Showing posts with label Newcastle Gamers. Show all posts
Showing posts with label Newcastle Gamers. Show all posts

Monday, March 16

Community

I love the gaming community.

I've been part of it since I started attending Beyond Monopoly in York in 2006.

Since then I've made gaming buddies in York, Bedfordshire, Cambridgeshire, and Newcastle.

Plus loads of friends from around the country that I see at conventions.

This weekend I went to AireCon for the second time.

First time as a punter, not an exhibitor.

We were looking to see what they do well so we can make Tyneside Games Expo as amazing as possible.

We spoke to most of the exhibitors, pitching the show to them.

Lots of them were people I knew.

Or friends.

From UKGE, Tabletop Scotland, or our first AireCon.

Plus there were loads of people from Newcastle Gamers there.

And various other friends too.

I love that feeling, walking the halls and bumping into so many people I know.

And I even got to playtest my new game idea.

Jeremy thought it was excellent.

On it's third play!

I think it has potential.

I'll be trying it out again today with Joe of Word Dungeon fame.

Another gaming buddy.

Monday, October 15

The Keyboard That Launched 1,000 Ships

I'm no Helen of Troy. Let's get that out of the way to start off with.

Last week was a good one. I've updated my Facebook and Twitter banner images with a FlickFleet pre-launch banner and also officially launched the Kickstarter campaign (coming 8th November) on Facebook, Google+ and twitter. Several people have said they're in, which is great - especially the new ones, but we're still some way from the 120 backers or so we need in the first couple of days to make it look like the project is going to succeed. The next 3.5 weeks are all about trying to drive the number of early backers up.


We've approached a couple of people about levelling up the box design, so hopefully we'll have something prettier ready for Kickstarter in November. And we're also working on a new version of the video with the real music track at an appropriate level and a couple of still images with the game name and details.

To finish off the week I went to Newcastle Gamers for the first time in months and played a bunch of games. We started as a group of four playing High Society, HMS Dolores and Kingdomino and then Drew left and we were down to three. I offered Las Vegas, Zombology, Hanabi, and For Sale to the other two guys and they chose Zombology (at this point unaware I was the designer and hand-crafter of the game). We played and 2/3 of us won with Tea. They asked for another game and the same 2 of us won with Tea again. At which point they wanted to confirm the science of tea, so we played a third game and again the same pair won with Tea! Crazy. Anyway at that point I wanted to head off so I revealed I was the designer and hand-crafter behind the game and they both bought a copy! I'm down to just two copies at home now!

This week I need to focus on getting the final video up there, picking a box artist, and sharing the press release with as many people as possible - we need to get people's eyes on the project! Any help you can provide sharing the project with people you think would like it is much appreciated - thanks in advance!

Monday, January 29

FlickFleet Prototype Revision

Last week I finally made some progress on Zombology crafting again after a five week hiatus that included Christmas and various work trips. My aim this quarter is to make 12 games each month and then an additional six at some point during the quarter. With three evenings left in January I'm at six for the quarter so far :-(

On a brighter note, I finally made it along to Newcastle Gamers for the first time since October. It was also my first visit with unclaimed Zombology stock, so I tweeted about bringing it and mentioned it on the Meetup page too. After a quick game of Keltis das Kartenspiel with Olly, John S and Neil, I asked around if anyone was interested and managed to drum up six people who were. We played a game, and then Trevor requested a second game. Afterwards I made my (pretty weak!) sales pitch: 'I've made these myself. I've got a quarterly mailing list if you'd like to subscribe, or you can buy a copy if you like for £10. If you don't want to do either of those that's fine.' I took four mailing list subscriptions and sold three copies! Which considering two of the six were a couple means a 60% conversion rate - I'm happy with that! Afterwards we play a couple of games of Codenames, which was great fun too - I'd only played the Pictures version before, so it was nice to see the original version. It was great to make it to Newcastle Gamers, I rarely make it because of kid-related exhaustion, visitors or visiting friends and family or work travel.

This week is going to be very busy. By Wednesday I need to do my tax return and I'm hoping to submit FlickFleet to the Cardboard Edison Award. I've never submitted a game to a competition before, so it'll be interesting to see how that goes. I've got a really good feeling about FlickFleet (the feedback has been very positive) so hopefully we'll either do well or get some good feedback from the judges. I've been working on the rulebook in preparation, so that's starting to take shape a bit more, with pictures and scenarios included now.

