Showing posts with label beer and pretzels. Show all posts
Showing posts with label beer and pretzels. Show all posts

Monday, May 23

Beer and Pretzels 2016

It's been a great week of gaming, culminating in my weekend con trip of the year at Beer and Pretzels 2016 in Burton on Trent. Wednesday I went to Manchester with Ian, so once I'd finished my presentation slides we played a few games on the iPad (including 6 Nimmt! which works better than I expected pass and play). Thursday was Games Night featuring 6 Nimmt! (again) a couple of games of Race for the Galaxy, King of Tokyo and a couple of games of Zombology. Friday I had a night off gaming and an early night to try to recover from a few bad nights sleep and to ready myself for the early start.

Five AM on Saturday I planned to quickly turn off the alarm and get ready as quietly as possible to avoid disturbing The Wife (who doesn't deserve a 5am start just because I want to go gaming). Sadly at 4:58am every house alarm in the street (including ours) went off due to a very brief power outage. I sprinted downstairs to turn it off, The Wife, thinking it was a fire alarm had dashed into The Daughter's room, where she was happily sleeping through it! The Wife went back to bed and I got in the shower only for it to happen again and this time The Wife has to sprint downstairs. Sub-optimal.

Burton Town Hall

Still, it meant I was definitely awake and didn't miss my train to Burton! Beer and Pretzels has been held in the lovely Burton Town Hall for the last 27 years, but sadly this may well be the last one. The council are putting the rent up by a huge amount and Sal and Phil who organise it have yet to find a suitable replacement venue. Three out of the last four years I've been down and met up with Terry, one of my old Bedford gaming chums, for a great weekend of gaming, beer and catching up with friends.

On Saturday Terry and I played a few games with Paul and Carol and their friends Tony, Callum and Phil and a few 2-player games together. We started with Kodama, then Port Royal, Zombology, Magnum Sal, Roll for the Galaxy (ticked offf my ten plays list!), The Voyages of Marco Polo, Patchwork a couple of times, Murano, Kodama again and ended with another play of Port Royal.

Port Royal, Magnum Sal, The Voyages of Marco Polo, Patchwork and Murano were all new to me and all good games. Patchwork stood out as my favourite of the bunch with Port Royal and Marco Polo also particularly good fun. I can see Port Royal being popular at Games Night, so I might have to get that. As I expected, Kodama is growing on me the more I play it, I imagine I'll tick off the remaining 7 plays required to get to ten quite quickly.

Beer and Pretzels 2016

Sunday was a shorter day as I had to get the train home at 5:30, but I still managed another 9 games. We played Oh My Goods!, Kodama (again), Roll for the Galaxy (again), Burano, Kigi, Koi Pond, Port Royal (again), Hamsterbacke and Roll again!

Oh My Goods!, Burano and Hamsterbacke were all new to me and it's becoming clearer to me that I'm moving towards lighter games. I thought Oh My Goods! was great fun, and surprisingly deep for a little card game. Hamsterbacke was also very enjoyable with plenty of screwage.

Burano on the other hand (where I was flailing around completely unsure of what I was doing) I really didn't enjoy. It has a mechanism where at the start of each round you have a minute to build a pyramid of cubes which affected what actions you could take for the next 12-16 rounds. It was immensely frustrating since as a beginner I had no idea what to do and then ended up hamstrung for the next 45 minutes four times during the game. What's more, it's didn't seem to add anything to the game. Needless to say I am not a fan.

WP_20160521_006

All in all a fantastic weekend. Patchwork was my favourite of eight new to me games, putting me well on the way to my 24 new to me games this year goal. We played three games three times: Kodama (which Paul bought after our play), Roll and Port Royal.

In addition, I spent 8 hours programming on my German language app on the train journeys and on Sunday morning!

Next week will be noticeably quieter!

Monday, May 16

Eu Volto

I'm back!

