Showing posts with label Xpost. Show all posts
Showing posts with label Xpost. Show all posts

Monday, April 1, 2013

Rincon Fundraiser a big success!

Last Saturday we hosted a fundraising game day for Rincon. I was a little worried that not many people would show up, and that we wouldn't end up making much (if any) money... but I guess that's just typical me - I'm kind of a pessimist. I'm happy to report that in fact, 70 people came to our event, some from Tucson, some from Phoenix, and some from Sierra Vista. And from what I could tell, everyone had a really good time!

18 of those people played in the poker tournament, expertly run by Jeff Becker. Karl Davis came out on top after a hard fought, back and forth heads up battle with Russel Knox. Karl won a hotel room for the weekend of Rincon, while 2nd and 3rd place (Russel and Brenda Lundt) walked away with free passes to the convention.

We also had several prize drawings, sponsored by games donated by myself, Brian Poe, and Patrick Nickell of crash Games.

That day happened to be National Tabletop Day, and at least a couple of people found out about our event through the Geek and Sundry TabletopDay website. The event was bustling from 10am to 10pm, and everyone seemed to have a great time! We managed to raise significant funds for Rincon, and by any account I think it's fair to say the Game Day was a resounding success! It was so great, we're planning another similar event for June!

Thanks to everyone who came by and supported Rincon and SAGA!

Thursday, June 14, 2012

Game Auction on BGG

I have posted a Game Auction on BGG, selling off pretty much every game I own (save a few that I actually expect to play soon or often).

Some of my favorite games are on that list, but I figure if it hasn't hit the table in over a year, it's hard to argue that I need to keep it!

So take a look, and if there's something you like, feel free to bid!

Somebody asked me about donations. I hate the thought of asking for handouts, which is why I thought it was better to sell off these games, but if you are so inclined I suppose I wouldn't turn it down. Maybe the best way to handle that is with the donation link at the Board Game Designer's Forum. I pay for that every month, so any donations there will help me directly and would be much appreciated!

Thanks everyone for your support. I feel kinda like a jerk complaining about my robbery when other people have real problems (like when their house got destroyed by a natural disaster, or their child died). But I appreciate the help all the same!

Sunday, June 10, 2012

Robbery Relief Game Auction

I posted an auction list at BGG - feel free to check it out, and if something interests you then place a bid.

Thanks!

Charity Game Auction, so to speak

I apologize in advance for this off topic and sort of whiny post.


If you follow my FB or Twitter stuff then you already know that yesterday my house was broken into and I was robbed of a great deal of cash as well as my iPad and a few other little things. I am no stranger to theft and loss - over the years I have had wallets stolen (out of my jacket, out of my car, out of my backpack) as well as bicycles (3 in a 6 month period)... but the value of this particular loss was about an order of magnitude larger than all the rest combined, and because much of it was cash, it won't be covered by insurance.

It's been a bummer to say the least, and to make matters worse, it happened while I was out negotiating a deal on a car...


In an effort to recoup some of that money (which was to be my down payment), I have decided to host a game auction on BGG. I have an awful lot of games, many of which I never play. With the exception of a few favorites, I think I'll put them all up and see if I can get any interest in any of them. I could really use the money!


So if you are interested in buying a game and helping me out, stay tuned - I'll probably put up that geeklist in the next couple of days.


And to be at least a little bit on-topic...

RECENT GAMING
I have played an awful lot of Lords of Waterdeep lately. With two caveats, I find it's a very solid game and I like t very much.
Caveat #1: Remove Mandatory Quests - The Mandatory Quests are a bummer pretty much all the time - often you don't want to draw it, because it does not net you anything, and it sucks to have a Mandatory Quest played on you, because (especially if it's in the last round or two) it can keep you from scoring a large VP Quest that you've spent multiple turns building up to. Nobody I know likes those cards, so I simply leave them in the box when I play.

Caveat #2: Remove the Lord which rewards buildings - In some games I think it's fair and balanced, but with a Quest, a Building, and several Intrigue cards which allow a player to build even if the building space is occupied, in some games I think that Buildings are too available, making that Lord too easy to dominate with. So I simply leave it in the box to ensure a more fair game.


