My Adventures in Essen!

My second time to Essen and I had a blast! It was just lucky happenstance that I was even able to go this year (my second time ever to Essen). My wife and I are having twins and we decided to have ourselves a little baby-moon. My wife chose Belgium, which didn’t excite me too much, but when I asked when she wanted to go and she said early October…well then, I think I’m interested now! 

Thursday night we met up with Andreas from Zoch, his wife, Gil Hova, and Al Leduc for dinner! Nice to catch up with them since Andreas missed the Gathering this year.


Friday was my first day there and it was very casual and relaxed. It was the first time my wife had ever been to a game convention as she’s not much of a gamer.


I got to show her the giant Junk Art display which was so impressive. I can honestly say that I think that no other game had as much floor space dedicated to it than Junk Art. They had 8 giant versions of the game being demoed and it was super busy all day long!


Next up we visited Horrible Games because a former student of mine, Frederico was working there. Apparently he actually changed his life after attending my class on board game design (which is part of the video game design program at the Vancouver Film School). He decided that he liked board games too much and he’d rather find a job in that industry…and he did! So proud of him! And happy that I influenced someone in that way.


We also got to see D&D: Rock Paper Wizard from Wizkids! It was the first time I saw the box and it’s a beauty! I buckled and had to buy one. They were down to 40 units from the 120 that they brought. I also found out that the game should hit stores in December instead of January like the original press release said. Zev also said that there were other publishers interested in translating it into other languages for other countries….sweet!

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The rest of the day was spent leisurely walking around, and introducing my wife to a few publishers that I know. We ended the day with me being interviewed by CBC radio for a future podcast.


Saturday  my wife hung out with a friend who was also in town and they went shopping while I went back to the Messe! I demoed Rock Paper Wizard for an hour and then bumped into Scott from Renegade Games who confirmed our game, Pig Goes Moo should be coming out in the third quarter of next year. He also confirmed that he played SimpliCITY and said he liked the gameplay but would want a better thematic hook if he were to pick it up. We’ve got some ideas.


Like many publishers, HUCH! and Friends had small meeting rooms behind their booth. Secret doors!!

Next I was off to HUCH! and Friends for my first pitch of the day. I first confirmed that Aladdin was indeed happening and everything is on track there. She also indicated that they’re closer to making our game, Herdables happen as well! They’ve been trying to figure out the right material for the tokens and they think they’ve figured it out. I then was able to pitch her the new and improved Law of the Jungle, which she had seen twice before in other iterations. We played a full game of it and she agreed that it was the best version of the game so far. She was interested in taking it with her but I had some other publishers to pitch it to first.

When that was done I met up with my friend and co-designer on a couple of games, Shad Miller! He took the train in from Switzerland just so we could hang out for the day! We started walking around and I saw the Matagot booth and I said I’d like to see if I could find Stefan Brunelle who works there. As I started to look for him, he found me! He was sitting right there and asked us to join him at the table. I introduced him to Shad and he introduced us to Mathieu. Stefan asked if we had anything to pitch because Mathieu was the main guy to pitch to at Matagot. Well, how lucky is that?

So we got out Skirmishes and played a full game with Mathieu and another person who was brought over to help translate since my French isn’t that good and his English isn’t great either! The demo was amazing with Mathieu edging out a victory! He had some feedback about a possible positive feedback loop but overall he really liked it and wanted to take it back with him! Huzzah! We had enough time for me to pitch Law of the Jungle as well and while we didn’t have time to play a full game, he liked what he saw and wanted to take a look at that game too! Sweet! Again we had to take the games with us to pitch to others but we told him that we could come back later and drop it off.

Up next was a pitch session with Mayday Games. We showed them Skirmishes and Law of the Jungle and they too liked both of them! They said we could simply email the the PnP files since they could easily print a copy for themselves. Wow – five for five!

After that Shad and I just walked all over and met all sorts of publishers and designers. Shad said it was like being on a reality TV show! It seemed like 10 minutes wouldn’t go by without us bumping into someone I knew! The owner of Horrible Games wanted to meet me because he really loved Rock Paper Wizard and he invited me to pitch him games in the future! Nice!

At the end of the day we decided to leave both games with Matagot since Mayday will print their own and I can mail a copy of Law of the Jungle to HUCH! 

That night we all went out for dinner and then Sunday we left. It was a bit of a whirlwind experience and I loved every moment of it! 