We had two weeks in the south of Portugal. The day we arrived (at 5pm) it was glorious. The next day was pretty good and then we had two weeks of very windy and overcast weather with occasional downpours. The day we left (at 8am) also looked glorious too. Ho hum. Apparently they had a heatwave in the UK in our absence!

Still despite the weather we had a lovely break and The Wife and I even managed some gaming after The Daughter had gone to bed and we introduced The Daughter to Jenga which she loved despite losing every game. I took Carcassonne: The Castle, Kodama: The Tree Spirits, Race for the Galaxy and Magic with us and we played one game of Kodama, several of Carcassonne and Race (two of our staples from when we used to play games together, pre-The Daughter) and unwrapped the Magic cards but lost interest before making decks, let alone playing. The Wife and I have played a lot of Magic in the past - especially when we lived in the US, but I think that's where it belongs now - we've moved on.

I kept up my Duolingo practice of both German and Portguese while I was away, along with reading His Dark Materials in German on the Kindle iPad app (with very frequent use of the in-built dictionary!). The German is going well, I've reached Chapter 4 of HDM and I kept practising with my German language app too.

Portuguese, sadly not so well. I'm about a quarter of the way through the Duolingo course, but I found I couldn't actually say anything useful ('The bill please', 'Can I park here for free', numbers, etc.). I knew quite a lot of words (when reading there was a bunch of stuff I was surprised I could understand), but I felt hopeless when it came to talking.  It's the first time I've used Duolingo to learn a language from scratch (I already knew quite a bit of German before starting the Duolingo course) and I've found it a lot less brilliant than I thought it was when doing the German course.

I've used this knowledge to pad out the list of stuff I want in my German language app. Lots more to do there!

This week I've a busy week of gaming planned: Wednesday I'm off to Manchester for work with Ian - there'll probably be some games on the iPad on the train, Games Night is moving to Thursday as a result and then Saturday and Sunday I'm going to Beer and Pretzels in Burton on Trent with Terry who I used to game with in Bedford when I lived there. Should be a great week!

Monday, May 26

Next Steps

It's been a fairly quiet week. After last week when The Wife was away and The Parents were up and then last weekend when I was down at Beer and Pretzels gaming I wanted to take a few days to think about what needs to happen to Zombology to take it to the next level.

A few weeks ago I asked for blind playtesters for Zombology. I warned the volunteers that I wanted to try out some changes I'd just come up with before making it available to them. I took the version containing those changes to Beer and Pretzels and tried it out with a few friends that I only get to see at Beer and Pretzels. It didn't work as I had hoped and left me wondering whether the problems were due to a bad shuffle of a new prototype or fundamental problems with the new version.

I'd made the first deck more positive, getting rid of some of the events and adding more science cards. The extra science cards had higher values which meant that in the first half of the game you had something to aim for. The downside however was that the second half of the game became too easy. Starting the second half of the game with some value three cards in play meant you could cure a suit in one or two of the remaining four turns. This made it too easy for the players to win, taking the game back towards the previous version which had been too easy.

So I've spent most of this week thinking of ideas to address the comments from Beer and Pretzels and the previous Newcastle Playtest while not knackering the game difficulty. I've got some more ideas to try out now:

  • Add another value card to move the goalposts for curing back
  • End the game immediately after a cure (which will mess with whether or not to play a cure)
  • Take the twos back out of the second half of the game (making it harder to resurrect dead suits)

As usual, I've no idea how these changes will work until I've made a prototype and tried it out. We're away visiting friends this weekend, so it'll have to wait until next week before I can try things out.

Monday, May 19

Let's Convene

The focus of this week has been Beer and Pretzels. Oh, and parenting. But mostly Beer and Pretzels.

My parents came up last weekend so that I would have some help looking after The Daughter while The Wife was away for work. It's been great having them up, I'd not seen them since January and they were incredibly helpful, making my period as primary care-giver much easier. I even managed to get a new version of Zombology ready for this weekend in the evenings after The Daughter went off to sleep.