On the weekend my friend Paul (my FlickFleet co-designer) and his family are coming to visit, so I'm hoping to get the next version of FlickFleet prototypes made in time for that (at least his copy!). I've made some changes to the rules and some minor changes to the laser-cut pieces. I've also significantly changed the ship dashboard cards and the wooden piece requirements. I'm getting five copies made, a refresh of mine, one for Paul (hence the rush!), a couple of playtest copies and one that will either go to Cardboard Edison if we make the first cut or another playtest copy. I meant to do these ages ago, but my printer broke and then the Perspex I need for the laser-cutting was delivered to London in error, so they've had to send me another copy that will hopefully arrive today. Assuming they get here in time I'll drop them off with Dan for laser-cutting on Wednesday and then hopefully assemble the rest early next week.
The FlickFleet dreanought
The dreadnought faces off

I've still not managed to fix the printer, so I might need to go to some professionals for the prototype printing, which will probably end up being surprisingly expensive, despite the fact that I only need 12 sheets of card printed and I can provide the card.

Monday, April 3

Lots of Gaming!

It's been a fairly busy week again, with loads of gaming, if not much design and playtesting. March has been my joint best month (with last May when I went Beer and Pretzels with Terry) since I was stuck at home on my own during my radioactive period in January 2014. And this week contributed a lot to that - we played Taluva a couple of times at lunchtime games club, then another six games at Games Night on Thursday - when we also had our joint best attendance. We also had a game of Zombology. It was the first recorded game with six players, so now I've got at least one data point for each number of players. In a perfect world I'd have tens or hundreds of plays for each number of players, currently I have between one and eight plays per number of players. Three and six are least represented and four is most. Clearly I still need a lot more plays.

6-player Zombology

Finally, on Friday, a few of us ended up spending six hours on trains on the way to meetings in Manchester. We managed another eight games on those trains on my iPad.

I also spent a little time one evening working on some improvements to the Codename: Vacuum cards that were required after the last couple of weeks' tests. I intended to get those changes printed out over the weekend and cut out ready for Newcastle Playtest tomorrow. Sadly, the replacement ink cartridge I needed for my printer was broken so I couldn't print it out, let alone cut it out. I'll just have to take the last version along with me. I've missed the last couple of Playtests and obviously I'm going to struggle to make it along during the summer after the birth of daughter number two. I'm really looking forward to getting along tomorrow.

Unfortunately, ahead of that I've got to have my other wisdom tooth removed tonight. The other one was taken out about a month ago, so I know what to expect. Tonight is going to be not much fun.


Monday, March 13

Ding, Ding, Round 2!

After testing the new version of Codename:Vacuum a couple of weeks ago, I clearly needed to make a raft of minor changes. The game was so broken that the rules were evolving as we played (always a bad sign!), but I was generally pretty happy with the new version (once fixed!) compared to the last version of 2015.

My travels continued last week, with a trip to Manchester on Monday after work that concluded on Wednesday night, and despite being incredibly busy (I was working late into the night Monday and Tuesday), I did manage to get make some progress on Vacuum. Firstly finishing off the board on the train on Monday night and then printing and cutting out a new version on Thursday morning (which I had off work to go to the doctor). I finished the final cutting out on Saturday night - after the mental week and a few bad nights' sleep I was too knackered to make it to Newcastle Gamers unfortunately.

What I need to do now is try out the new version (and buy some more ink!), to see if the changes I've made improve things. I'd rather not play on Games Night on Thursday as the guys played it last time and they deserve to play something that works. That leaves a lunchtime playtest session or an additional evening for a playtest (either with Games Night mates or Newcastle Playtest chums). Next week is pretty busy (we've a big company meeting with a couple of evenings out) so it's this week, or not for several. I'll have to see what I can fit in.

Here's a sneak preview of the new board:

Monday, January 30

Productive Couple of Weeks

It's been a productive couple of weeks since my last blog post. I've started playtesting in the office (still focusing on checking the balance of Zombology 2nd Edition at the moment), done a bunch of work on my German language app and made it to a second consecutive Newcastle Gamers!

The Zombology playtesting has been going fairly well. I'm recording the number of players, and which round we won in (or whether we all lost). Ideally, the distribution would look something like this:

Regardless of the number of players. To see how close the game actually is to this, I need to play it a lot with each number of players. The chart above is for 128 games! And there are six possible numbers of players (3, 4, 5, 6, 7 & 8). That's 768 games. Clearly, Zombology is going to outstay its welcome long before we've played it nearly 800 times. But I'd like to get as much data as possible. So far I only have this:

Which isn't looking too bad, but is clearly pretty sparse on the ground and very uneven between numbers of players. This could be because the game is very different with different numbers of players, or it could just be a sampling error due to the small number of games played. The solution? Play the crap out of it and hopefully get enough data to make a call.

Zombology hasn't been my main focus though, I've been trying to finally get my German language app (two years in the making!) finished off. I've got enough in there to gather some feedback and made it available in the store (last night!) for people in the private beta (you'll only be able to see it if I sent you the link). Hopefully I'll get some useful feedback and be able to make a better version available more widely in a month or two once I've made some improvements.

