Showing posts with label NaGa DeMon. Show all posts
Showing posts with label NaGa DeMon. Show all posts

Monday, December 5

Finished

National Game Design Month is over. 

The first half was great - loads of progress and fast iterations. 

After Paul’s mini-convention I stalled. 

There was urgent Eurydice work to be done. 

Plus the feedback I received at the convention has left me struggling to find a next step. 

I have ideas. Thoughts. Notes. 

Nothing concrete to implement though. 

On the plus side, I’ve made loads of progress on it this month. 

First since January. 

Now I need to unblock the market. 

TGWAG was disappointing this year. 

In previous years I’ve had many players who were quite engaged. 

Only two this year. 

Mal won it. 

I’m working on a prize for him now…

Monday, November 28

TGWAG: Final Week

I'm still looking for playtesters and feedback on my roll & write design.

It's come on a lot this month! 

As part of National Games Design Month I've been running The Game Within A Game (TGWAG).

In previous years we've had several entrants and some competition for the prize.

This year it's only been two.

There's still time to be in with a chance to win the prize!

In the meantime, I need to evolve the scoring.

I'd appreciate any feedback and ideas on it.

Name Rank PIPs
Mal Recycling Pipework Technician's Mate 3
Kylef Recycling Pipework Technician's Mate 2

Sunday, November 27

Stalled

I made good progress on the roll and write (Rocky ’Roid?) up until last weekend.

Can I unblock and get one last iteration out?

Over the weekend I played three games.

Two with other designers. One with a roll and write fan.

I got a lot of feedback.

I made rapid changes, improving things as I went.

Afterwards, I saw some opportunities to improve things further.

Even started updating the player sheet.

But I’ve stalled.

I know what I need to do: simplify the scoring.

But keep the interaction.

And some variability between games.

Plus there’s Gamefound fulfilment stuff to do.

Which is urgent.

I need to unblock.

Get moving again.

Only four days left in NaGa DeMon…

Monday, November 14

Theme II

The game boxes have arrived at Paul’s.

1,425 of them.

His house is rammed.

The focus now must be shipping rewards and clearing some space!

Since Wednesday’s playtest I’ve done nothing with the Roll & Write (Ursa Miner?)

But Mal’s name suggestion has given me ideas.

A slightly different theme is taking shape in my brain.

It’s percolating.

Meanwhile I’ve been going back to my roots.

Writing a little app to convert the Gamefound fulfilment spreadsheet into our fulfilment spreadsheet.

I used to do it by hand.

Silly really.

This will take some time, but save a lot.

Even more in the long run.

Now the boxes have arrived, Paul needs it now though.

Roll & Write will have to wait!

The TGWAG scores at the end of week 2 are:

Name Rank PIPs
Mal Recycling Pipework Technician's Mate 3
Kylef Recycling Pipework Technician's Mate 2

Friday, November 4

Play

I've played it for the first time.

Well, not the first time. But the first time with friends.

My previous plays were with myself. As fake other players.

I hate that.

But we played a 3-player game last night.

It worked.

There were some clunky bits though. And rules we never used at all.

Streamline.

I've made changes.
Hopefully they'll improve things.

But they might not.

I need to test it again.

Or some help from others to test the new version.

I've got some other ideas to try too.

But one thing at a time.

Version 0.3 is available for download.


Monday, September 23

Zombology!

I started work in earnest on Zombology in November 2013 for NaGa DeMon, starting from an idea I’d had for a game for my employer to give away at trade shows. I worked hard on it for that month and then continued plugging away at it for a year and eventually decided to make 30 hand-crafted copies and sell them at cost for NaGa DeMon 2015. It took me 6 months to sell those, and then slowly over time I built up a short list of people who after playing we’re interested in getting their own copy.

boffin
Early Zombology card 'art'

In September 2017, six years after shutting down Reiver Games I started a second board games publishing company, Eurydice Games to make and sell a second print run - this time at a profit so I would have money to invest in other projects. My goal was to sell 200 copies within a year (I’d sold 100 copies of Border Reivers and then 300 copies of It’s Alive! within a year each at the beginning of Reiver Games). Conscious of the fact that Reiver Games went wrong due to trying to scale up from hobby hand-crafter to ‘professional’ publisher too soon, I was determined not to go into retail this time round.

