Gathering of Friends 2014 Review: Part 4

Our fourth post on all the pitches we had with publishers at this year’s Gathering of Friends! You can read the previous posts here:

Gathering of Friends in review Part 1- ZMan/Filosofia

Gathering of Friends in review Part 2 – Days of Wonder, Ystari, Abacusspiele, R&R Games, Zoch

Gathering of Friends in review Part 3 – Huch & Friends, Toy Vault, Mercury Games, Think Fun

iEllo

LOGOIELLOWe met with Stephan from iEllo and we were surprised that he liked the first game that we started pitching to him: Chainables. We actually hadn’t pitched this to many other publishers because we had brought it last year and found that a language game wasn’t a top priority with a lot of the German publishers! But Stephan really liked it and wants us to submit a Print and Play to his partner to try it. Of our other games, Stephan really liked What’s That and Zombie Slam. When we were pitching What’s That, he was nodding and getting the idea of the game – but then when I said the last part of the pitch – that everyone has to work together and figure out the commonality between everything – he lit up and said, “I want it! Let’s play – but I want it!” That felt good! He also liked Herdables and said if we could make it play up to 4 players then we should submit it.

We also played Ignotus with him and he was digging it right up until the end. The game had players getting rid of tokens – but the endgame proved to be a bit of a letdown as one player could have 1 token left and no one could do anything to stop it. He had liked it up until that point and then had to pass on that one. He did want to take Chainables, Zombie Slam and What’s That though – so…win!

Afterwards I was sitting with Sen and Josh Cappel and asked them to help me figure out how to fix Ignotus. As we were playing Josh was not really liking it because he doesn’t like deduction games. His thought is “you either 100% know it or you 100% don’t know it” and so he wasn’t too interested in the game. We persisted and Josh almost flippantly said that the game would be better if we could bluff. Hmmm –that’s interesting. We immediately tried it and it worked awesomely! Now it wasn’t about getting rid of your tokens but by gaining points – which you could only get if you guessed someone’s Goal Card. I met up with Think Fun and Huch & Friends again to let them know about the changes and they were both happy with the new direction for the game! It’s amazing to me that some of our games got interest from publishers – then we changed them while we were at the event and had to re-pitch them! I am way more confident with both Ignotus and Lions Share because of the changes we made though!

Repos

repos_prod_logoOur final meeting was with Cedrick from Repos. We kept seeing him while he was playing a game (like the 7 Wonders expansion, Babel) and we almost never met up. Fortunately we caught him on the last night he was there as he was heading back to his room for the night – lucky!! The only game we showed him was What’s That. We had shown him this game last year but we worked all year to improve the App and eventually it became so late that we decided to re-pitch it to him. We asked him if Repos had any ability to make apps and he whipped out his iPad and showed us the 7 Wonders App that is launching soon. It looked pretty damned amazing. We were convinced that they could do this game!! He left with his continued interest in the game and since the Gathering we have set him up with the App and are anxiously waiting their thoughts on the game once they playtest it in their offices.

So that’s it! A whirlwind of 10 days! Here’s a summary of the games we brought and the interest we got from publishers:

What’s That: Repos, iEllo, Mercury

Lions Share: Huch & Friends, Hans Im Gluck

Zombie Slam: iEllo, Mercury, Huch & Friends, Zoch

Rock Paper Wizards: Z-Man/Filosofia, Stonghold Games

Herdables: Huch & Friends, iEllo, Days of Wonder told us to connect with Blue Orange

Chainables: iEllo

Pig Goes Moo: Zoch

Ignotus: Think Fun, Huch & Friends, Abacusspiele

Towers of Nakh: Boo – no interest for this one. Weird – I thought this one would have appealed. We’re going to see if we can simplify it more, but I think it was a pass for most because of trying to think in 3D space was hard for many. I think there’s a publisher out there for this though!

That’s it for all of our pitches, but I have one more post about what else we did at the Gathering: play games! 🙂

-Jay Cormier

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More picks!  This time I think there’s only 1 of a publisher rep though…Stephan Brissaud from iELLO (pronounced “Yellow”, if you were wondering).  Here he is playing Ignotus.

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Jay and I played this iELLO game, Phantom Society – oddly, a logic/deduction game as well, with William Attia and Martin Ethier.  They played the ghosts and they CRUSHED us.