The Wife got back on Thursday so I could head off to Beer and Pretzels on Saturday morning. I've been to Beer and Pretzels four or five times now, initially as a publisher trying to drum up interest and trade for the games I was making and for the last two years as a punter, just playing games with friends while drinking a small amount of beer and eating the odd pretzel.

The venue: Burton Town Hall

Saturday was an early start, up at five (though actually 4:30, The Daughter was waking up early all week with her cold), then a 6am departure to get a train to Burton to arrive in time for the 10am convention start.

On arrival, I came across a few old friends, Paul, Carole and Nick and then Terry, one of my gaming buddies from the South, arrived. We started with a quick game of Zombology, using the new version I'd made last week. I think the new art was much clearer (except accidentally missing out the requirement information from some of the cards) but the new version seemed way too easy. Though this may have been at least in part to a poor shuffle of a newly printed game leaving the aggressive cards out of the deal. People seemed to enjoy it, but in a low key way, there was no-one clamouring to play it again or buy it. More work required methinks.

After Zombology we ploughed through another 9 games, mostly with the same crowd. At home we play games at my house using my collection. I rarely buy games I haven't played and enjoyed, so we mostly play games I know. Conventions (and Beer and Pretzels is the only one I go to these days) are the main way I have to come across new games. Saturday was the first time I'd played Elder Sign, Las Vegas (which we played twice), Il Vecchio, Gear & Piston and Istanbul.

Particular favourites were:

  • Las Vegas - like a simple, cleaner version of Alea Iacta Est, with plenty of opportunities to screw each other over. Terry had apparently owned it for ages but only played it for the first time recently, after which he's racked up a bunch of plays.
  • Las Vegas: Simple, yet vicious and fun
  • Istanbul (just nominated for the Kennerspiel des Jahres) - another of Terry's purchases, you're racing around the city trying to be the first to collect five (or six with two) rubies to win the game. I enjoyed its simplicity and the speed at which things proceeded and the ability to lay the tiles out differently each time you play, increasing its replayability.

We called it a night around 9:30, half an hour before the venue shut. I was knackered, twelve hours of gaming on top of the 4:30am start had done for me. Terry and I were staying in the same hotel so he gave me a lift and then I had an awesome night's sleep.

Sunday started at ten, but we arrived a bit early (as we had the day before). They weren't letting us in early though, so we sat in the sun for half an hour and played half a game of Stone Age on the iPad.

I'd brought two versions of Zombology with me, so I asked yesterday's victims and Neil if they'd try the other version and compare and contrast. This was a noticeably more vicious game that proceeded more quickly since almost everyone had played before. Most people enjoyed it, but Nick found he rarely had a good card to play and Paul would have liked higher cards in the first deck to aim towards.

Sunday was a much shorter day, I wanted to get the 3:30 train so I could be back in time for the daughter's bedtime, so I only had five hours of gaming. After Zombology, we played a couple of longer games: Euphoria: Build a Better Dystopia and Praetor. I think Euphoria was my favourite game of the weekend a 60 minute worker placement game with loads going on, plus nice art and fantastic wooden pieces (I admit it, I'm a sucker for nice bits!).

Euphoria: a very fluid worker placement game

All in all, it was a great weekend. Great to catch up with Terry and everyone else, great to learn some great new games and play some old favourites.

The only downside was that Zombology wasn't as well received as I had hoped. Needs a bit more tweaking I think, time to consider some new ideas.

Monday, May 27

Beer and Pretzels

Last weekend I went to Beer and Pretzels, a games convention in Burton on Trent in central England. The convention is held in the Town Hall, a grand old building, and fills the main hall and a couple of other function rooms. There's a cafeteria serving hot and cold food and a bar serving drinks (including beer) and the organiser, Phil who owns the Spirit Games FLGS in Burton puts some pretzels on each table.


I had attended B&P twice before in, I think, 2008 and 2009. Those times I treated it as business as I was running Reiver Games at the time, so I arranged in advance to co-opt a table (and bless him Phil gave me a good one at the entrance to the bar/cafe) where I sat during the day trying to find people to demo my games to and then hopefully close a sale. I spent the evenings just hanging out playing games though, and then spent the night at a pub nearly which had single rooms over the bar for £20 a night!


