Showing posts with label jorvik. Show all posts
Showing posts with label jorvik. Show all posts

Monday, November 17

Carpe Astra On Its Way

Carpe Astra was assembled in Germany on Saturday, and will be shipping from the manufacturer's warehouse today. I hope to receive it on Friday, when I can, all being well, start sending out the pre-orders.

I'm off for a couple of days tomorrow, which looks very well timed now, as I'll be back just in time to receive the games. Of course it's been ages since I had some time completely off, and surprise, surprise, this time will be no different (don't tell The Wife!) - I'll take Codename: Jorvik with me and might do some playtesting if the opportunity arises. Talking of Jorvik, I tried the new version out on one of my playtesters at Beyond Monopoly! on Saturday. Feedback was generally good, though I've only played this version a few times, so it'll need a lot more testing and tweaking before I'm happy with it.

I've had a quiet couple of weeks post Essen, with most of my suppliers having plenty of stock at the moment, but Carpe Astra will make next week very busy again. Several suppliers are ordering It's Alive! (or re-ordering it) at the same time as Carpe Astra, so that will make it even busier. I foresee a few trips to the warehouse on the horizon...

Friday, November 14

Toaster!

At Paul's games night last night we played Battlestar Galactica for the third games night in a row. It's unusual for us to play the same game repeatedly, but I must admit I'm loving it. It evokes the fear, paranoia and distrust of the TV show perfectly. Last night, I got to check the President's (Lisa's) loyalty card right at the beginning of the game. I take a look. Dammit, she's a Cylon. I promptly tell everyone: 'She's a frakking toaster!', Lisa responds: 'No I'm not, he is!' Of course, no one knows who to trust, so we're both considered at risk for most of the game. Lisa is often helpful to the humans, to appear loyal. Then she throws me in the brig :-( At half-time, I get the sympathiser card, so I'm back in the brig. The game went right to the wire, with the Cylons (Greg & Lisa) winning again. We've yet to see a human victory.

Yesterday, I didn't get as much done as I'd hoped. I was busy in the morning, and then finishing off the prototype took all afternoon. Still, seeing as it doesn't require much thought, I had Battlestar season three on in the background, in preparation for season four which was delivered yesterday.

Today I'll be soloing Jorvik a few times, to see what I make of the new rules and chasing up a few distributors about Carpe Astra. I've heard from my big US distributor that sales of It's Alive! are going pretty well, and they're interested in Carpe Astra too.

All being well, Carpe Astra is being manufactured today. Hopefully it'll turn up around the middle of next week. I'm still waiting for a firm delivery date from the German freight company, I need to know so that I can warn the warehouse staff of the impending arrival.

Thursday, November 13

Back To My Roots

Yesterday afternoon I popped over to Staples, bought some card then came home and started making a new prototype for Jorvik. Using a pencil, steel ruler and craft knife to make a basic prototype felt like the old days when I was spending my spare time (or holiday from work) making prototypes and hand-made games. I was sat there listening to Rammstein and Killswitch Engage, making short work of the marking up, cutting out and then drawing the cards. I've spent most of my time recently chasing manufacturers or distributors, or doing my books, or something business-related, this however was pure games design. It felt right :-)

Jorvik is going through a few changes. Initially each card represented a single square. Dave (are you still reading this down South?) had the idea of each card representing four squares, and allowing (partial) overlapping of cards. I tried each card representing nine squares, but several playtesters found this a bit too bewildering, so I've gone back to four. I've also got rid of the specific flood cards and gone back to the generic ones I had at the beginning. I'll finish making the prototype today and then solo it a few times to see if it works. I've also changed the rules for placing the priests to making it a bit more Carcassonne- and Go-like, not sure how this will pan out - only one way to find out.

I really need to get some more products out, I need to get the company off the ground to the point where it can provide me with a regular income, more products is the way to go I think. Alternatively, you could all convince everyone you've ever met to buy ten copies each of It's Alive! and Carpe Astra. On second thoughts, let's go back to the more products idea.

Yet more Internet problems. There's a problem at our local exchange apparently. The internet is running ludicrously slowly. Like 90's dial-up. Back to my roots again!

Wednesday, November 12

Back to Playtesting

Before Essen I was running a weekly playtest night. A few friends from the local games club would come round and we'd work our way through my list of submissions. I'd bake cakes too :-) Just before Essen I was way too busy, then I was away at Essen and then I was knackered after Essen. I meant to resume them last week, but I left it a bit late notifying people, then our router went for a burton and we lost Internet connectivity, so I couldn't email people to tell them it was on.