I just got Castles of Burgundy and I've played it a number of times already. I enjoy it more as I play more and discover strategies and tactical tricks. However, I do think it takes too long, and much like Martin Wallace's London, I'm surprised at the degree to which you cannot plan your turn ahead of time in this day and age.

Monday, June 4, 2012

Monthly recap - May 2012

I think I'll try a new thing... I have this dry erase calendar at work, and when I erase it and reset it for the next month I'll try posting a recap of the previous month of my life. Let's see if this idea lasts...

May 2012

I don't have much written on the calendar on the first 1/2 of the month, but I think that's because I was lax in updating it more than because I didn't do anything. It does appear that the month was somewhat uneventful though.

5/11 I drove up to Phoenix to meet with Patrick Nickell of Crash Games (as well as Fred McKenzie of Clever Mojo, Tory Neimann, and Nathan Kohatsu). We played some games and that was fun. The next day I stopped by and had lunch with my old friends Chris and Becky, who I hadn't seen since way before their second daughter was born (she's like 2 or 3 years old now).

5/19 the Ides of Gaming event that I run at Espresso Art on campus was bigger and better than it has been in recent history - more people and more fun all around.

5/25 - 5/28 I went to Burlingame, CA for KublaCon. KublaCon is a lot of fun, and I normally get to play a lot of games. This time however I was under-prepared as far as gaming is concerned, so I barely played anything at all. I did however get to meet Martin Wallace, attend several interesting seminars by Wallace, James Ernest, and Richard Bliss, listen to (and participate in) a live recording of a podcast (part 1 part 2), and visit with some friends.

I demo'ed Ground Floor (14 hours left on the Kickstarter! Will it break $100k?) three times, and got to play one of my prototypes once, and one of Martin Wallace's as well. I played only a couple of commercial games (Castles of Burgundy, Glory to Rome, Yahtzee Free-For-All, and Battle Line) and I played 1 game of Eat Poop You Cat (AKA Paper Telephone or Telestrations). Not a whole lot of gaming for a con at which I used to log 40 plays of various things!

I did take the airline up on its offer to pay me $311 in flight vouchers in exchange for bumping to a different flight. So I flew through LAX (instead of direct), had time to eat at McDonald's, and arrived about an hour or so later than originally scheduled. Seems like a good deal to me!

That's about it for May! See you next month...

Saturday, June 2, 2012

How to get into game design

I was offered the opportunity to write something up for Why I Design Games - Collected essays from established game designers on the theory, art, and compulsion of board game design. 

 I was excited about the opportunity, but when considering why I design games, I found my thoughts coalescing more toward the question "how does one get into the game design hobby?" So I answered that question instead. Have a look, and leave a comment (here or there) - I'm interested in what you think!

Thursday, September 29, 2011

About god damned time!

I have good news!

After 10 months of waiting for artwork, manufacturing, and shipping... experiencing delay after delay for one thing or another and disgruntled fans and customers (both reasonable and unreasonable)... I am ECSTATIC to report that people are FINALLY starting to receive their copies of Eminent Domain!

Maybe now that people are receiving their copies, I can start hearing about how much they love the game or how happy they are to have participated in the kickstarter campaign, rather than a seemingly endless deluge of criticism for things that are outside of my control (criticism because people didn't receive a shipping notification via email, on top of Mike's announcement that the warehouse had begun shipping the games? Really?)

In reality though there are a lot of international supporters who still won't get their copies for a while due to shipping logistics, and I'm sure there will be a number of people who end up not loving the game, and posting about how sorry they are to have supported it in the first place, and of course people who are dissatisfied with the extra Kickstarter Exclusive item added at the last minute for one reason or another. It makes me wonder why anybody goes through the effort of creating anything creative, ever.

Thank God I still enjoy playing Eminent Domain, because the amount of pain and suffering is quickly approaching the amount of fun I've had designing and playing the game int he first place.

Monday, September 26, 2011

The long wait is finally over... for some people anyway

Last week I got news that the boat had landed, and all of Tasty Minstrel's games had arrived in the warehouse (ahead of schedule for once)! I was sworn to secrecy, but today it was announced that the Kickstarter copies started shipping out last Friday! That means people in the eastern US will probably be getting their copies any second now, while people like me on the west coast will be receiving their copies in the next couple of days.

