Saturday 7 February was the first full day of UnPub 5, the unpublished game prototype playtesting convention that has grown dramatically in the last four years. I split a Tag Table with Tony Miller, and by mutual agreement, I took the table first on Saturday. I was glad to do so because I really wanted Lesley Louder to get a chance to play "East India Company" before she had to leave the convention early. When Lesley's husband Darrell, the convention director, heard that I was setting up a game of "EIC," he had Richard Launius (Arkham Horror, Elder Sign) join us. Rob Weaver made our fourth.
Naturally, I was thrilled to have Richard Launius play my game, and I was eager to get his feedback. He read through my rules as we waited for Lesley and Rob to join us, and he surprised me by saying that he hates writing rules and never writes them until he absolutely has to - usually when the game is done and the publisher asks for them. My design style is exactly the opposite. I have to write the rules to keep my thinking organized. Invariably I discover flaws in my concept of my own game when I try to draft rules and uncover inconsistencies.
The playtest went very well. I got some good suggestions from all three players, including the addition of a turn-record track that indicated insurance payouts (instead of the payout table based on tile count) and some general improvements to the map. Now, although Richard freely admitted that "EIC" was not his type of game, he had some helpful insights. I had introduced a new, simpler rule for tariff houses, but he felt that they needed clarification - specifically that tariffs are paid from the bank, not from other players.
Overall, Richard thought that the game was good, it was fun, it made sense - but that it wasn't publishable. By that, he meant that a publisher wouldn't buy it because it wasn't distinctive enough. For the big publishers like Asmodee or Rio Grande - and he emphasized that I should always design with the big publishers in mind - they have their own in-house designers, and if I bring them something that they could have designed themselves, then they won't buy it from me. I need to bring them something unique, with a hook that gets their attention, that they couldn't have done in-house.
He gave me some specific recommendations about adding historical context, adding event-driven market price changes, and adding impasses to impede player actions. He also thought that the big ships were overpowered, having both speed and capacity, and ought to be slower.
I am not at all discouraged by his comments. Rather, I'm inspired to take "EIC" up a notch and really make it sharp, really give it some interest. I don't think I'll implement all of his recommendations, because I think some of them depart from my overarching vision of the game, but I like the idea of bringing it up a level and really making it something that catches a publisher's interest.
Aaron Honsowetz, designer of "Post Position," stopped by, and I chatted briefly with him about Richard's comments before going on a short break. When I returned, Aaron was already explaining the game to another group of four interested players - Tyler, Chrissie, Johann, and Rachel. (I had already met Johann at the Designers Dinner the night before.) So I took over the explanation and launched into another playtest. This second game also went well and completed in just 75 minutes, comfortably under my target time.
They had some interesting ideas about opening up more markets in the colonies. The recommendation I really liked is giving players only half the value of ships at the end of the game, rather than full credit. That way they will have to think of ships as assets only if they anticipate making back enough money to justify the investment. Otherwise, buying a ship represents very little capital risk. Another interesting idea was to add one or more "Pirate" tiles to the tile bag, so that pirates would come up at truly random points during the game. I might experiment with that idea.
So in my four-hour Saturday table slot I completed two very helpful playtests, including some invaluable notes from a highly successful professional designer. That feedback was exactly what I'd come to UnPub to find.
Monday, February 16, 2015
Saturday, February 7, 2015
UnPub 5, presented by Ad Magic at the Baltimore Convention Center in Baltimore, Maryland. Darrell Louder has really cranked up the gain on UnPub this year, with a terrific new location and a slate of activities for the pre-convention Designer Day, which just concluded Friday night.
Tuesday, January 27, 2015
Exploding Kittens (designed and published by Matthew Inman, Elan Lee, and Shane Small). It has already broken crowdfunding records for board and card games and shows no sign of slowing.