Tonight I'm resuming them. We're going to play Codename: Pilgrim tonight, one of my submissions from the UK. Paul is a big fan, I need to play it a few times to make a decision.

I'm also trying to get some thoughts down on paper about my sci-fi idea, make a new Jorvik prototype and get confirmed orders for Carpe Astra. Busy, busy!

Monday, November 10

En Français!

I'll be spending this morning laying out a French translation for It's Alive! that I've received from a French customer. He's sent me the translation as a word document, so I'll get it into PDF form and put it on my website.

Carpe Astra is coming along nicely, I'm still taking a few pre-orders each day (now that the ad is up on Boardgame News along with a preview by Eric Martin. Interest seems fairly high, and the distributors are getting in line to stock it too, which is great. I need to contact a few shops in the UK, see if I can drum up some interest via that route.

Once those two tasks are out of the way my next order of business is to do some more work on Jorvik and possibly my sci-fi game, back to game design for the first time in ages :-)

Friday, November 7

Trapped!

My email was broken yesterday: I didn't receive any, not even spam. When you run a business from home, predominantly using email you feel strangely cut off, knowing that all the emails that you've been sent are sitting on a server somewhere, waiting to be delivered. It didn't help that I was sending out emails to distributors pimping Carpe Astra, and I was unable to respond to any replies they might have been sending. It seems to be working today though, I'm getting a steady trickle of emails that were sent yesterday.

I got my books finished yesterday as planned, that's two months in a row that I've finished them within a sensible length of time from the end of the month. I can only assume that I've been abducted by aliens and replaced by a robot double. It's not something I'd do, at one point I was probably eighteen months behind!

With Carpe Astra nearly here I need to seriously start thinking: 'What next?' I've lined up Sumeria/Codename: Ancient for next Essen, but in the meantime, I'd like to get one or two games out early next year. I've spent fairly heavily on It's Alive! and Carpe Astra though, so I'm not going to have much cash-on-hand until I've sold a decent proportion of both print runs. This necessitates cheaper games for early next year.

I want more games so that I can balance the risk better (I'm less dependent on all my games selling out quickly as I'll have multiple income channels), but I can't afford large games which require a large capital investment. I think card games are the way to go. As a result, I'm going to look closer at Codenames: Jorvik, Backyard and Native as well as a few submissions from Reiner Knizia! Yeah, his agent stopped by my booth at Essen and asked if I was interested in publishing other designer's games. 'Yes, if they're his!' was my answer!

I'm also going to revisit a sci-fi television show license I was working on two or three years ago. I've no idea whether there's any chance of getting the license, but I bought Battlestar Galactica: The Board Game at Essen, and now I've played it a couple of times it has inspired me :-)

Monday, September 22

Strangely Curtailed Week

This week is a short one, despite being one of two I've got to finish the rules and box art for Carpe Astra. Monday, Tuesday and Wednesday I'm at hospital in the mornings receiving a dose of steroids (I'll be ripped next time you see me - honest, you won't recognise me), and then Thursday or Friday we're heading down to Bristol again to see our folks.

Hopefully, I'll still be able to do some work while I'm down there, so I won't suffer too badly from lack of time.

Back to the current though, and yesterday and today I posted some pictures of the Carpe Astra art to the BoardGameGeek page. So far it's just examples of the card art. Getting the tiles art up there is a little more complicated. I'm going to post them too my website too after posting this, then I'm going to concentrate on the rules/box.

Saturday I got to the Psychocon games convention in Leeds for a bit. I got to play Carpe Astra with a couple of my previous playtesters (who both thought it was much better than the last time they had played it) and I got Jorvik out for a couple of games too. I also handed over a box of It's Alive! to the guy running the con who also runs Patriot Games, a couple of shops in Sheffield and Huddersfield - so It's Alive! is now available in that neck of the woods too. I also had a chat with the MD of Travelling Man. He's now collected most of the copies of It's Alive! from the York store, and will be running the rest to their other shops in Newcastle & Manchester in the next week or so. He gave me a load more advice, promised to chase the UK distributor on my behalf and also told me about a comics convention they are running in Leeds in November that it might be worth attending. I can see It's alive! appealing to the comics crowd, so it might well be worth it (it's pretty cheap too).

Anyway, enough wittering - I've got images to post...

Wednesday, March 5

Gaming Weekend

Last weekend I was in Newcastle visiting a bunch of friends I see far too infrequently. Mal had raised some concerns about Jorvik, which he'd played a version of at New Year. So I said I'd go up an play Jorvik & Network with the boys up there, to see if Mal preferred the latest version.

