Showing posts with label Network. Show all posts
Showing posts with label Network. Show all posts

Monday, January 14

What's in a Name?

For many years I've been referring to new games by a codename that stands as a working title while the game is in development. It's Alive! was Codename: Monster, Carpe Astra was Codename: Network and Sumeria was Codename: Ancient before their official names were chosen or announced. And now I'm working on Codename: Vacuum.


If I decide to hawk it to publishers, job done, I can send it with the codename, since the publisher will almost certainly want to chose the name (and the artist and tweak the rules) themselves. However, if I decide I self publish again I'll need a real name for it at some point.


I've been toying with a couple of ideas (one of which I posited here to a conspicuous silence!), and it got me thinking about what makes a good game name.


Lots of euro games go for the place name option, e.g.: Goa, Macao, Cuba, Santiago, Puerto Rico; while more themed games chose something a bit more involved: e.g.: Twilight Imperium 3rd Edition, Race for the Galaxy, Space Hulk.


I would want something that gives you a flavour of the game, but it also needs to meet certain criteria:


  • There can't be an existing game with the same or a similar name
  • It's got to Google well
  • Ideally there's not a book/film/computer game with the same name
  • It's got to sound enticing
  • It ought to evoke the gameplay or setting

So Race for the Galaxy is out (taken) and Race for the Solar System is out (too similar). Sol is out (taken by a 2011 game, a forthcoming film plus brings back hundreds of BGG hits). Empire of the Sun is a film and book, Solar Empire is a 2012 game. So you can see there's a lot of competition!


Making up a word works in a lot of ways (it should be unique in the BGG database and should Google well), but it be awkward for searchers to guess the 'correct' spelling, plus it's difficult to evoke the theme, concept or mechanics of a game with a word that by definition doesn't mean anything.


I've been thinking about 'Full Steam to the Stars' or 'Steam to the Stars' for Codename: Vacuum. They both have a few things going for them:


  • No competition: a BGG search of 'steam stars' brings back no hits and Google doesn't find anything with that phrase in the first page
  • They both evoke the Steampunk initial setting of the game and the sci-fi finish with a sense of the transition in between
  • Full Steam gives a hint of the race to ensure that your target victory conditions are ones that get scored

Of course, the downside is that I'm too close to them so I've no idea whether they sound rubbish or not. The name has to be interesting enough that if you saw it on a shelf you'd pick up the box or if you saw it in the BGG Hotness you'd click the link. I'm not sure either of those have that kind of appeal.


For Carpe Astra I ran a BGG competition to choose a name (the winner got a mention in the rules and, I think, a free copy of the game). I could do the same thing here, but it's a bit of a wasted effort if I hawk it to publishers and they call it something else.


What do you all think of (Full) Steam to the Stars? Got any better ideas?

Thursday, April 17

Busy Few Days

I've spent thirteen hours at hospital this week including travel time, which has obviously had an impact on the amount of progress I've been able to make, but even with that I've managed to get a lot done. Plus the treatment seems to be making a difference so that's worth it too.

Tuesday I managed to make my Codename: Network prototype a little nicer looking in preparation for a playtesting night with Paul G, Greg and Lisa. It was (believe it or not) the first time I'd played 4-player, and as a result we made a couple of changes to make player interaction a bit easier - all good stuff.

Wednesday afternoon, I got confirmation from the designer of Network, Ted Cheatham, that he was happy with the name and the contract, so I can now confirm that Network will be the third game released by Reiver Games in July of this year. I want to call it 'Carpe Astri - Seize the Stars' but apparently the correct name is 'Carpe Astra', someone spotted the error on BoardGameGeek and I checked it with a Professor of Latin at Cambridge University! I'm hoping to have the professional run ready to ship pre-orders (at 30% discount) at the beginning of July, sending copies out to shops at distributors at the end of July/early August. If you're after a copy please either email me to go on the pre-order list, or contact your favourite store and ask them to stock it. I expect it will cost somewhere between £15 and £25 GBP, but I'm waiting on a quote from the manufacturer before I can confirm that.

Wednesday afternoon also featured another playtest, this time with Paul W and Lisa, giving the new 3-player layout a test. Again it went well (plus I won 3/3 :-) ), so that was really useful too. Wednesday evening Rich tried it out too, he enjoyed it as well, which is a useful barometer as he's not a game geek like the rest of my playtesters.