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We also met the owner of Funagain.com during that pitch.  He was looking to establish a fulfillment service specifically for small publishers that ran Kickstarter campaigns.  Maybe we’ll here more about that in the future!  No pic, though…

After all our pitching was done, we got to play a lot of other games, including the following:

Coconuts from Mayday (monkey-shaped catapults fling coconuts into cups)

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Machi Koro from Pandasaurus (Setminion or Dotters of Catan – whatever you choose to call it, it’s awesome)

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And of course, some Tichu from AbacusSpiel.  Here’s Jay’s best hand of the game – a straight from 2 to the Ace that he got to play after I played the dog in the first play of the hand.

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We played the prototype Prime Time, designed by our friend, Gil Hova (Prolix, Battle Merchants).  Canadian ex-pat Greg Daigle (Hawaii) joined us in as well.
IMG_0852 And those of our fellow Game Artisans of Canada, Martin Ethier, Michael “Call me Max” Xuereb and Al Leduc (FrankenDie).   IMG_0871

 

Can’t hardly wait until next year!

~Sen-Foong Lim

 

 

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Gathering of Friends 2014 review: Part 3

Our third post reviewing all the pitches we made during the Gathering of Friends this year. It was super exciting and we got to spend some quality time with each publisher. If you missed the first two you can read them here:

Gathering of Friends in review Part 1- ZMan/Filosofia

Gathering of Friends in review Part 2 – Days of Wonder, Ystari, Abacusspiele, R&R Games, Zoch

Huch & Friends

800px-Huch_&_Friends_logoWow – another surprise! We hadn’t met with Huch & Friends before either. Neither Huch & Friends nor Zoch have been to the Gathering before (or at least not in the last 3 years that I attended!). We pitched to Britta from Huch & Friends and found that a lot of our games fit with what they were looking for! In the end she wanted to take back Zombie Slam, Ignotus, Lion’s Share and Herdables. Wow – cool! With Ignotus she mentioned that she’s partnered with another company that specializes in crime based deductive games – how perfect! She also mentioned that our Herdables could fit in her 2-player abstract line.

Toy Vault

toy_vault_logo_07We spent a bunch of time with Ed from Toy Vault. In about a month we’re going to be launching the Kickstarter for our game Monty Python’s But Wait, There’s More so we gathered some gamers and went to a quiet room and filmed the Kickstarter video! We just had people play the game so we would have a lot of footage of examples and people laughing. Mission accomplished!

We pitched our Firefly game to Ed and he had some thoughts on the direction he’d like it to go, so we have a bit of work to do – but we’re excited about the direction this game is going!

Ed also wanted to partner with us in designing a Living Card Game based on the Godzilla IP. That’s pretty awesome! So the three of us will be working to work on a game based on the initial ideas that Ed had for the game. Looking forward to getting to work on this one!

Mercury

mercury-logoEvery year we meet with Mercury and we really love hanging out with these guys! The first year I went to the Gathering was also their first year and they were looking for their first game to launch their new company. I pitched them the game Quarantine to them as another member of the Game Artisans of Canada, Mark Klassen had given me his sales sheet to show around. This year we pitched them all our games – thinking that none of them really fit with their brand. I almost shot myself in the foot by pre-empting the pitch by saying something like, “I don’t think you’ll like these games.” Idiot! Eventually they had to tell me that we shouldn’t base our thoughts on what they might publish on games that they have already published. OK – lesson learned! In the end they really liked Zombie Slam and our App-based game, What’s That? Nice!

Hans Im Gluck

GLUCK-LOGOWe finally got to meet with Hans Im Gluck after continually bumping into each other when one of us was busy! We pitched all our games in the same 30 second overview style that we’ve now become pretty slick at – and they expressed interest in Lions Share. We played the game with them and they liked it enough to want to take a copy back with them – huzzah!

The interesting part for me about this game was that while we were playing it – I realized that it wasn’t as interesting as I had thought it was originally! So after this pitch, Sen and I brainstormed a bit and we came up with one new rule that we thought would drastically improve it. Next up: Think Fun!

Think Fun

ThinkfunlogoWe had a great time pitching to Tanya from Think Fun last year and we specifically tried to make some games that would fit with her line up. We showed her all our games and she played a few rounds of most of them. When we played Lions Share, we played with our new rule that we had just added – and it made the game so much better! Not only that, but Tanya also added a couple of suggestions around the Wild cards that really simplified things a bit further (in a good way!). She ended up passing on Lions Share but she did like Ignotus. She said it would have an outside shot because they’re pretty much locked up for 2015 already, but it’s such a small game that she could possibly make it work. She said that it was great that I suggested that the game could easily be themed to anything else, since the current artwork I made was just symbols, colours and numbers. That’s a good thing to bring up when appropriate!