Complete Zombology prototype
The 30 copy run

It’s taken two years to sell throughout Zombology, but this week the last few copies will go to our retail partner: Travelling Man. Remember how I said I didn’t want to go into retail? That didn’t last!

It’s just as well though. Travelling Man have bought 79 of the 200 copies and sold at least 57, 22 of which were through a single store. In the middle of restocking three of their stores with another 11 copies I told the small press coordinator that I only had nine left and they they took those too.


The final version

What with that and the 27 we sold through the first FlickFleet Kickstarter over half have gone through routes I didn’t expect to take - which shows how important being willing to change your mind is!

Zombology is now sold out. You can get the Print and Play files from our website, but we have no plans to reprint it, despite it selling well in the shops. It has a BGG average of 7.1 from 22 ratings, which is pretty good, but FlickFleet by comparison has an average of 8.4 from 28, which is my highest ranked game ever!

Monday, December 4

NaGa DeMon 2017 - Part 9: Complete

My goal during NaGa DeMon this year, as with a couple of the previous years that I've taken part in, was to make concrete progress on a game idea, while benefitting from the wisdom of the crowd to help me consider things from a different angle.

At the beginning of the month I had played FlickFleet a grand total of 7 times, but versions with wildly different levels of maturity and none with all the pieces I thought I needed to give a true reflection of the game in my head.

During the month of November I played it another 9 times, all with the components I wanted and all were very well received. I got some great ideas on production, feedback on the rules (which I wrote up of the first time) and I even started designing the box. As with previous years the competition I ran started off very well with lots of interest and then things tailed off a bit in the second half of the month - I struggle to retain people's interest! We did get one late entrant, Steve who gave me some great information about scroll saws and then further advice in a follow up email, but Todd carried it in the end.

The final scores were:

PIPsRankName
10Officer CadetNot A Cyborg Zircher
6Very Petty OfficerGames Book
5Very Petty OfficerSteven Davis
4Ensign (Expendable) 3rd ClassChris Preston
3Ensign (Expendable) 3rd ClassMike Jones
2Ensign (Expendable) 3rd Class7isprime
1Red ShirtEric Francis


So Todd, I'll be reaching out shortly to get some contact details to arrange delivery of your prototype, which probably won't arrive until January I'm afraid.

Friday, December 1

And We're Back!

I've spent the last week (since Sunday afternoon) in Brussels for a work training course. I'm now finally on my way home. It's been a gruelling week, the course was excellent, but mentally and emotionally challenging and I've slept badly while I was away, so I'm shattered now. I had hoped to come back refreshed after a week without being woken in the night by a baby, but that was not to be.

There is another way I am back too: after a month of NaGa DeMon (more on that in Monday's blog post) I'm now back to focusing on Zombology.

In November I've put a lot of work into making progress on FlickFleet and I've learnt a lot and have made the first decent chunk of progress on it, but Zombology has suffered - I didn't quite meet my November production target and I put little effort into promoting it or making progress on the website and other things I need to do to drive people's awareness of it.

I now need to swing back the other way and make decent progress on Zombology (while not completely abandoning FlickFleet). The first thing I've done in that regard is to announce a promotion on BGG where I give £5 to charity for the first 33 (the number of games I have in stock currently, plus the number I hope to make in December) copies of Zombology I sell during December. That £5 is more or less the profit I make per game, but will come from our personal funds, not Eurydice Games. The Wife and I have chosen five charities we want to (and currently do) support to receive those donations, but the Zombology purchaser gets to pick which of the five they would like 'their' £5 to go to (from that list).

