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!
Well 2013 has come and is almost gone, and it was a good one for us Bamboozle Brothers! While we didn’t have any new games actually make it to retail this year, we signed more games and are excited about 2014 as we have upwards of 6 new titles hitting retail. Check them out:
1. Belfort: The Expansion Expansion from Tasty Minstrel Games – this one took a bit of extra time through customs and didn’t make the Christmas shipping cut-off – but it’s something we can look forward to early in the new year! The expansion adds Assistants that you get to choose every round which give each player new abilities (and there are more Assistants than you need, making each game totally different!), as well as Expansion Permits that let you expand your current buildings which unlock specific scoring opportunities that only you can take advantage of!
2. But Wait, There’s More from Toy Vault – Expect to see a Kickstarter for this party game early in the new year – January or February we think. We’ve signed the final contract and so it’s not a secret anymore and I think it’s ok to announce that the game will be set in the Monty Python universe!! How crazy is that? Very exciting to be a part of the Python world!!
3. Tortuga from Queen – Expect a Kickstarter for this one in January! This one used to be called Swashbucklers, but that didn’t translate well to other languages, so it’s been changed to the very piratey island of Tortuga! We’re very excited about this one and have even seen some early art for it. This could be a big hit for us! It’s a simultaneous roll and assign your dice game about finding and stealing treasure from other pirates.
4. Akrotiri from Z-Man Games – we’ve seen almost all the art and the rules, so I’m expecting it to come out in the first half of 2014, but we’re not sure. This is our 2-player strategy game that has tile laying and a pretty nifty mechanic where you have maps that tell you where temples are hidden – even though the map is different every time you play! Very cool.
5. Pop Goes the Weasel by R&R Games – we’re not done the contract phase of this one yet, so it’s not 100% official, but it should be soon. This is our first kid’s game where you roll 2 dice and choose one as movement and the other as how many mullberries you get to take. It’s pretty clever for a kid’s game!
6. This Town Aint Big Enough for the 2-4 of Us by Tasty Minstrel Games – we’re not done the contract phase of this one either but we should be soon! This is a micro game that use 25 tiles full of cowboys, each trying to get more in a town than the others. I’m happy about the gameplay – and possibly even happier with that title!
Once we’re allowed to share, we’ll share more news and pictures of each game! On top of that we have some games being assessed at publishers right now:
1. Rock, Paper, Wizards – We sent this into Filosofia awhile ago and they liked it, but not enough to publish it. We (Sen-Foong Lim, Josh Cappel and me) worked on it for months and finally cracked it in November. We tested the heck out of it and have just re-sent it back to Filosofia. We can’t wait to hear what they think of it!
2. Lions Share – we sent this to Amigo Spiele awhile ago and had a positive email from them before Christmas stating that they already returned all the games that they didn’t like back to the designers – so that means that they still like Lions Share. We’ll see what happens in the new year.
3. Junkyard – Filosofia has had this one for awhile, and they really love it but are having challenges with figuring out how to make it affordable as it uses many unique pieces of wood. They’re working with some manufacturers to try and figure that one out.
4. SimpliCITY – Flux Capacity has expressed interest in this game when we were at Hammercon in November. Since then we’ve tweaked and balanced it even more. Since the publisher lives close to Sen, they’re going to play it later this weekend! Crossing fingers! I really like how this game has evolved!
5. Aladdin: Cave of Wonders – the Game Artisans of Canada are putting together a collection of games, with each one based of a different fairy tale or fable. The idea is that each game in the set could be played on its own, or there would be a story mode with benefits to playing one after the other. This one was just sent to PSI as they volunteered to help us assess the age range of some of the games in the collection.
So 2014 is shaping up to be quite a big year for us! Now we just have to actually start coming up with more game ideas! 🙂
- three quick-reaction family games (EI-EI-O, Short Order Showdown and Jam Slam)
- two word games (Lost for Words and Chainables)
- one party game (Clunatics)
- one strategy game (SimpliCITY)
- one abstract game (still untitled!)