-Jay Cormier

The Gathering of Friends 2016 – Bamboozle Brother Summary

The Gathering of Friends is always my favourite week of the year (ok, with the exception of the week I got married this year!), and this year was as fun and productive as usual. Here’s a summary of the shenanigans that the Bamboozle Brothers got up to over the last 10 days.

Pitching new games

We pitched fewer games than usual this year, mostly because we’ve been busy working on licensed games. We still managed to meet with a bunch of publishers.

Filosofia: We showed them 9 Thieves and a set of three games set in the Arabian Nights stories, each designed by different designers. They liked 9 Thieves and gave us an idea to improve it, which we did for our next pitch.

Wizkids: Right before the Gathering a contract expired for Rock, Paper, Wizards, a game that another publisher had of ours, which meant that it was back on the market. Zev from Wizkids remembered liking it last year, so after a round of playing the game again Zev wanted the game! He had an idea that seemed like it would break the game, but the underlining issue he was trying to solve was a valid issue. This was a game we co-designed with Josh Cappel (yes, THAT Josh Cappel – the artist for Belfort!) and Josh had a brainstorm that solved the issue even better and made everyone happy! Huzzah!

I also pitched to Zev a game I designed with non-Sen designer, Shad Miller, called Skirmishes. He really liked that one and asked to have a copy to evaluate.

Zev from Wizkids examines Skirmishes

Zev from Wizkids examines Skirmishes!

Stronghold: I showed Stephen Skirmishes because I thought it was something he’d be interested in – and he liked it and said it was very clever, but he already had a battle game coming out this year.

USA-opoly: I wouldn’t have thought to pitch anything to him based on the games that they’ve made. I had the fortune of sitting beside Tony from USA-opoly on a 2 hour bus ride to Toronto to visit Snakes and Lattes and see the Blue Jays game. Seems like they are trying to publish their own games and the timing is perfect! I showed him some games and he seemed intrigued, but none of our current games seemed to match what he was looking for. 

Huch & Friends: I always enjoy pitching to Britta and Benjamin as they are very nice, fun and professional. They are also the fastest publishers to respond to an email in my experience so far! We showed them our games and she ended up liking two of the Arabian Nights games, one of them being our Aladdin game. Yay! They have also had our Herdables game for a coulee years and think they might want to publish that one too…so fingers crossed!

North Star: it was more of a lengthy conversation than a pitch as we chatted about where they’re at and where they want to go with their business. It was great to learn where they’re going and what they’re looking for in the near future. Could turn Into something exciting!

Pretzel Games: Well this is a first – we pitched a game to a publisher that we never play tested. Not only that, but we didn’t even have a prototype! Whaaa? We were told by Martin that he was looking for some outdoor games, so Sen and I came up with an idea for an outdoor game, but we didn’t want to put time and resources into making the game if the concept wasn’t even interesting to Martin. After our pitch we brainstormed some more on some production challenges and he ended up liking it and wanted us to proceed to the prototype stage! Sweet.

Matagot: Stefan is pretty new with Matagot so he is still trying to understand what they’re looking for, but he liked Skirmishes and wants me to take a picture of the game fully set up so he can show it to his team.

Indie Card and Board: This was an impromptu pitch when I saw Travis walking around, not looking busy. He had seen me playing/pitching our word game, Chainables in a restaurant with Tony from USA-opoly and had commented that it looked cool. I figured that it wasn’t the kind of game that Indie would publish but thought he’d like to play a game. He did, and enjoyed the game (not to publish it tho!), and then I transitioned that into a pitch for 9 Thieves. He seemed to like it and gave us a couple of great ideas to tweak it. So yay for improvements at least.

Promoting Games

Sen and I had 2 games that we were asked to help promote while at the Gathering this year, Junk Art and Godfather: A New Don. 

Junk Art is the second game from Pretzel Games, with the first being the hit from last year, Flick ‘Em Up. Junk Art involves 15 wooden pieces in 4 different colours for a total of 60 wooden pieces. There’s a deck of cards with each piece having its own card. There are many ways to play the game, but mostly you’re challenging players with cards to place those pieces onto their own base, trying to get points for placement or for having the tallest structure. 

Matt Leacock (designer of Pandemic and Forbidden Island) is amazed by his own creation!

Matt Leacock (designer of Pandemic and Forbidden Island) is amazed by his own creation!