Friday night was spent at the pub with a surprisingly high turn out. As well as the usual suspects a few more of my old colleagues turned up. I finished working in Newcastle nearly two and a half years ago, so it was really good to see people again.

Saturday morning Mal fancied some Border Reivers. I'd not really played since I finished selling it last spring, as I don't suggest it any more (I don't want people to end up playing because they don't want to hurt my feelings by saying no), but I'm very happy to play it when someone else suggests it. Except for me, Mal is the person who has played it the most, we have a long running series, we must have played about thirty games together. In the beginning Mal couldn't win a game if his life depended on it, I must have won the first sixteen or seventeen games we played. But more recently, Mal had started to win as many as he lost.

This time he wiped the floor with me. We played five games on Saturday morning, and Mal won four of them! Properly owned. Still, it was fun to play, nonetheless. I couldn't help thinking of ways the game could be improved while we played, I had a few ideas that were interesting, but I don't know when I'll have the chance to try them out.

In the afternoon Chief & Linz came round and we tried out Network and Jorvik. We played a few three player games of Network (Chief and Linz weren't around at the same time), plus Chief & I had a couple of games of Jorvik. Network was the best received of the two games, I'll post the feedback questionnaire results in a couple of days.

That evening Mal and I headed into Newcastle to play some pool. I used to be quite good at pool, but I've not really played in years. I was expecting to be hopeless, but was pleasantly surprised when I wasn't too bad. Mal creamed me again though (13-4!). Need more practice.

Sunday morning, before I went home, Mal and I played a couple of games of Jorvik. He agreed that it had improved since he played it at New Year, but still wasn't a fan. The card placement options were just too confusing.

To round off a great weekend, The Wife and I played a few games of Race for the Galaxy on my return, then we went for a curry with Dave and Pip. Great stuff. I need more weekends like that!

Sunday, March 2

February Report

I didn't get to play many games in February, but I did loads of creation, so all in all it was a pretty good month.

Play

Yeay! I finally broke out Twiglet during February which was great fun, it's a real shame that comes out so infrequently, but when you give up a whole day to play it that's a real limiting factor. Race for the Galaxy was a new purchase, and it lived up to the hype - The Wife and I love it. I also got to Beyond Monopoly! during February, and learnt a few new games. So despite only playing nineteen games in total it was good stuff. The multiples:

And the shrapnel: Twilight Imperium 3rd Edition, Carcassonne, Citadels, The Thief of Baghdad, Salamanca, Age of Steam, TransAmerica and Diamant.

Of those, Gipsy King, Cartagena, The Thief of Baghdad and Salamanca were new to me, all at Beyond Monopoly! I was underwhelmed by Salamanca, and Cartagena we tried once with the cards open and once hidden - it didn't really grab me either way. I enjoyed both Gipsy King and The Thief of Baghdad though, couldn't really pick a favourite though.

Creation

It's been a mixed month for game creation. I've received a couple more submissions, Network has come on nicely, and I've had few ideas about Jorvik, but I've had to realise that I can't get a game ready in time for the Expo, so I'm not going there in an official capacity, I'm in discussions with the organisers about appearing in a different capacity - keep an eye peeled here for more info soon.

It's Alive!

It's been a fairly quiet month again on It's Alive! sales have been picking up since the Christmas lull, but last week was my first ever week of no sales for It's Alive! since it was released. I've run a competition on BoardGameGeek to try and raise its profile, and given a copy to a video blogger. There's a few things in the pipeline that will hopefully raise its profile over the next few weeks.

Jorvik

I got to play-test Jorvik with several friends, it's coming on, and has improved over the last few months, but it' not going to be ready for the Expo unfortunately. I need to work on the spatial complexity of the card placement.

Network

It's been a really exciting time on Network. I've really enjoyed backing and forthing with the designer, and I feel that the game is pretty nearly ready now. We've made a bunch of changes between us (with a little help from my playtesters) and it's all coming together. Watch this space!

All in all, a good month for creation.

Wednesday, February 27

Playtesting Night

Last night I had Paul W and Paul G round to playtest Codename: Jorvik and Codename: Network. Neither of them had played either game before so I was keen to get some fresh feedback. One of the problems with designing games (or any creative effort for that matter) is you end up too close to the subject matter. I've been working on Jorvik for about eighteen months now, and while Network is a bit newer the development has been pretty intense over the last few months. While I'm fairly sure the games have improved, I don't know how good they are. Getting a fresh perspective on them was really good.

