Showing posts with label hand-crafting. Show all posts
Showing posts with label hand-crafting. Show all posts

Monday, September 15

Grafting

Paul makes all the FlickFleet games himself.

On a laser-cutter in his garage.

But that’s not all of it.

He sorts and packs the dashboards.


He counts and bags all the wooden bits.

Then the right ships in with them.

Then boxes everything.

Then parcels, addresses and ships all the orders.

It’s an enormous amount of work.

Especially when we have a crowdfunding campaign to fulfil.

Hundreds of orders.

All more or less at once.

My wife had friends round for her and the girls this weekend.

So I went to York.

And lent a hand.

For 24 hours only.

But we bagged hundreds of ships.

100 copies of FlickFleet.

And most of 100 copies of the new expansion.


And we managed to get a couple of games of Battle of Hoth in too :)

In other news, the Exodus campaign finishes tomorrow!

Monday, January 28

Productive Week!

This week was all about getting started in earnest on the FlickFleet fulfilment. Unlike most Kickstarted games, FlickFleet is hand-crafted so rather than sending the artwork off to printers in China and then waiting months for stock to appear we’ve ordered all the bits for delivery to our houses and we’re going to be busy hand-crafting them for the next several months. The downside of this approach is that we have less time available for designing and playtesting new games and less free time in general, the upside is that we can start shipping games way earlier and do a much smaller print run which has less risk.

This is a lot of greyboard

This week I’ve collected the greyboard from the printers and made 30 blank boxes. The printer found things took longer than they expected so I don’t have the artwork yet (I’m getting most of it on Tuesday), but I’ve already made 30/52 of the boxes I need by the end of March.

A stack of 10 boxes - 90 minutes' work!

The wooden pieces also arrived (to my house, not Paul’s :-( ) and Paul got the laser cutter installed, set up and received training on its use (he took 15 pages of notes!). He’s already got it working and has worked out the best settings for the standard copies and is now trying to find optimal settings for the deluxe ship etching.

Laser cutter works!

Once we’ve done a test of the etching on the final sheets we can order those (145 each of red and grey - 150kg / 1.3m3!). But I want to make sure everything works fine before we spend £2,000 on acrylic!

This week I’ll start wrapping those 30 boxes with their labels. Paul and I are meeting up for a weekend away in about four weeks, so when we do we’re going to swap boxes and bits so we can both start posting games on our return.

At this point everything is still on track! Yay!

Monday, January 21

Incoming!

Over the last couple of weeks I’ve spent my lunch breaks at work finalising things, double checking them and placing orders. Until now the only things to arrive have been the dice and some test acrylic for commissioning the laser cutter.

Enough acrylic for 5 games
(but actually for testing laser cutter)

This week things move up a gear as the greyboard for the boxes arrives (collecting tonight), the artwork arrives (I’ll be collecting it on Thursday I hope),  the laser cutter arrives (installation, commissioning and training Paul on Friday) and hopefully the baggies and all the wooden bits will arrive too.

Construction can begin!

Paul’s family and mine have a long weekend away booked at the end of February, so we’re intending to swap finished boxes (packed with rules and ship dashboards) and baggied bits and ships, that way we can both start shipping games on our respective returns home. 

We have 50 packages to ship by the end of March, and the first one won’t leave until the end of February, so it’ll be tight, but hopefully we’ll get it done.

The fact that the two halves of the games are being manufactured 100 miles apart complicates things a bit, but we don’t think it’ll cause us a problem for the Kickstarter fulfilment- we’ll just need to keep meeting up for weekends :-)

Now, time to start crafting some boxes!

Monday, June 4

Back in the UKGE

Yesterday I attended the UK Games Expo for the first time since 2009. I attended the first three UK Games Expos in 2007, '08 and '09 as an exhibitor with Reiver Games selling Border Reivers, It's Alive! (first and second editions) and finally Carpe Astra and Sumeria. I also exhibited at Spiel in Essen in 2008 & '09. Until yesterday I'd not been back to a large games convention, just attending Beer and Pretzels a few times with my friend Terry.

In the year I last attended there were 1,800 unique attendees and 2,500 total attendees (where one person came on several days). This year those figures were approximately 21,700 and 39,000 - a growth of 12-15 times over the last nine years and 30% up on last year (again!). It's now huge and feels very different to how it did back in the day.