Hopefully it will achieve a triple goal of encouraging us to donate more to charity this month that we had planned, raise awareness of Eurydice Games, Zombology and the great work these charities do and also hopefully lead to a few extra sales.

I have a couple of other ideas to work on too, including hopefully playing it at games clubs more this month.

While in Belgium I managed to get to Outpost Gamecenter and play Zombology a couple of times (plus Between Two Cities and Vanuatu) with some lovely, welcoming Belgian gamers. The four who played it liked it enough to play twice, but not enough to buy it.

I'd mentioned to the people on my course that I was a board game designer too, and several people expressed an interest (the fools!), so I showed them the finished game. At which point several of them wanted to play it, so during a break on Thursday afternoon we played six games (with I think six different people many of whom played several or all six games). The game was well received and I sold three when we returned to the main room! A couple of the other attendees want me to send them some details via email too.

It was a great week, but I'll be delighted to get home and now need to take some time to consolidate everything I've learnt this week.

Monday, November 27

NaGa DeMon 2017: Part 8: Production Considerations

It's far too early to be thinking about production for FlickFleet, so I've spent a good chunk of this week thinking about production considerations for FlickFleet *shakes head*.

I'd like the game to retail (i.e. the price on my website) to be about £30 ideally. My first quote for the laser cutting was going to be £60 per game (regardless of print run size), then there would be the box, rules, ship cards and wooden pieces on top of that. I'd end up losing a ton of money unless I priced it around £100! Which is clearly a crazy price.

Since then I've been looking around for other options, and I found another company that would do it for £20 (so probably £40-£50 retail once the other stuff is included) and then last week I bumped into the MakerSpace people who reckoned (wild guess at this point) about £3 per game plus £10 per month, so assuming 16 games a month around £3.50 a game. That price doesn't include perspex (which is about £7.50), so the two of them are about £11. Then there's the box card and labels, rulebook, ship cards and wooden bits. My guess is it'll end up being in the £30-£40 range with this option.
FlickFleet ships arrayed
FlickFleet ships
Obviously I need to price up the boxes, rulebooks, ship cards and wooden bits at volume. I also need to check the pricing on the laser cutting at MakerSpace, but it's not looking obscenely expensive like it was to begin with. It turns out the perspex is the really expensive part, so I've laid out 4 games worth of perspex pieces on a bigger piece of perspex and done it more efficiently - I've got from 500x400mm down to 470x395mm (which over a lot of games actually saves quite a lot!). I had to lose a destroyer from each player's allotment, but 3 destroyers, 2 carriers and a dreadnought (plus all their fighters and bombers) is plenty for a decent sized game and several different scenarios.

Before I can think seriously about production I need to do a bunch of things: playtest the crap out of it (in progress, I'm hoping to playtest it with Belgians this week during my trip to Brussels!), confirm ship points values, come up with some scenarios, write up the rules properly in InDesign with examples, images, etc. and design a box.

I've got some time in my evenings during my trip to Brussels (I arrived about 8pm last night, I should be back around 7pm tonight, Tuesday I'm at Outpost for demoing Zombology and playtesting FlickFleet, Wednesday I should be back by 6pm), so I can start work on some of those. Probably the things I'll focus on are the box design and the rulebook, keep your eyes peeled for another blog post on Wednesday evening letting you know how I've got on...

Finally, here's an update on the PIP situation, no movement again this week, the competition for the free, unique early prototype closes on Thursday, so if you'd like to get your hands on the free prototype time is running out!

PIPsRankName
10Officer CadetNot A Cyborg Zircher
6Very Petty OfficerGames Book
4Ensign (Expendable) 3rd ClassChris Preston
3Ensign (Expendable) 3rd ClassMike Jones
2Ensign (Expendable) 3rd Class7isprime
1Red ShirtEric Francis

Thursday, November 23

NaGa DeMon 2017 - Part 7: Too 'Good'

And by too good I don't mean great, I mean good, just too much.

