The proliferation of boardgames on Kickstarter is no secret. In preparing the Dice Tower News Kickstarter report, week in and week out, I find countless boardgames and card games that don't fund. Many fail to fund for understandable reasons - many never coming close - but from time to time a campaign that seems to have everything going for it somehow falls short of the mark, goes unfunded, and has to return to the drawing board. I thought it would be interesting to reflect on a few of those "projects that should have funded" as cautionary tales that remind us that nothing on Kickstarter is a sure thing - and perhaps to begin to understand why.
Ridere, ludere, hoc est vivere.
Showing posts with label Kickstarter. Show all posts
Showing posts with label Kickstarter. Show all posts
Friday, September 25, 2015
Thursday, January 15, 2015
Statistical review of seasonal effects on Kickstarter funding
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?
Monday, February 3, 2014
UnPub 4 Part III: Sunday publishers
Publishers' Panel
Sunday of UnPub 4 opened with a pancake breakfast sponsored by Eagle and Gryphon Games and a panel discussion featuring eight publishers in a question-and-answer format. UnPub convention director Darrell Louder moderated the panel. Panelists included
Sunday of UnPub 4 opened with a pancake breakfast sponsored by Eagle and Gryphon Games and a panel discussion featuring eight publishers in a question-and-answer format. UnPub convention director Darrell Louder moderated the panel. Panelists included
- Ralph Anderson, Eagle and Gryphon Games
- Dave McKenzie, Game Salute and Clever Mojo Games
- Dan Yarrington, Game Salute
- Patrick Nickell, Crash Games
- A.J. Porfirio, Van Ryder Games
- Chris Kirkman, Dice Hate Me Games
- John Sizemore, Nevermore Games
- Luke Peterschmidt, Fun to 11 Games
Friday, November 15, 2013
Dice Tower News Interview - the uncut version
Chris Kirkman (l.) of Dice Hate Me Games is introduced to Brew Crafters for the first time by designer Ben Rosset at UnPub 3 in January, 2013 |
[Update: I'd previously tried to post the interview here on this page, but due to technical difficulties, I am just including a link to the interview posted on boardgamegeek instead.]
Friday, November 8, 2013
Latest micro-game addition - Council of Verona
Sunday, October 20, 2013
Revisiting Brew Crafters
Ben Rosset and Kathy Owen in a three-player round of "Brew Crafters" |
Saturday, September 14, 2013
Podcast debut: The return of Dice Tower News
Wednesday, April 10, 2013
"For the Win" on the deck
For the Win final position |
Wednesday, March 27, 2013
Boats, coffee, and gladiators: Gaming after work
Yesterday after work, a bunch of us gathered for games at our Friendly Local Game Store (FLGS) Game Parlor Chantilly.
Tsuro of the Seas
Not all of us had arrived before five of us (Keith Ferguson, Carson, Brian, Grant Greffey, and myself) got impatient enough to start a quick game of Tsuro of the Seas (designers Tom McMurchie and Jordan Weisman; artists Ilonka Sauciuc and Dawne Weisman; publisher Calliope Games). In our limited experience with this game, the dragons that were added to the original Tsuro only serve to prolong the game and randomize the outcome, so we elected to play with just the original rules and no dragons. I didn't realize until at least halfway into the game that the TotS board is actually larger than the original - I think seven-by-seven squares rather than six-by-six. Regardless, the game play is largely the same, and with five players, it unfolds much as you would expect. Four of us made something of a beeline for the center, while Grant meandered in looking for a good opening. Of course, once the wakes start to meet and players find themselves facing the same empty tile space, the real strategy comes in. Tom and Traci M. arrived just as things were getting frantic, and it wasn't five minutes before players started falling off the map one by one until I had the last boat left facing the last empty tile space on the board to win the game.
(c) Calliope Games Used by persmission |
Not all of us had arrived before five of us (Keith Ferguson, Carson, Brian, Grant Greffey, and myself) got impatient enough to start a quick game of Tsuro of the Seas (designers Tom McMurchie and Jordan Weisman; artists Ilonka Sauciuc and Dawne Weisman; publisher Calliope Games). In our limited experience with this game, the dragons that were added to the original Tsuro only serve to prolong the game and randomize the outcome, so we elected to play with just the original rules and no dragons. I didn't realize until at least halfway into the game that the TotS board is actually larger than the original - I think seven-by-seven squares rather than six-by-six. Regardless, the game play is largely the same, and with five players, it unfolds much as you would expect. Four of us made something of a beeline for the center, while Grant meandered in looking for a good opening. Of course, once the wakes start to meet and players find themselves facing the same empty tile space, the real strategy comes in. Tom and Traci M. arrived just as things were getting frantic, and it wasn't five minutes before players started falling off the map one by one until I had the last boat left facing the last empty tile space on the board to win the game.
Tuesday, March 19, 2013
Dice Hate Me trifecta!
(c) Dice Hate Me Games Used by permission |
Sunday, January 27, 2013
UnPub 3 Part IV: Brewing beer and getting GIPF
Brewmasters
In the last prototype game that I played at UnPub 3, I joined Chris Kirkman and Ben Rosset in a three-player round of Ben's "Brewmasters." I have to say, this game is neck-and-neck with "Post Position" for my favorite game of all of those that I played at UnPub. Players represent presidents of microbreweries, and the goal is to score the most points by producing beer. Beer options include basic, tried-and-true recipes like porter, stout, and ale, while other more exotic concoctions like "pumpkin spice ale" score more points per unit brewed. Players need to manage not only the acquisition of ingredients but the throughput of the brewing operation, from storage to fermenting to bottling to shipping.
