Ridere, ludere, hoc est vivere.

Saturday, November 2, 2013

Boardgame marketing in the 1960s

3M edition, 1968
A few weeks ago, our friend Jeff invited my wife Kathy and me over for dinner and a boardgame along with our friends Rebecca and Sheila.  Rebecca had expressed an interest in playing Acquire (designer Sid Sackson), and I had obtained a copy on eBay of the 1968 edition published by 3M, so after dinner, we pulled it out and started to set it up.  When Sheila saw the box, she commented on the atmosphere that the cover art conveyed, a sophisticated 1960s image.  The connotation was very strong - almost like a Sean Connery 007 film - and very different from the typical boardgame published today.

Sunday, October 20, 2013

Revisiting Brew Crafters

Ben Rosset and Kathy Owen in a
three-player round of "Brew Crafters"
Last January, at UnPub 3, Chris Kirkman (Dice Hate Me Games) and I had the opportunity to playtest Ben Rosset's beer-brewing themed worker-placement game, "Brew Crafters" (at the time under the working title "Brewmasters").  About a month later, Chris and Ben reached agreement to publish "Brew Crafters" under the Dice Hate Me label.  Ben has continued to playtest "Brew Crafters" throughout the year in anticipation of a Kickstarter campaign later this month to fund the initial print run.  A couple of weeks ago, my wife Kathy and I participated in a playtest of the most current version of "Brew Crafters" with Ben.

Thursday, October 17, 2013

Congress of Gamers 2013 Part 5: Five-player "East India Company"

Wrapping up my Congress of Gamers coverage from almost three weeks ago, I've got a five-player playtest of "East India Company" and just a few other odds and ends to close things out.

Clockwise from left foreground:  Jason Tagmire, Marty, myself, Alf Shadowsong, Kiva Fecteau, and John Weber as I facilitate a five-player playtest of  "East India Company" - Photo by Mike Mullins


Tuesday, October 15, 2013

Congress of Gamers 2013 Part 4: Tiny Battles and Big Battleships

Tiny Epic Battles
One of the cool things about the UnPub ProtoZones is that you get to meet new designers and discover their creations.  I met Alf Shadowsong and Kiva Fecteau, who had a couple of prototypes, and the one I got to try is called "Tiny Epic Battles."  The way Alf tells it, he designed this little card game as a method to teach tactics to Kiva.  The exercise evolved into a stand-alone two-player deck-construction game.  Each player starts with an action deck, a resource deck, and three "houses" face up in a tableau that he needs to defend.  A player loses if he exhausts either deck or loses all of his "houses."

Monday, October 14, 2013

Congress of Gamers 2013 Part 3: "New Bedford"

Anna Rutledge and Nathaniel Levan
demonstrate "New Bedford"
I had been looking forward to playing "New Bedford" since I first heard of it on the UnPub.net website.  My family has deep attachments to that old Massachusetts whaling town.  Nathaniel Levan is the designer of this worker placement prototype, and I got to meet him in the UnPub ProtoZone at Congress of Gamers a couple of weeks ago.

Monday, October 7, 2013

Congress of Gamers 2013 Part 2: "Firebreak"

At the World Boardgaming Championships last August, I met up briefly with Charlie Hoopes but never got a chance to play his game Fill the Barn.  I had also missed out on playing "AtataT" at UnPub 3 last January.  Fortunately, I was able to make up for it at Congress of Gamers last week by playing his latest co-op prototype, "Firebreak."  We were joined by Bruce Voge of The Party Gamecast and Aaron Honsowetz and Austin Smokowicz, designers of "Post Position."
Bruce Voge, Charlie Hoopes, Austin Smocowicz, and Paul Owen playtesting "Firebreak."
Photo by Aaron Honsowetz

Thursday, October 3, 2013

Congress of Gamers 2013 Part 1: Mares and Mariners

Last weekend I made my annual trek to nearby Rockville, Maryland, to participate in Congress of Gamers, a friendly little weekend convention run by Eric Englemann of the Games Club of Maryland.  A series of Eurogame tournaments make up the convention's big draw, but CoG also features a number of other events, including the "Copyright Office," a game designer's prototype playtest room run by UnPub.net as a "ProtoZone" event.  That's where I spent virtually all of my time during CoG.

Thursday, September 26, 2013

Summer game photos

Now that summer is over, I thought I'd compile some photos of games we've played over the last three months.