Finally, I made it to Newcastle Gamers again on Saturday, that's two consecutive ones for the first time in years. Last year I only made it once all year! It's been great to get along and play some of the games I play less frequently, and it also gives me another chance to playtest Zombology and get some feedback from other people.

I'm in Manchester today and tomorrow for work, I might be able to do some work on Codename: Vacuum in the hotel now that I've got the app off my plate...

If you have a Windows Phone and fancy having a look at the German language app or you want to playtest Zombology, please leave me a message in the comments.

Monday, January 16

Newcastle Gamers!

2017's strong start is continuing :-)

During the week I spent time on Codename: Vacuum, working out a new card mix and designing a new version in my head which will hopefully improve on some of the problems with the last version (from early 2015!). At the same time I was continuing to work on my German language Windows Phone app and got a five-star review for my BGG Last Plays app (now the new version is in the store). I think I'm close to the point where I can put out a beta version out for the German language app for feedback - I'm going to run a private beta first to see if I can work out some of the kinks. That's probably only a week or two away. I've been meaning to finish this one for a couple of years, so that's quite a big deal!

But that's not the best bit, on top of all that I made it to Newcastle Gamers for the first time in six months! Newcastle Gamers is on at least twice a month and yet last year for a variety of reasons I only made it along once, in July. When I turned up on Saturday it was the busiest I'd ever seen it and I had to wait a short while for a game. When a table finished they invited me to join them and then asked what I wanted to play. I was happy to play anything in the cupboard (except Fluxx!) or I could teach any of the games I'd brought along: Ave Caesar, Gipsy King, Hansa Teutonica and Zombology.

The group wanted to try Zombology, so we played a game and after that they felt like they understood it, and wanted to play again. After John sank our desperate attempt to save humanity from the ravening hordes we opted for a third game to try and win and then Deji from the adjacent table wanted to try it, so we played a fourth time (and finally won). It wasn't until they'd had enough and wanted to move on to something else that I told them I had designed the game. The last couple of times I've played with strangers I've tried this approach, it's not blind playtesting (since I'm teaching the rules) but it does give you more honest feedback during the games, since the players aren't afraid of hurting your feelings as the designer.

They were all surprised and impressed and were asking where to get it, at which point I had to say: 'It's only available print on demand in the US and shipping is pretty expensive', which kind of killed the enthusiasm a bit.

I did ask if any of them wanted to give me their email addresses in case I made another version and they were all very keen - so I now have a mailing list of potential Zombology pre-orders. Their enjoyment and excitement was also very encouraging. I'm considering another run again!

Sunday, January 1

2017 Aspirations!

For the last few years I've set myself some goals at the beginning of the year (2014, 2015, 2016), I've never aced them, but last year was weak, especially where games design and blogging were concerned.

2016 In Review

My new job, which I started in October 2015, took up a lot more time than I was expecting. It was my first time leading a team of any reasonable size and so I had a lot to learn in terms of leadership, budgeting, strategy and people management. On top of all that I ended up doing a lot more travel than I was originally expecting (four trips to the US, 20-30 to Manchester - often overnighters, and a frantic week-and-a-half long tour of Taiwan, China and Japan), which sounds great if you're not doing it, but it's very tiring and all you really see is offices, airports and hotels. This led to a double whammy of less free time and wanting to spend that free time with my wife and daughter, so I had a lot less time for games design-related shenanigans. I only made it to Newcastle Gamers once (out of at least 24 opportunities) and Newcastle Playtest probably only five times our of twelve. I've not played a prototype since September!

I failed both my blogging goals, giving up regular blogging as I had very little progress to report, most of it about designing mobile apps rather than board games (I've been coding since I was ten, the lack of coding in my new day job meant I fancied doing more of it in my limited free time, to the detriment of my games design) and doing nothing in November for NaGa Demon.

Gaming was the one area I aced, I played a lot of games in 2016. This was helped by starting a games club in the office on Wednesday lunchtimes (when I'm in the country!) and my weekly games night, plus a few trips with Ian (including to the US twice and round Asia) and my trusty iPad full of games. I even played 24 new games in the year (three of those on Dec 29th - games I got for Christmas!).

I did get the hand-made limited edition of Zombology finished in January and the print on demand version up on Drive Thru Cards in March/April (copies sold to date: 3!), so that was Games Design passed, but other than thinking of some rules tweaks to Zombology I did very little games design after that.

I didn't even finish my German language app that I wanted to wrap up. I made a lot of progress on it, but it's still not even ready for a beta release. I did tweak BGG Last Plays at the end of the year though - someone on BGG with a collection of 3,500 games tried it out and found it crashed on a collection of that size, so I fixed that and tweaked a couple of other things. He's got another couple of requests and so I'll do another version of that shortly. It's still my most popular app (150 downloads - on Windows Phone!), and if you've got someone keen enough to engage with the creator you should try to keep them happy!

