacture anything with electronics in it?

Richard: Panda has never produced a game with an electronic component. However, we are always looking for new and interesting ways to help our customers develop games of exceptional quality. In general, when working with new factories it is important to account for additional time to allow for more thorough quality control checks. In addition, we would encourage publishers considering electronics in their games to look into CPSIA and customs regulations related to toy testing standards for electronics.

Jay: If we were to do an expansion to Belfort, what should we consider from a manufacturing perspective?

Richard: Be sure to let us know if certain components need to be color matched to previous editions. For example, some card game expansions need extremely careful color matching. Otherwise, cards would be “marked” and the game might be unplayable. Also, you may want to consider advertising the expansion right in the base game. Many larger companies put game catalogues in each of their games. Lastly, there are optimal sizes for game boxes and boards, as well as optimal quantities for card decks. We would encourage you to contact us early so we can provide more specific advice for your game and find ways to help you save on costs.

Sen: For publishers thinking about manufacturing through you, what are some of the things they should know up front regarding both Panda Manufacturing and working with a production plant in China? What are the dangers of not using someone like yourself when dealing with printers in China?

Richard: It is not easy to be a successful board game publisher. You need to have an excellent marketing and sales strategy, great customer service, talented individuals, and of course fun games! Nor is it easy to be a successful board game manufacturer in China. We need a strong network of suppliers to provide quality components for all our games, and a dedicated team on the ground to ensure that colour matching, quality control, and shipping logistics are all carefully conducted.

Our service allows our clients to focus on their core business and be relieved of manufacturing headaches by letting us handle their production. Manufacturing a board game requires many small steps, many handoffs, and cooperation across many factories and companies. While there is always a chance that things can go wrong, Panda has built a reputation for standing by its customers and working with them to resolve any issues fairly and expediently. We take great pride in producing great quality games as well as solving problems if they do arise.

Jay: Is there anything else the world needs to know about Panda Manufacturing and the Lee brothers?

Richard: Panda regularly attends major gaming conventions such as GAMA, Origins, Gencon, and Essen. Feel free to email us at sales@pandagm.com to setup a face-to-ace meeting. We would be happy to discuss your upcoming project or just hang out and chat over a casual board game!

So that concludes our Designer Diaries on Belfort! If you missed the first three, you can read them here:

Belfort Designer Diaries: Part 1, The Playtesters

Belfort Designer Diaries: Part 2, The Developer

Belfort Designer Diaries: Part 3, The Artist

If you are interested in learning more about how we came up with the ideas and how the game grew from something small into what it is now you can read this interview by Jeff Temple and watch this video we recorded.