This time things were very different, I had nothing to sell or demo so I was just there to play games and catch up with people from my Reiver Games past. Instead of two carrier bags full of stock I was hoping to sell, I took only one game: Codename: Vacuum for playtesting and showing to anyone who was interested, but I wasn't on a hard-sell mission, it was available if people were up for it.


I decided to push the boat out and stay in the Holiday Inn up the road (if I'm away from The Daughter, the last think I want is a night's sleep broken by the sounds of drunken revelry from the bar below!) and at the penultimate minute I heard the my friend Terry from Bedford would be attending too - a great opportunity to catch up - I'd not seen him since last July.


Saturday morning I was woken by The Daughter at 5:30 (bless her cottons), and was just about to drag my sorry carcass out of bed when The Wife asked: 'Are you taking the car?'. 'Yes...?', I replied lsightly quizzically. 'Can you not?'. 'Yes', I confirmed slightly pained. Cue 45 minutes of frantically running round trying to get ready, organise a taxi to the station, find out train times and pack a bag.


Aside: After taking a couple of short holidays with an eight-month old baby, there is something really liberating about going away with a washkit, a change of clothes, a laptop, a game prototype and nothing else. You really appreciate travelling light once you have kids.


I spent the three hour train journey working on a new version of Codename: Vacuum inspired by feedback from my friend Tim the weekend before. On arrival I did a quick lap and said hello to a few people (including Phil who I'm pretty sure didn't remember me) and was just settling down to a game of Race for Adventure with Paul when Terry arrived. Terry joined us, and so every game I played all weekend was with Terry (and others).


Saturday ended up being a marathon 12 hours of gaming, featuring 9 games, five of which were new to me: Race for Adventure, Police Precinct, Terra Mystica, Tzolk'in and Snowdonia. I enjoyed them all, but Snowdonia was my favourite new game - a fairly quick worker placement game with an unusual theme and some nice ideas and mechanisms. In addition, Patrick, who worked for a company that my previous employer (Travis Perkins) bought out while I was there, came and found me and wanted to try Codename: Vacuum, so we gave that a 5-player run through. Patrick and his friend Rob seemed to enjoy it (Patrick's wife Jo less so) and even 5-player, with three new players it only lasted about 1 hour 45 mins which wasn't too bad.


Sunday was a shorter day as I needed to get a 4pm train back, but I still managed to squeeze in another five games including another Snowdonia, the new-to-me Love Letter and another game of Vacuum with Steve and Neil (and Terry). This Vacuum play was over amazingly quickly. I'd explained something badly, so Steve raced to finish the game expecting to score something that he couldn't. I was just getting going and it suddenly came to an end. I still managed to win, but it was Steve and Neil's first play and only Terry's fourth so that's not that surprising. It lasted 35 minutes. One of my goals for Vacuum is a short play time, so I've got to see what I can get from that game to help me speed it up - a recent game with three experienced players lasted over an hour by comparison.


As ever I enjoyed B&P, it was great to catch up with people who I'd not seen for 4 years or so and Terry who I'd not seen for several months. It's rare for me to play games that aren't in my collection (which usually only contains games I know and like before purchasing), so it was also great to try a few games that I'd not played before.


The return journey was split between more graphic design on the next Vacuum and writing last week's blog post. All in all a great weekend :).

Monday, May 20

The Joys of Critical Feedback

And I'm not being sarcastic!


So last weekend as I mentioned last week, my mate Tim was up for a long weekend with his family. During the day we all hung out together and entertained the kids, but once the sun had set and the kids were in bed it was gaming time. We played a few games with our wives and then, later on, just Tim and I burnt the candle at both ends. Included in that were a couple of games of Codename: Vacuum.


We discussed the game and how it was taking shape, but by that point it was very late and some beer had been consumed, so I asked Tim to let his plays sink in and send me some feedback via email in a few days once he'd had a chance to pause and reflect.