2017 Aspirations

Seeing as I did so badly last year I'm going to change things up this year. No goals. Just some more vague aspirations:


  • Get back into Games Design. Maybe Codename: Vacuum (I've a few ideas floating around in my head - it's probably been a couple of years since I last touched it, so maybe that distance will help when I come back to it)
  • Blog when I have something to say. No regular weekly schedule, just talk when I've something worth discussing. Hopefully at least once a month.
  • Code. It's been a passion of mine since I was a little kid and my day job for 13 of the last 16 years. Release apps. Enjoy it.
  • Game. I only managed 36/52 possible Games Nights due to my travel schedule, but I want to game on Wednesday evenings at home, at work during Games Club, on the iPad on trips and also try to get to Newcastle Gamers and Newcastle Playtest more.


Fingers crossed...

Monday, November 7

I Need Your Help...

... if you own a first edition copy of Zombology. I'm getting close to finalising the second edition rules, but there's a couple of things I need to test the hell out of:

  • Win/loss ratios for different numbers of players
  • A couple of Army Perimeter options

And I'm struggling to find the time to do it all myself - that's where you come in! I missed Newcastle Playtest again last week (and I'll be in Japan during the next one), and have volunteered to babysit for a friend next weekend which means I'll miss Newcastle Gamers too. I'm going to be restarting playtesting in the office at lunchtime, but by itself that would take ages to get the required testing done.

The second edition rules can be played with the first edition cards, so I'm enlisting the help of those of you who have the first edition and fancy helping out to try out the new rules. As mentioned a few weeks ago, the initial starting hands have changed (so the set-up described on the first edition first round card will be wrong) and the Guru rules have changed quite significantly.

In addition, there's a couple of different Army Perimeter options I'd like to try out:

  • Single use (same as the first edition) - when targeted by a Overrun you can choose to discard it and block the Overrun or keep it and suffer the Overrun (that's what it says in the rules linked to above).
  • Permanent - Using it doesn't force you to discard it, so it protects you from multiple Overruns for the rest of the game.

I feel the single use Army Perimeter is a bit under-powered, the Permanent option might be an improvement (or it might totally break the game!).

I'd appreciate any feedback you can provide - in particular, the number of players, won or lost and in which round the win happened if it did.

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, June 27

I'm Stealthy, Like The Ninja

It's been a good week. Monday and Tuesday I had the house to myself in the evening while The Wife was in Germany, so I spent the time getting a decent chunk of functionality into German language phone app.

Wednesday I managed another Games Night (work commitments are cancelling a disturbing proportion of them at the moment). We played Lost Cities, Alea Iacta Est (knocking it off my not yet played this year list), Pandemic: The Cure (same again, plus we played it twice, so two more plays towards ten plays) and then a couple of games of Zombology. We'd also manged my first lunchtime games club in ages that day too - Gav beat me twice at Taluva. Man, I'm so glad I bought that! We've been playing it loads.

Then finally on Saturday I made it to Newcastle Gamers too. Newcastle Gamers is on twice a month. We're halfway through the year, so there's been at least (they hold a few special extra sessions every now and again) twelve sessions in 2016. And this was my first one. First! Turns out this new job is keeping me pretty busy.

Thankfully I had a great evening. I got there about quarter to eight, and after waiting for five or ten minutes I joined Ruth, Tom and Sarah for a game of Beyond Baker Street. It had a lot of similarities to Hanabi (you play with face-out cards in your hand and have to build sets playing blind from your hand). Our four player game seemed extremely hard and Tom and Sarah who had played it a lot since being taught it by the designers at the UK Games Expo said it was easy with two, but tricky with three. After that, they looked at my pile of games (Endeavor, Homesteaders, K2, Kodama and Zombology) and chose Zombology. We played it a couple of times and again, I didn't tell them I was the designer until we had finished. They seemed to enjoy it, and asked about where to get it, but of course the only option at the moment is the very expensive shipping from Drive Thru Cards.

After a couple of rounds of Zombology Tom and Sarah headed off so I went looking for another table and managed to join Becky, Mangler, Gordon and Richard for a game of Sushi Go! As soon as I saw it was I keen to play - I knew the designer was of interest to me (though I couldn't remember who it was) and I love sushi, so it seemed win-win. It turns out the designer was Phil Walker-Harding who used to blog here with me eight or nine years ago, before he became a very successful designer (Archaeology, Sushi Go!, Cacao and most recently the Spiel des Jahres nominated Imhotep). I'd not played any of Phil's games since I playtested Cannonball Colony years and years ago, so it was great to try one of his designs and I thoroughly enjoyed it. Like Zombology it's a drafting game, but one with a steadily diminishing hand and set-collection elements. The art was cute, the theme was cute and it was a quick, fun game. I've added it to my wishlist :-)

After a couple of games of Sushi Go! we also played a couple of Zomobology (after Gordon left), and again I neglected to mention I was the designer until after we finished. They seemed to enjoy it (and Becky was complimentary about the art too!) and they also asked about how to buy it when I made my reveal. I'm beginning to wonder whether I should make some more hand-made ones...