The yellow plague outbreak gets away from us.
We love Pandemic, but we have such a hard time winning.  Late last June, the yellow plague took root in remote Santiago, and we neglected to deal with it until the outbreak counter reached the critical point.

Thursday, September 19, 2013

Game Theory: A simple multi-player case

Earlier this week I was listening to Episode 36 of the Flip the Table podcast, which discussed the obscure 1979 Bruce Jenner Decathlon Game (publisher Parker Brothers).  The game consists of ten mini-games using an eclectic variety of mechanics.  One of them caught my attention as an elegant bluffing and second-guessing procedure used to resolve the "foot races" in the decathlon.

Saturday, September 14, 2013

Podcast debut: The return of Dice Tower News

Last June, on the Dice Tower Network, podcaster Remy Gibson signed off his 150th and last episode of "Dice Tower News."  He mentioned that he and Tom Vasel hadn't found a replacement, so it looked like there wasn't going to be any more DTN after that episode.  Well, as it happened, I'd been wondering in the back of my mind for several weeks about whether I would enjoy podcasting, but I didn't want to get into an hour-long format like so many popular shows do.  I liked Remy's ten-minute three-times-a-week format, and I thought it would be fun to do a news spot like that.  So when the opportunity opened up, I decided to contact Remy and Tom and see whether I might be able to step up and do the show.

Monday, September 9, 2013

Friends of Mars

Ben Rosset (l.) and Stephen Craig
UnPub 3, in January 2013
Many years ago at our engagement party, my wife Kathy introduced me to a close family friend she'd known since grade school, Stephen Craig.  He and I developed a great mutual respect and friendship over the years since then.  Not terribly long ago, we discovered that we share a common passion - designing boardgames.  At one design convention, he'd met Ben Rossett and convinced him to part with a prototype copy of his work in progress at the time, "The Market."

Saturday, August 17, 2013

Targi: The women prevail among the Tuaregs

At the World Boardgaming Championships, I'd picked up a copy of Targi (designer Andreas Steiger, artist Franz Vohwinkel, publisher Z-Man) at the Z-Man booth.  As I mentioned at the time, this title was on my wish list because the French blog Gus and Co. listed it among their top two-player games of 2012, so I picked it up as something Kathy and I would like to try out.

Saturday, August 10, 2013

WBC 2013 Sunday: Convention wrap-up


First, a shout-out to Charlie Hoopes, whom I mistakenly failed to mention in my "WBC 2013 Thursday" post.  Charlie is the designer of the family game Fill the Barn and has a work-in-progress abstract two-player called "AtataT."  I'd seen "AtataT" at UnPub 3 but missed out on playing it.  Charlie made a point of catching up with me during the Trains Planes and Automobiles tournament, and we had a nice chat about our respective game designs.  I look forward to seeing more of him.

Sunday morning provided an opportunity to catch up with the representatives from one of the vendors and talk a little about "East India Company."  This company is a well-known publisher with a line of games to which I think "EIC" would make a valuable contribution.  The fellows I spoke with weren't the people who make decisions about which submissions to evaluate, but they do much of the playtesting.  We talked a little about the wide variety of quality and maturity they see in some of the game designs that they are given to check out.  I thought it might be valuable to pass on to them a copy of the rules of "EIC" with my contact information, just as an indicator of how far along I've developed the game and to help with their company's evaluation of whether to get a closer look at it.  There's no telling what will come of this contact, but I was glad at least to have reached out and pursued a potential relationship.

Friday, August 9, 2013

WBC 2013 Saturday: Wooden Ships fleet action and semifinal

Saturday at the World Boardgaming Championships was the day I'd been preparing for - the Wooden Ships and Iron Men fleet action and, if I qualified, the semifinals with a goal of reaching the final and competing for the championship.

My fellow Dutch players, Admiral
Ron (l.) and Commodore Tim H.
Wooden Ships fleet action
Tim Hitchings always puts on a great fleet action at WBC.  This year, the scenario involved a meeting engagement in the Dogger Banks between a British fleet of six ships-of-the-line and six frigates escorting nine merchant vessels against a similarly outfitted Dutch fleet.  The goal of each fleet was to escort its merchants safely off the opposite side of the board.  I served as the rear commodore of the Dutch fleet, with the ship-of-the-line Holland and a frigate under my command, as well as three of the merchants.

Thursday, August 8, 2013

WBC 2013 Friday: Gryphon and Avalon Hill

Continuing my saga from yesterday's post...

