Showing posts with label border reivers. Show all posts
Showing posts with label border reivers. Show all posts

Monday, February 23

TWENTY!

I realised on Saturday that I started this blog 20 years ago this month.

On the 5th February 2006.

After designing Border Reivers during 2002-04, I decided I wanted to self-publish it in 2006.

This blog charts a design and self-publishing journey of 20 years.

1,365 posts by me and a few others.

Starting and running two companies.

Designing 10s of games.

Of which nine will have seen the light of day once Gal4Xeon is released in May.

None of my games have been real breakout hits, but that’s still a huge achievement.

My Shelf of Pride, containing some of the games I’ve (self-)published.

Thanks to all of you for coming along on the journey too!



Monday, February 19

Origin: Jack


I’ve always made games.

It started out as board games as a kid.

Then for a long time bits of computer games.

Then I had an epiphany.

Playing Mighty Empires. With Dunc and Tim. The best men at my wedding.

We played all weekend. Like 36 hours all weekend. Stopping only to sleep and eat.

A random event took the winner from 1st to 3rd place. He didn’t recover for the remaining 12 hours.

Then we ran out of time. And stopped.

“I can do better,” I thought.

So I did. Border Reivers. Took 20-45 mins to play.

Similar feel. Could be pretty swingy.

It sat unloved on a shelf for a couple of years.

Then I made 100 copies by hand.

And sold them all over the world.

Yehuda Berlinger sent me a game which I published as It’s Alive!

I made 300 copies by hand.

Sold them all over the world.

Then I won the lottery. Of sorts.

I got MS. My life insurance paid out. We paid off most of the mortgage on our tiny flat, and I went full time.

At times it was glorious. I made four games. Three professionally in factories. I had distribution on three continents. Sold thousands of games. Went to Essen twice and the first three UK Games Expos.

At times it was grim. The MS caused vision problems and I couldn’t drive for a while. It caused incredible fatigue. New symptoms every few months. I was glad I didn’t have a day job. And, once the 2009 financial crash hit, I watched my company die by a thousand cuts as overheads far outweighed sales.

Then I won the lottery again. Of sorts. I managed to get on a clinical trial for a new MS treatment. My MS has been in remission for fourteen years. Years!

I’m so lucky.

Three months after shutting down Reiver Games I started designing games again.

Then I co-founded Newcastle Playtest.

We played Zombology every month for years.

I decided to start another company to publish a small hand-made run of that.

Eurydice Games. Don’t look back.

Then Paul had the idea for FlickFleet.

We designed it together. He joined Eurydice Games. We kickstarted it (just).

The rest is history.

If I won the lottery a third time, with all that financial freedom I’d still make games. Ditch the day job and do what I love.

I spend a lot of my free time on Eurydice Games.

And I love it. The game design. The graphic design. Playtesting. Iterating. Demoing to people who love it. Even doing the books doesn’t sap my enthusiasm.

I’m lucky to be here. Doing this.

Monday, December 19

Four

I'm actively working on four games.

Rocky 'Roid is with playtesters awaiting feedback.

Siren Song I've tried a couple of times solo. I'm making notes and I'm almost ready to update the prototype.

Border Reivers has a page of notes.

And I'm doing the Scenario Booklet for FlickFleet.

I'm loving this burst of creativity.

Really enjoying the designing and prototyping of games.

Paul gave me a 10x10 game tracker he'd made me for Christmas.

I'm using it to track prototype plays.

Plenty of space at the bottom!

Too much of my time over the last few years has been swallowed by running the business.

And trying to stay sane during COVID.


Monday, April 27

Moving Forward and a Flashback

After a worrying couple days last weekend when we heard that both Paul and his wife had suspected COVID-19, and then they went ominously silent, we’ve heard that his wife is back to working from home and Paul’s OK. He’s been wiped out for a couple of weeks now but he’s not been to hospital so it counts as ‘mild’. His condition is slowly improving.

My Coalescence prototype was also slowly improving last week, I've been working on digital goal cards (with new goals and more options), so I hope to be able to finish them off in the next couple of weeks (free time is still very limited) and then print and cut them. Daughter the First played a few games of it at the start of the lockdown and has been asking to play again.

We’ve also been using the weekends stuck at home to sort out some of the piles of stuff left over from our move last summer. The garage in particular is full of moving boxes destined for the loft that we wanted to sort and not just squirrel away. This weekend, while going through boxes I found one containing a lot of Reiver Games prototypes including the final Border Reivers one from 2004:


An 16-year old prototype!

There were also a couple of games I had in progress when I shut it down in 2011 and a Carpe Astra prototype too. A proper blast from the past!

Monday, July 24

Eleven Years Wiser?

Eleven years ago this month I founded Reiver Games to self-publish my first game: Border Reivers. Then, as now, I was intending to make a small print run (100 copies for Border Reivers) by hand and to try to sell them via my website, BGG and by attending games clubs and conventions.


A lot has changed since then, both personally and professional and in the world in general. It'll be interesting over the next year to see whether my plan to essentially try to repeat the early successes of Reiver Games still works in the world of 2017, rather than 2006.

So what's changed?

Personal

The month after I founded Reiver Games I experienced my first Multiple Sclerosis symptoms. It took another seven months to get a confirmed diagnosis and then I had a pretty unpleasant couple of years of frequent relapses and constant fear over what my future would hold. Thankfully, I was lucky enough to get on a clinical trial of a treatment that has worked wonders for me - I've now been relapse free for eight years.