I'd made a new prototype for Network on the weekend, it featured improved quality components which are easier to play with, better artwork, and hexagonal instead of square tiles. The tiles sounds like a big change, but it wasn't really, the square tiles were intended to be placed offset (like brickwork) rather than a regular grid, so they were adjacent to six other tiles (remind you of anything?). After a game I'd decided I really liked the hexagonal tiles, they allowed you more freedom in the tile placement, simplified the rules, and I find them more aesthetically pleasing too.

We started with a game of Network. I'd only played this two-player with the recent changes, so it was good to get a three-player game in. After the first game we discussed what they liked and disliked about the game. Paul W didn't like some spcial tiles which allowed you to connect your network of support, and yet visually appear at first glance to be disconnected, Paul G felt that some of the actions felt like they should have a monetary component but the game didn't feature any money at all.

So we decided to play another game with a different set of rules. To counteract a bad starting hand I borrowed the draw six cards, discard two mechanic from Race For The Galaxy, we re-labelled the bonus points as money and gave everyone a few to start off with. We made several of the actions require 'purchasing', and we took out the special tiles that Paul W didn't like. These sound like fairly drastic changes, and they changed things quite a lot, but at it's heart it's still the same game.

The new game was quite different to play, much tighter. Generally I think I preferred it, but the starting layout meant that I, as the 'player in the middle' got trapped, and had to spend quite heavily to counteract that. This time I lost (16, 21, 22) which may be due in part to this.

Next up was Jorvik. As this is a two-player game I let the two Pauls battle it out while I sat back and watched. It was interesting to see how the card placement options available slowed things down for first-timers. Having played this verion quite a few times I can usually see a good (if not optimal) play pretty quickly, and I can set things up to work well with lots of the cards (as I know the card distribution very well). The game ended in a fairly low scoring draw. In some senses this is good (I normally score much higher so there's definitely some skill involved), but the draw is worrying. Most people prefer a winner.

At the end of the evening I got them both to fill in a brief questionnaire, we discussed what they liked and disliked about both games and some possible changes that might improve them. Generally feedback was positive and the experience was worth its weight in gold. Having playtesters fill in a questionnaire is really useful, it can be hard to tell from someone's description just how much they like a game, whereas a questionnaire is more objective.

I'm in Newcastle this weekend, where I'll playtest both games with a different bunch of people. It's beginning to feel like both games are getting there - which will be ready first? Hard to tell.

In a follow up, Paul W sent me some more considered feedback via email today too. Says he really enjoyed both games :-)

Monday, February 25

Busy Few Days

Four days of game-related busy :-)

On Saturday, Dave & Pip came round for a game of Twiglet with The Wife and I. It's the first time we'd played for ages, at least a year at a guess. We'd warned Pip it would probably last ten hours, but in the end came in at (only!) six and a half. The Wife made pizza and trifles, and we all got to drink beer and eat too much too. The Wife won, a good couple of turns before I could, but then I was the traders, and had a really military secret objective - no chance! It was great fun, nonetheless. I'd like to play it more often, but it's hard to find the time. I asked The Wife for the expansion for Christmas, but the shop she ordered it from cancelled it at the last minute, and we've not been able to find it since. Paul at Games Lore thinks a re-print is due so I guess I'll have to wait.

Sunday I spent making a new prototype for Codename: Network. The old one was directly scribbled on thick card, and using torn up bits of paper as cards. The new version has a slightly different theme (same type of theme but a different setting), and features pencil crayon colours and cards made out of actual card with some basic computer generated artwork. The thick card tiles also have paper glued on, but the glue warped them :-(

Tonight I finally made it to Paul's games night after about three weeks of aborted attempts, it was really good fun (playing games beginning 'Car' - guess which!) and we got to listen to Rammstein which was nice too. I got proper lamped in both games though. I seem to be on a losing streak.

In addition, as if three game-heavy days back-to-back wasn't enough, I've arranged for Paul to come round tomorrow to play-test Network and Codename: Jorvik. I'd done a new prototype of Jorvik on the computer but when I came to print it yesterday I'd accidentally deleted the files. D'oh. I need to do them again now. At least I've still got the felt-tip pen version for tomorrow.

Tuesday, February 19

Update

It's been a while since I last posted so here's a brief update of goings on Chez Jack.