One of the reasons I've not attended for the last eight years is that I am not a target punter for this at all. I don't buy a lot of games - my collection hovers around 100 games, and each year I give a few away and buy a few more - usually things I've played several times and really enjoy. I am not a Cultist of the New, most of my games collection is 5+ years old and has been played tens (or even hundreds!) of times. So a big trade show where you can buy the latest games is not pitched at me at all.

I ended up just going for the day on Sunday, adding another 400 miles of driving (Newcastle to York on Saturday night to stay the night with my FlickFleet co-designer and long-time playtester and friend Paul) and then York to Birmingham and Birmingham back to York with Paul a brief snack and toilet stop at Paul's and then back to Newcastle. This was on top of a week that I'd driven 750 miles with the whole family (including notably a five year old and a one year old). It was a lot of driving. But totally worth it!

I've mentioned already that I don't buy many games, but I did buy three:

My UK Games Expo 2018 HaulMy UK Games Expo 2018 Haul

I've been looking for Santorini for a while (I think it was out of print at Christmas), so when I saw it on the Games Lore stand I snapped it up (after a brief chat with Paul, the boss who I know of old) despite the fact I've never played it. I also bought the Crime and Punishment expansion for Firefly (more stories and misbehaving cards!) and Fuji Flush (which Paul brought up last time he visited and we played a lot). Total spend just under £50.

The main thing I got from the Expo was a chance to catch up with old friends: Games Lore, Surprised Stare Games, Ragnar Brothers, Steve and Nabil from Travelling Man (who picked up another 12 copies of Zombology on Sale or Return for the other three stores - the Newcastle store has already sold four copies). Plus Brett Gilbert (designer of Elysium, Professor Evil and the Citadel of Time, and a bunch of other cool games). I also ran into the aforementioned Terry and our mutual friend Graham, who I'd not seen for quite a while (I missed Beer and Pretzels this and last year).

I also got to meet numerous internet friends for the first time: Matt Dunstan and Rob Harper from Playtest UK, Robin Bates from Coaching for Geeks, Heinze & Rachel from Semi-Coop and Chisel. It's nice to meet people for real!

The morning was spent wandering round chatting to people carting round a very heavy bag containing everything I needed for my seminar and some stock in case anyone wanted some afterwards. I was very happy to put it down before my seminar, and as soon as it was over I ran it back to the car, just taking a few copies of Zombology just in case (as it turns out it was too few, I had to go back to the car to get more for Travelling Man!).

In the middle of the day I had my Made by Hand seminar where I had intended to live craft a copy of Zombology. It takes me 42 minutes when I'm focussing on it, which I thought was doable in an hour, but then I found out I only had 50 minutes. So instead I offered the audience (only eight people, including Terry and Paul) the choice of that or more talk and definitely not finishing it. They chose the latter. As it turns out that was very wise. I wittered on and ended up with the box half-finished with only ten minutes left! I quickly did a bit about the cards and then wrapped up with a rather lacklustre 'anyone want a copy' sales pitch. I sold one, and then got a twitter DM from someone apologising for missing it and asking to meet up to buy a copy, so two in total (plus the 12 to Travelling Man on Sale or Return, so I came home with 6 of the 12 I took). Sales were disappointing, but pretty good considering the small audience (lots of whom already owned it!). The seminar was well-received and several people were taking lots of notes, so I must have done something right! The biggest wrong was joking about 'are there any first-aiders in the audience?' and then cutting myself with my knife. Things to remember for next time: black jeans hide the bloodstains!

There were a few things that surprised me. Most notably the number of stands that were just demoing a game that was on (or coming soon to) Kickstarter. I hadn't considered attending without a decent pile of stock to sell - to just write off the several hundred pounds cost of attending (booth, travel, hotel, food, etc.) as a marketing expense when you could be selling games to cover the costs didn't even occur to me. There were also lots of stands that were selling non-games (gaming tables, dice, dice bags, soap, dice towers and box inserts, etc.). Finally, probably the weirdest thing of all was that in the seven hours I was there I didn't play any games. The reason why I prefer Beer and Pretzels as a punter is that there I spend the whole time gaming with chums (mostly Terry) and very little time wandering around/schmoozing.

As a punter, one day was definitely enough for me. Hopefully next year (assuming our Kickstarter is successful and I've fulfilled it ahead of the Expo) I'll be back for all three days as an exhibitor again!