So after this we had to seek out Hans Im Gluck and Huch & Friends again and let them know about the changes. They both agreed that the new changes did indeed make the game better! Nice!

Next up – pitching to iEllo and Repos!

-Jay Cormier

Sens-Turn

 

MOAR PICS!

This time, we’re   with Britta from Huch and friends!  Here we are playing the game formerly known as Jam Slam, Zombie Slam, with Britta and our wingman, Mike Kollross (Godzilla Stomp!), a fellow Game Artisan.

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We then played Huch & Friends’ Pints of Blood, a co-op zombie fighting game set in a pub with some nifty shifty tiles.  Mike always dresses appropriately for the games he plays, as you can see.

IMG_0863And then we played ZomBeasts, a cute but evil little card game!  Britta beat us handily.

IMG_0862Here Jay is, pitching our Firefly game to Ed (ToyVault).  This one needs some polishing up, but once we get that done it’ll definitely be shiny!

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Moving from one IP to the next, Ed discusses the finer points of rubber suits and the JDF as we plan on making a Godzilla Living Card Game, co-designed with Ed.IMG_0841

Daryl pitches a game that he co-designed with me and Josh Cappel (Wasabi!) to Ed, a game we hope to set in the Monty Python universe and call And Now For Something Completely Different.  Ed liked it and wants to see it with a reduced card set and some more wacky game play.

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Unfortunately, my phone was used to run the apps for the majority of the meeting with Mercury, so I didn’t get any pics of that pitch session.  But I managed to get some pics of Georg Wild and Jasmine (Hans im Glueck) trying out Ignotus.

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Here, Georg explains how Jay can also grow such awesome facial hair over a game of Lions Share

IMG_0878Last, but not least, Tanya (ThinkFun) and Jay play a co-design he did with Shad – The Towers of Nakh

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~ Sen-Foong Lim

Working hard in preparation for this year’s Gathering of Friends

gof_logo1We haven’t posted in awhile – mostly because the weeks leading up to Alan Moon’s Gathering of Friends is full of testing and prototype re-making! If you’re not familiar with the Gathering of Friends, then read this article here as it explains my experience from last year!

So what are we doing to prepare? Well, I’m glad I asked..! We have some new games that we’re working on that have never been pitched before:

Herdables: This is a Bejeweled type game in which you’re trying to get three animals of the same kind in a row. The nice twist to this one is that you must place your 2 animals each turn adjacent to a third animal – each of which is drawn at the end of your turn – which means you can always see how your opponent could play, and alter your move accordingly. A cool 2-player game!

Firefly – With a Cool Subtitle: We were told by Toy Vault last year that they have the license for Firefly games and said they’d look at any Firefly games we pitched them. So we’re not ones to leave a request like that lying around! We came up with a really cool Advanced Incan Gold type of a game – where you have to escape back to Serenity before it’s too late. You don’t control any one character but instead are controlling the story of the characters as they go on missions to collect credits and battle the Alliance! Looking forward to seeing Toy Vault’s reaction to this one!

Zombie Slam: Well some publishers have seen this one…kind of! We had a game called Jam Slam that has been to many publishers – but it was deemed too old for a kid’s game and too young-feeling for an adult game. So what do we do? Slap a zombie theme on it and make it a full on adult game! But in doing so we’ve found many more things to do with the game that align with the theme.

What’s That?: This is a party game that uses an app! We partnered with Stefan Alexander to create the app, and then as a full partner in designing the game. It’s such a cool idea for a game! We showed it to Repos Production last year and they liked it – but we’ve never been happy enough with the app to send it to them…but we are now! I think this one will be exciting!

On top of these three new games we have some others that have seen publishers before but haven’t been picked up yet. Not sure if there will be any new publishers there this year that haven’t seen these – but I might as well bring them!

Chainables – a cool word making game with 2 decks of cards.

Lions Share – an interesting card game about sharing cards that you’ve won.

EI-EI-O – almost got signed last year – but the publisher backed out when they saw another game coming out that had animals and sound effects in it (even though the games are different).

Also I have partnered with another designer for the first time and we’ve got a really cool 3-dimensional tower building game called the Towers of Nakh. I love how it plays and it always draws a crowd because it looks so interesting while you’re playing it.

Finally, I have my first solo project that I hope to have ready. It’s called Ignotus (which is latin for Unknown) and it’s about figuring out a player’s secret goal, which trying to achieve your own.