- We chat with them on our private forum all the time and it’s always great to spend some time with them in person – learning more about who they are and actually getting a chance to play the games that they’ve been talking about online
- Playtesting with game designers is always awesome. While you always need to playtest with non-designers (and sometimes non-gamers), the feedback you get from designers is almost always awesome!
- We continue to extend our presence and awareness in our quest for global domination…er – better board games.
- Playtesting our games
- Playtesting other designers’ games
- Pitching our games to publishers (including a video of us pitching!!)
- Currently players have to type in the answer using an assortment of letters that appear at the bottom – but this actually can turn the game into a bit of a word guessing game. We will revert back to what we had previously – where any player can shout out the answer and check to see if they are right.
- We need to more artistic mediums as people didn’t like having two of the same in the game. We brainstormed and came up with two fun ones!
- We need to ensure the clues are super easy by themselves to create – but not too easy that you can guess what the answer is without even knowing the other clues. Should be do-able!
Continuing in our series that recounts the experiences we had at this year’s Gathering. Here are the previous posts in this series:
- Intro and overview of the Gathering
- Pitching to publishers overview
- Pitching to Asmodee and Repos
- Pitching to Filosofia and Z-Man Games
- Pitching to Asmodee, R&R Games and Abacuspiele
What’s great about the Gathering is that everyone is wearing a name badge. Even better than that, the name badges are colour coded so you can tell if someone is new to the Gathering, a 20 year veteran to the Gathering – or a Publisher! How great is that? At other conventions, the publishers have booths, so it’s pretty easy to know who they are, but their objective at most conventions is to sell games. At the Gathering, their objective is to have some fun playing games – as well as check out some pitches for new games.
This means that you can approach publishers at the Gathering to see if they’re looking at submissions right now. For me, this worked perfectly. I would see a Blue Badge (the colour of publishers) and ask them if they’re looking at prototypes while they’re here at the Gathering. Sometimes they’d be open to seeing pitches right away, while other times they’d schedule me into a time slot on another day. I had a 100% success rate in approaching publishers and getting them to check out my prototypes! I love the Gathering! 🙂
I approached Tanya from ThinkFun in the hall, and having remembered meeting her last year, said hi and asked her if she was looking at prototypes. She brought out her schedule and slotted me in for Friday at 11am. Sweet!
By the time Friday came, Sen was now at the Gathering, so we had maximum Bamboozle Brother effort in effect! This helped with our pitches a lot. I was still the main ‘pitch man’ but Sen helped in organizing and then in the discussions after the pitches. We found that this worked well and we avoided talking over each other this way.
We met up with Tanya and found an open table in the main room to pitch our games. Remember, we didn’t have time (or the files!) to print out any sales sheets, so I had to pitch the old fashioned way – by bringing out each game and showing them one at a time.
Side note: I had brought this carry-on bag with me to the Gathering that had a long handle and wheels. You know, the kind meant for carrying your laptop and some files? Well, I used this to lug all my prototypes around. I had packed my prototypes into separate baggies or the smallest box I could find. Space is definitely an issue when you’re bringing multiple games to pitch!
I would bring out a game, show her the logo and state the name of the game, then as I was opening it up and removing the necessary pieces (not all the pieces, just enough to show a demo), I would give the elevator pitch. I would explain the concept of the game and why I think it’s unique, or what I like most about the game.
SimpliCITY: I really like tile laying games but I hate waiting for each person to play before it’s my turn – mostly because the board changes so much that I will usually just wait and not plan too much until it is my turn. In SimpliCITY, each person is working on their own city, but they are interacting by trying to achieve specific goals before other players.
Short Order Showdown: For some reason, I’m really good at quick reaction games. And when we played this one with friends, they liked it but said that they never wanted to play with me again because I always won. So what we did with this game is added a clever catch up mechanic to it that keeps it challenging for all players.