We rounded the night out with a game of Kodama, another one on my ten plays list (only one game left!).

All in all this week, I managed to play two new to me games (Sushi Go! and Beyond Baker Street), three games towards my ten plays list (Kodama and two of Pandemic: The Cure) and two off my not yet played this year list (Pandemic: The Cure and Alea Iacta Est). Busy week!

At the halfway point of the year, I've managed to played nineteen games for the first time this year, that's nineteen towards my goal of 24 - it's looking very achievable!

Monday, January 4

2016 Goals

We're four days into 2016, so it's about time I set myself some goals for the year. I've done it for the last three years and I'm doing the same again this year. As before, there are four categories: blogging, gaming, game design and app development.

Blogging
Since my page views tanked in May last year I've no idea what is an achievable page views goal any more, so I'm just not going to set myself one, instead just these two:

  • Blog every Monday in 2016
  • Do something for NaGa DeMon

Not sure what to do for NaGa DeMon at this point, we'll see how I get on with the remaining games in my stable (Border Reivers Second Edition, Codename: Vacuum and Dragon Dance) before I commit to anything.

Gaming
For the last few years I've set myself the goal of playing at least one game for every day of the year (i.e. 366 in 2016). I usually nail this one (over 400 plays last year), but if I pull this off I'll reach 4,000 plays recorded in BGG (since August 2006), so well worth going for again.

Over the last couple of years I've also set more structured goals: play every game in my collection at least once in 2014 and have played all the games in my collection at least ten times by the end of 2015. I found this to be a real bind last year with it taking over the games played at Games Night to the exclusion of others' preferences so I'm not going to do anything like that this year. I'll still use my app to keep track of which games I've not played in 2016 and which ones I've not played ten times for honing my collection purposes, but it's not a goal and so I'll not be sucking the fun out of Games Night with it.

Instead, I'm going to aim to play 24 new to me games in 2016. That's a 50% increase on the 16 I managed last year. Because the vast majority of my gaming is either on my iPad or at my Games Night, we almost always play games I know. Time to broaden my horizons. Trips to visit gaming friends and Newcastle Gamers will also help with this I hope.

Game Design
Finish him! I need to finish off the Zombology hand-made run I started in November for NaGa DeMon and get the art up on Drive Thru Cards for the Print on Demand version. Let's say end of January for making the hand made run and end of Feb for the Print on Demand version. After that, get back into game design, either on one of the other games mentioned above or something new.

App Development
Finish him II: Revenge of the him! I've just finished the expanded Duolingo German track, so I need something new to get my teeth stuck into, and the app I have in development should be that thing. I meant to finish it last year, but didn't get round to it, so let's get it out the door in 2016.

That should be plenty to keep me out of trouble, let's see if I can actually finish them all this year!

Monday, December 14

The Second Coming

No sooner had my parents' visit come to an end then my father-in-law turns up! It's been a busy couple of weeks with guests. I did manage to squeeze in a trip to Manchester for work and a Games Night between the two though.

Games Night was good, we had a new starter so, rather than try to split up the seven of us into two tables so we could cram in another couple of games from my ten plays list, we just got a lot of big games in instead. It felt quite liberating to not be controlling everyone's gaming through the ten plays list - I'll not be doing something similar next year - too prescriptive!

I managed to get a couple of hours of Zombology construction in during this weekend, so I've now finished off all the boxes, and all that remains is to cut out the cards for the last sixteen copies, which I estimate is about eleven hours' work. I've spent 24 so far, so it should be about 1 hour and ten minutes per copy when all is said and done,

I doubt I'll make any progress this week, I missed Newcastle Gamers on Saturday due to my father-in-law's visit (and the snow!), I'm writing this on my way to Manchester again for work and then I'm out on Wednesday and Friday for work dos including the office Christmas party. Around all that it would be nice to spend some time with The Wife seeing as we've had so many visitors recently.

Next week I've got one final Games Night of 2015 and then we're off down to Bristol for Christmas with our families. I think Zombology will have to wait until 2016.

In other news, I watched the Tabletop episode for Libertalia (not sure why) and promptly bought Libertalia (damn you, Wil Wheaton!). Buying a game unplayed is quite unusual for me, so we'll  see how that goes, but it looked fun, was a good length (under an hour is popular at Games Night) and I don't own any pirate games, so it gives us something to play on International Talk Like a Pirate Day!