Monday, May 14

How To: Craft a Tray and Lid Box

Last week on Google+ long time reader Derek asked for more details on how to make game boxes. So here's a detailed tutorial on how I made the boxes for Border Reivers, It's Alive 1st Edition and the two hand-crafted versions of Zombology I've done. It's quite long, but there's lots of pictures to break it up!

If you found this interesting and are planning on attending the UK Games Expo at the beginnging of June in Birmingham you can see me hand-craft a copy of Zombology from scratch in front of a live audience! My Made by Hand seminar is 1-2pm on Sunday 3rd June in the Piazza Small.

For this tutorial you'll need a good ruler with a steel cutting edge (ideally that lies flat with the cutting surface) and a clear scale for measuring, a self-healing cutting mat and a sharp knife (I use an Xacto-style knife with snap off blades).

So, let's get started. The first thing you'll need to do is choose a box size. For this I strongly recommend choosing a game you own and making your box that size. There's three good reasons for this:

  • You can empty that game's box and check the bits fit in ok


  • Games look cool on the shelf if they are all the same size - it's easier to store them and stores to stock them


  • If you want your game to go into manufacturing, using a standard box size saves you the cost of tooling new dies for the box blanks and labels, shipping crates, etc.



  • My personal philosophy is that the game box should be the smallest one that the components can comfortably fit in, but if you're hoping to go into retail your box needs to reflect your MSRP. Being the only £25 game on the small games shelf really hurt sales of Sumeria. Once you know your manufacturing cost, times that by five and go into a game store - how big are the boxes for games that cost that much?

    Once you've picked a box size, measure the width (W), height (H) and depth (D - the distance between the lid opening and the top of the lid) of the box lid. The dimensions of your box blank (BW and BH) are W+2*D by H+2*D. You need two rectangles of greyboard (chipboard I think in the US and Canada) that size. I usually use 750micron (0.75 millimetres thick) greyboard for a small box or light game and 1250micron (1.25 millimetres thick) for heavy or larger games.


    On that greyboard measure out two rectangles that are BW by BH. Then draw lines that are D in from every edge on one of them (this is your box lid). For the tray the lines need to be further in, for a 750micron thick box you can draw them D + 1mm in, for 1.25micron greyboard you'll need D + 2mm. Making the box blanks the same total size means that the tray is smaller, but taller than the lid - this means you have a small amount of tray showing when the lid is on, so it's easier to open the box.


    The next step is to cut the small squares out from each corner of the tray and lid blanks, and to score (gently scratch with a knife - not all the way through) the remaining bits of the lines you drew.


    Now turn the blanks over so the drawn and scored lines are underneath and fold the sides of the tray and lid up along the scored lines.


    The final step of making the blanks is to tape the box corners. I use Scotch Magic Tape for this as it has a nice matt surface that the label sticks to nicely.


    For a prototype I'll often stop there:


    But for a hand-crafted game you want this to look like a real game that's been professionally manufactured. So you need labels. In the old days I used to get these printed onto paper (and then professionally laminated for durability) and then glue them on by coating them in watered down PVA glue. This is an awful idea - don't do that! For a smaller game where high fidelity isn't critical you can print onto label paper (I think you can get it in up to A4/Letter size), but I've started using Vinyl labels (also professionally laminated) for Zombology which are awesome (if expensive). Your box art will need to be W+2*D+30mm by H+2*H+30mm so that there's 15mm of label on each side to wrap over the box into the inside. Do the box label art (and getting it all the right way up!) is enough content for another post, needless to say you'll have to get this right!


    My next step is to cut out the labels. You want the long edges to go from the corners of the box top/bottom straight out to the edge of the label (you can make them 2 or 3mm narrower at the label edge if you want - this makes the wrap slightly smoother on the inside, but it slows down cutting a bit as you can't do both cuts at the same time without moving the ruler). The shorter edges need to go from the corners of the box tray/lid 45° to the depth of the box, before going straight out to the label edge - see below:


    Once you've cut out the labels, take the box lid label and the box lid blank (be careful at this point - the box blank lid and tray look almost identical!). Remove the label backing and place it face down. Place the box blank on top, being very careful to line up all four corners of the box blank with the corners cut into the label. Press down firmly across the whole blank surface to get a good adhesion to the label.