So we’ll be busy again this year – but I mean that in a good way! I love going to the Gathering and hanging out with other designers, playtesting their games and having them playtest our games – as well as meeting publishers in such a relaxed and casual way. I’ll post more after the event. Wish us luck!!

-Jay Cormier

 

Playtesting Games at ProtoSpiel North

ProtospielNorthLogoSen and I recently attended ProtoSpiel North in Hamilton, ON where we got to playtest some of our games, playtest some other designers’ games and also pitch our games to some publishers that were present. ProtoSpiel is an event that started in Ann Arbor, MI where designers would get together to playtest each others’ games – and for three years now, Hammercon – a board gaming event in Hamilton, ON – has been holding ProtoSpiel North with the same intentions.
There were many Game Artisans of Canada in attendance from all over Ontario, which is great for many reasons:
  • GAC LogoWe 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.
I’m going to break this down into three topics:
  1. Playtesting our games
  2. Playtesting other designers’ games
  3. Pitching our games to publishers (including a video of us pitching!!)
Playtesting our games
What’s That: Sen and I partnered up with Stefan Alexander and have been working on a party game the requires an App. Stefan is a programmer and has been able to program the app, and we’ve been tweaking it over the past few months. This is the game that I actually pitched to Repos Productions at the Gathering back in April – but we still haven’t handed it over fully as we’re not happy with the App yet.
whats-that-beaverThe game involves players individually looking at the smart phone and their own unique clue, and then everyone has to make their clue out of an artisitic medium. Then players cooperatively try to guess what everything has in common.
Our latest playtest was very rewarding. We found out that it is indeed fun and that it creates a lot of laughs, and we learned that we need to do three things to make it all work:
  1. 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.
  2. 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!
  3. 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!
simplicitySimpliCITY: Sen and I were very happy with where the game was at – but after one playtest on the Friday night, one of the other playtesters gave us an idea that sounded awesome! The idea was to remove the very fiddly tracks that kept track of what players built, and instead resolve the effect more immediately. After brainstorming we realized that we couldn’t do everything immediately, but we could do it for some of the tracks. We woke up early on Saturday morning and changed some cards and found some tokens just in time for pitching it to publishers!! I’ll get more into this crazy plan in my next post!
Rock, Paper, Wizards: Sen and I have partnered up with Belfort artist – and game designer of Wasabi and other games coming soon – Josh Cappel – to make Rock, Paper, Wizards. We had pitched this game to Z-Man games at the Gathering in April and Zev really liked it and took it back with him to assess with his playtesters. A month or so later and we get some notes from them saying that they don’t want to give the prototype back to us yet, but they also don’t want to publish it as is yet. They gave us some feedback on some things that they’d like us to fix.
Since then, the three of us have tried so many different variations that tried to fix it, but we always ended back where we started. It has been one of the most frustrating games for us – mostly because it always felt like we were so close to something really good.
We learned that a game with guessing whether someone is bluffing or not – that players need two things: motivation on who to attack and information about some of the cards so they can have some odds on whether someone is bluffing or not.
rpwIt’s rare that the three of us are in the same room, so we spent a good deal of time brainstorming ideas on how to fix this idea. One of the ideas from Josh was something as simple as “What if the spells we’re casting always hit their target?” At first it was dismissed since that would entirely remove the bluffing element altogether – but later on we thought more about it and realized that the fun part of the game is throwing hand gestures at each other – not the bluffing. We were so locked into the game being a bluffing game that we forgot our own advice: follow the fun!
So we brainstormed our new idea and quickly came up with some motivations and parameters. A quick playtest later in the week proved that we were on the right track! I’ve playtested it a few more times and am very excited with the direction the game is taking!
It was great to playtest these games with other designers. We got some great feedback and we’re excited about each of these games now more than ever!
2) Playtesting other designers’ games
I like to think I spend more time playtesting other peoples’ games rather than my own at these kinds of conventions. I got to playtest these games:
express-deliveryExpress Delivery by Yves Tourigny and Al Leduc – an interesting fed-ex kind of pick-up-and-deliver game
Tip Top Towers by Daniel Rocchi – a cool balancing block game played on a wobbly plate
Wild West Poker game by Francios Valentyne (can’t remember exact title!)- a very thematic Wild West deck building game in which all fights are done with poker hands
Superhero co-op game by Mark McKinnon – a game where superheroes are trying to save aliens from planets that are getting sucked into a vortex
topsy-towersRescue Rockets by Josh Cappel – a flicking game that should get published! You play on any table and use things on the table as obstacles in an effort to rescue astronauts from planets – very neat!
8-bit Bomber by Daniel Rocchi and Daryl Chow – a Bomberman kind of game with a cool puzzley movement mechanic that is fun and interesting
Londonderry by Daryl Andrews and Stephen Sauer – Daryl asked if I could be his wingman during the play session of this game with Mercury. It was great playing with Doc and Kevin from Mercury! Not only have I pitched games to them twice before, but I’ve even played a game of Keyflower with them at the Gathering this year. It was fun to play a game with them again! You know you’re in a publisher’s good books when you’re both smack talking each other throughout a game! It was a great play session and they expressed some serious interest in the game.
rescue rockets
It’s always interesting playtesting other designers’ games as you can see how that person thinks and how they try to balance aspects of the game, or come up with solutions to problems that Sen and I have also encountered. I’ve always said that if you are a game designer – then surround yourself with other game designers!! You learn so much – even if you just playtest their games all the time.
In our next post I’ll share how we pitched our games to the publishers that were there, including sharing a video of one of our pitch sessions!
-Jay Cormier