I've also bought Splendor, Las Vegas and It's Alive! for the iPad. I've had a quick try of each of them and first impressions are:

  • Las Vegas: Too much animation, creams the battery and Game Center login every time is annoying
  • It's Alive!: Auction games don't work well Pass and Play (should have remembered this from Settlers of Catan)
  • Splendor: Mint.

Monday, November 16

NaGa DeMon: Week 2 Recap

This week has been a rollercoaster. It started on a high as I finished the boxes off and sent the art to the printers on Monday. Then there was the wait. Endless waiting... years passed. Finally on Wednesday the printers emailed me to tell me the art was ready to collect, so I left work early and headed over there on the way to collect The Daughter from nursery. The printing looked good, but Oh no! The laminate! On the untrimmed sheets it looked really messy and I was worried that it hadn't bonded as well to the paper as I remember it working for Border Reivers.

Wednesday was further darkened by an apoplectically tired The Daughter requiring a cancellation of Games Night. Thursday I was in Manchester for work again and in the end I didn't get around to making the prototype copy until Saturday night. Thankfully it all turned out fine and the laminate looks good after the cards have been cut out:

Complete Zombology prototype

But there's another problem! The laminate is incredibly thin, but not insignificantly thin. When you multiply it by fifty-four cards and two sides it adds about 5mm to the thickness of the cards, so now the cards don't fit perfectly in the box any more :-(

Too thick!

The lid still fits on fine so it's not a disaster, but it does spoil the aesthetic a bit :-(

This lunchtime I'm heading off to the printers to pay for the rest of the copies and then I've got a few more days of rest before the epic finale of trying to make the remaining copies by the end of the month begins. I should sleep while I still can!

In other news, on Saturday night I made it to Newcastle Gamers after finishing the prototype. We played Macao and Homesteaders - knocking two plays off my ten plays goal and removing Macao from the list.

Monday, October 12

And We're Off!

I've actually made some decent progress across the board this week for a change.

Monday to Wednesday The Wife was away for work, which unfortunately meant I missed Newcastle Playtest on Tuesday. I'd been hoping to playtest a game for one of our London Playtest UK confederates on Tuesday, but seeing as I was going to miss it, and he wanted some feedback before Essen, I spent Monday night soloing his game and providing some feedback on the rules.

Tuesday was then free for work on Zombology, so I copied all the files from my old laptop onto the new one and then made the changes I'd been planning to the cards and started on the rules. I'm hoping to get Zombology finished fairly quickly now so that I can crack on with something else.

Wednesday was my weekly Games Night, and we had six people, the most for a while. I requested a try out of some new Zombology rules, which were considered an improvement across the board I think, plus a couple of games of Coup and King of Tokyo, a game of Martian Dice (on my phone after being knocked out of KoT) and another play of Kigi. Including three plays of Zombology that was eight games in total!

Friday I got to see The Martian at the cinema (I'd been stoked for this since I heard it was coming out - I loved the book). I thoroughly enjoyed the film too, though I can see that Wilka's comment that he wished it was a 12 episode season on Netflix would have meant less would have been cut.

And then to round it all out I made it to Newcastle Gamers for the first time in months on Saturday and got a couple of plays towards my ten plays goal: Macao and Alea Iacta Est.

It's been a great week, now I just need to build on this momentum and keep cracking on with Zombology - it's within shouting distance of the finish line!

Monday, October 5

Another Quiet Week

Not much progress again this week, my father-in-law has been visiting and we were camping this weekend near the Scottish border, where thankfully we weren't set upon by Reivers, though we were savaged by midgies.

I've done the bacteria-based background for the Zombology cards though, so it's not be a total wash out and we managed to get a game of Firefly in on Wednesday (towards my ten plays goal).

The Wife is now en route to Switzerland for work, so I'll be missing tomorrow's Newcastle Playtest, but I'm hoping to attend Newcastle Gamers on Saturday and get some more progress made on the Zombology artwork, if only getting the existing stuff off my crappy old laptop and onto the new one.

I will do better this week!

Monday, August 3

Market Research

Is there still a market for lovingly hand-crafted short print run games in the age of KickStarter? That's the question I asked on BGG this week in an effort to help me choose whether or not to dive in to self-publishing again as I did back in the early days of Reiver Games.

It struck me that for all my prevaricating here on the blog what I really needed to answer was two questions:

  1. Am I prepared and able to spend enough of my free time on it to make it successful, and,
  2. Are there 150 people out there who would be willing to buy the game?


I need to answer question one myself, and that's what a lot of the soul-searching has been about this last month or so, but if the answer to question two is no then question one is a moot point. I can't answer question two myself, I can only have a guess at it. So asking the question on BGG is a way to get a better understanding of the changes in the market that have occurred since I stopped hobby publishing back in 2008.