When I started Reiver Games I had a job that involved a reasonable amount of international travel, and the 300 hours of hand-making games in the first year, and then 450 in then second year was a struggle to fit in around the travel and wanting to spend some time out of work with The Wife. So I jumped at the chance of investing some of my life insurance money (yay MS!) into the company and quitting my job and going full-time. Of course I now have another job that includes a reasonable amount of international travel and I've still got a (the same!) wife and now two daughters under five too (one's only eight weeks old!). I'd like to spend some time with, so I'm back in the same boat as the beginning of Reiver Games. Thankfully Zombology only takes 45 minutes to make, so I'm looking at 113-150 hours of construction in the first year, assuming I can sell them all within a year, so that burden is lower at least. I'm hoping I can get this done in one or two evenings a week after the daughters have gone to bed.

Professional

Skills-wise I've learnt a lot in the last eleven years, not least having five years of board game publisher experience that I didn't have last time round. I also now manage a decent sized budget at work now, so I'm a lot more finance-savvy than I was the first time around.

I've also got a lot of contacts in the board game business and enough people know me that I can say 'I'm getting back into self-publishing' on BGG and get a few pre-orders purely based on my previous reputation!

Market

This is where things get interesting. I founded Reiver Games three years before Perry Chen, Yancy Strickler and Charles Adler founded Kickstarter. Since then the number of board game publishers has exploded, especially people self-publishing their own games on Kickstarter. Back in 2006 I was pretty unusual as a hobby self-publisher, now everyone's doing it. Furthermore, everyone else is funding games on Kickstarter without risking their own money, and making games that are professionally manufactured and have professional art. Is there still a market for hand-made limited edition runs of games? Especially those with, what I'll charitably call, amateur art? I'm betting a chunk of my savings on the hope that I can find 150-200 people who would pay £10 for a simple-looking hand-made game. Only time will tell whether it's a dumb wager to make...

Monday, August 15

4,000 Plays!

I joined BGG back in February 2006, when I was considering publishing Border Reivers. I finally got around to publishing Border Reivers in July that year, and started recording the games I played on BGG in August that year. In fact, Friday was the tenth anniversary of my first recorded game on BGG (it was one of five plays of Border Reivers that day at The Cast Are Dice in Stoke on Trent, the first convention I attended as a publisher).

Over the last ten years I've managed to rack up 4,000 plays on BGG - my 4,000th was Zombology at our lunchtime games club in the office last Wednesday. It's nice that the 4,000 are bookended by plays of games I've designed :-)

That's an average of 400 games a year or over one game a day for ten years! In fact, it's actually more than that, seeing as I didn't record plays of prototypes during my Reiver Games days and I only started recording mobile plays with humans a couple of years ago.

Clearly board gaming is a huge part of my life. There are six games I've recorded at least 100 plays of: unpublished prototypes, Carcassonne, Race for the Galaxy, 7 Wonders, Magic: The Gathering and It's Alive! and to be honest the numbers for Magic, unpublished prototypes and to a lesser degree Carcassonne are actually much higher than that, as I played them a lot before starting to record games. I've played over 500 different games during that period.

Here's to loads more gaming in the future!

In other news, I've been recently frustrated that Zombology is only available really in the US and Canada at the moment through Drive Thru Cards. There have been a couple of occasions when I could probably have sold a copy if I had one on me, and saying 'you can get it in the US for $12 plus $16 shipping' is not going to lead to any widespread adoption. It turns out I'm still rubbish at marketing though, so if I was got to do a reprint I'd need to seriously up my game at promotion, and maybe go down the KickStarter route, despite my previous KickStarter reticence.

Hmmmm.

Monday, February 29

Out of the Closet

I started working for my current employer back in 2001, when it was a smallish independent company. I was working for them when I started designing Border Reivers and several of my friends and colleagues were among the Border Reivers playtesters. In 2005 I left the company and it was during my years in the wilderness that I finished Border Reivers, set up Reiver Games, self-published Border Reivers, went into full-time publishing and eventually gave it all up for a salary.

After a couple of years out of software development I came back for a summer as a contractor while winding down Reiver Games and eventually I rejoined as a full-time member of staff in 2011. Since then I've been running a weekly Games Night (known as Wizard Night in the office - one of my colleagues thinks we all dress up and play D&D), largely populated with friends who are current or former colleagues from my current employer.

In August 2012, my employer was bought by a large American corporation, and I've spent the last week in Milford, MA visiting the corporate head office for a meeting.

As part of that meeting we had a networking exercise where the 65 attendees had to provide a unique fact about themselves and then you were tasked with finding out which unique fact belonged to each of your 64 colleagues. I chose 'I have designed three published board games' as mine, since most of my corporate colleagues didn't know about my inner geek - it doesn't come up in conversation much.

Ok, so that's a slight stretch, the three games were all self-published, and Border Reivers and Zombology had a very small print run. But it's technically true.

As a result of discussions around my games publishing past (and current!), I found three gamers out of the group (including my boss's boss!), got invited to go and play Netrunner in Boston one evening (which unfortunately I had to miss due to a prior dinner engagement), played Netrunner in the hotel bar with a colleague and sold and delivered my first copy of Zombology to the US to another colleague.

My secret is out!

Off the back of this I've been invited to Tabletop Manchester if I'm ever staying the night there on a Monday night by my Netrunning colleague and have been approached by another colleague about an educational board game design project he's been considering for a number of years!

Finally, in the taxi back to the airport from the office I got chatting to my driver and it turned out he was a keen gamer and game artist (with 33 games listed on BGG) who had been to Essen a couple of times and GenCon too.

I also got to spend the hours of 3:30-6:30am most mornings working on the Print on Demand version of Zombology and getting the art uploaded and a proof ordered. For a business trip it was surprisingly game heavy!

Monday, February 1

The Art of the Matter

Back when I ran Reiver Games I made four games. The first Border Reivers was a hand-made limited edition, and I did almost everything myself, including the art (except the box cover, that was an original painting by my dad, a retired art teacher and artist). It was ... basic. Very basic. But back in the days when a self-published game was a fairly novel item, it was enough to get me by, and didn't put off the 100 customers to whom I sold a copy of Border Reivers too much.