The It's Alive! competition got around 40 entrants, I chose the winner, and sent their game off yesterday. It's Alive! has also been feeling the love on BoardGameGeek, with a few of high ratings pushing it up to 924 in the rankings. I sold two copies last week, and three the week before that, so the post-Christmas slump may be coming to an end. I've been making about six a week, so I've a decent stack of finished games now: twenty-two ready to go.

Codename: Jorvik has been hinted at as my next release in time for the UK Games Expo, but I'm now suffering a crisis of confidence after some negative feedback. Can I get it ready in time? Maybe, maybe not.

Codename: Network has been through a couple more iterations, and is beginning to settle down. I have some worries about the theme (it might be too hard to sell in the UK), so I'm trying out ideas for a theme with broader appeal, I've had some ideas, as have The Wife and Dave, though I've not picked one yet.

I received a new prototype on Saturday, Codename: Element. I've not had a chance to try it yet though.

In other news, I bought Race for the Galaxy on Saturday, and I've already played this a whole bunch of times. San Juan, but with a bit more depth and a space theme - what's not to like?

Tuesday, February 5

Shopping For Quotes

Now that I'm committed to Jorvik, I need to get a few things sorted out. I'm feeling the pressure, but like Dave suggested, it's a much needed kick up the backside. Yesterday I dropped out of my weekly games night at Paul's to work on the computer art for a new prototype. This evening, I've finished the art, so all I need to do now is print it.

Another thing preying on my mind is: How much is it going to cost? I've got a rough idea of what I think is a reasonable price, but can I get it made cheaply enough? Being only a card game it'll definitely be cheaper than It's Alive! And it'll be lighter too, which means postage will be cheaper (especially for Europe & the World).

This evening I sent a load of quote requests of to my usual suppliers:

Initially, I was thinking I'd make tuck-boxes, but that looks really complicated and I had concerns about the gluing (though Phil did a nice job on Archaeology). The introduction of the priest means the box needs extra room for the wooden pieces, so I was afraid a tuck-box might get damaged in the post. As a result I've gone back to a rigid tray & lid box like Border Reivers and It's Alive!

I've already got the quote back for the boxes, just waiting on a few more...

Monday, February 4

What's In A Name?

Last night at the pub with Dave, we were chatting about Codename: Jorvik. He reckons it's nearly ready, and I was saying how the UK Games Expo guys offered the chance of a name-drop for my new game in their advertising, as long as I made up my mind soon. Dave reckoned I should bite the bullet, say it's going to be Jorvik, and then I'll pressure myself into doing the last bit of tweaking because I've now got a deadline.

Hmmm...

Why not!

Ok, so you heard it hear first (or second if you've been on BoardGameGeek this morning), Jorvik will be the next title from Reiver Games. Gulp. That was exciting. Panic!

The next thing to do is decide on a name. I started a thread on BGG to ask for ideas/advice. It's been pretty active with lots of feedback. At the moment it looks like sticking with 'Jorvik' is the way people are leaning. Got an opinion? Add it in the comments here, or over on the thread.

Once I've chosen a name I need to add it to the BGG database, update my website, tell the UK GamesExpo guys and start drawing some attention...

Saturday, February 2

January Report

January was quite an exciting month. Lots on new games (though nothing that really grabbed me), but more importantly lots of progress on game designs.

Play

Quite a busy month in terms of games played, I saw Dave & Paul, etc. for games several times, and The Wife and I spent two weekends with Dunk & Lucy which all in all lead to lots of games played. Here's the popular ones:

I've not played PitchCar in a while, still love it though. Carcassonne is getting a new lease of life through The Tower expansion - adds a new level of conflict which I enjoy :-).

The shrapnel includes a bunch of new games: Age of Steam, Memoir '44, Mystery of the Abbey, Pirate's Cove, Poison, Power Grid, Puerto Rico, Relikt, Runebound, Settlers of Catan Card Game, Thurn and Taxis. Age of Steam, Mystery of the Abbey, Poison, Relikt and Settlers of Catan Card Game were all new to me. Age of Steam was my favourite, but it didn't really grab me 2-player - I guess it's more fun with more players. Dave and I got to play the second half of the Pont du Hoc Memoir '44 scenario we'd played on Vassal while he was in Afghanistan. I won! He usually creams me a Memoir '44. Still it was a good month for playing games.

Creation

Things are getting more interesting in the creation arena too. It's Alive! has been fairly slow this month, though that's hopefully a sign of a post-Christmas lack of cash rather than an actual slowdown in interest. But there's been some real progress on Codename: Jorvik and Codename: Network this month.

It's Alive!