I've had quite a few answers, lots of them pointing towards using KickStarter, even with the hand-made limited edition run that I'm planning. Assuming these respondents are right and the lack of stretch goals, pledge levels and professional manufacturing doesn't sink it on KickStarter, I might have to get over my dislike of KickStarter and look into that. There's definitely a lot to be said for the free marketing that comes from running a KickStarter campaign.

In other news I've been cracking on with writing my German language app on my phone again this week, moving towards getting the spaced repetition functionality in there.

I also made it along to Newcastle Gamers on Saturday and knocked a play of Hansa Teutonica off my 'play every game I own ten times' goal. I also got to try Zombie Dice and The Palaces of Carrara for the first time too.

This week it's Newcastle Playtest on Tuesday, but sadly I'm going to have to miss it again.

Monday, July 13

A Little Encouragement

I've been quite busy with work again this week, including another long day's trip to our corporate UK head office in Manchester. But regardless I bravely soldiered on and got loads of gaming in. It's a hard job but someone's got to do it and, selfless man that I am, I took one for the team. You guys owe me.

Wednesday's Games Night suffered extreme attrition and ended up just being Ian and me. We played Lost Cities, Firefly (one towards my ten plays goal!) with the Pirates and Bounty Hunters expansion (for the first time) and Carcassonne: The Castle (one towards play every game I own once this year). Firefly was done and dusted in only 65 minutes! That's about half the length of my shortest game to date. Ian and I have both played it a few times so we knew what we were doing and that made a big difference. I liked the new story card from the expansion, but we didn't really play and of the expansion PvP rules, just by being good space citizens rather than any determined effort not to.

Thursday's trip to Manchester was with DJ and Mal, two Games Night regulars who had cried off on Wednesday. As usual, we ended up playing a bunch of board games on the iPad during the journeys, mostly Carcassonne and Hey! That's My Fish! We also played a few games of my Martian Dice app on my phone :-)

Then Saturday I finally made it to Newcastle Gamers for the first time in what feels like centuries. It was a great evening, I only played a couple of games, but it was great to catch up with everyone there and the games were good ones that helped towards my ten plays goal (Homesteaders and Aqua Romana - which is now ticked off the list).

Finally, as I was leaving I spoke briefly to a few Newcastle Playtest regulars. Last time I went to Newcastle Playtest (also some time around 1530, I'm pretty sure Henry VIII was still on the throne), I'd left a copy of Zombology with Dan for him to take to the UK Games Expo playtest event. I've not seen Dan since, so I don't know if he got a chance to try it out, or what the feedback was, but I hope to see him next week. Olly said it felt like he hadn't seen me in ages, and I said that I'd missed the last couple of sessions due to travelling for work. I jokingly said it must have been weird having a session that didn't start with a couple of games of Zombology (it's our staple opening game while we wait for people to arrive). But it did! Dan took it along and they all played it without me! A good sign.

That and another event during the week are starting to restore my confidence. On Tuesday I was out of the office at a networking event where I bumped into a friend of a friend who recognised my name and company name from my badge. She asked if I was the game designer and we chatted about that for a bit. I told her about Zombology (She started it! I didn't pounce on her like a lion that hadn't been fed in months! Well actually I did, but in the sort of genteel way that's acceptable at a work conference). I happened to have the prototype on me (it was in my bag for Wednesday's train trip where it didn't see any action), so I showed it to her and explained the premise. The combination of zombies, wacky science and a £9 price point combined into enough excitement for her to pre-order a copy there and then. Maybe selling 150 won't be so hard after all...

Monday, June 29

A Moment of Reflection

Not much progress again this week :-( I was babysitting for a friend on Tuesday and used the evening to finish the graphic design (and add some further improvements) of the next version of Zombology, but then was too busy for the rest of the week to either print them out or playtest them.

I was hoping to get the printing done on Friday night while The Wife was at the cinema, but after a bad night's sleep The Wife cancelled, and my cousin popped in on a visit from Bath while showing her son local universities he's considering attending. I was also hoping to make it to Newcastle Gamers for the first time in months on Saturday, but instead we went on an impromptu camping trip to the wilds of the North Pennines (which were lovely!).

I missed the last Newcastle Playtest too due to a work trip, and I'm going to have to miss the next one for the same reason - I'm travelling a bit more for work now. Newcastle Playtest is only monthly, so I'm going to go three months without attending one, which is pretty pants for a supposed co-organiser.

All this has got me thinking. Am I really set up for another self-publishing company? I did pretty well last time around, but I had no kids at that point and The Wife was really busy with work so I had plenty of time in the evenings for making games and marketing. A weekend away at a convention was an easy sell at home because The Wife was busy and often worked some or all of the weekend anyway. Now I'm travelling more with work and have a family, do I really want to be going away from them on the weekends that I'm not away for work to demo and sell games at conventions?