Traditionally when I design a game the first play is curtailed about a third of the way through. We agree never to talk about it again and I go away and work on the hideously broken mess that was the physical incarnation of a game that was great in my head. Later, once I've fixed the most glaring errors, we reconvene and as we play it's still broken, but not so broken. Maybe we change a couple of rules as we go, evolving things that don't work in practice. This can go on for months.

Eventually, we reach a point where the game is reasonably stable and it's only the occasional edge case where something unusual happens that requires a change to the rules. But by this point the game has been through several iterations, and lots of ideas have been tried out. Some have worked, others not so much. But there's a possibility space around the current rules where I've got a good understanding about what changing various things about the game does to the feel of the game. And I've lots of ideas about what I can change to improve it.

FlickFleet is an anomaly in that regard. I first played it (once!) in July with MDF toy food. It was fun and definitely worth pursuing.

Hmm, spaceships you say?
Hmm, spaceships you say?

After a few months I finally got some bits laser cut and played it again four times at Newcastle Playtest in October. It was definitely still fun. We made a couple of changes after the first game and then left it alone. I'd not yet ordered the wooden pieces or made the ship cards, so the bookkeeping was all done with pencil and paper, which was sub-optimal, but hey, early prototype, so who cares.

Just in time for NaGa DeMon in November I did the ship cards and the wooden pieces arrived. I've also played it a lot in November. And it works, which is surprising. It's been getting great feedback ("I prefer it to X-Wing", "It's as good as Flick 'Em Up") and it's good fun.

But it's not yet great. And with nothing obviously broken I'm struggling to see what I should be changing to see if I can get it from good to great.

Any ideas?

Monday, November 20

NaGa DeMon 2017 Part 6: Making a Scene

Last week I played a couple of games of FlickFleet (bring the Dreadnought into play for the first time in the office lunch break sessions), which let me tweak the Destroyer's point value slightly - I think I under cooked it - it's more like 12 than 9 points (though it is especially vulnerable to fighters and bombers).

I've also been thinking about how I could get it made and whether it's possible to get the laser cutting done professionally at an affordable price. I've found a company who will do it for £20 a copy including perspex and VAT, which is much better than my first quote, but still very expensive. Then quite by fluke I bumped into the guys from the Newcastle Maker Space at a craft fair on the weekend. I spent some time talking to one of them about the project and he reckons it would be about £3 a copy (plus £10 a month membership). So if I could make 4 a week that would be less than £3.50 a game (plus perspex). This is looking much more affordable (if far more draining on my time as I would have to be there to run the machine).

Now that the points values are starting to take shape I can start considering some scenarios for the game. I know that two destroyers are more or less equal to a fully-laden carrier and three are equivalent to a fully-laden dreadnought, so there are a couple of fair-ish fights that I need to come up with a story for. But in scenarios there are other things you can do than just a points-based fair fight (which is the point of free play). I can play with things like reinforcements arriving halfway through a game or goals other than destroy your opponents (cross the board and exit before being destroyed, protect a departing civilian ship, stay alive until reinforcements arrive, etc.). I think having a turn counter would help with a few of these. What scenario ideas do you have?

Tonight I'm having the first playtesting night at my house since I started Eurydice Games (I've been meaning to do this for months but work travel has kept getting in the way). Hopefully we can try out a few of these ideas and then I can write some of them up into the rules that I published a while ago.

The dreadnought launches its fighters
The dreadnought launches its fighters

Finally, here's an update on the PIP situation, no movement at all this week, there's only two weeks left now, so if you'd like to get your hands on the free prototype time is running out!

PIPsRankName
10Officer CadetNot A Cyborg Zircher
6Very Petty OfficerGames Book
4Ensign (Expendable) 3rd ClassChris Preston
3Ensign (Expendable) 3rd ClassMike Jones
2Ensign (Expendable) 3rd Class7isprime
1Red ShirtEric Francis

Wednesday, November 15

NaGa DeMon 2017 Part 5: All Shapes and Sizes

I got a couple more games of FlickFleet in at lunchtime today and I've another planned for Friday lunchtime too. I'm using these games to continue to work on the point values for the ships (I think Destroyers need to go up a bit) and also to see if there's anything I can do to simplify things without losing the essence of the game.