Willaim Attia (designer of Callus and Spyrium) trying Junk Art!


Josh Cappel (designer of Wasabi and artist for Belfort) trying some outlandish moves.


Some great reactions after a piece is added to a structure! They’re playing the Montreal variant which has players inheriting the structure that they were just passing cards to in the previous round. This mode causes the most insane structures!


Travis from Indie Card & Board calling to order his own copy of Junk Art (I can only assume that’s what he was doing). This mode was called Gujarat where each player takes all the pieces of one colour.


Eric Lang staring contemplatively at his winning structure while playing the Monaco variant.


Phil Walker-Harding is trying to compete for tallest structure in the Home Town variant. This is considered to be the main game and has a lot of strategy!


Mike Gray – the man who brought Bausack to America and called it Bandu, plays Junk Art!

The game seemed like a big hit at the Gathering this year with the game being played multiple times per day by different game groups. I heard Tom Vasel and Zee Garcia played it for about an hour one day too! Junk art is being released at GenCon. You can check out a trailer for the game here:

Godfather: A New Don is published by IDW Games and was air shipped to the Gathering. It was a final art prototype, meaning that the quality of the components were not final (and some pieces were hijacked from other games!). I got to get this game played at least 4 times during the con and everyone seemed to really like how streamlined the game is. If you like dice rolling and area majority, then we have a game for you! Add to the mix that players have to offer dice to the Godfather every round, the ability to muscle other players out of your neighbourhood and the fact that you can invest in Vegas and you’ll find it pretty difficult to not talk like mafia and quote the movie while you play it!

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Meetings with publishers

We spent some time not pitching – but business stuff!

We spent a couple hours at least with Martin from Pretzel Games discussing and brainstorming the first expansion to Junk Art. The game isn’t out yet but they believe in it so much that they want to have an expansion ready ASAP. It was maybe my favourite part of the whole week as 2 designers and a publisher brainstormed through game play and publishing challenges to figure out how to make our cool ideas come to life. Needless to say, we’re pretty excited about it!

We had a lunch meeting with Mercury Games and talked about the two games of ours that they have in the pipeline, Zombie Slam and What’s That. Both require an app to play the game, and they have recently hired an app developer (another Game Artisan of Canada!). So we talked through the timing as well as the future of Mercury.


We wanted to get a lot of play testing of our games with other people done at the Gathering – and we did!

Powers (a game based on the comic, coming out later this year form IDW Games) was played twice. The first game had Matt Leacock as a player but the game broke down and made us realize the importance of the set up. We got some great feedback though and we tweaked it for another playtest later in the week. The second test was better but still messy. We have ideas on how to clean it up and continue simplifying while still ensuring there’s a challenge for players who’ve played it a bunch.

Godzilla (a game coming out from Toy Vault) was played numerous times, and three times by me. All the games were great, but it’s obvious that the Godzilla deck is not well constructed, so we have to change which cards are in the deck. Easy fix!

Skirmishes (by Shad and me) got played by Sen and me before we left for the Gathering and it made me change one big thing in the game that makes the game easier to comprehend the first time playing. 

But Wait There’s Even More (a game from Toy Vault). The first print run has sold out, but instead of just reprinting, we’re thinking of printing a new box, full of 100% new content. This way, existing fans can buy it – but newcomers can buy it as well! We tested all the new phrases and got to tweak a few of them as well as a new rule for this edition!


Phil Walker-Harding (designer of Sushi Go and Cacao) pitches some crazy product to the rest of us!

I got to playtest other designers’ games as well, like Matt Leacock’s new family co-op game, Mike Kolross’s G-Men, Phil Walker-Harding’s Spy Craft, Mike Gray’s Water God, Josh Cappel’s Dead Run, Al Leduc’s Dogs on the Bed, and probably a few more that I can’t recall.

Played games

I did find some time to play some games as well while I was there! 

Codenames Pictures: This was a no-brainer. Take the hit party game Codenames, but replace the words with images. The images are all kind of weird too – which makes it interesting. This will play better when you have friends that have different native languages.


Karuba: a fun and light game that’s like Take it Easy with a theme. Played this one a couple times.IMG_4303

Team Play: a nice light partner based card game where each player has a goal of the cards they need to collect in order to score points. Players can draw cards as well as pass cards to their partner. Pretty fun and easy.