For my second game, I got a friend who was a computer games artist to do some really cool Frankenstein-themed art, and because he was a friend, I got it dirt cheap. It still added a £1 per copy to the total cost though, a not insignificant amount. While I loved the art on the It's Alive! components, I was less enamoured of the box art, and it received some criticism from punters, so when it came to making a second print run, this time aimed at shops at distributors, I asked him to do another box. Sadly, I don't think that box was any better.

My third game was Carpe Astra, and again I got the friend to do the art, again at mate's rates (though with a print run of 2,000 I could afford to pay a bit more this time, despite the fact I was aiming to sell to distributors and hence was pitching at 40% of retail for a manufacturing and art cost. Again I was a bit mixed on the art, I loved bits of it, but I think the box art could have been better, especially with the target market in mind.

For my final Reiver game I splashed out and hired bona-fide board game artist Harald Lieske to do the art. Harald's done the art for several games I own (Vikings, the Spiecherstadt, Puerto Rico) and several other famous ones (Dominion, The Settlers of Catan), so clearly a big name with loads of board game experience. He knows what looks good on a box and how to do all the art ready for printing. I was doing a relatively small print run (3,000 copies), so my budget was limited (but many times what I'd paid for the previous games!). We eventually reached an agreement where he'd meet my budget in return for simpler art than he was originally planning. I was delighted with how Sumeria turned out, it's still my favourite art associated with one of my games by quite some distance.

What brings this to mind is two things: Zombology and Kickstarter. With Zombology (which I've finally finished - one of my goals for the year ticked off already!), I went back to my roots and made a short hand-made print-run doing everything myself including the art and cutting out boxes and all the cards by hand. Actually, that's not strictly true, I took some of the icons from Game-icons.net, either as was, or slightly tweaked.

Complete Zombology prototype

But the point still stands, the art is mostly mine and pretty basic, this is not a beautiful game. While I hope it's not so distracting as to put off the 28 customers I need to cover my costs, it's not winning any art awards.

In these days of Kickstarter, games need to be beautiful to attract punters, and despite the vast wealth of games on Kickstarter, generally the art is of a very high quality - it's almost expected. My friend Tim's game Toast is a great example of that. To set up a games company these days you need to either be a great artist (Daniel Solis, I'm looking at you), have a wealthy good friend who's an artist (do they exist?) or to fold a large art cost into the manufacturing cost of the game. I can't help but think that life would have been easier as Reiver Games or Zombology would have sold faster if I was a great artist or if I'd set up a partnership with a wealthy, games-loving artistic genius.

As I continue with my own game designing (and conceivably self-publishing), I want to work on and improve my artistic skills. Practice might not make perfect, but it's definitely going to improve my skills, which can't hurt in making my games easier to sell.

In other news, January was a staggeringly good month, 59 games played, Zombology construction finished and a weekend in Coventry with Tim and a weekend in York with Paul. I wish February would be as great, but a work trip to Boston, MA is going to get in the way of things, so I'm not expecting much. At least I'm hoping to finish off the print on demand version of Zombology as I planned in my 2016 goals.

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, September 7

The Only Constant Is Change

Regular readers will know I've been prevaricating for the last two or three months about whether or not to go through with my plan to do a limited edition hand-made run of Zombology this year.

One of the reasons for this has been a secret up until Friday, but now the cat is finally out of the bag I can admit to it! I've been in the running for the last few months for a promotion at work. Seeing as several of my colleagues (and friends) read this blog, I didn't really want to be discussing it here until a decision was made and they found out through official channels. On Friday I received the job offer and accepted it, so it's all go, starting next month.

The new job is a big step up and will require a load of new skills, learning on the job and responsibility, plus more travel, i.e. less time for games design. For the last couple of months I've already been travelling around once a week, which often clashes with Games Night or Newcastle Playtest, further complicating making progress on games design.

The majority of my mates in Newcastle are also colleagues and have helped me with the lion's share of my Zombology, Codename: Dragon and Codename: Vacuum playtesting. These mates will now all be reporting to me. Which is going to be really weird, and also probably not conducive to playtesting.

So everything is changing. What I don't need on top of that is a huge commitment of my spare time and additional stress around marketing and trying to recoup an investment. So I'm ditching the plan to hand make 150 copies of Zombology and instead going with Print on Demand, which requires no effort from me other than the graphic design.

As I mentioned in my review, there's a few downsides to this, not least the cost of shipping to the UK. Most of my 17 pre-orders are from the UK, almost all friends or family. I don't want them to have to pay silly money to a company in the states for a copy of the game so in addition to the print on demand edition, so there will be a Super Limited True Fans Edition™ of the game, featuring a hand-made tray and lid box and laminated cards. I'll make 20 of these: one for me, one each for the 17 family, friends or true fans who've pre-ordered a copy and 2 spares. These will be selling at the original £9 plus shipping price quoted earlier, so I'll not make any money on them - I'm just doing it because I enjoy it and to support those who've supported me.

There's two spares... Just sayin'.

In other news, I made it to Newcastle Playtest this week for the first time in ages and got to play both Codename: Dragon and Border Reivers Second Edition and got some good ideas for both of them.

I've also invested in Adobe Creative Cloud as a little 'promotion present' to myself. It means I'll be able to work on the Zombology graphic design without having to wait a week for my old laptop to boot up and then continually fight with its glacial slowness. W00t! I've already started on the changes I want to make to Zombology before release.

Monday, May 4

Feeling Like A Publisher Again

In 2004 I was a hobby games designer. In 2006 I became a hobby board game publisher. In 2008 I became a (bad!) professional board game publisher. In 2011 I was a failed entrepreneur and really didn't feel like designing games any more.