Pop Goes the Weasel…getting published!

Well, all has been quiet on the Bamboozle front for awhile. Let’s catch up:

August

  • Sen and I got together for 6 days of game designing in August. We came up with three brand new games and tweaked others:
  • New game: Aladdin – a trick taking game in which the player with the lamp can make game-changing wishes!
  • New game: Unnamed Abstract game – it’s a nice and simple game of placing a random gem onto a board and when you make a row of 3, you take the other 2 gems and leave the one you placed.
  • New game: Unnamed Tower Defence game – this is the one I’m most excited about as we found a way to abstract out the fiddly-ness of stats that a computer does automatically. Can’t wait to get more time in with this one.
  • Tweaked: SimpliCITY – finally took the feedback we’ve been getting from publishers and made it way less multiplayer solitaire!

September

  • Worked with Toy Vault to finalize the rules and list of words and phrases for But Wait There’s More. We had a very productive 2-hour Skype call with them and we’re now all on the same page. Once things get signed in ink expect a huge and very exciting announcement with this one!

October

  • Found out that our game Akrotiri will be coming out from Z-Man in April, but it will be launching in late February at the Festival des Juex in Cannes. We got to see some art and we’ll be sharing it as soon as we’re allowed. Rest assured that we are very happy with how it’s looking. Very unique style that should help it stand out from the crowd. Sen and I are seeing if a vacation in France around the end of February is possible!
  • Screen Shot 2013-10-07 at 12.14.13 AMWe got word from a publisher that they are interested in publishing our kid’s game, Pop Goes the Weasel!! This isn’t 100% official yet, but he said to expect a contract when he returns from Essen. We’ll announce which publisher once it’s 100%! It’s cool because it will be our first kid’s game to be published!
  • Sen attended a Game Artisans of Canada gathering called Cardstockawa. He got to playtest many games including some of ours: Aladdin, Abstract game, Rock Paper Wizards. 

November

  • Coming up in November we are going to attend Hammercon and Protospiel North. This is a fun weekend in Hamilton, ON where designers from all over can get together to playtest each other’s games. Good things always happen when designers get together!!
  • Sometime in November – December at the latest – our first expansion is coming out for Belfort! It’s very exciting and has got us thinking about the world of Belfort. We poked the publisher a bit and told him we’re toying around with making a quick dice game set in the world of Belfort. He said he’d be excited to see what we come up with!

Other than that, we’re going to continue to hone our existing designs through numerous play tests while we wait to hear back from Amigo about our game, Lions Share and Repos Productions for our game, What’s That? So a bit quiet on the blog, but busy as ever behind the scenes!

-Jay

Gathering: Pitching to Filosofia and Z-Man Games

This is the third in our series of pitching to publishers at this year’s Gathering. You can read about the here:

  1. Intro and overview of the Gathering
  2. Pitching to publishers overview
  3. Pitching to Asmodee and Repos

logo_filoUp next I got to sit with JF from Filosofia. I showed him our app game,What’s That.When you’re at a convention and a publisher wants to take your game – as was the case with What’s That with Repos, you never have to give it to them right away. I always tell them that I’d like to show a few more publishers but I will come back at the end of the event to hand it into them.This is good for a couple reasons:

1) It lets you see which publisher is more interested in your game.The more interested they are, the more likely they will want to publish it!

2) It lets you assess which publisher you’d rather work with for your game. Do you want your game to go back with a first time publisher or an established publisher? They both have their benefits – but you now get to make that choice!