Vendors
Friday at the World Boardgaming Championships was the first day that the vendors set up shop, and my friend Keith Ferguson was eager to be there when the doors opened.  Somehow I got the Friday morning schedule wrong and missed out on competing in a morning tournament, so I went to the vendors' hall instead.  As soon as I walked in, I saw the Gaming Nomads booth with Incan Gold (designers Bruno Faidutti and Alan R. Moon, artist Matthias Catrein, publisher Gryphon), which my family had been playing using a makeshift homemade version.  For $20, it seemed reasonable to get a copy of the real thing, since it gets some play in my house.  I overheard someone ask for Salmon Run (designer Jesse Catron  artist Eric J. Carter, publisher Gryphon), which I didn't even know they had until they pulled it out from under a low shelf, so I picked that up, too.  Finally, I decided to get Pergamon (designers Stefan Dorra and Ralf zur Linde, artist Klemens Franz, publisher Gryphon Games), which has been on my wishlist for a long time but which I just never picked up until now.  So I bought three Gryphon games from the first vendor I saw.  I decided discretion was the better part of valor at that point, and turned around and walked out again before my credit card got any other bright ideas.

Wednesday, August 7, 2013

WBC 2013 Thursday: "Small" tournaments and second-hand buys

Last week I spent four days at the World Boardgaming Championships in Lancaster, Pennsylvania.  WBC is one of my favorite conventions, and this one had a few highlights that I hope to share over the next few posts.

Monday, July 29, 2013

A promising new business contact

I've been struggling to assemble additional prototypes for "East India Company," and I had been stymied by an unfortunate failed transaction with a printing company that set me back about two and a half months with nothing to show for it except a refund.

Looking for a new source for print-on-demand services that could do what I needed, I browsed an old resource page that I'd bookmarked at Spotlight on Games.  There I found a reference to Print and Play Productions, which seemed to fit the bill perfectly.  On Wednesday, I placed an order and sent a note to the owner, Andrew Tullsen, just to let him know where I'd found out about his company and that I looked forward to doing business with him.  He responded the next day to say that he had checked my files, that everything looked good, and that he hoped to ship my order that week.

Tuesday, July 23, 2013

HistoriCon 2013 Saturday - USMC in the ACW

Last Saturday at HistoriCon, my friend Frank Hodge and I spent the morning in seminars and then joined our friend Grant Greffey for his latest WarZone scenario in his Dr. Orenstein series.  What follows are a few notes that I took from the first seminar, with others to follow in subsequent posts.  Any errors in this account with respect to the history of the Marine Corps and surrounding events are my own.  

Saturday, July 20, 2013

HistoriCon 2013 Friday - DBA and GHQ

De Bellis Antiquitatis 3.0
Today at HistoriCon, I was reminded of what I like about the elegant miniatures game De Bellis
Pike refusing the flank against a knight charge
Antiquitatis
 (designers Philip and Sue Barker and Richard Bodley Scott, publisher Wargamers Research Group), colloquially known as DBA.   Years ago, my friends and I would play earlier versions of DBA avidly.  We closely followed rules changes and army list updates as they came out, the latest edition being DBA Version 2.2.  Over time we fell away from DBA in favor of boardgames and other distractions.  Occasionally we'd say, "We should play DBA again some time," and another of us would say, "Yes, that's a good idea.  I like DBA.  We should do that."  And then we wouldn't.

Friday, July 19, 2013

HistoriCon 2013 Thursday - New Orleans and Warrenton Junction

Although my primary interest is boardgames, I've been known to push lead around the table from time to time.  With last year's move to Fredericksburg, Virginia, of HistoriCon, the biggest Historical Miniatures Gaming Society (HMGS) event of the year, I've had a golden opportunity to revisit miniatures gaming and see the latest in the hobby.  Today was the first day of HistoriCon 2013, and for me it was "Leo Walsh" day, as I participated in back-to-back games run by the co-designer of High Noon and Age of Iron.

Sunday, July 14, 2013

East India Company: Two-player playtest holds up well

 
"East India Company" two-player session.  The prototype
board might be too "busy" and need some toning down
for clarity.
My current game design work-in-progress, "East India Company," is intended for two to five players.  My very earliest solo playtests were set for two players, and many of the coarse physical mechanics that I developed came directly from those very early sessions.  Since then, however, nearly every playtest has been with three or more players, and over time I worried that I had neglected the two-player case and that perhaps EIC would come up short in that smaller format.