When I had the idea of Codename: Vacuum at the end of 2012 I started my second incarnation as  a hobby games designer. And that's where I stayed for nearly three years.

My Reiver Games failure hung over me, so I've been in no rush to get back into publishing. I know just how much hard work goes into hobby publishing (hand-made Border Reivers-stylee) and how many copies you've got to make and sell to be successful in the professional arena. Also, my confidence took a bad knock: games I thought would sell really well didn't sell and the game I had designed personally was the weakest of the games I published as Reiver Games.

So for the last two and a half years I've been a hobby games designer and nothing more. That's been fun, and I've now got a great support network in the form of Newcastle Playtest. All this time my games have been slowly developing. I've been keen not to rush into publishing again with a sub-par game.

This year's goal of hobby publishing a game is finally starting to take shape and once again I'm starting to feel like a publisher (albeit a hobby self-publisher). Rather than designing the games or doing the basic graphic design required for a prototype, I'm starting to think in terms of production.

This weekend I've made a new prototype of Zombology, trialing a net for a wrap around box label (currently just a white sheet - no art at all).

New Prototype

I'm also working out how best to arrange things on sheets of paper to minimise printing costs. I've got a quality bar that I want to stick to (as good as Border Reivers), and depending on cost I'm going to have to choose a print-run size based on where the economies of scale make it affordable.

All this has happened before, and all this will happen again!

Monday, October 13

My Brain Is Finally In Gear

After several weeks of very little progress on my games design while I focussed on app development for my phone instead, I've finally had a good week of game design progress.

It got off to a good start on Monday night, when I printed out the latest version of Zombology, which has sat on my hard drive for several weeks if not a month waiting to see the light of day. There were a couple of problems I spotted after printing that I didn't have time to correct, but I'll fix them up before the next version.

Tuesday was the October meetup of the Newcastle branch of Playtest UK. With new Zombology in hand we started off with a couple of games of that - it's becoming a habit to start with Zombology as it's short and supports lots of players so we can play a couple of games of it before splitting into smaller groups for other games. We tried the new rules which I mentioned a couple of weeks ago, and as I feared at the time, they require more changes to be made. Opinion on the new rules was split with Dan and Paul preferring them and the others either on the fence or preferring the old rules. With twice as many decisions to make and the ability to hang onto a card you definitely felt a lot more in control, but the downside was that the Cure cards were all hogged in the second half of the game, so the initial deal was more important. Either way, the new version was way too easy for the players to win, so I'll have to address the card balance if I continue with the new rules, as well as come up with something for the Cure-hogging possibly.

Border Reivers Second Edition

After Zombology we split up and I got to play 54 Jones, Paul's game about Sci-Fi Sewer Surfing Cleaner Clones. As ever it was very entertaining, and this version was the slickest I've played so far. Then we played another Zombology (with Alex who'd missed the first two games) and then a couple of side-by-side Border Reivers, using the bits from the four players limited edition to cobble together two two-player games. Paul had played the limited edition rules last month, so this time we all played some of the ideas I've had for a new version. As is to be expected for a first play, it was pretty unbalanced, so I've got a bunch of changes to make before I play it again.

Thursday lunchtime we got a couple of games of Zombology in (three and four player, so I've now played this version with 3, 4, 5 and 6) and yet again they were player wins, further convincing me that it needs tightening up again.

Finally on Saturday I made it to Newcastle Gamers for a few games. We played Trains (new to me), Carcassonne the City (on my list of games to play this year) and Love Letter. Trains was suggested by Olly as something a little like Codename: Vaccuum that I might want to play for research purposes. As it turns out it gave me some new ideas.

On top of all of this, I've been cracking on with my board game app on my phone and I really ought to put out another update to my BGG Last Plays app to fix a crash reported in the wild and a couple of minor things suggested by friends.

Busy, busy, busy!

Monday, September 8

Reavers! Incoming and Heading Straight for Us!

Bonus points if you get the title source. Most of this blog post isn't actually about that kind of reaver though, it's about Reivers. With an 'i'. Border Reivers to be precise. In 2002, after an incredibly long and unsatisfying game of Mighty Empires, I had an idea for a light civilisation/wargame that eventually became Border Reivers. Published in 2006, I made 100 copies by hand and sold them all over the world. It was the first game I designed and the first game I published, and while it obviously holds a special place in my heart, it was one of the weaker games I published, which partly explains why I never reprinted it. Over the years (as this post attests) I've toyed with the idea of doing a second edition, with some changes to fix the reported weaknesses, but nothing ever came of it. After the poor sales of Carpe Astra I lost confidence in my ability to design games and decided that I needed a checkpoint between designer and publication which I could provide for other designers but couldn't for my own designs, since I didn't have the required distance to objectively critique my own games. So Border Reivers II withered and died.

Until a month or so ago. As part of my goal to play all my games at least once this year, I played a game of Border Reivers against my boss at the end of one of my Games Nights. He crushed me like the proverbial grape, in part assisted by some lucky reinforcement dice rolls - which relates to one of the criticisms I had received about the game.

So that got me thinking about Border Reivers again and, now I'm not looking to self-publish and have the excellent Newcastle Playtest resource available to me, I've decided to brush BR2 off again and see if I can do anything with it. On Tuesday it was the aforementioned Newcastle Playtest so, as well as a new version of Zombology, I took Border Reivers along. There was lots of interest in playing it, but one of the changes I'm keen on is to switch it from 2-4 players to 2 player only, so Paul Scott and I had a game. We played the good old-fashioned rules, and then at the end I asked Paul for ideas on how to improve it, before a lengthy discussion about the criticisms I'd received from players/owners of the first edition.