Colony: Kind of like Machi Koro but has a bit too much downtime between turns. I heard it’s great with 2 players – and it would probably get better with repeat plays.


Ulm: I played this last year as well, and it should be coming out this year from Huch & Friends. I really like it and look forward to playing it again.


Tichu: I partnered up with Stefan Brunelle and we beat Zev and Ignacy’s wife, Merry. Love this game. 

Strike: Weird that this is a published game…it’s just a bunch of dice and a plastic mold inside the box that you roll them in. Super random obviously but fun for 4 minutes I guess.

Rollers: this one was a fun game but it just lasted way too long for us. We thought it was over but then we realized that it’s the player to get 5 points first…so the game continued. 

Adrenaline: A cool PvP game that emulates a first person shooter in tight quarters – but it does so with no dice rolling. It has a bit AP, but I thought it was very neat!


Wonky: a neat idea for a small balancing game. Not sure how much replayability it would have though.

Broom Service: a neat idea about being cowardly or brave…though it can be punishing.


Broom Service in action!


Sen and I didn’t have as much time as we thought we would, mostly because he had to leave for 4 days in the middle to go back to work. Boo! But we ironed out quite a few things in the car ride there and back at least!

Josh Cappel had an idea for a game while at the Gathering and asked me for help trying to turn it into a game. We made some good progress on it and we’ll continue working on it together.

Other shenanigans

As mentioned before, 40 of us got on a bus and rode into Toronto to hang out at Snakes and Lattes and then to the baseball game. I’m a huge Blue Jays fan so this was exciting! I was surrounded by Germans and Australians who had never seen a baseball game…ever! So I was able to help them throughout the game with some rules explanations.

The Skydome ...uh I mean, Rogers Centre!

The Skydome …uh I mean, Rogers Centre!


Getting ready for the game to start!


The CN Tower…obligatory photo.

All the rooms had fridges and microwaves this year so we did a grocery run when we first got there which was my breakfast and lunch every day. For dinner I had a lot of yummy Indian food as there are many options close to the hotel. We did our annual walk over to the Canadian side to have dinner at a nice wood oven pizza place. We had around 18 of us this year, with numerous designers and publishers. On another night, eight of us drove into Buffalo to eat some great meat at Dinosaur. We were well fed.

We had our largest turnout for our annual soccer game, organized every year by Richard Bethany. This year we each had a sub plus a full team of 6 on each side (half field- hey we’re old!). One of my favourite activities every year.


The final ceremony started with a humourous magic act and then quickly proceeded to the prizes! Everyone that donates something, like a game to the prize table, goes into a draw and gets to take something from the prize table. It’s not just games though…there were numerous hand made options like meeple pillows, hand painted miniatures for popular games, handmade gaming quilt – plus some super hard to find games like Indonesia and Antiquity. I managed to snag Super Motherlode because it’s from Roxley Games…and they’re just awesome (they’re doing a Kickstarter for Santorini that end soon). 

That’s it in a rather large nutshell. Even though the atmosphere is casual and relaxed it never feels like there’s enough time to do everything. Maybe it should happen twice a year? 🙂

Jay Cormier

Sent from my iPad

The Gathering of Friends Review, Part 1

IMG_2176Well, 10 days of gaming heaven has come and gone! Alan Moon’s Gathering of Friends is an invite-only gaming event full of gamers, designers and publishers. It’s my favourite 10 days of the year as I get to hang out with friends old and new – and play a bunch of games!

I’ll split this into two posts – one about the games we pitched to publishers and then a second one about the games we played.

Pitching to Publishers


Jay working on Godzilla spreadsheets…fun!

Sen and I are in a bit of a lucky spot since many of our games have been picked up, which means we didn’t have a lot of new game to pitch. This meant that we had more time to work on games that were already signed while we were together. We must have spent at least 3 hours a day working on Godzilla which is due out later this year from Toy Vault.

Our first pitch was to the German publisher, Huch & Friends. Their representative is Britta, who last year took a couple of our games back with her. One was called Herdables and since we didn’t have any other plans for that game, we let her sit on that one all year. Well she brought good news with her as she said that everyone at Huch & Friends likes the game, and they’re now only trying to figure out how to manufacture it. They’re thinking of going with super thick cardboard instead of wooden tokens. Cool by us!