I know the international orders will still take a while to arrive - I wish there were a better system for that. Hopefully there will come a time when TMG has a distribution partner, or a warehouse, in Europe and some of each print run can be sent directly there rather than sending it back and forth across the globe.

I have heard that our exclusive surprise for Kickstarters DID make it into the shipments, so Kickstarter supporters should be receiving those along with their copy of the game.

I look forward to seeing reviews, session reports, and strategy posts at BGG and Boardgaming.com starting to pop up this week!


In other news... My friend David (designer of Ground Floor, coming soon from TMG) helped me put together this official rules sheet for the Bonus planets:




This will be available in the files section of BGG as well as on PlayTMG.com in the near future. I think it looks great, and I love that it matches the rulebook.

Tuesday, August 30, 2011

Kickstarter Chronicles - Part V: Our influence on other projects

If I had been on the ball, I would have started a series of blog posts about my Kickstarter experience with Eminent Domain. I would have called it The Kickstarter Chronicles, and it would be in several parts. I did not do that, so instead I'm going to pick up in the middle. I'll include a complete outline, and maybe one day I'll go back and fill in the missing chapters:

Part 0: What is Kickstarter?
Wherein I learn about an interesting new crowd-funding website, and implore Tasty Minstrel Games to use it.


Part I: Designing our first KS campaign.
Wherein I try to optimize pledge levels to offer desirable rewards in a cost effective way.


Part II: Running the campaign.
Wherein I observe several different ways of promoting a Kickstarter campaign, what worked, and what didn't.


Part III: Production post campaign.
Wherein I discuss the learning process of producing a game on a larger scale than expected, and the growing pains involved.


Part IV: Complaint department.
Wherein I enumerate lessons learned in customer service, and observe what Kickstarter means to the people pledging.


Part V: Our influence on other projects.
Wherein I note specifics of recent Kickstarter projects which appear to be a direct result of the events involving ours.


Part VI: The final word.
Wherein I form an opinion on the Kickstarter campaign after it's finally over - will I consider it a success? Would I do it again? What would I do differently?


Part VII: The future of Kickstarter
Wherein I examine earlier thoughts on the evolution of Kickstarter as a tool to fund board game publication, and form an opinion about whether I think it will be worthwhile, or even possible, for us to use it again.

Part V:  Our influence on other projects

In the previous chapters I discussed (or would have discussed) a few different things about EmDo's KS campaign. We were not the first to successfully fund a game on Kickstarter, there were several games before us... most notably Alien Frontiers by Clever Mojo Games. Their campaign was a rousing success, bringing in almost $15k - 3 times their target amount. Of course, their target amount was low - probably a lot less than it actually cost to print the first run, which I believe was only 1000 copies of the game. The first run was such a success that the first run sold out immediately, and some people even had trouble obtaining pre-ordered copies.

I definitely wanted to learn from that experience, take what I thought worked well for Clever Mojo and avoid what caused problems. So my project was clearly influenced by others before me. As it turned out, through some confluence of quality, strength of character, coincidence, good marketing, or just dumb luck, Eminent Domain not only me but surpassed our lofty goal of $20k - bringing in an unprecedented $48k for a board game! After that performance, it only makes sense that other projects would look to ours, try to choose what we did right and avoid what we did wrong in order to enjoy their own success.

Well, that was then, and this is now. There has been an explosion of KS game projects, some well run and some not - some successful and some not. Until recently I could only see influences from our campaign itself in other, newer campaigns. Only now, 9 months later, have I started to see more lasting effects of things that have transpired (see Chapter IV), and the influence that has had on other projects. Here are a few things I've noticed about some of the new Kickstarter projects, where I see they may have been influenced by our experience, and in some cases my opinion on them.