It's been a quiet month for It's Alive!, it's received several more ratings on BoardGameGeek, taking it above 100 ratings and well into the top 1,00 games (it peaked briefly at 962). Not many sales though. I've still not had a sales free week since I released it, but I'm just scraping that at the moment. There was the bulk sale to a shop in Italy which was great though. I need to put more effort into publicising it. I've started running a Google ad for it using a voucher I received from them, I'm still not sure whether that's worth it though, it's not lead to any sales yet. I've also contacted a new local train company which has just started operating. The tables on the trains have monopoly boards and chess boards printed on them, and the on-board shop sells those games. I've contacted them to see if they'd like to sell my games too - they've not responded yet. I've also just contacted BBC Radio 4 who in an advert for a Saturday morning show yesterday said "we're always interested in hearing about people's passions". Let's put that to the test!

Codename: Jorvik

Jorvik has been through a few crucial changes recently. The addition of priests seemed to improve the game, and with a little tweaking to make playing them more interesting they've really added to the conflict and choices within the game. I've only played the latest version four times, but it's far and away the best yet. I'm now doing some temporary artwork on the computer, so that I can quickly knock out prototypes for testing. I'm hoping to lend Paul and Lisa a copy next week, and get some more games in with my copy too. I now need to speak to my Dad again, to get some more sketch artwork prepared.

Codename: Network

It's been a fun month for Network too. I had an idea for a re-theme that I shared with the designer, along with the addition of a new narrative mechanic. The theme is pretty topical at the moment (though more interesting to a US market than a UK one), and I liked the concept of having to describe to the other players the story behind your moves. I sent my suggestions off to the designer, and he played them and came back with more. We've backed and forthed like this a few times now, and it feels quite exciting and really collaborative, despite the fact that he lives in America.

I need to release a new game at the UK Games Expo in Birmingham in June, what it's going to be, I've still not completely decided - but at least I've got some options now...

Thursday, January 31

Jorvik - Getting There...

I played Jorvik and couple of times on the weekend with Dunk, and a couple more times last night with Dave. Dunk described it as 'A working game now' and Dave as 'Nearly ready'. Not the most exciting of endorsements, but they show that progress is being made in the minds of my play-testers.

By exploring last night's scores you get some more interesting information. It's a card game, so luck of the draw is a factor, but to what degree? Here are those scores (individual round scores in brackets):

DunkDaveJack
(10,18) 28(12,23) 35
(15, 29) 44(16,28) 44
(9,18) 27(15,24) 39
(15,19) 34(13,26) 39

What can I possibly get from that? Well, here's a few things:

  • There's not a huge amount of luck - my scores don't vary by much and I know what I'm doing
  • It's a game you get better at with practice (the most experienced player usually wins, the least experienced shows improvement)
  • It's possible to turn things around in the second half of the game (the loser of the first half doesn't necessarily lose the whole game)

The first point has been influenced by a couple of things, a decent hand-size means a player has more choice, coupled with the addition of a new rule which boosts the weaker cards - your draw is less important if all the cards are roughly equal in 'value'.

This probably comes down to working out how to use the priests to greatest effect, and learning the deck composition which helps guide how to position your cards to benefit from likely future draws.

I struggled for a long time with the last point, but in the end it turned out to be as simple as make the first round lower scoring than the second.

I need to do some more testing, and will probably tweak the deck slightly as I work out how the addition of the priests has changed the relative value of each card, but it's getting there. I now need to speak to my Dad some more about the artwork.

Monday, January 28

Hello, My Name Is Jack...

... remember me? It's been a hectic week at work, and as a result my blogging has suffered, but I've still managed to get some work done on the games.

It's Alive!

Lots to report on the IA front. I've managed to build up some stock again after my bulk sale to an Italian shop, eight copies again, not as many as I'd like, but the post-Chrimbo lull means that it's enough at the moment.

On Wednesday I was stuck in London for the night with work, so I popped along to Swiggers board games club to pimp/demo/sell It's Alive! I'd set myself the target of two sales, and was slightly disappointed with only one, but I got to meet Nigel Buckle, designer of Celtic Quest who'd bought a copy of Border Reivers from me last year. He was along demoing his next game Ascendancy which is being published by JKLM Games in time for the UK Games Expo in Birmingham in June. Ascendancy is like a quicker version of Twilight Imperium apparently. People seemed to enjoy It's Alive!, but no-one was feeling the love. The last game was the most fun, despite someone wandering over and slagging it off to the players just as I was trying to explain how to play. I tried out the variants I'd posted on BoardGameGeek in a couple of the games - good fun, perhaps a little less harsh.