800px-Huch_&_Friends_logoThen we pitched our game called Chrono Chicken. Ok – dumb name…so dumb that we didn’t even tell her the name of the game when we pitched it! It started as a game called Coaster Quest as it used actual drink coasters to play the game. But, as usual, the game changed drastically from its inception and instead of coaster it now used these cool two-dial secret spinners. We played the game – in which players secretly choose a number from one of the tokens on the table – by using their secret dials. She really liked it – and started talking in German with her cohort from Huch & Friends (dang – I forget his name!). They brought out their Huch catalogue and indicated a game that they have coming out later this year called Gum Gum Machine – a steam punk game about gum ball machines. She said that our game might make a good companion to that game – maybe call it Gum Gum Mini! So she agreed to take that game back to assess further.

Then I pitched my first solo design to her. Now, I pitched this game to her last year when it went by the horrendous title, Ingnotus (Latin for unknown). She liked it last year but after assessing it she said that they couldn’t think of a theme for it (I had submitted it as a pure abstract game). So I worked on it this year and I came up with a theme. In doing so the game changed a lot – for the better! It’s now called The Mystery of Mister E (Now that’s a cool title – finally!). We played the game and she liked it a lot more than the previous version. She took that game back as well. Huzzah!

ZMan_LogoI was able to pitch to Martin from Filosofia / Z-Man, but not our games! Instead I had two games from other Game Artisan designers that I wanted to show him. One was called City Builders: Rome from Andrei Filip – a co-operative Euro game that I only brought the sales sheet for him to see. He was interested and I have connected him with the designer. Then I showed him a quick reaction dice game called Joust from Graeme Jahns. He really thought it was unique and would like to see it again if he could figure out how to get the number of dice moulds down.

Sen is brainstorming with Andreas from Zoch

Sen is brainstorming with Andreas from Zoch

We pitched to Zoch again this year, but we didn’t really have anything new! So instead we spent time talking about the kinds of games that Zoch is interested in and he let us know what they’re looking for – which included some IPs! We’re already working on them now!


Playing Lions Share with Hasbro and Josh Cappel!

Hasbro had a new representative and with it he brought a new way of thinking. He’s super interested in meeting with designers as he wants to create a network of designers that he can access when he needs them. He ran down how he wants to work with the Game Artisans of Canada in the future. He was excited to see that we had an organization across Canada as it will allow him to be super efficient. He’s planning on visiting us once or twice a year where only Game Artisans will be able to pitch games to him! Pretty awesome!

We did end up pitching our game, Lions Share to him and he liked it, Hasbro_logo_newthough we actually came across a game-breaking situation that had never happened before. Dang. Oh well – we know how to easily fix that in the future. Still – good to get in front if him and show him what we have.

We had been working with Ed from Toy Vault all week – either on Godzilla (our upcoming card battle game) or a Naughty version of But Wait There’s More (we learned how to make this work!) – but we finally had some time to pitch our revamped Firefly game to Ed as well. We showed it to him last year and he had some specific feedback so we addressed each of those requests and showed him the new version.

toy_vault_logo_07The new version played out much better, but Ed had concerns that the new actions didn’t make it feel like Firefly. Before characters could only move into empty spaces, but now they can swap with other characters – which implies that they’re hiding behind each other and throwing each other into harm’s way. Not very Firefly!

Then as we were packing up, we cam up with a totally new way to play that might allow it to fit with a more wacky license. The game played a lot faster and seemed to work fairly well actually. It was wild – quite the drastic change in gameplay and we managed to make it work. We’re now back to the drawing board with this one to see what theme works best with the mechanics.

Sen lining up a shot in Flick 'Em Up!

Sen lining up a shot in Flick ‘Em Up!

There was a new game at the Gathering called Flick ‘Em Up, which is the first game in Z-man’s Pretzel line up. It’s called Pretzel because you can have a pretzel in one hand and still play! It’s a flicking game with cowboys and bad guys and it looks amazing! It comes with 10 scenarios which helps give the game a lot of flavour! We were happy to be asked to contribute a couple of scenarios to this game! Not just because the game is pretty darned cool – but because the second game in the Pretzel line up is one of ours – called Junkyard! That should be coming out next year!

mercury-logoFinally we pitched Zombie Slam to Mercury. We had tweaked it since last year as we had feedback that it was super hard to stay human throughout the game. The new ideas worked a lot better and we had a human survivor win the game! They really seemed to like this game! Mercury is currently working on their first app-assisted game and then their second app-assisted game is actual designed by Sen, Stefan Alexander and me. So this would be their third app-assisted game. We all came up with even more ideas on how the app could work with this game and it got us all pretty excited about it!