Looking at some of the more successful recent projects: Flash Point: Fire Rescue, Glory to Rome Black Box Edition,  and Carnival, each of which has surpassed their goal by a lot. One thing I see that may have been influenced by Eminent Domain is this: Tiers for multiple copies of the game. We included:
* A tier for a single copy of the game, for those who simply wanted to pre-order themselves a copy,
* A tier for 2 copies, for people who wanted to go in with a friend (this would save us money on shipping)
* A tier for 3 copies that was a better deal all around (cheaper per copy, Limited Edition) than the 2 copies, to encourage people to go in with *2* friends
* A tier for 6 copies - specifically intended to facilitate overseas orders

While the specifics vary, all of the current heavy hitters seem to have adopted a similar structure. Also, in-game real estate for a high dollar amount, like the planets and tech cards in Eminent Domain, went well for us, and I see it popping up in some of the current campaigns as well (such as Clever Mojo's new Sunrise City project).

Something that's decidedly different however is the number of different trinkets, exclusive items, and bonuses. I think giving everybody a little something more (i.e. adding something additional to the game) at certain thresholds after meeting your goal is a great way to encourage people to get their friends to pledge! However, for logistical reasons I think offering handfuls of different options will prove to be very difficult and potentially problematic. As for exclusive items, well - I've written about this elsewhere - I don't think they're a good idea at all... there's a setup cost involved, and once you've paid that, if it's not game content, then I think it usually makes more sense to add the item to the game altogether rather than making it exclusive. Give the value-add to all of your customers, not just a select few. And if it IS game content? Well, the thought of an ever growing group of people who will be forever unable to access all of the game content is just terrible!

I've noticed the following disclaimer at the bottom of a couple KS projects lately:

From DiceHateMe's Carnival project:

Without our Kickstarter Backers, DHMG would not be able to bring quality games to market. To show our respect and appreciation, DHMG promises that backer copies of Carnival will be shipped out before copies are available for purchase at retailers or conventions. DHMG also pledges that any reward marked as promotional in our Kickstarter campaigns will never be offered for sale in stores by DHMG, either alone or as part of any product. 

And from Clever Mojo's new Sunrise City project:
We recognize and appreciate the important role that our Kickstarter Backers and Springboard Retailers are playing in the launch of Sunrise City and the success of Clever Mojo Games. Therefore, we make the following promises to you:
  • The promo cards and tiles noted as EXCLUSIVE will remain exclusive. We promise not to sell them individually or as a set, and not to include them as a part of any game expansion or re-printing. Once the Kickstarter Backers and Springboard Retailers have received their exclusive items they will NEVER be re-printed.
  • Sunrise City will be shipped to Kickstarter Backers at least two weeks before the items are available for purchase at ANY convention or store. Actual delivery dates will vary depending on your local postal service.
  • Stores who participate in Game Salute Preview Nights for Sunrise City will receive a preview copy for their Game Library in advance of the scheduled release date.

Both of these games look like fine products. I have read the rules to Carnival, and it sounds like a solid, lightweight filler. I don't know much about Sunrise City, but based on the video it looks like a fun city building game (I have fond memories of Sim City)... I have nothing against either of these projects. I bring this up merely to point out that, although potentially a coincidence, these "Our Pledge" sections appear to me to be in direct response to what has happened recently surrounding Eminent Domain (again, see Chapter IV).

So it seems that we've had an influence on the current crop of KS projects, but not necessarily in a positive way - more in a sort of "cover your ass" or a "what not to do" way. The two biggest complaints that cropped up about EmDo were that the "exclusive content" ended up in all of the first run boxes, and that the games were available for purchase at Gen Con when the KS supporters had not received theirs yet. I absolutely cannot fault either Dice Hate Me or Clever Mojo for taking that route - for including exclusive items and for promising that the supporters will get their copies first - that's clearly what people expect and/or want for their pledge (see Chapter IV again). They're not pre-ordering a game, and they're not helping a small company get off the ground... they're shopping for trinkets and exclusive items.

On the down side, this propagates a dynamic that I think is bad for the industry - exclusive game content - and it also degrades the efficiency of Kickstarter in the first place - trinkets. Things like pins and ball caps cost money to make and money to ship. Enticing someone to add $10 to their bid in order to also get a hat that costs you $9 a unit to make, well that's not getting you very far. when I was researching rewards for my KS campaign, I also found that a lot of people did not seem interested in a hat, or a t-shirt, or even a poster print of game art - and here I thought those were all great ideas!

So it remains to be seen whether a small company or self publisher will be able to succeed on Kickstarter the way *I* think they should be able to - offering people the opportunity to pre-order a game and help it get off the ground, or if it will be a novelty emporium for gamers to shop around for trinkets and exclusives. Is there room for both of those types of projects on Kickstarter?