Lions Share: It’s a collecting game, but it has 3 unique features:
- You play between players, so you’re playing against the player on your left and on your right
- what you’re allowed to play changes each time a set is collected
- when you do collect a set, you have to share half the cards with your opponents
And so we pitched game after game to Tanya and she took notes about each one. After we pitched pretty much every game we had to her (we forgot to pitch Top Shelf to her for some reason!), we found that almost 2 hours had passed! Tanya mentioned that most of her pitch sessions last 30 minutes…maaaaybe 60 minutes, so it was a testament to the quality of our games that she kept wanting to hear more pitches!
In the end she liked 4 of our games: Lost for Words, Chainables, EI-EI-O and Pop Goes the Weasel. She asked to have a sales sheet sent to her in the following week. Overall I was ecstatic with our pitch session with Tanya. She shares the same overall objectives as we do – which is that we all should help each other in this small world of game-making because it will only help all of us in the end. I can see a long a fruitful relationship with Tanya as we now have an open door to pitch anything in the future!
Update: We sent her the sales sheets and within a week or so we heard back that while none of the games we showed her were perfect for ThinkFun right now, she’d be open to seeing more from us in the future – which is always good!
Next up…the big one – we pitch to Hasbro!!! You’re not going to want to miss this one.
Continuing the series of my board game pitches to publishers at this year’s Gathering of Friends. Previous posts:
- Intro and overview of the Gathering
- Pitching to publishers overview
- Pitching to Asmodee and Repos
- Pitching to Filosofia and Z-Man Games
I met up with Stefan from Asmodee later in the week and let him know that I still had more games that I wanted to pitch to him.We quickly found a table, and played a few games. I showed him Lions Share, Clunatics and Top Shelf. Wow,Top Shelf? That was the first game Sen and I fully designed. I brought it with me because I still had fondness for the game and think it still works – and also wanted to hear some feedback on the direction we should go with it.
Top Shelf is a tile laying, matching game where you’re trying to make four in a row.We played the entire game, which is always a good sign. He liked the design but it wasn’t something that fit with Asmodee. He thought a different theme would help though. So, something to think about.
He had similar reactions for Lions Share and Clunatics. No real feedback to make the game better or different, they just didn’t fit with Asmodee.Well, you can’t argue with that!
Next up was R&R games. Right before I was about to begin, a guy named Doug comes over with his camera and asks if he could record the pitch as he was making a documentary about board games from the designer’s perspective (It’s called Adventures on the Tabletop and will be on Kickstarter soon!). Frank from R&R didn’t mind, so he set up and I began.
Now I have to say that Frank indicated that he didn’t have much time. So since I didn’t have sales sheets (see explanation here), I told him I’d give a 15 second pitch on each game and he could indicate which ones he’d like to know more about or not. I started with Lost for Words and I gave a very quick overview and asked if that was in the keep or discard pile. He wanted to know more immediately so I explained a bit more of the rules.Then he wanted to play a round. So now I’m all out of sorts and have explained half the rules and now have to backtrack to explain exactly how to play and it’s all a bit befuddling. Lesson learned here is to either have sales sheets (uh…yeah) or give the 15-30 second pitch, then if there’s interest, figure out if it’s worthwhile to jump right into a round or give more highlights. For a lighter weight game, it’s probably better to just jump right into a round! And of course this was all caught on video by the documentarian! Great.
Regardless, Frank was thinking it would be too hard to market a word game.Yep – it would be.Why do we keep designing word games? 🙂
Update – since the Gathering, Sen and I have been tweaking SimpliCITY to add some more interaction and we’ve come up with some really neat ideas. I’ll be playtesting them tomorrow!
Lions Share also didn’t work for him, but you know what did? Pop Goes the Weasel! This is our kid’s game that uses roll and move – but adds one element of choice to it. He said it filled a hole that they had right now. Yay! Frank ended up taking Pop Goes the Weasel back with him.Three prototypes now with publishers!