I ended the session by pitching a game I designed with Shad Miller called Q-Bot. I knew it wasn’t really the kind of game they publish as it was an abstract game with wooden cubes. They liked it better than last year’s version but that’s about it.

Coincidentally, while we were at the Gathering we also had some phone meetings with Ad Magic who is considering publishing 1-5 of our games in the near future! More to come on that as it’s finalized!

So all in all – an atypically quiet week for us on pitching games. I think it might be like that going forward because now we’re being asked to make specific games by publishers – and that takes time away from new designs. One day we’ll be able to quit our day jobs and focus on game design full time. That’s the goal at least!

Next up I’ll review the games that I played at the Gathering – from new and existing games to upcoming unreleased games from prolific designers!

-Jay Cormier


Adventures in Essen, Part 4: The Publishers

While Sen shared with you the overview of which publishers expressed interest in which games – I thought I’d expand on it a bit and give you some more details about what exactly went down!

We pitched to many publishers and while no contracts were signed and no promises made, we have a lot of exciting prospects that we’re looking forward to in the next few months.

Kosmos: They liked Swashbucklers, EIEI-O and Train of Thought. Since I had an extra copy of rules, I gave them the rules to EIEI-O. I had no idea how big Kosmos was as I only knew them as the publisher of some great 2 player games. Apparently board games are only about a third of their business with books and science kits/toys making up the rest. It would certainly be a boon to be published by Kosmos!

Update: They have the rules to EIEI-O and have emailed us to let us know that they are reviewing it. We should know in a couple months whether they are interested or not. They also asked Tasty Minstrel Games for a copy of Train of Thought to review.

Pegasus Spiel: They really liked Swashbucklers and commented that their Roll Through the Ages was successful and they could see the same success for Swashbucklers! They also liked all our party games: Train of Thought, Clunatics and Lost for Words. Pegasus is new to the party game genre with Pictomania being released this year, so they might have to wait to see if it works out for them. If it does they said that Clunatics will be a bit challenging to localize (as that game involves common North American idioms) but it’s nothing that a quick Google search couldn’t help! Pegasus is huge in Europe and would be fantastic if we could get a game in with them.

Update: I’ve sent an email to them to see if they’re interested in Lost for Words and am awaiting a response.

Huch & Friends: They liked Clunatics and would like a prototype of it. For them, Swashbucklers was too in the middle as Huch prefers games that are either lighter or heavier! They were interested in taking a look at Belfort and I’ve introduced them to Tasty Minstrel. They also were interested in Bermuda Triangle and have asked for the rules to be emailed to them. Done and done. A prototype for Clunatics has being sent off to them as well.

Update: They have received Clunatics and told us that mid-November is when they are playtesting all the submitted prototypes. They let us know that we should expect some feedback by end of November!

Quined: Quined had our prototype of Akrotiri before Essen and had played it a couple times already. They said they were still fascinated by it but had a few concerns or questions about it. Sen and I agreed with their comments and so we spent a few weeks before Essen coming up with and playtesting ideas that could improve the game. We believe we came up with a winning solution and I now love the game even more than I did before (and it was already my favourite game of ours!). Not only did it fix the issues they expressed, but it also reduced the playtime down to 60 minutes for a 4 player game! That’s gold! So I had some time with Quined and got to take them through all the changes. We didn’t really get to play it, but they at least got a verbal explanation. I left them the new prototype and will follow up in a couple months.

Update: There has been email communication since Essen, but mostly just a confirmation that they have the prototype and plan on playing it soon. I imagine their plates are quite full with the release of Alba Longa!

Queen: I also was at Essen to pitch a game from fellow Game Artisan of Canada, Matt Musselman. I had played his wine-making game, Bordeaux many times and have always liked it, so I let him know that I’d be happy to pitch it to publishers since he wasn’t going to Essen this year. Normally this would mean I’d be entering Agent status, but since Matt is a friend I told him that if he sets up the meetings, then I’ll attend them and pitch his game without worrying about being an Agent. Matt set up a meeting with Queen and Alea and Queen was my first of the meetings.
I started with the Sales Sheet – as Matt followed our advice and made up a pretty swanky Sales Sheet. After a few moments he wanted to play it so I bust it out and set it up. After one round I recommended we play one more as that would really help showcase the other aspects of the game. Once we finished that round the publisher just kept playing, so we kept playing. We were joined by another rep from the publisher and we kept playing as we explained what was happening. We ended up playing the entire game! This seemed to be very atypical to me as I had never had more than 5-10 minutes for a game! They had some concerns but were interested in checking out the game further. As an FYI – the publisher and I tied at the end, and I couldn’t remember the tie-breaker. Regardless, that’s a great way to end the game since we both had different paths to victory.