I've known Tim since we were fifteen, we were best men at each other's weddings. He knows me well enough to let rip without fear of offending me, so it was great when an email arrived on Wednesday lunchtime with a brief note about how he liked the game, it had some novel elements that made it interesting and then two or three pages of criticism of the bits he didn't like and some ideas of how to address them :).


The current version of Vacuum has been un-changed for over a month, I've played it ten or fifteen times, it works, it's reasonably good and I was beginning to get stuck in a rut. It seemed reasonable, there were no glaring problems or imbalances and I had no idea what I could do to help it progress from reasonably good game to frickin' awesome game of legendary-ness (that's a word right?). Nothing. I was drawing blanks.


Tim's email fixed all that. He sent me some ideas and his criticism has given me some more. I've spent the two train journeys to and from Burton on Trent for Beer and Pretzels doing the next version of Vacuum that will encorporate some of those ideas. I'm firing on all cylinders again. Thanks, Tim!


On the subject of Beer and Pretzels, it was a great weekend. My friend Terry from down south made it at the last minute so it was great to catch up with him, plus all the other people I knew there: Steve, Neil, Paul, Nick and Patrick. It was also nice to meet some new faces: Barry, Nick, Richard and Jo. I think I'll post a proper convention report next week...

Monday, May 13

Short Term Goals

A brief post this week as we've had friends up for a long weekend, so I've not had much time to write this - too busy playing games :).


Next weekend I'm attending my first games convention in three or four years - I'm off to Beer and Pretzels in Burton-on-Trent. It'll be my third time attending B&P, so it'll be a great opportunity to catch up with the friends I made there while running Reiver Games. It'll also be nice to be there without a 'day-job' of demoing the games I was trying to sell, though I will have Codename: Vacuum with me for testing on some more hardcore gamers.


I've got just under a week before the convention, and only three free evenings: Tim, one of the Best Men at my wedding, and his family have been visiting for the weekend and head off home tomorrow morning and then there's Games Night on Thursday. In fact, it'll be less than three free evenings as I desperately need to catch up on some sleep after a few late nights! I'm hoping to get a new version of Codename: Vacuum printed and cut out to take with me. I had wanted to try to get Codename: Proteome done too, but there's no chance :(.


The main difference for Vacuum is some new artwork (see below), a couple of wording tweaks to the strategy cards and some changes to differentiate the locations from each other. Proteome would have been a complete re-write since the version I made over a year ago, so I really don't have time for that too. It's destined to be a small filler card-game in the vein of 6 Nimmt! but with a tenuous science theme.


Here's the new 1900s card art for Codename: Vacuum. What do you think? It's still a word in progress - I want to improve the paper area in the middle further.


New style 1900s cards

Update: It turns out that after sorting out a few things that got put off over the weekend I've only got one free night before B&P, and there's a bunch of things I'd like to go into the next Codename: Vacuum, so I'm going to try to get Codename: Proteome knocked out on Friday instead. The best laid plans and all that.

Monday, April 29

Holidays! Yay!

I'm back now from my week's holiday in Norfolk (which it turns out is a very long way from Newcastle when you've got a baby in the car!).


We went with the entirety of my in-laws, which was great as my brother-in-law, my sister-in-law and her husband are all often up for games. We played a lot of 7 Wonders (including my 100th play!), plus Thunderstone (including my 75th play!), Carcassonne the Castle and I finally got my teeth into all the X-Wing Miniatures stuff I'd bought at the beginning of the year :) I also got a couple of late night games of Codename: Vacuum in with my sister-in-law's husband (aside, is he a brother-in-law too? A brother-in-law²? Something else? I've no idea).


I was keen to play Vacuum of course, and he's a big steampunk fan, so I thought the theme would appeal to him. He plays games less than my regular playtesters, he'll play games when I'm around but doesn't attend a regular weekly Games Night, so I thought he'd be an ideal candidate for trying out the simple, first-play rules I had in mind.