Still no changes to the rules or ships at this point.

In other news, I've started to think at a very early stage about the manufacturing of the game. The biggest stumbling block is going to be the cost of laser-cutting the pieces, seeing as the cost is largely proportional to the laser burning time, so more copies is more expensive - there's little in the way of economies of scale.

I've done a very simple first stab at the ship shapes - just something to get me started. Since making my copy in September I've changed the way the ships move (you now flick them too) so my original plan for the bomber wings (three stacked chevrons) no longer works - when you flick them they separate. To combat this, the next version will jigsaw together so moving them doesn't cause them to separate.

The ship shapes are an interesting conundrum. I want them to be big enough to not get knocked around too much by the dice and yet small enough that they don't use up too much perspex. I want them to look visually like spaceships, but to minimise the length of their outlines to reduce total burn time. On top of that there's some constraints of the manufacturing process, if they are made out of 5mm thick perspex, they shouldn't have bits less than 5mm thick to minimise warping from the laser heat.

This is what I've got so far:

FlickFleet ships to scale

What do you think?

Monday, November 13

NaGa DeMon 2017 Part 4: Points Mean Prizes

The most surprising thing about NaGa DeMon 2017 is that I've not made any changes to FlickFleet yet. It's been through four playtests last week and I've not come out of them with any changes to make to the gameplay. That won't continue, it's almost certainly too complex and will need some simplifying, but there's nothing glaringly broken about it, which is great at this very early stage in the game's development.

With no glaring errors to worry about I've been able to think about the two things that are currently missing: points values for the ships (needed for free play and scenario creation) and some scenarios. I spent a good hour or so in my Parisian hotel room on Thursday night facing some very small fleets off against each other in an effort to determine which was stronger (and hence should be worth more points). The results were as follows:

Carrier > fighter
2x fighter > carrier
Bomber > carrier
Destroyer > fighter
Destroyer > bomber
Destroyer > carrier
2x fighter > destroyer

The most interesting thing I found was the bombers. Due to firing a D6, they always damage capital ships on a hit and do double damage. So against capital ships they are way better than fighters. The downside of them is that against fighters (which fire first) they are actually pretty weak - the fighters can destroy them before they get a chance to attack, or at least severely hamper them.

FlickFleet at NewcastlePlaytest
Another FlickFleet playtest

I like that - they are powerful, but weak and you will need to play tactically to try to avoid exposing them to a barrage of fighters. With those results in, I've a first cut at the points values - I'm sure these will change quite a lot as the game gets more plays...

ShipPoints
Fighter5
Empty Carrier6
Bomber8
Destroyer9
Empty Dreadnought20
Fully laden Carrier24
Fully laden Dreadnought30

Finally, here's an update on the PIP situation, we've got a couple more people involved during the week, but Officer Cadet Not A Cyborg Zircher and Very Petty Officer Book are still ahead!

PIPsRankName
10Officer CadetNot A Cyborg Zircher
6Very Petty OfficerGames Book
4Ensign (Expendable) 3rd ClassChris Preston
3Ensign (Expendable) 3rd ClassMike Jones
2Ensign (Expendable) 3rd Class7isprime
1Red ShirtEric Francis

Wednesday, November 8

NaGa DeMon 2017 - Part 3: The Proof is in the Pudding

FlickFleet has been a long time coming. My friend Paul and I had the idea on a walk last summer, but I didn't do anything with it at the time. It wasn't until this summer that I had the idea of using the dice as projectiles and the die results and a damage selector, at which point I got really excited about it again. I tried it out this summer with my brother-in-law and then Paul again using MDF toy food and it kinda worked, so I was inspired to do a design for the ship pieces and get them cut out (which I did with the help of my friend Dan) in September.

The first attempt using MDF food!
The first attempt using MDF food!