I asked if they had time to look at a game or two from me and they said they had another 15 minutes or so. I first showed them Belfort and they expressed interest in checking it out and I’ve introduced them to Tasty Minstrel Games to figure out the next steps. We played a couple rounds of Swashbucklers and they seemed to really like it with the publisher stating that it was “great.” It was funny because on the first round I rolled Cannons and attacked one of the publishers and stole his treasure, then later in the round, the other publisher rolled Swords and attacked him and stole a treasure too. I was worried that he would feel ganged up on, but he realized that he failed to defend himself and left himself open to the attacks! They were really quite enthusiastic about it! I still had some more meetings with other publishers so I said I’d be back near the end of the Fair and they said that was cool.

After evaluating all the publishers that wanted Swashbucklers, Sen and I felt that Queen would be the best fit, and it helped that they were the most enthusiastic about it as well.
When I returned to their booth on Saturday, I asked a random Queen staff member if my contact was around and he asked if I had an appointment. I said that I did yesterday and that I was here to drop off a prototype. This random rep asked me, “Is it Swashbucklers?” Imagine my surprise! How the heck did he know about Swashbucklers? He said that the guys I met told him all about it. Wow – that’s a good sign! I met up with my contacts and let them know that many publishers expressed interest in Swashbucklers but that we thought that Queen was the best fit and that we really appreciated the enthusiasm they had. They both seemed genuinely thankful that I chose to bring the game to them. I’m really excited about Queen publishing Swachbucklers! Here’s hoping that their playtest sessions go well in the next few months!

Update: We received an email from Queen stating that Swashbucklers has made it through one round of playtesting! If it makes it through the next round, then they said they will publish it!! Exciting!

Alea: Started with a Bordeaux demo as it was Matt who set up the meeting. Started with the Sales Sheet and then reviewed the gameplay by giving an overview of the mechanics with pieces I pulled out of the baggie. He was interested in checking it out further!
We had some time so I asked if he would be interested in seeing some games from Sen and I, and he said he was. I showed him Train of Thought and played a couple rounds with him. He was intrigued and he took 10 cards or so to show his colleagues. He also liked Lost for Words, Clunatics and EIEI-O and took the Sales Sheets for each with him.
After confirming which publisher Matt would prefer to hand over the prototype of Bordeaux to, he said Alea and so I returned the following day to drop it off (Tip: Always give it directly to the person you had your pitch session with and not with a random rep from the publisher. I waited 15 minutes outside the ‘office/room’ to make contact with this specific person).

Update: Got a message from Alea that said they will be testing Bordeaux further, but they weren’t interested in our other games at this time.

Jolly Thinkers: This is a new publisher in China with an interesting back story. They started as a board game café and then grew and grew. They became so popular that 4 other board game cafés opened nearby. These competitors actually used Jolly Thinkers as a distributor for the games they wanted. Now Jolly Thinkers wants to get into publishing games! Gavan Brown and I met with them as I pitched Train of Thought and Gavan pitched Jab. They were really nice people and seemed to really dig both games. We played a round of Train of Thought and then we let them play a round of Jab. After playing Jab they asked us to play it so they could watch how it’s supposed to go. I was a bit nervous as I hadn’t played in a long time. Regardless, we played and I actually beat Gavan at his own game! Wee! It was fun and I think it really showcased the game well as I was focused on combos and Gavan was focused more on haymakers. They took a copy of each with them.

Update: No real update. Waiting for email response.

Hans Im Gluck: One of the publishers that I didn’t have a specific time slot scheduled for was with Hans Im Gluck. They said in their email that they were pretty booked up but I should stop by and see if they can squeeze me in. I did stop by and we found a time to meet up. This entire pitch session was done just with Sales Sheets as the publisher preferred it that way. He liked Bordeaux, Bermuda Triangle and Swashbucklers. We would love to partner with Hans Im Gluck and so I handed over Bermuda Triangle right away and gave them sales sheets for the other two.