One of the main criticisms I'm getting at the moment is that the first few times you play Codename: Vacuum you're not really sure what to do or why - it's too complex. There are thirty different cards available to you in a standard game of Codename: Vacuum. Like most deck-building games some of those are constant and available in every game, but some change from game to game. There's a lot to take in, and the second time you play, there's a lot more. Confusing.


I thought a way to simplify the game for the first time you play would be to reduce the number of cards. Just keep the twenty that are in every game, and not use the additional ten that change from game to game. But I had no idea whether it would work, or whether it would feel anything like the real game. So I turned my brother-in-law? into a human guinea pig.


The good news was that it felt like the real thing, and Matt picked it up quite quickly (he even won that first game). He then requested a second, and we played the full game which he also seemed to pick up quite quickly. Good stuff. I won that game (good stuff too ;) ).


Matt enjoyed it, it's a reasonably good game. Now I need to do the work required to make the jump from good to awesome. Still aways to go.


In other news, I've started tweaking the border artwork a bit more. I'm starting with the first age cards, trying to make them look a bit more steampunky.


In still further news, through judicious application of wicca, neuro-linguistic programming, voodoo, jedi mind tricks and hypnotism, I've managed to get The Wife to arrange to a weekend pass swap. Which means I get to go to Beer and Pretzels in three weeks time. It's a games convention in Burton-on-Trent in May each year. I've been two or three time before while I ran Reiver Games. I'd spend the day demoing and trying to sell copies of my games and then the evenings on general gaming. This time I get to do the general gaming all day (and evening :) ). It'll be good to catch up with people I knew back in the day, and also get to try out some new games. We play my games on Games Night, and I don't often buy games without trying them, so new games often pass me by.

Monday, May 18

Beer and Pretzels

I had a great weekend in Burton at the 20th Beer and Pretzels games convention. I delivered a box of Carpe Astra and a box of It's Alive! to Spirit Games the shop that runs the convention, as they had sold out of both in the weeks leading up to the convention. After that I set up on a table and proceeded to demo my games and do some playtesting. I did my usual thing 'working' during the days until about 5-6pm and then 'playing' during the evening. The only difference being that while I'm 'working' I only play my own games (and prototypes), in the evenings I have a beer and play whatever anyone else wants to play.

Sumeria was well-received, with a gratifying percentage of players pre-ordering after their game. It would have been higher, but several people didn't pre-order a copy as all their gaming buddies were already on the pre-order list :-). It's Alive! sold a few copies over the weekend, and Carpe Astra was popular too. In addition, I got several playtesting games of one of my prototypes in too.

I also spent some time gaming with Paul, who runs Games Lore one of the biggest UK online games stores. He's running low on stock of my games and says they was a large spike in the number of Carpe Astra sales after my competition on BoardGameGeek. Nice to get some confirmation that the competition worked!

All in all, a great weekend, and I returned to lots of emails including a few more email pre-orders of Sumeria. I've now more than doubled the number of pre-orders I've got for Sumeria since reducing the pre-order price. Everyone is getting the price reduction, including those who pre-ordered before I reduced the price, so I lost some money from those early pre-orders (£17.50 down to £15, so £2.50 per customer). Thankfully, the number of new pre-orders more than makes up for that!

Just before I left for Beer and Pretzels I heard from the German manufacturer that Sumeria is being assembled on Wednesday. All being well it will arrive at my warehouse before the end of next week.

Thursday, May 14

Beer and Pretzels

This weekend I'll be heading to the 20th Beer and Pretzels convention in Burton-on-Trent. It's my third time attending, and somehow this year feels very different.

Beer and Pretzels is run by Sally and Phil of Spirit Games, and is held in the Burton-on-Trent Town Hall. It's a fairly big convention (I'm guessing over 200 attendees) and has a really nice atmosphere, with a bar, food, lots of different types of games and a prize ceremony at the end for reviewers on the Spirit Games website.