Once I had the laser cut pieces I was able to take a half-made prototype to Newcastle Playtest at the beginning of October (it was just the ships, I used frantic scribbling on pen and paper to record the status of the ships). We played this four times that evening (two against me, two with me watching) and most of the people who played wanted to play again. It was described as 'fun' which, considering it was it's first real outing and it was half-finished, was very exciting.

Laser cut bits at NewcastlePlaytest
Laser cut bits at NewcastlePlaytest

I got the wooden pieces I needed ordered from SpielMaterial a couple of weeks ago and then the ship cards design done and printed last week. Now all I needed to do was play the latest version and start iterating versions to iron out the inevitable kinks.

With these successes under my belt I was keen to make more progress, but I've been focussing on hand-crafting the Zombology print-run so that I've got some stock for sale, so I've not really made any FlickFleet progress. I've decided to do NaGa DeMon again just to give me the kick up the behind I need to crack on with this. I'm hoping that it will force me to make some progress, but also in an ideal world rope in some crowd-sourced wisdom to make the game improve even faster.

And so far, so good. I've had some great feedback on the rules and I've managed to play the game a couple of times at work in my lunch breaks where it earnt the 'I prefer this to X-Wing' plaudit from Chris!

I'm focussing at the moment on fixing any glaring problems (I haven't found any yet which is both bizarre and exciting!) and trying to sort out the point values of the various ships (which I need for free play and to design balanced asymmetric scenarios). I've even taken the prototype with me to Paris (for a 24 hour work trip!) so that I can spend my evening in a hotel facing various combinations of ships off against each other to get a feel for what the point value of each type should be.

In action at lunchtime
In action at lunchtime

I really hope that someone who gets involved with my NaGa DeMon challenge does have access to a laser cutter and I can start getting feedback from a wider variety of people. I think this game has huge potential, now I just need to test the crap out of it and more playtesters means faster feedback!

Monday, November 6

NaGa DeMon 2017 Part 2 - Let's Make It!

As I mentioned last time, to make FlickFleet (in it's current incarnation) you need a bunch of laser cut ships, some wooden discs and cubes, the rules and some ship cards.

The ship cards are two sheets of A3 that need cutting into seven parts (the cut marks should be self-explanatory. One page is the ship cards for the Imperium, the other for the Insurrection, other than colour differences they are the same. You can download them here. You also need a D10 and a D6 (with fairly rounded corners).

FlickFleet prototype
A couple of ships and their fully-loaded cards

The laser cut file is for a piece of material that is 25x20cm. I use 5mm thick perspex but, as long as it's not too thin, MDF or wood would probably work fine. You need to cut a couple of sheets so you've got pieces for both sides, but to be honest you could just cut it once and play asymmetric scenarios using one set of ships (which obviously means you need half as many cubes and discs and only one sheet of A3 ship cards). I've done it as an SVG file, but if you need it in a different format I can probably convert it - just let me know the specs.

So you are the perfect person, you have a laser cutter, some perspex lying around, an A3 printer and bot loads of wooden discs and cubes. You've got nothing better to do than make a prototype for me (those PIPs are like crack aren't they?), so what is it I want you to test?

Number one: Is it fun? Does it have potential? Did you enjoy playing? What changes would you recommend?

My intent is that the game can be played in free play where players can build a fleet of their choosing up to a given points total or scenarios, where the players have potentially differing fleets, differing points and differing goals.

I currently have no points values for the ships and no scenarios. So any ideas on those fronts would be much appreciated.

For information, here's the current ship roster:

PIPSRankName
8Very Petty OfficerNot A Cyborg Zircher
6Very Petty OfficerGames Book
2Ensign (Expendable) 3rd Class7isprime
1Red ShirtEric Francis


Thursday, November 2

NaGa DeMon 2017: Part 1 - Introducing FlickFleet

I've decided on the walk to the station this morning to take part in NaGa DeMon (National Game Design Month) again this November. Like the good old days I'll be running a competition so you can all collect Pointless Internet Points (PIPs) for all the help you provide me during the month. The person who helps the most will get a copy of the game as it stands at the end of November shipped anywhere in the world for free! In addition, the top three (at least) will get their names mentioned in the rulebook in the examples and everyone who gets involved will get a shoutout in the credits.