This afternoon, I finally got to meet the sales guy from the manufacturing company. That was a really useful meeting, I got to enquire about what affected the price (and by how much), show off a couple of prototypes and generally get a lot of my manufacturing questions answered. I've not gone down the professional route before, so I don't know much about it. The more I can find out quickly, the better.

I've also contacted a group who might offer me a grant to help with exporting, on the advice of my small business advisor. They offer grants to do things like visiting potential overseas markets. If I can get an all expenses paid trip to the States to visit distributors that would be awesome!

Sunday, April 13

Games Day

Yeay! 400th post!

I went round to Paul W's this afternoon for a games day. I missed the morning, so I turned up halfway through a very entertaining game of Pirates. Paul's 3-D scenery looked really cool, as did playing on a blue surface, they really set the scene. When they'd finished we got a 4-player game of Network in, which was really useful. I've not actually played it 4-player yet, and it was good to see that it worked as I'd envisaged. I'm thinking of tweaking the scoring a little more, but I'll get a chance to do that on Tuesday (play-testing with Greg, Paul W & Paul G) and then again on Wednesday afternoon (with Paul W). It's so nearly there! We wrapped up with a couple of games of Guillotine, which I love (and recently bought for Paul G for his birthday).

It's been a cracking week for It's Alive! too. I sold more copies this week than in the preceding three put together, and the two weeks before were pretty good. If sales continue this well I'll sell out in three weeks! To be honest I doubt the next three weeks will be consistently as good as this one, but it definitely feels like I'm on the finishing straight. If you're after a copy I wouldn't wait too long, they'll be gone soon.

In other news, today is my MS-versary, I was diagnosed a year ago today (on Friday 13th April - how auspicious is that?).

Friday, April 11

A Week of Working For Myself

My first week at home is nearly done. It's felt good, but also slightly strange. It feels a bit like taking a week off, in the past I've taken a week off work to construct lots of games in preparation for a big convention. I think it'll take a few weeks for it to really sink in.

I've spent most of today working on Network. I was concerned that the version that Paul and I came up with on Wednesday could be broken if one player played a particular strategy, so I tried it out today and I was right :-( I've spent most of the day soloing various versions, trying to simultaneously fix the strategy problem and tighten the theme up a bit. Nothing major, just changing hand sizes, scoring mechanisms and also trying out some extra cards that the original submission also came with, but I'd taken out. Network is so nearly there, but it's difficult to stop playing with it and call it done. I guess I'm a perfectionist, or an inveterate tinkerer - one of the two! I'm trying to tie the game tighter to the theme by tinkering with the scoring, so that it 'makes sense' in the context of the game. It's also possible to do it by adding flavour text to the rules, or just rewording things, an example from the Network rules: replacing 'replace a piece' (the mechanic), with 'bribe an opponent's operative'. I'm hoping to do some playtesting on Tuesday night, and I'll take it along to Paul's on Sunday, if people are interested it will be really useful to get more multi-player games in.

Thursday, April 10

Shush! I'm Working!

It's amazing what counts as work these days :-)

Yesterday I spent the morning starting to go through the rules of the submissions I have requested, they've not all arrived, but those that have arrived I can take a look at. It's much slower going than the first pass, I have to read the rules, figure out in my head how I think the game will work and then make a decision. So far I've asked for prototypes of three, and rejected two.

At lunchtime I stopped to print, cut out and write some new cards for Network in time for an afternoon of playtesting with Paul. I had a new idea that I wanted to try out, I was worried the game felt a bit too random, a bit out of control. Also, I was worried that a run away winner could not be caught up. Paul and I spent the afternoon trying out variations on that theme. The version we ended up with at the end of the afternoon worked really well two-player, I've not had a chance to try it out with more yet. I had a really good afternoon, Paul make a great playtester (load of really useful ideas and insightful probing of potential problem areas), and it was nice to just hang out playing games - while working!

Today I did a bit more on the submissions, then I had another idea for Network. I printed, cut out and wrote some more cards. Tomorrow I'll solo them to see if they work at all, and try it with three and four (virtual) players. I hope to try it with real people on Sunday and Tuesday next week. Hopefully I'll get a chance to try it out with both three and four players.

In other news, I've now lined up meetings with the manufacturer and my small business advisor for next week, that'll be all three of the meetings I wanted to organise sorted.