    The next step is to do the shorter sides. Roll the blank onto one short side, pressing firmly along the blank to make sure it adheres well to the label. Now cut from just inside the corner of the box to the label edge (so the cut goes slightly towards the middle of label edge), and then again towards the corner of the label where the 45° cut turns towards the label edge. You want to err towards the 45° cut at this point, you don't want any label ending above the blank edge when you wrap the label over the corners.


    Now starting in the middle and working out towards the corners, pinch the label over the edge of the blank. Make sure the label sticks really well both on the inside and the outside of the box edge.


    You can now wrap the two diagonally cut pieces round the corners of the box - this strengthens the box corners and also ensures that none of the greyboard will be visible on the corners. Repeat the last four steps on the other short side.


    Next up are the long edges. Roll the box blank onto one of the long edges and press down firmly along the edge to ensure the label sticks well across the whole edge.


    Starting in the middle again and working out towards the corners, pinch the label over the edge of the blank. Make sure the label sticks really well both on the inside and the outside of the box edge. If you cut the long edge straight out to the label edge you might need to pay attention to pressing the label into the corners on the inside, which is less of a problem if you cut the label slightly in towards the middle. Repeat this process on the other long edge.


    Repeat this process on the box tray and Hey Presto! you have a professional looking tray and lid box!


    I hope this was helpful - let me know in the comments if you'd like any more details or another How To post on something else (e.g. box art layout).

    Monday, March 19

    Sizing a Hand-Crafted Print Run

    FlickFleet is coming along nicely so one of the many things I'm working on at the moment is pricing and sizing the print run.

    As with Zombology, I'm intending to do a small, limited edition run first where I make the boxes by hand and cut out the ship dashboards by hand (though I'll be buying in the wooden pieces and laser cutting the acrylic ships).

    So how big a print run should I do? In a perfect world I'd like to do a print run that I can comfortably hand-craft and sell through within a year. The smaller the print run, the more confident I am of both those things. At the same time, the bigger the print run, the better the economies of scale, so the cheaper each copy is to make and the cheaper I can price them (which will hopefully make them easier to sell). Although, of course the initial outlay is higher.

    FlickFleet up close

    The other thing to consider is the number of pre-orders. For a professional run or a Kickstarter, the more of these the better. For a small hand-made run it's not that simple. Since it takes me time (at this point I'm estimating 1-1.5 hours) to make each copy, and I'm doing this in my evenings after the kids go to bed, I actually don't want too many - it'll just put me under a lot of pressure to get them done and delay building up stock and promoting the game. For Zombology I had 20 pre-orders (on top of the 30 copy run I'd already sold out of to friends and family), which was 10% of the print run and about 15 hours of crafting to make. The Baby was only 3 months old at that point, so our sleep was dreadful (it's still pretty bad!), so that was a lot of evenings and took about a month to complete. Ideally I'd have about 20-25% of the print run spoken for up front, which will still mean a chunk of evenings and probably a calendar month of construction.

    The biggest factor for FlickFleet's cost though is the laser cutting, for which there isn't much in the way of economies of scale (you're paying for cutting time which scales linearly with number of copies). One of the options I'm exploring is buying a laser cutter. They are very expensive, but it would save me a lot of cost per game and I would be able to amortize it over the games (and potentially other projects).

    At the moment it looks like I could do it for £30 if I do the laser cutting myself and £40 if I outsource the laser cutting. That £10 is a big deal, £40 is a lot to ask for for a hand-made game.

    I'm toying with either a 200 (Zombology-sized) or 300 (It's Alive! First Edition-sized) print run. Numbers of pre-orders is probably what I'll
    use to make the decision on run size, and they are coming in surprisingly quickly at the moment, considering the fact I've not announced it or even worked out the price!

    Hopefully I'll be ready to decide and make an announcement shortly - keep your eyes peeled!

    Monday, February 26

    Secret Sauce

    The title sounds much raunchier than this blog post actually is!

    I was asked on Friday evening on twitter if I could share some of my ‘Hand-crafting secret sauce’ by a fellow game designer and Zombology customer. His question was specifically around three things: tools, costs and time.

    The tools question is pretty easy to answer as I did a post on this years ago, but I’m still using the same tools. The corner rounding tool has halved in price since I bought it in 2006, so it’s not quite so expensive any more.