Monday, June 27, 2011

Brain Freeze iPad app is live!

It's been in the works since December, and finally it's done... the Brain Freeze iPad app is in the App Store! It's a free download, so give it a shot and let me know what you think!

Tuesday, June 7, 2011

So what's new?

Might as well post a blog update...

Not terribly much is new I guess - still playing and designing games, working as a Structural Engineer, playing frisbee, etc, etc. A couple notable items that have popped up recently:

* I have been traveling a bit, and will be doing some more this year - I bought 6 plane tickets in 1 day a couple weeks ago. Here's a brief list of all of my 2011 trips, both done and planned:

-- Lei-Out beach frisbee tournament in L.A. in January
-- Strategicon (OrcCon) game convention in L.A. in February
-- GAMA trade show in Las Vegas in March
-- One Love, one Beach beach frisbee tournament in San Diego in April
-- Spielbany game design gathering in Albany in April
-- KublaCon game convention in San Francisco in May
-- Solstice frisbee tournament in Eugene June
-- Potlatch frisbee tournament in Seattle in July
-- Protospiel game design convention in Ann Arbor July
-- GenCon game convention in Indianapolis August
-- Strategicon (Gateway) game convention in L.A. in September
-- BGG.con game convention in November in Dallas
And it's not unlikely I'll be going to frisbee sectionals and regionals in September/October as well. I don't plan on going to Essen, Germany this year, but there's a decent chance I'll try to go to that next October for Tasty Minstrel Games.

That's a lot of travel! And it doesn't include short trips up to Phoenix, or frisbee tournaments or game events here in Tucson.

* I sprained my ankle at frisbee league - about 4 hours after purchasing plane tickets for the Eugene tournament. I think I have decided to go anyway and hang out with my teammates (not play). I am hopeful that my ankle will be in decent working order by July 1st for Potlatch!

* An old friend I hadn't heard from in a while sent me a FaceBook message out of the blue. He wanted to set me up with a tennis buddy of his, thought she and I would get along. I went to dinner and a laser show with her (unfortunately right after spraining my ankle, so I was on crutches), and she was pretty cool, but I don't really think she's what I'm looking for. This makes me feel shallow to say, but she's older than me which is a turn off, and she has a 12 year old kid which is also a turn off. I kind of want a kid, but I'd want my OWN kid - not someone else's... and I'm kind of afraid I'm getting too old to be starting that project now - I think that's one reason I'm not interested in women my age or older than me. Is that wrong? Also, how do I know relate this information to her without sounding like a jerk, and without just ignoring calls or emails?

* My new game Eminent Domain is being printed right now,  and while we initially ordered 5,000 copies, apparently we've already sold 6,000, so we've ordered another 5,000 copies as well. I'm looking forward to finally having it arrive next month! There's a contest on BoardGameGeek right now to win all of the summer Tasty Minstrel titles (note the snazzy new website!) - 15 great grand prizes! Lots of interest in that so far :)

* More good news about my new game - a Japanese company has licensed it and is printing 1000 copies in Japanese! That's pretty cool!

* I had hired someone to paint my house, and I had 2 options at the time: an expensive one and a cheap one. I have been getting sick of making what seems to be the wrong decision in these cases, and I felt like I normally choose the less expensive option. In this case, the more expensive one was WAY more expensive (fully 2x as much), but they seemed like they were very professional and would do a much more thorough job, so I decided to go with them. I figured that at the very worst, I'd be out a little bit of money - not much in the grand scheme of things, and I'd have a nicely painted house. Weeks later, after paying a hefty deposit, I have decided that I in fact made the wrong decision again. Not only was the cost fully double the other guy (the other guy being a client's painter guy), but it was going to go up about 25% because of some BS about having to dispose of lead based paint or something - something I'm pretty sure painters don't really do. Furthermore, the way that company operates, they schedule jobs in the spring to be done in the summer, so I would have to wait until late May at the earliest to get the job done. I'd already procrastinated - I should have had this done about two weeks after getting stucco repairs! Well, it's June 7, and my house is still not painted, so I left a text message and a voice mail with the guy I'd contracted with that I'd like to cancel and would like my deposit back (seeing as how they have not held up their end of the deal). The other painter would have been done two months ago, and for less than 1/2 the price. I figure if I don't get the deposit back, I'm actually still saving money on the project, but I am kicking myself for having chosen poorly.