This time round I'm working on a dexterity game (I've alluded to it a few times on twitter as the 'Super Secret Dexterity Game' - clearly it's less secret now!). It's essentially the illegitimate lovechild of Star Wars Armada and Pitch Car - a game in which you flick a fleet of capital ships around a table and then flick dice at each other to fire weapons.


You can read the latest rules (and comment to your heart's content) here.

So as before, there are PIPs available. You get your first free PIP for commenting below and offering to help design FlickFleet (working title). There's a second PIP available for subscribing to my quarterly email newsletter. After that you'll have to provide some meaningful help to the project to get more points: signal boosting on twitter, Google+ or somewhere else, reading and commenting on the rules, proof-reading and corrections, printing and playing the game (requires access to a laser cutter I'm afraid!) or anything else I find helpful. To further encourage you, you'll get ranked according to your level of support:

PIPsRank
0-1Red shirt
2-5Ensign (Expendable) 3rd Class
6-10Very Petty Officer
11-15Officer Cadet
16-20Lieutenant
21-30XO
31-50Captain
51+Grand High Uber Vizier Destruction

All points are awarded at my discretion and I'm capricious, so have a go and see what happens!

Monday, October 24

A Goal I Might Hit

This year has been a weird one. My new job has required a lot more travel than I originally expected and as I result I've had a lot less time to spend with my family and on my hobbies of board game design and Windows Phone app programming. Up to this point I've only managed to make it to one of the bi-monthly Newcastle Gamers and I've missed loads of the Newcastle Playtest sessions too. With little to talk about I've cut back on blogging and NaGa DeMon is looking unlikely at this point too.

As a result, the goals I set myself at the beginning of the year are mostly looking impossible with the exception of the 366 plays (nailed it already!). So it was good to get down to York this weekend and spend a weekend with Paul and his family. I used to attend Paul's bi-weekly games night when I lived in York and he has a much larger collection of games than I do, so this was a perfect opportunity to get a few new-to-me games under my belt towards my 24 new-to-me games this year goal.

As it was, Paul was quite ill and I was knackered, so our late night gaming never materialised, but we did manage Rhino Hero (9 times!) and Imhotep, plus a load of games I already knew during the days. Rhino Hero and Imhotep took me to 21 out of 24 new-to-me games, so I just need three more  before the end of the year. That's a possibility, especially if I make it to Newcastle Gamers next month.

It was great to see them all and get some games in. We played Istanbul, Port Royal (still firmly on my wishlist), WobBally, Loopie Louie, Jenga and BANG! The Dice Game. A great weekend.

I've now got only eight days until the start of November with no real plan for NaGa DeMon. This is compounded by the fact that I'm off to Asia for a week and a half for work on the 26th Nov, so I'll miss the end of the month and want to focus on my family before I go. I think NaGa DeMon this year is a bust :-(

Monday, December 7

NaGa DeMon Post Script: Late Ruling

Another week, another blog post written in a hotel (this time at Manchester Airport, for work).

So my last blog post was written on the morning of the last day of NaGa DeMon and spelt out exactly what I had achieved during the month of November. It turns out that I also spent that evening folding, signing and numbering the rulebooks too, and that was still November, so that counts. So I got the twenty copies completed except for 6 games worth of cards (about four hours work). On top of that I've also got another ten sets of cards and eight box labels to do to complete the thirty copy print run. So there's not a huge amount to do.

Once the thirty copies are done and posted I'm going to finish off the artwork for the Print on Demand version and get that uploaded and available and also make the game available Print and Play too - lots of ways to Zombology!