    In terms of costs, Zombology is pretty straightforward. Shipping is the cost of the padded envelope (I bought them in bulk so they were only 30p each) plus Royal Mail 1st class postage to the UK (£3.40) or standard parcel elsewhere (£4.10 to Europe, £5.65 to Australia and New Zealand or £5.15 to everywhere else). For those copies I sell via my website PayPal fees vary between 67p and just over a pound.

    The cost of manufacture for Zombology comes down to printing alone. I bought box card (750 micron thick greyboard), box labels, rules sheet and card sheets from a local digital printer. Printing is one of those things where there are real economies of scale. The first copy is really expensive, but the more you do the cheaper it gets. I wanted to sell Zombology (which is 108 cards and a rules sheet in a two deck card box like No Thanks! or 6 Nimmt! comes in) for £10, which is more or less the retail price of a game that size in the UK. I also wanted to do it at a profit so that I had some money to pay for advertising, a website, trips to conventions, making prototypes of new games and to grow the company so I can make bigger print runs or more complex games in future.

    When I was pricing it up the cost for 100 copies was £585, so £5.85 per game. If I sold all 100 copies at full price (I’ve already given away four for reviews, my copy, etc. so that's not going to happen!) then I could make at most £415 minus PayPal fees. Which doesn’t leave a lot for all the other things I’ve mentioned above.

    150 copies was £630 (£4.20 per copy) with an absolute maximum profit of £870, and 200 was £790 (£3.95 per copy minus PayPal fees) with a maximum profit of £1,210. Could I sell 200 copies? That’s the £790 question. Sales are on track at the moment, but without any marketing budget or any real marketing skills it’s hard work, especially with the constant stream of amazing looking Kickstarters with their stretch goals and hundreds of minis. We will have to wait and see.

    I could have made the game much cheaper than that, but I made a couple of decisions which push up the costs and the quality. It's squeezing my margins and forcing me to do larger runs, but it's a decision I still stand by. I craft games to a very high standard. I do it in my spare time around a young family, after the girls go to bed. And seeing as I’m usually up around 5am, I don’t go to bed late myself, so time is very limited.

    Decision one was to use vinyl stickers for the box labels. When I did Border Reivers and It’s Alive! I printed the box labels on paper and then hand glued them onto the box blanks using watered down PVA glue. It took ages and was really awkward. With less time available I’m all about saving time and effort where possible. The vinyl stickers are very expensive, but they are very quick and easy to stick on.

    Decision two was to keep laminating the cards and box labels. The printer applies a very thin coat of plastic over the artwork and then melts it into the paper. It makes the cards and box more hardwearing, slightly water resistant and it feels really nice in your hands. Again it’s totally worth it. I want people to be amazed that I’ve made the games by hand, not think they look and feel shoddy.
    A Zombology before I start crafting

    The final question was about time. I make the games in batches of six (the number of boxes I get out of a single sheet of SRA2 greyboard. Each batch takes about four hours (it was 4.5, but I’ve honed it over the twelve batches I’ve made so far), so it’s about 40 mins per game. The boxes take about 15 minutes each including cutting out, folding, taping, cutting out the labels and then labelling. Folding the rules is about 2 minutes and then cutting out all 108 cards takes 20 mins. Rounding all the corners using the aforementioned tool takes the final three minutes!

    I submitted a seminar idea for the UK Games Expo this year where I hand-craft a game in front of a live audience, explaining how and why I’m doing what I’m doing, along with sharing some tips and tricks on what I’ve found works and what doesn’t. I should find out today whether or not I’ve been accepted...

    Monday, January 22

    The Sentiment Behind Craft Wednesday

    If you follow me on twitter you've probably spotted my #CraftWednesday activity on, unsurprisingly, Wednesdays. I started it towards the end of last year and I'm pleased to say that it's been reasonably successful with a decent number of people getting involved, quite a few of them from week to week.


    What is #CraftWednesday I hear you ask? Every Wednesday I post a series of tweets about cool board game-related crafting activities that I've seen during the previous week and then check in with the people who have previously got involved to see how they are getting on.