I first went in 2007, getting the train down from York and staying in a local pub. I had a carrier bag full of hand-made copies of Border Reivers, and a prototype copy of It's Alive! The convention went well - despite the convention being run by a shop, Phil let me sell hand-made copies of Border Reivers, and I sold quite a few. I went for the second time last year, and although by then I was technically a pro game publisher, it felt very similar. I got the train down from York, stayed in the same pub round the corner and again I had a carrier bag full of hand-made games, this time the last few copies of the hand-made edition of It's Alive!, which I duly sold out of. Phil had even reserved me the same table in the corner by the bar :-).

This year everything feels very different. I'm driving up from Bedford, and instead of a carrier bag full of hand-made games to sell myself, I'm taking a couple of boxes of professionally manufactured games and an invoice for restocking the shop. I'll be demoing my games this time, but if anyone wants a copy I'm going to direct them to the shop instead, where Phil will have some available. I'll also have the Sumeria prototype which I'll be demoing and I'll be taking pre-orders for Sumeria at the new, reduced price. I'm going to leave the Sumeria prototype with the UK Games Expo guys (who will be attending to hand out flyers at some point), so that they can start playtesting it as a contender for the UK Game of the Year competition which I helped to judge last year. Since Sumeria is now only a couple of weeks away it shouldn't be too much of a problem.

If you're going along too, stop by and say hi. If you're not: change your plans - it's their 20th birthday!*

* "I live on another continent" is no excuse!

Monday, May 19

It's Alive! Sold Out

I had a great weekend at the Beer and Pretzels games convention this weekend. I was selling It's Alive! during the day Saturday, but after a decent day of sales I decided to call it a day and start playing. I hooked up with Steve K (hiya!) and Neil and we played a bunch of games, mostly new to me as well as a couple of my prototypes. Despite not having a stand on Sunday, I was still able to sell the last few copies of the It's Alive! Limited Edition. I've only got six copies left at home now, mine and five I'm holding for other people.

I'll be going to the UK Games Expo in a couple of weeks too, but seeing as I thought I'd sell out of It's Alive! before then, and I didn't think Carpe Astra would be ready in time (right on both counts!) I've not got a stall there. Instead I'll be wandering around hawking my wares to the various shops and I'm a judge for the Game of the Year award. Bribes in excess of £5K gratefully accepted ;-)

Seeing as I've been 'working' all weekend, I'm going to have a fairly easy day today. I've got to nip into town to pay in my take from the weekend, and get a haircut in preparation for Dunk's wedding this weekend (I'm the best man - ought to look presentable!).

Friday, May 16

Ich Gehe Nach Deutschland!

I've just received confirmation that I've got a booth at the International Spieltage, at the Messe Essen in Essen, Germany in October. Or just plain Essen for those in the know.

In preparation I've ordered a German language kit as an early birthday present to myself. I did German at school, and was fairly good at it, but that was sixteen years ago, so I'm a little rusty :-(. Even with the course I'll not be competent enough to explain my games in German, so I could do with a German speaker on the stand, seeing as most of the 150,000 people attending the show will be German. Who to ask? I'll need to think on that.

In other news, I'm pressing on with getting a final quote from Ludo Fact for Carpe Astra and I spend a decent chunk of today going through the submissions I received ages ago working out which ones I want prototypes of sent to me.

I'm off to Beer and Preztels for the second year running tomorrow morning. It's a 8:20am train, so that'll mean an early start for me, but it should be good fun, and I've only got nine copies of It's Alive! left, so I might even sell out while I'm there.

Wednesday, May 16

Beer and Pretzels 2007: Day One Report

Sorry it's been so quite here recently, I've been exceptionally busy. I've been trying to get the last few copies of Border Reivers constructed for the Beer and Pretzels convention, while preparing prototypes of It's Alive! for the playtesting and trying to get the artwork ready for the printers.

I spent the last weekend in Burton-on-Trent at the Beer and Pretzels convention organised by Spirit Games. Due to the presence of an all day bar the beer was both plentiful and high quality (Burton has five breweries), and I noticed several people had brought Pretzels, so the convention was aptly named. I had managed to get seven finished copies to take with me (mostly by stealing sets of tiles from ordered copies that weren't needed any time soon). I was hoping for three sales, more than three would be great.