Update: No real update on this one yet.

Needless to say, we had an amazing Fair with regards to our publisher meetings. Each publisher we met expressed some interest in at least one of our games and that’s a good feeling. We still have a long road ahead for each of these games, but at the very least, putting a face to the name, and having a name to follow up with is a huge, huge benefit! Stay tuned to this blog for updates as we get them about any of our upcoming games.

Coming up next: Part 5 of the Adventures in Essen series in which I review all the best practices for a designer at Essen. If you’re a designer and planning to go next year – then bookmark the page so you can come back to it next year!

-Jay Cormier


HUCH! & Friends Evaluating “Clunatics”

HUCH! & Friends (GER) have our latest party game design safely in their hands to evaluate.  We’re very hopeful that this game about maximizing minimal clues finds a home with them!

(Just remember:  “Hope is not a strategy.”)

We even made them German versions of some of the idiom cards because we wanted the playtesting to go as smoothly as possible.  Is “Raining Cats and Dogs” a common phrase in German?  I’m not sure…but I know that anything about sausages probably is!

“Alles hat ein Ende, nur die Wurst hat zwei.

That’s right, folks.  Once again, the Bamboozle Brothers go the extra mile to ensure that their prototype gets played in the best of circumstances.  While we wish we spoke/wrote German, we do what we can to make game play the best possible experience even with the language barriers that may present themselves.  We don’t let a little thing like language stop us!

Man, now I’m hungry.

~ Sen-Foong Lim


Essen 2011 Roundup

Sorry I didn’t do up-to-the-minute updates as Jay sent me frantic encrypted e-mails letting me know what was going on at Spiel ’11.  I was pretty sick over the last few days, so it was all I could do to decode them, read them, cheer weakly, eat the paper I transcribed the message on to, and then go back to bed!

We had several prototypes to show and are also looking for European partners for co-publication of Belfort and Train of Thought.  Here’s a recap of what happened at Essen for the Bamboozle Brothers:

Jay met with:

Kosmos, who liked Swashbucklers, were interested in co-publishing ToT and took the rules for EIEIO
Pegasus, who expressed strong interest in Swashbucklers and were also interested in Clunatics, ToT, and Lost For Words (depending on how their initial venture into party games goes with Pictomania).
Huch & Friends, who want to check out Clunatics, would like the rules for Bermuda Triangle, and copies of Belfort and ToT to evaluate as European releases.
Quined, who are evaluating Akrotiri – Jay gave them the updates they requested in terms of “spicing it up” so now they are going to playtest with the new additions we’ve made
PSI, who told Jay that Belfort has been sold in Europe (English copies, of course – but it’s a start!)
Queen, who Jay met with on behalf of our friend and fellow Game Artisan, Matt Musselman, to pitch Matt’s Bordeaux to them. They enjoyed Bordeaux and then Jay had time to show them our games – they loved Belfort and requested a copy for evaluation. Jay also showed them Swashbucklers and they were very excited by it. They requested a prototype of it as soon as possible. Jay gave them the prototype immediately after the convention.
Alea liked Bordeaux as well, and this company is Matt’s first choice. There wasn’t a ton of time, so Jay was only able to show our party games to Alea. Now, you might be thinking, “Alea doesn’t do party games!” and you’d be right. But what they can do is link us up with other publishers that do! They liked ToT, Clunatics and Lost For Words and took several sell sheets for these and EIEIO as well, saying that they’d show them to their colleagues. Nothing like getting a plug from one of the most respected publishers in the biz…
Hans im Gluck, who liked Swashbucklers and Bermuda Triangle. As Swashbucklers was slated for Queen, Bermuda Triangle went home with HiG – spread the love! HiG also really liked Bordeaux – go, Matt, go! Also of note: HiG was very positive about our sell sheets, so that’s a sign that it’s something we should all have on our “to do” lists. It’s one of the last things Jay and I do, but one that we spend a lot of time on, despite it seeming so simple.
Jolly Thinkers, who are a Chinese publisher – they were interested in Train of Thought prior to Essen so we took this opportunity to meet face to face and hand over a copy for evaluation.
Jay also had a meeting with Gamewright, who currently have Jam Slam, but I’m not sure what transpired in the meeting. Jay’s probably so burnt out on games that he’s sleeping right now. 😀