Border Reivers is a light wargame with some civilisation aspects, set on the English-Scottish border during the late middle-ages. It was a time of continual skirmishing along with frequent livestock-rustling (or reiving as it was known). In the game, you start with a city and five armies and have to cultivate your territory, raise armies, build fortifications and settlements as well as going to war, ambushing and reiving your opponent. In the original rules there were two ways to win - either by annihilating your opponents (which only really happened in a 2-player game) or by being the first to accumulate 40 cash. Each turn you got to gamble on reinforcements, either armies or cards that gave you several interesting hidden tactics to assault your opponents. You spent an amount of cash between 0 & 9 and then rolled a D10, if your die roll was less than or equal to your spend, you got a reinforcement. Lots of people really didn't like this and, in fairness, lucky dice rolls early on could really swing the game. One of the ideas I've had is to keep this mechanism, but take away the chance of a free reinforcement and reduce the variability - i.e. roll a die with fewer sides. I'm also considering replacing the cash victory condition with a victory points one, where you get victory points for a variety of things throughout the game. I'll need to try some of these ideas out over the next few months and see which of them stick. Mal, I'm assuming you're up for a game?

Border Reivers prototype from back in the day

Back to the title, after the crazy success of my BoardGameGeek collection Windows Phone app (now up to 9 downloads, that's got to be almost everyone who owns one, right?) I've now published my Firefly: The Game app too. This one is designed to streamline the Full Burn movement action in the Firefly board game by reducing the number of 'move a piece, draw a card' cycles you have to go through. It's called Keep Flyin' and is available in the Windows Phone Store now.

Keep Flyin' my Firefly: The Game Windows Phone app

Finally, we played a couple of seven-player games of Zombology at Newcastle Playtest on Tuesday. The new version has another card type removed, more of the new style art and a few informational changes requested by testers. It went pretty well and on the train on Wednesday down to Sheffield for my quarterly MS check up I made some more cosmetic changes to the cards. This is feeling pretty finished now, so I ought to step up my efforts to contact some publishers.

Monday, September 1

I'm Published!

But not in the way the you might think. On Friday I submitted my first app to the Windows Phone Store. It was accepted within the hour and was available to download two or three hours after that. A twitter, BoardGameGeek and Google+ announcement later and it's got 5 downloads! 5! As far as I can tell that means that about 80% of the worldwide Windows Phone ownership have installed my app. How's about that for market penetration?

The app, BGG Last Plays, is available for WP8 and 8.1 from the store as we speak. It's a Windows Phone port of the excellent http://lastplays.herokuapp.com, with a couple of improvements that I wanted from the web original: it caches your BGG collection, so you don't need to wait for the download every time and it allows you to set a date, any games that you haven't played since that date are highlighted in the UI and on the live tile. More info is available here.

In addition to publishing that at lunchtime, I also finally got the next version of Zombology finished on the computer on Friday night, plus got it printed and cut out. I didn't get it done in time for a potential Playtest session on Thursday, but it is ready for Newcastle Playtest this coming Tuesday. It's been ages since I last made a prototype, it felt good to be crafting something again.

Talking of Newcastle Playtest, I'm thinking of taking Border Reivers along with me this week. I've had some ideas for things I could do for a second edition, so it would be good to try those out with the team and get some fresh ideas from them for further improvements.

I've also got four hours of train journeys on Wednesday for my quarterly hospital check up that I'm going to spend on the laptop writing blog posts and probably doing some Codename: Vacuum work. After a week of nothing gaming related the week before last, I'm back!

Monday, August 4

Timing Is Critical

As I mentioned last week, when I discussed an idea I'd had for Zombology with Dan (the other Newcastle Playtest organiser) he promptly countered with another idea which blew my idea out of the water. So, I'm going to steal his idea shamelessly. Here it is:

I've had a few problems with timing in Zombology. Each round the players simultaneously choose a card to play in secret and then simultaneously reveal them. The cards then get resolved in a rough sort of order: Upgrades, then Events and then Science cards. But within those groups it kind of all happened semi-simultaneously. Most of the time this was fine, but I'd come across a few problems with particular situations, and by far the longest part of the discussion about Zombology at the last Newcastle Playtest session was about one of these edge cases where the semi-simultaneity meant that the rules got really complicated and a little bit broken. I've also had a rather awkward conversation with one of the blind playtesters about how a particular card works if multiple people play it in the same round.

As a result of these types of problems the rules explanation is either not descriptive enough to cover edge cases, or so ridiculously wordy that it feels more like a legal agreement than a simple card game rule book.

Dan's solution? Number each card and then resolve them in number order. That's so simple that I can explain it in ten words. Ten. One of the games I've been considering as a guide while I design Zombology is 6 Nimmt! It's very quick, has simultaneous card selection and can get quite brutal as the cards are actioned and someone inevitably gets shafted. How does 6 Nimmt! solve the card resolution? You resolve them in number order. Genius! Why didn't I think of that? Seriously, why did I need Dan to point that out?

It solves all the individual problems I've been having and in a way that is simple to explain and understand and that cannot be debated during gameplay or lead to rules lawyering. Card 3 happens before card 5. Full stop. It allows me to be prescriptive about the order in which particular cards happen (if the Fatal Mistakes need to happen before Pay Rises to make sense, all I have to do is give them lower numbers) without bulking out the rules explaining that you must do A before B. In fact, it will take a lot of words out of the rules, making the explanation shorter and easier to understand.

Timing is critical to so many games - actions must happen in a particular order to make sense and to frame the game in a way that is fair to all players. I'd been focussing so hard on making the individual cards work alone and in conjunction with each other that I'd neglected to take into account the flow of the game. There had been warning signs in the form of awkward email explanations and long discussions about which cards relied on which others, but I'd brushed them aside. I really hope that when I finally get round to making a version with this improvement in it will be another leap in game quality - making things much smoother and simpler to explain.