I also received a £30 voucher for Google advertising, so I'm trying that out too. It's early days yet, when I've an idea about how effective it is, I'll let you know.

Codename: Jorvik

I've made a couple of tweaks to Jovik. I had the ideas several days ago, but I'd not got around to trying them out. I saw Dunk on the weekend, and while The Wife and Lucy were out dress-shopping for their (Lucy & Dunk's, not Lucy & The Wife's) wedding, Dunk and I played a load of games including Jorvik. I've started making a prototype on the computer, but this was still using my lurid felt-tipped version, with some hastily scribbled additions in pen. They're a definite improvement, and once I've finished making a (slightly) prettier computer version I'm going to lend that to Paul and Lisa for blind playtesting. It's getting there. Doing the computer version really feels like it too, it's settling down now.

Codename: Network

Dunk and I also got a couple of games of Network in too. The first one showed off most of my changes to good effect, but it was too easy to play and didn't feature enough interaction. We made some fairly major changes, and then tried those out. It was a definite improvement. I sent them off to the designer, and less than 48 hours later he'd tried them out and come back with some more changes. They sound really interesting, maybe I'll get a chance to modify my prototype accordingly and try it out with Dave on Wednesday. I'm getting a real buzz out of collaberating with the designer on Network. When he sent it in, it was in a much earlier state than I wanted really, and I nearly discounted it on that basis. But because he knew it needed a lot of work he's very keen to try out improvements and I can be more involved with the design.

Anyway, that's enough for now, I've almost used up my lunch-break!

Thursday, January 17

Almost!

I've got a few copies in stock so I've been pressing on with my accounts. I've done up to last July now, and seeing as this financial year has been much busier things are going much slower. Still, I now know that I had almost as much turnover in the first five months of this financial year as I got in the whole (nine months) of last year. Yeay!

I've been trying to be a bit more active on BoardGameGeek in an effort to bring It's Alive! to the attention of more people. It's working, I got two orders on Wednesday after posting it on a Geeklist, one from the US and one from Sweden. Went I went to the Post Office at lunchtime to post those copies I got talking to the Postmaster. It turns out he has a passing interest in party games, and was interested in seeing my catalogue. Ain't got no catalogue, but I promised to take a copy in next time I'm in there. After selling a couple of copies of Border Reivers to my bank last year, selling a copy to the Post Office would be the next logical step. I'm incorrigible.

I've also been thinking more about Codename: Jorvik and Codename: Network. I've had another idea for Jorvik which improves upon a previous idea. It's no longer a pure card game, but the addition of two wooden pieces won't push up the weight or price by much, and I think they add quite a lot to the game. Network I've still got issues with my scoring ideas, and I think I might boost the number of categories from six to seven, to improve player interaction.

Saturday, January 5

Looking Forward to 2008

This is Reiver Games' third calendar year (I formed the company in July 2006), and I've been lucky enough that things have gone from strength to strength. In 2006 I decided to go for it, and released my first game design. Border Reivers did well, getting positive reviews and selling well. In 2007 I released the first Reiver game by another designer, Yehuda's It's Alive! It was launched at the UK Games Expo in Birmingham in June, where I also sold out of Border Reivers. The Expo was my first 'trade show'-style convention and it was a huge success, with my entire stock disappearing in 3.5 hours and I took a further thirty orders. By the end of the year I'd sold two hundred out of the three hundred run of It's Alive! So how do I hope to improve things in 2008?

Games

So far I've concentrated on one game at a time, with the exception of those first 3.5 hours at the Expo. This year I don't want to spend any time without a game to sell, hopefully overlapping the runs a bit better so I have periods when I have two games available. I also hope to release two games this year, as opposed to one each of the two previous years. To achieve this I'm hoping to release a submission (as yet to be decided) and one of my own games (probably Jorvik). Releasing a submission will reduce the burden of development on me, and Jorvik is fairly easy to manufacture, being a simple card game. There is also the possibility of a professional run of It's Alive! assuming it sells out in a reasonable amount of time, and continues to be well-received. I'm thinking I'm going to stick to getting the boxes professionally manufactured even on the hand-made runs, as this provides a notable step-up in quality, and saves me about an hour per game construction time. These are goals that are a stretch, but you've got to set goals that are achievable, while being challenging or you'll never get anywhere.