    I've chosen crafting as the topic as it's something close to my heart. One of the reasons I started a second board game publishing company is because I missed the hand-crafting days of the beginning of Reiver Games - I love doing the graphic design, and hand-crafting the physical games. I also enjoy doing the art, though not as much (and I'm worse at that bit!). I am by nature a maker of things. Since as far back as I can remember I've preferred making things in my spare time to consuming them (it's been variously designing roleplaying missions and scenery, painting miniatures, writing bits of computer games, making mobile apps and for a long time designing, doing the graphic design and then hand-crafting board and card games, both prototypes and for sale). I love the creativity, keeping busy and focused and finally the pride you feel looking at what you've accomplished.

    I strongly believe that a board game (which have been my passion for at least thirteen or fourteen years, and if you include tabletop roleplaying and CCGs then it's nearer to 25) isn't a game if it's sat in a box on someone's shelf (whether yours or the customer's) - it's just a collection of pieces. Games are only really games when they are being played, so obviously I want the games I designed to get played. There's a couple of traditional routes to this: approach a professional publisher or Kickstart it yourself. Which are both fine, but approaching a publisher means that the design and graphic design is done by someone else and the crafting is done by a factory.

    Kickstarter lets you take control, but I don't think I've got the chops or the marketing skills to do a large run successfully through Kickstarter, I'm a little uncomfortable with the Kickstarter model, plus around my young family and busy job I don't want the hassle of trying to sell off the remaining stock to shops and distributors or organise and pay for the warehousing of it. I've done that before and I know how much work is involved.

    So, here I am happily hand-crafting small print runs, desperately hoping that I'm good enough at marketing (and the games are popular enough) for me to sell out of the 200 copies of Zombology that I have in flight.

    But #CraftWednesday is not about me, it's about the rest of the community of gaming-related crafters. It's about sharing the cool stuff that people are making, whether it's for sale, as a gift to a friend or a stranger or as a personal project to enhance the gaming experience in your own house. It's pretty broad, covering everything from hand-made dice trays, through laser-cut dice towers, scribbled prototypes, hand-sewn game pouches and bags and 3D printed game pieces or scenery. It's about celebrating the great stuff that people are making and sharing all that creativity more widely. It's about reaching out to those members of the community who share my love of making things and sharing their projects, achievements and successes with a wider audience.

    It's also about encouraging that effort. On a recent training course I heard that research has found that setting yourself a goal is great but by itself it is not enough. You are significantly more likely to achieve it if you: write it down, come up with a plan, commit to a supportive friend to doing it and provide regular updates to that friend. Doing each of those things increased the chance of success, doing them all was the most successful option. I've taken that research to heart and I've set up a Board of Advisers for Eurydice Games to help keep me accountable. I realised though that I could give that back. By spending a chunk of my time on a weekly basis checking in with people on their crafting projects I could help them be successful.

    That's time well spent!

    Monday, April 24

    Hand-Crafting Games

    So I mentioned in my last post that I'm thinking of making hand-made games again. It's been a long time since I properly made hand-made games, so I thought I'd post on how I go about hand-crafting a game.

    It starts by getting the cards professionally printed in a 5x5 grid on a sheet of A3 card. I get the printers to professionally laminate the sheets too, so each side is covered in an incredibly thin layer of plastic that gives the cards a nice smooth finish and protects the ink from damp fingers and wear. These sheets look like this (note the crosshairs at the corners of each card):

    The sheet ready to be cut

    Before I can move to the next stage I need some tools - I use a craft knife with snap off blades and steel ruler (I've just bought a new ruler - a Maped Linea shown in the picture below about which I am very excited!) to cut out the cards. Although it's more work than a guillotine, I find it give me more precision, and doesn't kink the edge of the cards so much. The new ruler has three benefits over my old steel rule: a clearer scale for measuring, a non-slip backing and it's longer too. Also pictured is the corner rounding tool I bought back in my Reiver Games days. It can round the corners of a pile of cards that's about a centimetre deep, so you can quickly get through an entire deck.

    Tools of the trade

    With trusty craft knife and steel ruler in hand I use the crosshairs in the corners of the cards to cut the A3 sheet into five strips of five cards:

    Into strips

    At this point I can still see half of the crosshairs, so I've still got guides to cut the strips into individual cards:

    Into cards

    The last task then is to use the corner-rounding tool to punch off the corners, leaving me with a fairly professional-looking finished product:

    Finished game

    And that's how I make a hand-crafted game. There's a little more to it (making the box and the box wrappers) but I can cover that in another post.