It's Newcastle Playtest again this week, but due to the busy week last week and then guests over the weekend I've not had a chance to incorporate my new ideas into either Zombology or Vacuum :-( I'll just be going as a playtester this month instead.

In other news, my boss Ian and I played Border Reivers at the end of Games Night on Thursday. I'd not played for four or five years and it was Ian's first game ever. I was a bit rusty on the rules, but that was no excuse for the absolute beasting Ian delivered, crushing me at my own game in fairly short order. It highlighted a few of the flaws in the game that I was already aware of, and now I've got Border Reivers Second Edition in my head too. And also in Evernote. I need to finish something off and work on fewer games at once!

Monday, October 14

Games/Life Balance

I now have the replacement power lead for my laptop, so I've been able to finish making the requisite changes to Codename: Vacuum. I didn't finish them until this weekend with the printing and assembly booked for this evening, since at the beginning of the week The Daughter was ill and not sleeping well as a result. In a bid to survive the working week we went to bed pretty early to try to get some sleep, which left me with very little time in the evenings to make the changes, print them out and then cut out and assemble the prototype in time for Thursday. I'd planned a playtest session on Thursday lunchtime and I'd intended to have it available for Games Night, but in the end I just couldn't find the time to get it ready. It's now been three and a half weeks since my last game of Vacuum, which considering I've been playing at least once a week for a year now feels very weird indeed.


All this reminds me of a blog post I've been meaning to write for a while about my balance of real life and games and how it's changed over the years. So here it is :)


In the early days of Reiver Games, I had a full-time job as a Software Engineer which morphed into a project management role. I was hand-crafting the games I was selling (four hundred of them between Border Reivers and It's Alive! first edition) and that took time. I was giving up weekends to go to conventions to sell the games and a good chunk of most evenings either assembling games, checking and responding to emails, doing some half-arsed marketing or designing games of my own. In addition, in the run up to a big convention such as The UK Games Expo, The Cast are Dice or Beer and Pretzels, I'd have to build up some stock to take and, seeing as the handmade games took 1.5 to 3 hours each to create, that was a significant investment in time - so I'd end up using some of my work holiday allowance to spend a couple of days working 12 hour days flat out making games. Games were starting to take over a large chunk of my personal life.


Following my MS diagnosis, and the subsequent life insurance payout, one of the driving reasons behind trying to get Reiver Games off the ground properly and running it as a full-time concern was that I'd get my evenings, weekends and holidays back, seeing as I'd be able to do all that stuff during the working day while The Wife was at work herself.


So now I was spending all day during the working week working on gaming stuff. Of course, as anyone who's run their own business knows, it's not that easy to turn off when you're the boss. So I still ended up spending a bunch of time on RG stuff in my 'free time'. In addition, all my friends in York I'd made through gaming, and my social life was twice weekly games nights at Paul's house, once a week playtesting evening at mine and frequent trips to Beyond Monopoly on a Saturday. My trips abroad were for Essen. Life was now heavily dominated by gaming. When we moved down south it was a similar story, my friends were all made through gaming, so my social life and my job were both entirely games related.


With the demise of Reiver Games I swung back the other way. With the exception of a weekly games night with my friends down south, I did very little to do with games. My work was once again software development, I spent little time gaming and no time designing games or playtesting.


Since moving back to Newcastle things have slowly started to swing back the other way again. I've started up my own Games Night once a week and bought a few more games so that I have a decent selection for people to play. I've been designing Codename: Vacuum, spending a few evenings a month doing graphic design on the computer and then cutting out and assembling the prototypes. I've been playing Vacuum once a week on a lunchbreak at work. In addition, in the last few months I've started up the Newcastle Playtest sessions and started attending Newcastle Gamers a bit more often too. Games are once again becoming a large part of my life. But I'm still a more rounded character than I was in the Reiver Games days. My work is software development again, and I spend some of my free time brewing beer and learning to play the guitar. Plus I'm a father now, so I spend a lot of my time entertaining and looking after The Daughter.


I often wonder what I would do with Vacuum if I ever get it to a point where I'm happy with it. If it ever reaches that point I'll have to decide - I toy with the idea of hobby publishing again like the early days of Reiver Games, or KickStarter, or approaching the other publishers I know through my days at Reiver Games. But what I come back to is that my family is a far more important use of my time.


In the meantime, I'm going to concentrate on getting the new Vacuum printed and cut out this evening, ready for tomorrow's Newcastle Playtest session at The Bridge Hotel, and then working on getting Vacuum to the point where it's 'ready'. That's plenty to keep me busy for the moment.

Monday, April 22

I Need To Buy This Game!

Aside: I'm on holiday at the moment. I've posted this automatically and I'll respond to comments on my return.


Back to the matter at hand. 'I need to buy this game!' is how the exposition for a game should make you feel. The exposition of a game is what I'm calling the short description of the setting and mechanics that you use to summarise a game.


When I ran Reiver Games I used the exposition for many purposes:


  • A brief summary of the game at the beginning of the rulebook
  • A description of the game on the back of the box
  • The first paragraph on the game's webpage
  • The summary of the game on its BGG page
  • On posters at conventions
  • In adverts in trade magazines
  • Sellsheets to send to shops and distributors

If I decide to KickStart it, the exposition would be the first paragraph of the KickStarter page too.


Clearly, it's important. I've agonised over the exact wording of each of my games' expositions. They've been through several drafts trying to get them to a honed sharpness of hook. The exposition should leave you thinking:


That sounds fricken' awesome! I need that game. So badly that I'm willing to sell my family to fund its purchase.