3) Once you give it to one publisher, but more than one are interested, well now you know which publisher you can send it to next if that first publisher decides to pass on your game. It’s great having a line-up of publishers wanting to take a closer look at your game!

Unfortunately for What’s That, the app kept crashing – sometimes right when we wanted to see what the answer was! It was frustrating – but it was a new app, made by fellow Game Artisan of Canada member, Stefan Alexander.We didn’t have much time for QA so we just went with what we had. I think the problem was that if I received a text message while we were playing then it crashed. I think they weren’t really interested in it anyway…!

Next up was Pop Goes the Weasel.They thought it was too confusing for kids. We did come up with one good idea that simplifies the game for kids, but still retains the ability to play the game as is for slightly older kids.

By this point I had Josh Cappel (artist extraordinaire of such board games of…oh I don’t know…Belfort!) joined us so we pitched our new game, Rock, Paper, Wizards to JF. Yep – Josh joined forces with the Bamboozle Brothers and the three of us created a brand new game! It involves bluffing and pointing weird finger gestures at other players!

Ed Bryan from Toy Vault also came by and helped us playtest this one. Ed’s another good wingman for me! The game went so well that he brought Zev over to play it. Zev IS Z-Man Games, but Z-Man Games is owned by Filosofia. Zev liked it a lot and wanted to make sure they took this one back with them. Yay! Two games now being requested by publishers!

Update: We have received an email from Filosofia after they played it and they said that while they don’t want to publish it as is – they don’t want to give it back to us. They had some concerns and asked us to see if we could review some options. So we are!

Junkyard-photo2We were then told that they did get the new sample of our game Junkyard from the manufacturer’s in China. Last year at the Gathering I showed them Junkyard and since then we’ve been figuring out a way to make the game. Everyone at Filosofia loves the game, but the cost to produce 52 wooden pieces is high.When I visited Filosofia in November we came up with some ideas on how to reduce costs.The biggest idea was to reduce the size of the pieces by 20-25%.We got a quote from Panda on how many we’d have to make in order to get the per unit price low enough to retail it for $30-35.The pricing and quantity worked out for Filosofia, but they wanted to see a sample of the product before committing.They brought this sample and we got to play the game with Zev because he has never played Junkyard.After a fun game of Junkyard Zev gave his thumbs up to the game. So this meant that everyone is on board! The next step for Junkyard is to ask for another sample with a varnished finish of some sort as the pieces are a bit too rough as they are now. But yay for progress!

We were also given feedback on the three other games that Filosofia had since November. Jam Slam was one of them that showed the most promise so JF wanted Sofie to play it. I learned something about pitching in this pitch session.

Jam-Slam-logoThe game is a simple game of listening to a clue and slapping a card that has that information. For older kids it has an advanced variant where you get bonuses if you collect the most or least of a specific thing. I thought we should play with this since we’re all adults and it would make it more of a challenge – and therefore (in my mind) – more fun.Well that was wrong. Being new to the game, Sofie was confused by the multiple motivations. She boiled it down to show that the game had three motivations and a kid’s game should only have one motivation. So the lesson learned is to always show your game as the base concept first, before throwing in variants or expansions! So she decided to pass on it but gave us some interesting insight into the design.

JF also shared some comments from the playtests of the other two games they had of ours and from this we learned another lesson.The feedback for our card game, Lion’s Share was that there was fun there – but there was too much memory in it.Wait – what? Memory? There’s no memory at all in the game.Why would they say that then? Think about it for a second…..yep – they played the game wrong.And who’s fault is that? Ours.We re-read the rules and found a section that could be misinterpreted. Damn. Sometimes you have only one chance with a publisher and if the reason why your game fails is because they played it incorrectly, then you’re hooped! By playing incorrectly, they didn’t get the experience you wanted them to have so they only thought the game was mediocre.When you found out they played it wrong, there’s little motivation for them to play again because their experience was only mediocre before. So the lesson here – blind playtest your game! Have some other group playtest your game without you there to guide them or help them out.This will help you ensure your rules are being interpreted correctly.

Whew! That was a busy first day! And there are still more pitches ahead – so stay tuned!

-Jay Cormier

The Gathering 2013: Pitching to Asmodee and Repos

Logo_AsmodéeI 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!

ex-neigh1SimpliCITY: 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!

ex-chainable1Chainables: We played this for 1 minute when he realized it was just a word game and that wasn’t something he wanted.

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!

-Jay Cormier