Thursday, January 22, 2015
|Our first game of Legacy: Gears|
Thursday, January 15, 2015
Lately, as I've been compiling notes each week for the Kickstarter report on the Dice Tower News podcast, I've come to notice an evident seasonal pattern: fewer boardgame projects tend to fund on Kickstarter this time of year. In recent weeks, the number of projects likely to fund has been particularly low. Do longer-term statistics bear out my recent observations?
Friday, December 12, 2014
A couple of years ago, I looked over my game collection and sighed at the number of games that hadn't seen the attention they deserved. I wrote a post listing games that I wanted to spend more time on, even as I realized that as long as leisure time is limited and the game collection is big, there will always be neglected games on my shelves. It's a topic worth revisiting from time to time - both because it's interesting to see how the list has changed (and how it hasn't) and because it's helpful to look at the collection with fresh eyes and think about resurrecting a few titles that might bear dusting off and playing again.
Friday, November 28, 2014
Friday, November 7, 2014
Saturday, October 25, 2014
I was listening to The Geek All-stars Episode 87, in which Dan Patriss and his band of merry geeks list their Top 11 Stefan Feld designs, and someone mentioned in passing that a few of these well-regarded games are relatively unknown by game hobby newcomers because they have been out of print for some time. That got me to thinking about how many excellent games are difficult or impossible to obtain because no publisher is printing them. Hence the inspiration for today's post - a survey of the most highly-rated out-of-print games on boardgamegeek.com.
Friday, October 17, 2014
Quite some time ago, Chris Norwood posted a list of his top ten games that he plays with his wife. That list in turn was inspired by The Dice Tower podcast Episode 189, in which Tom Vasel and Eric Summerer shared their own top ten games that they play with their wives. Those lists are both several years old, but the topic is timeless, so I thought I'd confer with my wife Kathy so that we could compile our own list.
Friday, October 10, 2014
Friday, October 3, 2014
As October begins and fall sets in, I thought I would look back at some of games I got to play over the last six months.
|My friend Grant G. gave us Goa for Christmas, and Kathy and I really like this neo-classic Euro.|
Friday, September 26, 2014
I'm certainly not the first to question the disproportion of men to women in the boardgaming hobby. Here are just a few recent efforts (and one not-so-recent) to shed light on the question in one form or another.
Friday, September 19, 2014
Last week I started to consider the question about why it seemed that there were so few female game designers. But that post admittedly begs the question: Is it actually true that game designers are disproportionately male, or is it just that male designers are simply better known? I decided to actively identify women designers and some of the games they've designed to see if I could validate the notion that they are rare - or if not, to investigate why they are not as well known as male designers.
Friday, September 12, 2014
|Susan McKinley Ross at|
2013 New York Toy Fair
Friday, September 5, 2014
|(c) Queen Games|
Used by permission
Saturday, August 30, 2014
|(c) Stronghold Games. Used by permission|
Friday, August 22, 2014
I like looking into which boardgames work for taking on family summer vacations. The last time I looked at this question was July 2012. This year we have plans to visit points of interest in southwest Virginia - the Skyline Drive, Lexington, the Natural Bridge, and Monticello. We specifically will be leaving laptops at home. Anticipating some quality family downtime, of course that means boardgames.
Saturday, August 16, 2014
One quick go-back on my earlier posts recounting my World Boardgaming Championships experience this year: The very first thing that Keith Ferguson and I did Thursday morning, on our way to the registration desk, was to bump into Josh Tempkin of Tall Tower Games. He spent a good part of the convention demonstrating several of his games:
- "WarTime," which I've written about before as a fascinating, innovative real-time wargame involving sand timers
- "Throne Dice," which surprisingly I still haven't taken the time to play
- "Commissioner," which I learned at UnPub 4 as "Lesser Evil"
Thursday, August 14, 2014
|(c) Rio Grande Games - used by |
Wednesday, August 13, 2014
World Boardgaming Championships in Lancaster, Pennsylvania, the summer highlight of my gaming year. I had a fairly loose schedule in mind, with only a few key tournaments that I specifically wanted to hit.