Chris Kirkman (left) fermenting a concoction in "Brewmasters" by Ben Rosset (right) |
Friday, January 25, 2013
UnPub 3 Part III: Three players, four publishers, and plenty of pancakes
East India Company - Three-player playtest
Late on the first day of UnPub 3, designers Ben Rosset and Stephen Craig joined me for a three-player game of EIC. This game unfolded in a couple of unusual ways. Ben gradually built up his fleet until he had four ships - two small, two medium - and fell into a pattern in which his four ships went to four different colonies, bought four different goods, and returned to Europe to unload all four ships in the same turn. It was kind of an odd cycle, but it worked, because the diversification of commodities meant that he wasn't competing with himself. Stephen tried a couple of different things before he eventually invested in a big ship and started making the long China spice run. I think he might have made that trip twice by the end of the game. I decided to try the "chaining markets" strategy of buying tobacco in one place, bringing it to another colony that bought tobacco and sold ivory, buying ivory to bring it somewhere else that bought ivory, and so on. My method must have worked, because I ended up winning in a pretty narrow range of scores. Although the game ran 150 minutes (a little on the long side for a three-player game), I was pretty happy with how it turned out.
Ben Rosset (left) and Stephen Craig clearly enjoying the game playing excitement that is "East India Company" |
Thursday, January 24, 2013
UnPub 3 Part II: Pig Pen, Playtesting, and Post Position
Kevin Kulp (left) explains Pig Pen to Jesse Catron (right) and another gamer at UnPub3 |
I first met designer Kevin Kulp at Congress of Gamers last October, when he playtested "East India Company." He'd mentioned his set-building card game Pig Pen, but I never got to try it out at CoG. So I was glad to find him and learn the game in a three-player session. Pig Pen is just a fun, crazy draw-one-play-one game of assembling a pig pen consisting of four fences or walls, a gate, and a feed card. Once those pieces are in place, a player can draw a pig and keep it in the pen - at least until something bad happens, such as an opponent taking a chainsaw to your wooden fence or detonating dynamite on your brick wall. Then you've got one turn to repair the damage, or your pig runs away, potentially into the waiting arms of another player. Oh, the betrayal!
Wednesday, January 23, 2013
UnPub3 Part I: Power Playtesting
Tuesday, August 14, 2012
WBC: Designers' forum
One of the great things about a convention like the World Boardgaming Championships is having the opportunity to interact with fellow designers. The open gaming room at WBC was practically an informal design laboratory of demonstrations and playtesting.
My friend Keith F. and I had only the briefest chat with one of my favorite designers, T.C. Petty III, whom I met at WBC last year when he was demonstrating the semi-cooperative Viva Java, a game that has already seen its successful Kickstarter campaign and has a Dice Hate Me release expected this month. T.C. is working on a couple of ideas that sound characteristically original and off-beat. It will be fun to see what creations find their way to production out of his unique perspective on game design.
TC Petty III's Viva Java Image courtesy of Dice Hate Me Games |
Wednesday, July 4, 2012
Losing "For The Win"
Kathy (black) wins second game of For The Win. Can I blame it on the martini? |
I hadn't bothered with the pre-release print-and-play version because, to me, the appeal of FTW as it was for Hive! is the physical domino-quality tileset. Yes, the gameplay is important, but as with 24/7 and Confusion: Espionage and Deception in the Cold War, there's a tactile gratification to handling the bakelite-style game pieces. And FTW does not disappoint. In fact, somehow I had the mistaken impression that the tiles would be significantly smaller. I had envisioned something like 7/8-inch (22mm) squares, but they are in fact 1 1/4 - inch (31mm) square, a very comfortably sized playing piece.
Bakelite-quality square tiles make for a gratifying tactile experience. |
We played our first two rounds of FTW at our customary cocktail hour this afternoon. We found the game to be easy to understand but tricky to strategize, as I suppose any good two-player abstract game should be. It is also a rather quick play. I think it took Kathy less than 45 minutes to learn the game and beat me twice at it. Now, to be fair, the first game we were taking a rather ad hoc approach just to get the feel of the game and the mechanics of the rules. It was in the second game that we each buckled down and tried to exercise some real tactics. (And, yes, she won that game, too.)
As it happens, Kathy and I misinterpreted (that is, I misread the rule and misled my wife) the behavior of the monkey's banana. We assumed that the monkey's banana action renders all tiles adjacent to the monkey face down (inactive), regardless of original state. Instead, a closer reading of the rules shows that "tiles that were face up are now face down and vice versa [emphasis added]." So now I see the monkey in a whole new light. The monkey can be used to activate multiple friendly pieces in a single action. <Bwa-ha-ha-HAH> I make no claim that this rule misinterpretation was in any way a factor in my losing the game twice in a row. I just wanted to point that out.
All kidding aside, we really like FTW as a two-player abstract short game with simple rules, no luck, and considerable potential for depth. I'm reluctant to call it a "filler" only because we don't know just how tactically challenging it might prove. I have to say, I'm very pleased with this Kickstarter discovery.
Subscribe to:
Posts (Atom)