Just as Frank left, Matthias from Abacuspiele found me as we had set up an informal meeting to pitch him games and it was happening right now! Doug kept rolling, but this time I slowed down and took control of the pitch session a lot more. The good news is that Doug mentioned that he’d be giving me the footage of the pitches, so I can share them right here on this website! Stay tuned for that.
I started with Lions Share and he expressed interest in it. This was our card game that had players playing in between each other and sharing cards that they won with their opponents. He wanted to take it back with him! Huzzah – four games taken back by publishers! He also showed interest in another Artisan’s game called Garden Plot and wanted to take that one back with him.The other games I pitched to Abacuspiele weren’t as much of a fit, but he did seem to like them…but again, just not for Abacuspiele.While that’s an easy out for a publisher – it’s still nice to hear!
Next up I’ll be regaling you with our pitches to ThinkFun, Hasbro and Mercury Games! Wow – busy week we had!
I knew Stefan from Asmodee because not only did I meet him at last year’s Gathering but I met him at his office last November when I found myself in Montreal. He gave back three of our prototypes that Asmodee ended up passing on, but was open to seeing more. But before pitching he brought over Cedric from Repos Productions to sit in on the pitch.That’s what I love about the Gathering – and maybe the whole board game industry: everyone’s trying to help everyone.Whether you’re a designer or a publisher, everyone seems to want to help each other out.That’s really cool.
So Stefan acted as my wing man as he wanted me to show Cedric the games that Asmodee just passed on!
SimpliCITY: We played a few rounds of this simple city building game and Cedric liked it but passed on it because he thought it was too much ‘multiplayer solitaire,’ which simply means that everyone is working on their own thing and once in awhile look up to compete in something together…which is true of SimpliCITY. It’s not a terrible thing, as there are popular games out there that are like that, but it’s not something that Repos wanted. Fair enough. One interesting lesson learned here: since Asmodee had this since November, I hadn’t played the game since then either.That meant that I was a little rusty on some of the rules on how the bonus goal cards score. Nothing looks more amateurish than lack of confidence and knowledge about your own game. I actually had to look in the rules! Yikes. So lesson learned – make sure you know your games inside and out before you pitch them, which sounds obvious – as it is rare to get a game back from a publisher on the same day that you pitch it to another publisher!
EI-EI-O: This quick reaction, barnyard animal game has seen quite a few interested publishers, but Repos wasn’t interested as he thought there were many somewhat similar games like that out there already.
What’s That: This was our new party game that we haven’t shown to any publisher yet. It uses an app to give unique clues to each person. Cedric and Stefan loved it and Cedric asked to take this one back with him.Yay!
Pop Goes The Weasel: They had fun with this family/kids game, but Cedric was unfamiliar with the nursery rhyme jingle so he didn’t understand why we were doing anything. Once we realized this, Stefan explained the rhyme to him and he understood the game a lot more. He ended up passing because the title and theme makes it very North American-only.
Cedric mentioned that he was sorry that he had to pass on the games because they are all good games that work – but just not for Repos.That’s a nice thing to hear. So a pretty good pitch session! Any pitch session where a publisher wants to take one of your games is a good session.
In addition pitching my own games I was also pitching some games from other Game Artisans of Canada. Many of the west coast Artisans gave me their sales sheets and their prototypes to pitch.We Artisans stick together and help each other succeed whenever possible so I pitched their games to Cedric and Stefan. Cedric expressed interest in Iron Horse Bandits so I brought it out and showed them how it worked.They ended up passing on it but would see it again if a few things get tweaked.
Next up – pitching o Filosofia and Z-Man Games!
On Monday I had my meeting set up with Stefan at Asmodee. I met him at their office and after grabbing a bit to eat and chatting about the business, we sat down for some game pitching! I was now 3 games lighter since Filiosofia kept Lions Share, Jam Slam and Clunatics, but that still left me with five more games to pitch. I laid out the games and started explaining the games when Stefan jumped in and recommended we play Chainables first as it seemed easy and would allow us to eat while we played.