Saturday, April 5

The First Day of the Rest of My Life!

Dramatic enough for you? It's true though, today I'm no longer employed, I'm self-employed. It's going to take few weeks to settle in, but when it does it should hopefully feel very different.

A couple of things are going to make the transition easier:

  • Work want me to come back part-time as a contractor/consultant. It's far fewer hours than I do now, but at a far better rate, so it'll give me a chance to acclimatise myself to being on my own more, as I can wean myself off office life to some degree. Plus the money will help, allowing us to survive a bit better or give me longer to get the company off the ground.
  • I'm due a pay rise at work, back-dated to August, it looks like it going to be around £680 after tax, and will turn up at the end of June, again the money will be welcome.

I'm trying to have the weekend mostly off (though I've been checking my email compulsively as usual, and I've corrected the German rules for It's Alive! on my website again). Monday will be the big kick-off. I've arranged to see Paul on Wednesday for playtesting, before then I want to print some more cards for Network to try out a new idea. I'm going to create a spreadsheet of all my submissions. Until now I've been fairly cavalier about managing them, but with the vast number I've received over the last week I need to be a bit more organised.

That's it from me for the moment, I'll let you know how Monday goes...

Tuesday, April 1

March Report

Big month for me! As usual, play first.

Play

By the numbers, it was a fairly average month, but in the flesh it was a great one. I spent a weekend in Newcastle with old friends playtesting games, the next weekend we were down South playing games with yet more old friends, plus there was a week when I made it to both of Paul's games nights, my last two gaming sessions with Dave before he moved down South, a night in the pub when we ended playing drinking Jenga, and a visit to Hugo's for a gaming afternoon. Here's the multiples:

And the singles: Puerto Rico, Revolution!, Carcassonne: The Castle, Bang!, The Pillars of Venice, Cleopatra and the Society of Architects. It was my first outing for N-Tropy, Revolution!, Bang!, The Pillars of Venice and Cleopatra and the Society of Architects. I wasn't a big fan of Bang! or The Pillars of Venice, N-Tropy was alright. My favourite new game of the month was Cleopatra etc. Nice theme, beautiful chrome, I like that the box is used as part of the board (like Niagara), and I love the corruption mechanic, where scoring the most points often means getting corruption counters, the player with the most at the end of the game loses, regardless of their score. Nasty :-D. Special mention goes to Revolution! by fellow blogger Philip duBarry. Dave and I played it, and I enjoyed it but felt it would be better with more players. Then I read the box. 3-4 Players. Muppet! I took it along to Hugo's but there were too many of us, so I'll have to try at Paul's instead.

All in all, it was a great month for playing games. Great to see so many old friends, and to be invited to yet more games sessions :-) Still, it was a shame to see Dave leave, I'll miss our Tuesday nights together, and our nights in the pub chatting about game design.

Creation

Ooooh. Exciting month. I finally stopped prevaricating about whether to quit my job and set up Reiver Games full-time, and just did it. I also started making a splash to try to build awareness of my company, and to drum up more submissions. I posted a few things on BoardGameGeek, which attracted attention, and lead to a brief story on Boardgame News. In total I think I've had around thirty or forty submissions. It's a bit overwhelming. For the moment I'm just replying telling the designers I'll look at them next week. At least I'll be busy in my first week at home :-)

It's Alive!

Sales have been slow since Christmas, but they've started picking up this last week as I'm more active, and making a splash about my company. I've sold nine during March, and I'm hoping that having some time to invest in publicity (and the quitting my job story) will raise awareness and lead to some more sales in the coming weeks. I've almost run out of the massive pile of finished stock I built up several weeks ago, time to get constructing again. Looking forward to next month I've a couple of appearances at the local game store (their games night and a Saturday slot) which should also lead to some sales.

Codename: Network

I've been working on this the last few weeks quite hard. I've started putting together some graphic design and been bouncing ideas back and forth with the designer. I started a thread on BGG asking for title suggestions and got hundreds. I need to pick one, and then start publicising it properly.

Codename: Jorvik

Jorvik's gone on the back-burner for now. I had some constructive feedback from Mal & Paul that made me think it wasn't quite ready. So I'll continue working on it, and release it when it is ready, rather than rush it out too soon.