Then Zombology is done. It's been my main focus for a couple of years now, so it's going to be weird to put it aside and go back to (or start) something else. My options are:

  • Codename: Vacuum
  • Border Reivers 2nd Edition
  • Dragon Dance

I'm not sure what I'll feel like in the New Year, but I'm going to need to pick something up!

In other news, I didn't make much progress this week with my parents visiting, but I did manage to get a game of Eclipse in on the iPad on the way to London for work, so that's now ticked off my ten plays list. That just leaves nine plays of six different games left. I've got somewhere between one and three Games Nights left this year, a possible Newcastle Gamers next weekend and maybe some Christmas gaming. I'll get pretty close I think, but not quite make it.

Monday, November 30

NaGa DeMon: The Final Reckoning

November ends today, and with it, NaGa DeMon. This year I did something a bit different, instead of trying to design a game from scratch like I did with Zombology in 2013 and Dragon Dance in 2014, I set myself the goal of making a print run of a game in a month instead.

I set out hoping to make 20 copies of Zombology for the twenty people who immediately pre-ordered a copy of the short print run I announced back in May. After my promotion at work, I realised that on top of the job, the additional work-related travel, and the family, I would struggle to find the time to make 150 copies of a game, let alone do the marketing and convention visits required to sell them. But there were twenty people who had signed up for a copy at £9 plus shipping, so I would make those twenty copies in November for NaGa DeMon as a thank you to my pre-ordering chums.

That was the plan. As with all plans, they didn't pan out. First my printer had got a new customer service rep, and her poor levels of customer service meant I needed to find a new printer, and test them. Thankfully, I found Bang On Print just round the corner from work. Because they were an unknown quantity (and I was trying something new with the box labels), I wanted to make a test copy first to check everything worked OK. So I had to give them the art and £50 and then wait a few days for the first copy. Once I'd got that back and assembled it, I had to go back and give them another £205 for the remaining 29 copies. The astute among you will notice that 1 + 29 != 20. I had to increase the size of the print run to thirty to avoid losing a chunk of money on the printing.

Fortunately I have 25 friends and family and another six of them stepped up, so now all but four of the print run are spoken for.

Unfortunately, the delays of going to the printers twice coupled with several work trips away and my parents arriving for a week on Saturday means I ran out of time to make the games, the twenty aren't complete:

Total time spent (on construction): 21.5 hours

Progress:
  • Boxes assembled: 30
  • Boxes finished: 22
  • Games finished: 14
  • Games delivered/posted: 2

Fortunately, with some babysitting and a couple of mornings in work-related hotels I've managed to do most of the graphic design changes for a Print of Demand version, my self-imposed stretch goal - I'll be making this available after I've finished and shipped the hand-made ones.

It was a very different NaGa DeMon experience, but it reminded me just how much I enjoyed hand-crafting games back in the day - I find it a very relaxing way to spend an evening (or ten!).

Wednesday, November 25

NaGa DeMon 7: Back to the Drawing Board

But in a good way! This morning I'm in a hotel in Manchester, waiting for my colleagues to wake up so we can go for breakfast. Seeing as I expected to wake up early, I took my laptop with me so I could work on the graphic design for the Print on Demand version of Zombology (a NaGa DeMon stretch goal). Last week while babysitting I resized all the cards (which was a surprising amount of effort), this morning I've laid all the cards out in the order that the POD supplier wants them in.

I'm all done with time to spare, so I can blog about my progress :-)

The POD version is still not quite finished, seeing as the game will come in a clear plastic deckbox, they recommend adding a couple of extra cards, one at the front and one at the back to act as front and back box labels. I've not done those yet, but I don't envisage them taking a particularly long time, so nearly there.

Monday night I made another copy of the real game. Unfortunately, only one. By the time I'd put The Daughter to bed, packed for my trip to Manchester, ironed a shirt and had some tea it was nearly nine and I had to be up at five the next morning. So my best guess is now 14 finished copies by the end of the month, which I hasten to add is not 20. It's a shame that I'll not be able to complete the full twenty copies by the end of the month, but real life is more important!