Chainables: Three of us played this word game and we played enough rounds for them to understand how it played. They liked it but didn’t offer too many more comments – so I cleaned it up and moved onto the next game.
Simplicity: Stefan and I played Simplicity and even finished the game (it is a pretty quick game!). I showed him the expansion that we had designed with it and he asked to hold onto the game for further evaluation. He said he’d probably play it with the expansion as it seemed like a good idea. Cool!
EIEI-O: Stefan had expressed interest at the Gathering but it was with another publisher at that time. It has since been released by the other publisher – so I was able to pitch this game to Asmodee. EI-EI-O is a quick reaction game where you have to make the sounds and actions of common farmyard animals. Stefan got more people from the office to play the game. I decided to stay out of playing the game and just flipped the cards and rolled the die! The game was a huge hit with tons of laughs by everyone involved! Lots of wrong sound effects for the animals and awkward actions. They definitely were interested in this game and are already planning on sending the game to France for evaluation.
Short Order Showdown: We played a few rounds of this, but I did a poor job explaining some of the rules and it caused some confusion. My bad. There certainly was a language barrier – but I do take responsibility in not explaining the rules as well as I should have. That might have been part of the reason why they ended up passing on this game.
Lost for Words: Lost for Words is a word-making game that Sen and I made because we didn’t like how slow Scrabble is to play. It’s a fun game for word fans but it fell rather flat with Asmodee, possible because of the language barrier. I wonder if this game will ever find a publisher!? I hope so because the response from word fans is always fantastic!
After this, one person in the office asked to play Chainables again as he found it very interesting. That was a surprise to me! Not that the game isn’t interesting – but that they would be interested in an English word-making game! We played it with 4 players and brainstormed a bit about the cards since they were too big. One person thought it would be better if they were tiles, and placed on a rack just like Scrabble. That’s cool! That would be very slick methinks! They asked to hold onto Chainables for further evaluation. Huzzah!
Stefan had to get ready to head off to BGG.con the next day so I left with only Lost for Words and Short Order Showdown! That means, after these two meetings (Filosofia on Friday and Asmodee on Monday) we had these games being assessed:
- Lions Share
- Jam Slam
A very successful couple of days pitching games! Who knows, it’s very possible that both Filosofia and Asmodee will pass on all these games, but as usual, Sen and I are optimistic about many of these games! Stay tuned to this blog to see what the future will hold for these games!
On my Montreal trip, my first meeting was with Filosofia. Since I had become friends with JF due to our similar interests outside of the board game world (both of us are big movie nerds!), he invited me to stay with him while I was in Montreal, after my work thing finished up. How nice! I spent Thursday night with him at his place and the next morning we both went into work together. He gave me a tour of their office and warehouse. While it might seem bland for them because they work there all the time, for an outsider it sure was interesting!
There were prototypes in boxes, new imports set up and being played, filing boxes that would normally be pretty boring – but they were each labeled with a different board game name..! It was pretty neat. Then we got to check out the warehouse which is where they distribute all there games from. Rows and rows of boxes of games! There was even a section of games that were open that they use to replenish missing pieces for people that have an incomplete box when they open it up.
The morning was spent playing our prototypes that I brought. I played with JF and Martin, who is responsible for deciding which new games they bring in. I started by laying out all the games – which I had packaged individually into fairly tight white boxes that each had a label of the game’s name on the outside.
I laid out all the games and gave a one-sentence pitch for each game and we all decided to start with SimpliCITY first.
SimpliCITY: We started with one of our new games, SimpliCITY. This is a very simple tile laying game that has players building their own cities while trying to satisfy one of three face-up goal cards before the other players. Everything played smoothly but in the end they thought that it was a bit too similar to Carcasonne for their tastes – since they are now the publishers of Carcasonne. Maybe if they didn’t publish Carcasonne they would be interested, but alas they decided to pass on this one.