Writing them is very hard. I'm not a copy-writer, or a master wordsmith. I'm just a software engineer and occasional board game designer. Moulding the English language to my will does not come naturally. I did an average job on the Reiver Games ones (scroll down a bit in the links below to read the Description sections):



They're functional, but not particularly exciting. They didn't work very well either. The number of you who sold your families to buy the games was considerably less than the number of games I bought from the manufacturers.


For Codename: Vacuum, I've got an early draft that tries to cover the steampunk to sci-fi transition and the deck-building nature of the game. But it's not very exciting yet:


It’s 1897 and the discovery of the anti-gravity metal Cavorite has the world powers are poised on the edge of a Space Race to claim the Solar System. Lead your nation to victory by building a deck of strategy cards that will shape your empire for 300 years. What will be the defining features of humanity at the dawn of the 23rd century? Conquest? Exploration? Reproduction? Greed? Technology? Choose a strategy. Advance your technologies. Race to ensure your choice is scored.

Upon reading that, I'm decidely meh. My family are safe. Needs some work methinks!

Wednesday, July 22

Designing Again

For the first time in ages I actually did some work on one of my own board game designs yesterday.

Yesterday was a weird day. I was up at 6am, and then on the road before seven for a hospital visit in Cambridge (about 60 miles away). It was a morning of strange neurological tests while they determine if I'm a suitable candidate for a new treatment. I then rushed back home as my friend Mal was stopping in on his way back home from the Latitude music festival down here in the South. I got a text from him upon my arrival home to say he was still about an hour away, so I rushed into town to pay in a cheque from a late paying distributor. It turns out my walking isn't so good at the moment, the 2 mile brisk walk left me very tired and I was really struggling by the time I got home. But I did make it back in plenty of time for Mal's arrival.

We spent the afternoon playtesting a few games including a couple of changes to Border Reivers - my first games design.

For those of you who don't know it, Border Reivers is a light civilisation/wargame themed around the border squabbles between the clans of Northern England and Southern Scotland in the 13th to 16th centuries. Each turn, you can plays cards, recruit more cards and armies (through gambling some of your funds on a die roll) perform an action with each of your armies and then claim income from your settlements. Armies can build fortifications, settle down to create new settlements, mine gold from a mine location or move.

Two of the biggest problems I find with the first edition are the recruitment die rolls and uneventful turns.

At the beginning of your turn, you get to roll a ten-sided die twice per city, once to recruit a new army and once to recruit a card. If the die result is less than the amount of money you gambled on that die roll (e.g. a result of 0 will always get you a reinforcement even if you spend 0, a spend of 9 will guarantee you a reinforcement and a spend of 4 will get you a 50% chance - 0, 1, 2, 3, 4), you get the army or the card of your choice from a deck of cards. You lose the money whether successful or not. Since you can have up to three cities, you could be doing up to six of these rolls at the beginning of each turn. But it gets worse! A couple of the cards give you an extra roll for armies and an extra roll for cards, so if you had all three cities and all six cards, you'd be getting a staggering 12 reinforcement rolls a turn. I can't ever see that happening, but certainly three cities was not uncommon in the games I played. Most of those rolls you wouldn't spend money on, so it would be a lot of die rolling, hoping for 0s.

The other big problem was uneventful turns. In the game you had very few armies (by design), so there were often turns when you didn't want to move them unless you got another army or a particular card. So you'd make your reinforcement rolls - fail, not do anything and then claim your income and that was your turn done. Not much fun :-(

I like the rest of the design of the game, but I think in hindsight (and based on the feedback I've received) these are the two biggest problems in the game.

I'd had a bunch of ideas that might help fix these problems, but I've not tried them out as yet, so when Mal came round for the afternoon we wanted to give it a try. Mal and I have played a lot of Border Reivers over the years, at first I always used to win, but recently Mal's started beating me :-(

Time to change the rules ;-)

In his scientific way, Mal had wisely suggested we try one of the changes at a time, rather than making sweeping changes to everything. So first of all we tried a fairly simple change:

Cities give you one roll for army reinforcements and a free card every turn.

What I had hoped was that this would reduce the number of turns in which you had nothing to do, as you would always be able to get a card each turn. Since cards allow you to attack your opponents indirectly (stealing their income, ambushing their armies in the field or causing their settlements to rise up against them) or aid with direct attacks (reducing the effectiveness of their fortifications) I had hoped the game would be more aggressive as a result.

Initially, things seemed to be going well, we used the cards a lot and did start attacking other other fairly early. The game see-sawed a bit, like it often does and there were lots of nail-biting fights.

However, after a promising early start the game didn't go anywhere. Fights in Border Reivers are brutal, the most likely conclusion is that everyone dies :-) As a result by the time you had broken through your opponent's outer defences you almost certainly didn't have enough troops remaining to attack his city. This was additionally hampered by the fact that he was getting a card (or more) each turn, and hence would almost certainly have a militia card ready to defend his city from attack. The game continued like a couple of punch-drunk boxers unable to land a blow on each other for way too long (maybe an hour and a half - usually our games lasted twenty to forty minutes). Eventually, we gave up, convinced it was never going to end :-(

Mal mentioned that this just went to show how well balanced the original version was.

I think the next thing to try is replacing the die rolls with a fixed cost for armies and cards - this will definitely fix problem A and might help to fix problem B if the cost is low enough, but clearly there is a point where the cost is too low!

Monday, June 29

Back to My Roots

Recently, I've been having some more thoughts about a second edition of Border Reivers. Border Reivers was my first attempt at game design, and the 100-copy limited edition, entirely made by hand was the first step on the road to where I am today.

I started designing Border Reivers after a 36-hour marathon game of Mighty Empires in which the guy who was clearly in the lead suddenly got knobbled after 36-hours and went from comfortable first place to languishing at the rear. Had he made a huge tactical error that brought such a reverse in his fortunes? Nope, some random dragon event just hurt him. Surely I could make a similar game that plays quicker and doesn't have such huge swings in power.