Conventions

In 2006 I went to two conventions: The Cast Are Dice and Psychocon. In 2007 I managed four: Beer & Pretzels, the Expo, The Cast Are Dice and MidCon. While this definitely introduced me to a larger audience I also started being more honest with myself about the cost of attending conventions. In 2006 I paid for all the food, hotels and travel myself, only charging the business for convention fees and commissions. Last year I started charging everything to the company, and keeping track of how much the trip cost me / made me as a whole. The Expo was a clear winner, with a huge take, and a healthy profit after paying for fuel, hotel for The Wife, Dave and I and the convention fees (a whopping £75). The others all made me money, but not a huge amount. As a result I'm considering attending fewer conventions this year not more. But the most exciting one is obviously Essen in Germany, which I would really like to attend this year. There's not much point unless I've got a lot of stock though. The Expo is a cert, Essen and TCAD are likely. Others are possible, but unlikely.

Surprise!

I'm also hoping to be able to make a pretty big announcement in a few months time - keep your eyes peeled!

Thursday, January 3

December Report

Another month, another monthly report.

I'm going to resist the urge to do a retrospective on the year, I figure there's enough of those doing the rounds at the moment. Instead, I'll do this monthly report and a look forward to what I hope to achieve with Reiver Games this year.

Play

It's been a very busy month in terms of games played. There were a few games nights at Paul's that I actually managed to get to, Dave returned from Afghanistan, I made it to Beyond Monopoly!, the odd game over Christmas with family and then a New Year's Eve party to round things off. I managed not only a lot of games played, but also learnt a fair few new ones, which is always nice, and helps my game design.

Here's what I got up to this month:

Plus the shrapnel with one play each: Byzantium, Canal Mania, Capt'n Clever, 6 Nimmt, Citadels, For Sale, Hare and Tortoise, Hey! That's My Fish!, O Zoo Le Mio, Race For The Galaxy, Ticket To Ride, TransEuropa and Wyatt Earp.

Micropul, Byzantium, Capt'n Clever, Hare and Tortoise, O Zoo le Mio, Race for the Galaxy and Wyatt Earp were all new to me. Micropul I played solo online, and it seemed like an interesting game, but the abstract nature puts me off slightly, and the artwork, while pretty could be more informative. Byzantium was a really nice game with an interesting mechanic in that all players play both sides of a conflict. Capt'n Clever was surprisingly deep for a kids game. Hare and Tortoise (which won the Spiel des Jahres the year I was born!) felt a little dated, but had a nice mechanic in the use of triangular numbers to control movement. O Zoo le Mio was another nice game, fun and attractive but nothing outstanding. Race for the Galaxy was my favourite new game of the month, like San Juan, but more involved and space-themed. Finally Wyatt Earp just didn't do it for me, something about it just seemed clunky. Special mention to Carcassonne: The Tower, which was my favourite new game (including expansions). The last of the main four Carcassonne expansions, the in-laws gave it to me for Christmas (though The Wife chose it - she rocks!). It adds a new dimension (literally - vertical!) to Carcassonne, and a lot more conflict to the basic game. It was this that boosted Carcassonne so high up my list of plays this month - great fun :-).

Creation

Despite the huge number of games played I still got a decent amount done from a creation point of view. The problems with TNT and the It's Alive! boxes meant I had some time on my hands. I've used this to do a lot of work on Codename: Jorvik, try out a few ideas for Codename: Artist and got a few plays of Codename: Harvest and Codename: Harry in.

Jorvik

Jorvik has come on leaps and bounds this month, I've tried out loads of new ideas, some worked, others didn't but overall progress has been made. I'm hoping to finish it this year, so I need to keep trying things out.

Harvest

I've played a few games of this, my latest submission. The game seems quite neat, and has some nice ideas, but I've some concerns about the learning curve. It's quite easy to make a mistake the first couple of times you play and that can really hurt you. Seeing as a lot of my potential customers will only play it once at a convention, I can't afford to have them put off by a bad play. I've made some suggestions and the designer is trying them out.

Escape

I've not done much on Escape this month, I turned it down last month, but the designer has come back to me, and is going to try out some changes to address the reasons why I turned it down.

Artist

Only one play of this, but it showed quite clearly how knackered the latest attempt at scoring was. The final score: me: 134, brother-in-law: 10. That needs a lot of work! I've added a couple more things which make it slightly more 'Euro', but I'm not sure whether this is a good idea. It's an abstract, so making it a Euro-abstract hybrid might mean it ends up appealing to fans of neither.

In other news, I need to do my tax self-assessment by the end of the month, so I started it in anger last night, and then got stuck. Fortunately my Mum used to do books as a living so I asked her what to do. It's not that much fun.