Lions Share: Next up was our new card game (well, it’s been around for quite awhile in our repetoire, but not in its current iteration – which we both think is the best its ever been!). This game has three interesting aspects to it:
1) that you play between players – so you’re only ever playing with players on either side of you, even though you can affect and impact the other players whenever a trick is taken
2) the criteria that dictates which card you can play where – changes throughout the game
3) When you take a ‘trick’ you get to keep 2 cards but you also must share 2 cards with your opponents
Both Martin and JF really liked Lions Share and asked to keep the game for further evaluation. I told them that the game really shines with 4 or 5 players and they were eager to try the game with more players. Exciting!
Jam Slam: I have a lot of fondness for this game as it started out as a game based on a character I created and perform as: Bertolt the Explorer! We’ve since removed that character from the game, but the gameplay still remains fun and hectic! One player takes the turn being the Jam Chef and he shouts out what specific ingredient he’s looking for – based on looking at the next card in the ingredient deck, and the other players race to slap a face-up card on the table that matches with what was requested. JF took it one step further and actually started to try to trick us when he was the Jam Chef – and that added to the hilarity. Both Martin and JF seemed really impressed with Jam Slam and they asked to hold onto this one for further testing. Huzzah!
Short Order Showdown: Next up was another quick reaction game about trying to flip over tiles and try to add them to your plate such that it matched one of the face-up orders. The game played fine, but they preferred Jam Slam to this one and decided to pass on this one. It’s an interesting lesson in determining the order that you present your games to a publisher. I wonder what would the outcome be if I had showed them Short Order Showdown before Jam Slam?
Clunatics: I didn’t think that Filosofia would be interested in Clunatics since it’s not only a party game – which I didn’t think Filosofia published – but also a English-heavy party game. They seemed interested nevertheless, so I forged ahead and showed them the game. I’m glad I did because they really liked it! It’s a party game in which you can only give the smallest of clues to the other players. On their own, these clues are too small to guess, but when you do 2 or 3 of these clues, then it starts to form a possible answer! They really liked the small clue aspect of the game – and how you’re forced to use specific mini-clues. Martin had a great idea: add movie, book and song titles to the cards! Currently all the cards are just idioms or common phrases. Adding titles is interesting – especially if you can’t tell the other players what category it is before you start!! They wanted to hold onto this one to review further! Yay!
Chainables: I had even lower hopes for Chainables with Filosofia because it’s an English-based spelling game! Still, we played it and it went over really well. They both indicated that they liked it and would like to know when it did finally come out – but would have to pass on it because of the aforementioned reasons. JF used to be a teacher and was fascinated by the teaching possibilities of this game – cool!
Akrotiri: While we haven’t made it 100% official, Filosofia will be publishing our game, Akrotiri for a release in the third quarter next year. We had time before lunch so we set up and played a few rounds with the new quest cards that offer an advanced variant for experienced players. JF was content that it was a solid idea – so we packed up and headed out to lunch. Martin, JF and I were joined by Sophie for lunch and we got to talk ‘shop’ throughout lunch, which was very interesting for me. I won’t go into all the details as I’m not sure what was told to me in confidence and what is public knowledge. Basically it was a lot of discussion around the history of Filosofia and its future. Very interesting indeed!
Junkyard: After lunch the four of us decided to play Junkyard. Filosofia had been assessing Junkyard for some time. They even shipped the prototype off to France to be reviewed by a parter of theirs. The result is that absolutely everyone loves the game. The only issue that’s preventing them from signing this game for publication is the cost.
Junkyard is made up of 12 unique pieces in 4 colours and is currently made out of wood. Expensive to make! We played a couple rounds and they even invited their graphic designer, Philippe to play, in case they did decide to proceed with the game, he might be involved in creating the final shapes or moulds. The games were great and we spent more of our time brainstorming the main challenge. Should it be wood, plastic or some other material. Not only that but we brainstormed other ways to reduce the costs. Maybe we could reduce the size of the pieces by 20%. If the game was made out of plastic – then that’s a big savings.