In other news, all the fuss has led to the most hits in a single day here on Creation and Play. I'd like to welcome all my new readers, hopefully you'll stick around and join the discussion every now and again. It's going to be an exciting few months here on CnP I hope you enjoy reading about it.

Monday, March 17

Jenga - Surprisingly Fun

Friday night at the pub we played Jenga. Our local is great - not only does it have a good range of constantly changing guest ales, it also has a few bar games including Jenga. I've also played Border Reivers in there before - a games-friendly pub.

Admittedly we didn't play vanilla Jenga, and a few drinks had been consumed, so my judgement may have been impaired, but it was good fun all the same. We played a variant where initially there are no rules, each time someone knocked over the tower they had to drink, but also invent a new rule to use in subsequent games.

The first rule we added was 'no testing' i.e. you have to take the first piece you touch, then after someone blew over the tower on someone else's turn, 'no blowing' was added - no surprise there! Then the rules started to get more interesting:

  • On your turn you must be touching your nose (which forced one-handed play)
  • You must take from the lowest full row
  • You're only allowed to use you thumb and little finger
  • You can only take one of the outermost blocks from the row

Of course any rules violations required drinking :-) Jenga was much more fun played that way - I can recommend it.

In other news, I got very little time for games last week. I had a couple of trips to London for work, both of which overran so I got home quite late a couple of times. Couple that with the washing machine failure (fixed!) I didn't manage to get to Paul's for games, and Dave was away for the week on a course. Although Beyond Monopoly! was on on Saturday, The Wife and I spent almost all weekend shopping for a new car (ours is finally on it's way out, and I'd like not to be responsible for its next service and MOT), so I didn't get along this week.

I also failed in my quest to do some more work on Codename: Network. I printed out some new cards, but I've not had time to fill them in or even cut them out. Hopefully I can do that this week.

This week will hopefully be better, I'm hoping to make it to Paul's tonight, and Dave's last games night before he moves to the South is tomorrow. I may even get some time to work on things on Friday - it's a Bank Holiday in the UK, but The Wife is on a course, so I'll be at home alone. I might see if Dave is suitably recovered from his work-leaving do the night before to play games/playtest in the afternoon.

Tuesday, March 11

First Steps On My Own

So, I've handed in my notice, I've four weeks (minus a few days holiday) left at work - then what?

First up, I need to get my company off to a good start. To help this I've a few meetings to line up over the next few weeks.

  • Bank Manager - I need to keep my manager on side. My eighteen months free banking has just ended, but they apparently have a 'electronic' tariff which could save me some money. I also need to tell him my plans and see what advice he has.
  • Small Business Advisor - I need to talk to someone about VAT-registering (which I know other publishers have done), and advice about how best to market my games.
  • Manufacturer - I want to move into professionally manufactured games, but I know almost nothing about it. How do I reduce the cost? What little things make a big difference to the cost? What software should I use to prepare the artwork? Hopefully a meeting with a manufacturer will answer some of these qustions.

I'm now fairly convinced my next game will be Codename: Network, but it's still changing fairly rapidly as the designer and I try out new ideas. I need to spend a decent amount of time improving it, stabilise the rules, get a signed contract with the designer and then start on the artwork and publicity. I'm thinking of a pre-order drive, offering fans a chance to get the game early (and cheap) and by cutting out the middle-man making more money myself than I would if I sold to a shop. I also need to get shops interested in ordering the game in bulk. How to do that? I'm not really sure yet. One way is to contact the shops directly, another is to get gamers who want the game to contact their local shop (this already happened for It's Alive!), a third method is to get a distributor to stock the game and then run a solicitation advert in their trade magazine. I've no idea yet which one will work best.

It's an exciting time, but even with eighteen months experience in the industry, the change of situation, and hence business model will incur a steep learning curve.

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?

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...

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.

Monday, December 31

Reprints

I'm considering re-printing games that are now out of print as a different avenue for Reiver Games.

I've started a Geeklist on BoardGameGeek for people to suggest games that need re-printing, and it's generating some interesting ideas.

In other news, I woke up at 6:20am this morning, and couldn't get back to sleep. Mal is visiting, so I couldn't go in the living room, and I didn't want to disturb The Wife seeing as we've a late night planned tonight, so I just lay there in the dark. My head was buzzing with ideas about Codename: Network, one of the submissions I've received, which could hopefully improve it...