* I'm formulating a plan which would allow me to spend a good 2-3 months in Seattle each summer. I guess by "formulating a plan" I really just mean "I would like to do this" and I'm now just waiting for an excuse or justification. I'm hoping that Tasty Minstrel / game design will factor in - if I didn't have to be an engineer anymore, or if I could move to a schedule where I could work as an engineer for 8 months out of the year and concentrate on game stuff over the summer, then I could realistically (and even productively) bring my plan to fruition! I already go to Seattle for about 11 days every year over the 4th of July. So how much different would it be, really to extend that to 2-3 months? All I'd need is a place to stay and an internet connection, and I can work on game design there. In fact, the gaming community is so much bigger up there I could probably get a lot more design work done there than I can in Tucson. I could even drive up there so I'd have a car the whole time as well. Maybe I'll look into that for next year - maybe drive up to KublaCon for Memorial Day weekend, continue up to Seattle for June, July, and into August, then maybe drive to Gen Con (assuming we go again next year), then drive back to Tucson.

That's about it for now...

The Plan

I just posted this as a bullet point in a life update post, and I thought I'd break it out - mostly so I could find it again. I like the sound of this more and more, and I don't see why I couldn't implement it next year.

I'm formulating a plan which would allow me to spend a good 2-3 months in Seattle each summer. I guess by "formulating a plan" I really just mean "I would like to do this" and I'm now just waiting for an excuse or justification. I'm hoping that Tasty Minstrel / game design will factor in - if I didn't have to be an engineer anymore, or if I could move to a schedule where I could work as an engineer for 8 months out of the year and concentrate on game stuff over the summer, then I could realistically (and even productively) bring my plan to fruition! I already go to Seattle for about 11 days every year over the 4th of July. So how much different would it be, really to extend that to 2-3 months? All I'd need is a place to stay and an internet connection, and I can work on game design there. In fact, the gaming community is so much bigger up there I could probably get a lot more design work done there than I can in Tucson. I could even drive up there so I'd have a car the whole time as well. Maybe I'll look into that for next year - maybe drive up to KublaCon for Memorial Day weekend, continue up to Seattle for June, July, and into August, then maybe drive to Gen Con (assuming we go again next year), then drive back to Tucson.

Wednesday, September 16, 2009

Tasty Minstrel Games - Super Duper Pre-order Special!

Tasty Minstrel Games has posted demo videos of the launch titles, Terra Prime and Homesteaders, as well as details of a terrific, limited time pre-order special:

1000 packages for US residents: $44.95 for BOTH games, shipping included!
100 packages for non-US orders: $59.95 for BOTH games, shipping included!

In addition, the 1st 100 people to order and also post some special html to their blog referencing Free Game Friday, get a plush Tasty Minstrel dragon!

All the details and all the links needed to order can be found on the same page as the demo videos.

There's also a give-away contest running right now at boardgamegeek.com where you could win a copy of each game! The contest and the super Duper sale end at about the same time, so anyone who pre-orders and then wins the contest can have their pre-order refunded with no hassle.

Good luck to all who enter the contest, and for anyone interested in these two games - I have to advise you jump on this special pre-order before they're all gone... It's an insane deal!

Monday, August 25, 2008

Good news on the Game Publishing front!

I'd mentioned here and there that a game I helped develop with my friend Alex from Seattle, Homesteaders, was under review for publication by Jay Tummelson at Rio Grande Games. I recently received word that Jay's developers had finished testing the game. An email from them said...

"Jay asked us to look at several titles this summer that he was considering for publication and we did get to play (and recommend) Homesteaders. We enjoyed the game and would be happy to share our feedback with you."

I'm trying really hard not to get too excited about this, because it's still up to Jay to decide if Homesteaders is worth producing... it may prove too expensive, or he might decide it's too similar to other games he's published already, or who knows what. However this recommendation from his developers is certainly a step in the right direction, and I'm having trouble not feeling at least a little giddy!