My brief was to design a similar, civilisation-level, light wargame, with some development where random game happenings can't screw you completely. I wanted the game to play in 30-90 minutes too, not many people have 36 hours available for a single game.

How Did I Do?

I'm still proud of my achievement with Border Reivers. With no experience as a game designer or publisher I managed to design a working game, get it printed, assemble 100 copies and sell them all within eleven months all over the world. Is it the best game ever? Clearly not. But it's one that I still enjoy when I play and people still ask me to re-print and one that Mal wants to play almost every time we meet up.


Strengths

There are several things about Border Reivers that I really like. I like the double-sided triangular land tiles that get flipped and upgraded as the landscape changes. I did get the alignment wrong on the coastal ones though, so flipping them was counter intuitive. I liked the aesthetics of triangular tiles and the way that it made movement not quite as expected - I envisaged this was due to the highland terrain making travelling in a straight line difficult.

I also liked the brutal combat. The most likely outcome of a straight fight was everyone dies! However, there were substantial bonuses if you could get weight of numbers on your side. As a result, this led to either building large armies to crush your opponents, or risking everyone on a do-or-die attack. Of course, the cards spiced things up a bit too.

Which brings me on to the cards. The cards in Border Reivers come in two varieties: buildings and strategies. The building cards were played face up, and gave a development advantage to one of your cities - either more income or better chance of getting cards/armies in each future turn. The buildings were ok, but the hidden strategy cards were more fun. There were only a few types, so when you got one, your opponents had a pretty good idea what they were in for. There was a defence for each of them, but the defences were pretty expensive, so you couldn't afford to keep defences for all possible cards in place. I really liked the hidden cards, especially: Insurrection, Reiving Party and Ambush.

Weaknesses

At the beginning of each turn you rolled a ten-sided die for reinforcements. You rolled twice for each city: once for army reinforcements and once for cards. Since you could build up to three cities, you could theoretically roll the die six times at the beginning of your turn. In addition, to make things even worse, the reinforcement buildings cards (you could build one of each in each city) gave you an extra die roll. Up to twelve in all! While I liked that these gave you the opportunity to gamble victory points (cash) for possible gain, you could spend 8 cash (a fifth of that needed to win) and still get nothing (it gave you a 90% chance of getting something, but a bad die roll and you're stuffed). I've played many games where you just need one more army to give you enough to attack. Roll for reinforcements... fail. Do nothing this turn except get more money and try again next turn. This is no fun.

Border Reivers had two paths to victory, you could either kill all your opponents (player elimination) or save up enough cash. In two-player games it was about 50/50 over which path ended the game. In three- or four-player games it was almost always the cash route. Since the cash route could be achieved by building strong defences and then sitting back and raking in the cash the game was subject to turtling, where each player hid in their own little corner of the board and sat back trying to race to gain the most cash. This led to little player interaction. Mainly a problem with the three- and four-player games, but still doesn't make for a very fun game. I introduced the mine fairly late in development to try to encourage people out of their holes, but this was only a limited success.

While the mountain range pieces in my first FIMO prototype (see picture above) were really cool, the rubbish card ones in the limited edition were definitely not.

Ideas?

On and off I've been toying with a few ideas of things I could have done differently in Border Reivers:

  • Each player is a particular Border Reiver clan, with different starting resources or player powers.
  • Reinforcements are either free or fixed cost, limited only by the number of cities you control.
  • Replace the victory conditions with a victory point track that could reward development, riches and aggressive play.
  • Replace building cards with tokens or counters that show which city the building is in.

My aim would be to reduce the number of turns when you've got nothing to do (either because your reinforcement rolls didn't provide the required reinforcements or you don't have enough resources to mount an attack) and reduce the huge number of die rolls at the beginning of each turn while still capturing the feel of the first game.

Have you played the limited edition of Border Reivers? Would you like to get you hands on a copy? What do you think could be improved/changed? Answers on a postcard below please.

Saturday, November 29

Au Revoir Garforth

My friend Hugo has been running a weekly games club in Garforth, near Leeds for several months now. It started as having a few friends round, then migrated to a new venue and has been growing each month recently. It's a great venue, free (Hugo pays for everything but accepts donations towards the costs) and there's free tea, coffee, biscuits and wine gums. In other words everything you need from a games club. Today was the last meeting of this year, and hence probably my last attendance ever as we move at the beginning of next year. I usually get the train (cost £10) but Mike offered me a lift today, as seeing as The Wife was at work this afternoon and out for dinner with friends this evening I stayed later than I usually do - to the bitter end.

First up, Mike, Jon, Alan and I christened Mike's copy of Battlestar Galactica, I brought mine along too, but after Mike had played mine at Beyond Monopoly! a couple of weeks ago, he'd bought one :-) This game was a wash-out, we had a terrible draw, with lots of cylon attacks and very little progress on the jump track. There were several cylon attacks when we couldn't add any basestars, raiders and even heavy raiders to the board as they were all already on it. We were boarded four times. When the game ended after about two hours we'd travelled a grand total of one! Next up Alan suggested playing one of my games, so we cracked open Carpe Astra. It was a tight game, with lots of storytelling (and disbelief at the stories told on the slander cards), which Mike eventually won. He liked the game enough to buy a copy too - thanks Mike! Next up was a quick game of Dominion, I came third, but I had a much better game of it this time. I think I'm starting to get a grip on it. When the others suggested a big game of Who's the Ass?, which I loathe, Hugo stepped in and offered me a game of Border Reivers. I'd not played in a while (I had to look up a couple of rules!). All in all a great afternoon, I'll miss the club and the friends I've made there.

When I got home (fairly late) and checked my email I had another stocking order from a Spanish distributor which I wasn't expecting. Woot! Great Day.