Another point was that Martin had played the game many times and noticed that with 4 players, they were running out of pieces near the end. While the game could just end when the pieces ran out – it was much more fun to end the game when someone’s tower toppled over. So he requested 3 new pieces from Sen and I. We complied and sent him 3 new pieces. But now this brought the piece count up to 15 in each colour – or 60 total pieces – which is even more expensive! We could reduce that to 14 or maybe even 13 pieces, but then I had an interesting idea to keep the pieces at 12. What if we changed the motivation to build taller – and therefore more precarious? Currently the tallest tower gets a 5 point bonus at the end of the game – but what if we made it 6…or 10? What if we game some points to the player with the 2nd tallest tower? With these attractive points, players might play taller in an effort to get the tallest tower – and therefore the towers would be more wobbly and fall more frequently! Lots of good ideas were thrown around, but the next step is to get some quotes from manufacturers.
We had sent Junkyard on our own to Panda for a quote and I shared with them their numbers – but it was only based on a 2000 unit order. So our next step is to ask them how many units we’d have to make in order to get the retail price between $30-$35. We all set a deadline as the end of February to get as much information as we need.
By this time the day had already come to an end! Man time flies when you’re having fun! Before leaving we set a deadline of the end of February for all the prototypes. That seemed like enough time for them to make a decision. Back at JF’s house later that night, JF and I fiddled around with a game that is in Alpha (See this post) stage currently called Box Office (terrible title – but it’s temporary!). I had shown this game to JF in April at the Gathering. Since he liked movies as much as I did, I thought he’d like the concept. Since April we had tweaked it a bit, but it was still Alpha…though it’s getting closer to Beta! We had some fun with it – but more fun was had with brainstorming the next steps – which I’m very excited about! All in all, a very exciting day of pitching and playing our games with Filosofia! The next day was spent attending something called the Fiesta! More on that in the next post.
Jay was in London at my place for the last week and we got a lot of work done. We were aiming to finish a bunch of games, and we met most of our goals while exceeding some – so time well spent! We were able to playtest quite robustly with my gaming group, my wife and sons, and our fellow GAC member Daryl Andrews.
- We tested out some new minor additions (in game goals vs. end game goals) for Akrotiri – a game that has been signed to Filosofia as our first 2p game! It’s fast, fun, and now has some different challenges and motivations during each turn. Can’t wait to see this in fully-published format!
- We changed the wolves in EIEIO to be on the die instead of card-based. While this means it’ll come up more often (potentially 1 out of every 6 rolls – do the math!), it is theoretically cleaner than the conundrum that occurred when the cards came out in series. We haven’t playtested this one yet – there was just so much other stuff to do! EIEIO was slated for Filosofia as well, but they opted not to sign it, so we’re looking for another home for it.
- We changed from 8-sided dice to 6-sided dice for marking words in Lost for Words. The 8-siders were just too finicky and hard to know what the actual face up number was. We also worked out some rules stickiness in which there were too many darn ties. The value of the in game goal cards may also be nerfed from 2 points to 1 so that finding a longer word isn’t as difficult. I’m really looking forward to playing it again! Word games are a hard sell, but I’m hopeful this one may break the mold – it’s faster than most and uses some innovative techniques to encourage play. If it never makes it to a boardgame format, it might make a great app!
- Speaking of apps, I had a dream of an app I wanted to make – it was a word game. I told Jay about it and, by the next day, he had made a prototype of a card version of my dream game! That game is now Chainables (working title) – a game in which you are trying to combine 2 syllables into full words.
- We worked a bit on Pass the Hat, our game about busking. Some new changes to be made to all the cards, using a vertical vs. horizontal splaying mechanism. The scoring seems to work, but we need to make a few more adjustments to make it flow better. It’s our most “Gamery” game, currently, so we’d like to work on finishing it more.