It was the largest convention I had been to, and it wasn't just limited to board games - there were wargamers, CCGs and roleplayers there too. Phil set me up with a table just outside the bar (and between the entrance and the bar), which was a great location. Plenty of traffic wandering past. I was set up opposite a table where someone (presumably the designer) was showing a professionally produced game called Fondue about cheese chasing. It looked like a mainstream (toy shops not game stores) game, but the guy left before I had a chance to speak to him.

One of the things I was worried about was that I might have saturated the market - that everyone who was interested in buying a copy of Border Reivers would already have one. I knew that a few of my customers would be there - was there going to be anyone else interested?

Fortunately, yes! Saturday got off to a great start as I set up a 4-player game with Acer, Charles and Dave. The guys quickly got stuck in and we had a great game which was won by Dave. At the end of the game both Charles and Dave were interested in buying a copy, but it was out of Dave's budget, so Charles bought one instead. Good start ot the weekend. My next game was with Tim who had played in Stoke a few times with the various members of Shire Gamers who own a copy. As is often the case in a 2-player, my experience told and I won the game, but Tim enjoyed it and is up for playing it again in Stoke. At some point a guy called Peter wandered past, and after a brief chat bought a copy on spec. This day was going better and better. I had two more 2-player games on Saturday, one with Matthew and one with Neil. I won both. Matthew had some dreadful luck on the reinforcement rolls and clearly didn't enjoy the game, but Neil and I had a great game, and he ordered a copy too - that will be my three sales when his cheque arrives. A great day from a sales point of view.

As is my want at conventions I work during the day selling games, and then in the evenings I have fun. I play other games and finally get to drink :-)

While looking for a game to play I bumped into Ben, who had bought a copy at The Cast Are Dice last year, and his good lady. They suggested a game of Evo, and Matthew and Ian joined us for a 5-player. Something about this game didn't agree with me. I don't know whether it was the numerous dice rolls or what, because the theme and cartoony graphics are right up my street, but I didn't get on with it. I also got royally creamed. After an hour or so I drew a card that gave me an opportunity to potentially do a lot of damage to the other players, at the risk of being eliminated myself. That didn't strike me as a problem, so I went for it. I died. Poor old Ben was the only other player to suffer really. I wandered off at that point. I've no idea who won.

Then I sought out Steve, another of my TCAD customers from last year. He had a copy of 'my mate Phil's' game: Archaeology which I was keen to try out. I had thought to buy a copy, but before I had a chance, Phil had sold out! Anyway, Steve had played it a bunch of times and was quite keen on it, so I definitely wanted a game. That evening Steve and I played a couple of games of It's Alive! and one of Archaeology. Steve enjoyed It's Alive! and ordered a copy, and I enjoyed Archaeology. It's nice, simple, quick and clean. And the production quality is fantastic. Well done, Phil!

I'll post again with Day Two in a few days.

Wednesday, January 17

Woohoo!

I found out today that the copy I recently sold to the States was as a result of the BBC MindGames review - so it has generated some interest at least.

I was worried that the address looked wrong, so I held off posting the copy for nearly a week, while emailing trying to get the address confirmed. I eventually posted it on Monday without getting confirmation, as I was getting worried about hanging on to the money for so long without posting the copy. Today I got confirmation that the address was correct, and I was thanked for my customer service! I was worried I'd be berated for dragging my heels - so that was good.

I also heard back from Rick Thornquist, the old editor of Board Game News about an article he was considering doing on Border Reivers several months ago. He had emailed me to let me know that since I'd emailed him Eric Martin had taken over (which I knew about), and to forward the conversation to Eric. Eric also contacted me the same day to see about an article - excellent!

I also got permission to demo and sell Border Reivers at Beer and Pretzels in May - it'll be my largest convention yet.

Today was a good day.