Last time round I sold a good chunk of games at conventions. I went to The Cast Are Dice, Beer and Pretzels, The UK Games Expo and a few smaller ones. It was a good opportunity to promote my games because when you're running a small company with no marketing budget the vast majority of your intended audience have not heard of you, your company or your products. When I'm going on regular trips away for work, some of which eat up a weekend it's much harder to justify giving up another weekend away from The Wife and The Daughter for selling games. The Daughter's growing up so quickly at the moment that every missed moment counts. The work trips are also getting in the way of playtesting, my Games Nights and attending Newcastle Gamers. In addition to time for developing, manufacturing and selling the games, I also need time to test them, and at the moment it feels like I haven't got that time available.

I've got 13 pre-orders already, which is good, but that's less than 10% of the print run I'm planning. Can I sell the other 90-odd percent through free web marketing and the odd convention attendance? I don't know.

Anyway, I'm going to take a couple of weeks before I commit any money to the effort to check whether I'm sure I'll have the time to commit to making this successful, or whether I think I can make this successful with the time available to me. I'll also consider other paths to publishing one final time: print on demand, or selling to another publisher.

While I think about it, I'll get this next prototype printed out and tested, so at least I'm making some progress...

Monday, February 16

New Games Company Checklist

So, as I'm sure you're aware by now, I'm aiming to get back into games publishing this year. It'll be small scale, just a small number (50 or 100) of hand-made, signed copies of a simple card game (Zombology or Dragon Dance). There's a bot-load of things I need to do before the game is ready to sell, so I need to spell those out and then start working through them. This list is not necessarily in order, but some of the later things depend on earlier ones. I'm not going to do a Gantt chart though, that would be too much like work.


  1. Choose a company name. Reiver Games is gone, I need something different. I'd quite like something that alludes to a cautionary tale as Reiver Games went too far too fast and crashed and burned as a result. I was thinking Daedalus Games, but there's something very similar already. Jack in the Box Games was another idea, for obvious reasons.
  2. Register the company with HMRC. Fun.
  3. Set up a company bank account with some cash in it. I'll need this before registering a website or buying any materials.
  4. Choose which game. Almost certainly Zombology, but I'm not quite ready to commit just yet.
  5. Website and PayPal account. Need to do 1 and 3 before this.
  6. Price up the components. I'm aiming to sell the game for £10, which means I want to spend about £5 per copy on components and printing, so I've got money left over for marketing, website costs, etc. I'll need to get quotes for the raw materials and printing, and then work out how many copies I need to make to make it affordable. More copies make each individual one cheaper, but require more of my time to make, market and sell, plus more cash outlay at the beginning.
  7. Finish designing the game. Relies on 4, naturally.
  8. Do the art and graphic design. I can't finish this until I've finished 7, but I can definitely make a start as the games aren't going to change dramatically between now and release. Doing the art and graphic design is both a challenge to get myself to learn new skills and also a way to save money. The art on Sumeria cost a few thousand Euros, I can't afford that if I'm making 50 copies that I want to sell at £10 each.
  9. Buy the raw materials. For Zombology this is just the box card (I'm making the boxes myself, these are going to be lovingly hand-crafted games!). For Dragon Dance there's the box card, dice and wooden counters, plus some plastic baggies.
  10. Get the printing done. Obviously this relies on 8. I'll try StressFreePrint first as they were who I used for Border Reivers and the first hand-made edition of It's Alive!
  11. Start assembling the boxes, which relies on 9. Boxes are pretty easy to make and I can make these up ahead of time to save time once the artwork arrives.
  12. Start cutting out and assembling the games.
  13. Start taking cash, relies on 5. Unlike KickStarter, I don't want to start taking cash until I've got the games pretty much ready to ship.
  14. Start shipping finished games.
  15. Marketing. It sounds a bit late in the day to start marketing a product, but unlike KickStarter where the aim is to get people all hyped up before you've got anything concrete to give them, I will be aiming to stay ahead of my orders once i've cleared the initial pre-order backlog. With each game taking an hour to make and free time at a premium I'll want to drum up some trade after I've sent all the pre-orders and built up a small stock. I'll still be blogging throughout (which also counts as marketing!) and I might get lucky and get another blog post picked up by BoardGameGeek News or reddit which would be a bonus in terms of exposure.
  16. Fame and fortune! (As if!)


My goal is to get a decent chunk of the way through this list before all the copies are pre-ordered! I've now got seven pre-orders and I still haven't confirmed which game it will be! Bizarre.

In other news, I made it along to Newcastle Gamers again this week which was great and had a second Games Night in a row! Things are picking up.