- We played But Wait, There’s More with the Shepherd/Nicell family. It was great! We got to try out a few expansion ideas – some which worked amazingly well and some that need tweaking. It’s such a hilarious game on it’s own, we want to make sure that the level of fun increases with each card drawn/expansion added. Look for that one on Kickstarter soon!
- Jam Slam was tested with no changes just to see if there was anything we did want to change. We’ve always had scoring chits AND a scoring track included when we send this prototype to a publisher but our playtesters – hands down (no pun intended) – liked the track much better than the chits. So track it is! The people have spoken!
- We played a lot (I mean a LOT) of one of our new games Simplicity. It’s really simple (hence the name) and about making a city (hence the name, again). It’s a tile-laying game in which you pick a tile up and place it down. That’s all. There are in game goal cards to achieve and mid/end-game goal cards to cash in on over the course of the game. It’s so simple, it boggles the mind. We thought of the game a year ago, almost to the day, and couldn’t put it together. This time, we said “Let’s just make some cards or tiles and play around with them” and a great game was born! Is it perfect yet? Hardly! We’ve got some ideas to add some variation here and there, but the core game is sold. A big plus is that my wife LOVES IT, so I will be able to test the heck out of any changes we do make!
- One of our personal “holy grails” of gaming would be to make a game about movies, as Jay LOVES movies with a passion. He’s at VIFF, TIFF, etc. as much as possible. He had a radio show reviewing movies back in University. He collects and saves all his ticket stubs and documents who he saw each movie with… okay, we’re getting into OCD territory. Anyway, we’ve been working away at Box Office, in one shape or another, for years actually. Now that we’re more seasoned designers, the latest version is actually coming along nicely. Jay had a brainstorm re: this sliding scale thing…should be really good! We didn’t playtest this with anyone as it’s really only in Alpha stage and we never want to subject playtesters to games that aren’t at least in their Beta phase. Unless that game happens to be named The Dig.
- On a sad note, we found that Pictionary: The Card Game (a 2009 Dale Yu design) was very very similar to our Hog the Remote (a 2006 Bamboozle Brother design). We had a bunch of interest in HtR, so it was disappointing to find the similarities. Carrie had bought Pictionary: The Card Game for her work. Luckily, I saw it and read the rules. No one wants to go up against Hasbro. Not even the fabulous Bamboozle Brothers!
- Lions Share was played a lot – we’re changing how play is done so it’s more 7 Wonders-style in that there are areas to play between each player and you only interact with the players to either side of you during the card playing phase. The sharing of the trick is still super interesting as that’s what allows you to interact with players you can’t normally deal with. A new scoring mechanism we devised makes team and vs. play much more interesting. We need to add more cards to accommodate more than 4 players (hopefully up to 6). We’re thinking of adding a Chameleon type animal that can act as any animal and another animal as a suit…not sure which one yet – they’d just be a general animal.
- We got to try out Clunatics as well, which was well-received. We’re just cleaning up the rules a wee bit to reduce scoring issues and keep cards in front of you to a minimum. I made a mini-dry erase board and stuck a small dry erase marker complete with eraser in the box. We’re hoping to shop this one around soon to NorthStar games perhaps. They publish a little game called Wits and Wagers. You might have heard of it!
Whew! I *think* that’s it – there may be more that we did! Thanks to Carrie, Ethan, Eli, Elly, Daryl, Jeff, Vince, Brian, Steven, Jeff, and the whole Shepherd/Nicell family (except you, Sean!) for gaming it up with us over the week and helping us take our games to the next level. Your feedback was invaluable!
Oh yeah, I’ve started to take stop motion videos of our playtesting session using my iPad, a Makayama Movie Mount, and the iStopMotion app. Gerry Paquette, another GACer, showed us how he did this at “Cardstockawa” (our annual Ontario grand game design moot) over the summer and I’ve wanted to do this ever since.
Let’s see if this works…
IT WORKS! Huzzah!
~ Sen-Foong Lim