Tuesday, October 30

Are You A Game Design Blogger?

I've noticed recently that my blogroll is heinously out of date, so if you blog about board game design, let me know the URL to your blog in the comments and I'll add you to the roll.

In other news, Greg Schloesser has reviewed It's Alive! on BoardGame News, it's mostly an explanation of the rules, but he seems pretty positive, which is nice. No sales from this as yet.

In still further news, I'm actually making games this evening! Now I'm back in the UK for a few weeks, I've got time to concentrate on making games again. I hope to get another three or four done this evening.

Monday, October 29

Artwork Ideas For Jorvik

It's been yet another busy weekend, with my parents visiting this time. While Dad was here we talked about Jorvik. I think he'd make an excellent artist for it, and would generate unusual art, a mixture of ink lines and limited watercolour wash, quite different to Carcassonne or similar. I'd given Dad a few brief ideas about how the game worked and the sort of artwork I was after, and he'd sketched a few ideas.

After the success of the It's Alive! artwork by my friend R H Aidley, I've decided that what I want for Reiver Games is for the games I publish to be distinctive when it comes to artwork. I'd like them to stand out, with unusual, high quality artwork.

They aren't quite right, but they are the sort of thing I was after. What are your thoughts?

Thursday, October 25

On The Move Again

This post is coming to you from the Castle Hotel in Windsor, opposite the Queen's house :-)

I've hardly been at home the last few weeks, and as a result my stock levels have dropped really low. Before coming out here I managed to get back up to seven finished copies in the flat, but at one point it dropped to zero! In such a situation (and especially with a lot of work travel on the horizon) I've not been putting much effort into publicity, which has had a knock-on effect with sales (as you would expect).

Sales have dropped to negligable levels (just two per week for the last couple of weeks), however, I'm going to be at home more for the next three weeks, so it's time to get back in gear. Yehuda got in contact with Scott Jon Siegel of Joystiq's board games column, and I sent him a copy last week for review. I'm hoping that will lead to a few sales, as it has an enormous readership, and being mostly focussed on computer games, the readership will probably not have a huge overlap with BoardGameGeek, where It's Alive! has already got a fair amount of coverage, thanks to Tom Vasel and Greg Schloesser among others.

In addition, I've been prepping for a potential second run. I should mention here that I think I've made a mistake regarding the second run. I've mentioned it a few times, here and on BGG and Boardgame News. My thinking was that I could create some publicity on a slow news day along the lines of 'This game is so good, it's going to be reprinted' which might encourage people to buy it. What I didn't think about were the risks involved in this course of action (can you tell who's been on project management courses for the last two weeks?). Thanks to the awful exchange rate between the US dollar and the pound, It's Alive! is fairly expensive for US customers, and the cost of airmail shipping just exacerbates the problem. Several Americans and Canadians have bought anyway (thanks guys & gals!), but the cost has put several (that I know about, and probably at least a few more) off buying. Then comes the news that you'll be able to cheaper, and potentially better production quality version fairly soon. There goes any incentive to buy the hand-made version. D'oh! An added downside is that if I can't sell the handmade version in a reasonable period of time, I'll be less inclined to spend the huge sum of money required for a professional run, as my confidence in sales covering those costs will decrease. Muppet. Still, at least I've learned from the experience.

In the background I've been investigating the professional run, if I do go down that route in the future I'll need to have several things in place to capitalise on the opportunitiees it provides. I've been investigating a few things to that end:

  • Speaking to manufacturers to investigate costs and get quotes.
  • Speaking to distributors in the US to investigate whether I'd be better off dealing with them or individual shops.
  • Speaking to UK shops to gauge interest and raise awareness.

My list of UK shops has grown dramatically for very little effort. I did a search on Google for 'Board Game Shops', and I considered only the first page of results and the sponsored links. Surprisingly the ones I've already met/spoken to: Games Lore and Eclectic Games (which already stock It's Alive!) plus Shire Games, Spirit Games and Travelling Man didn't feature in those results (so either their search engine optimisation is failing or my search term was bad). But it did throw up an additional ten potential stockists that I wasn't aware of: Board Game Company, Farscape Games, Green Knight Games, Game Stack, Legend Games, Lingards Games, Orcs Nest, Secret Game Shop, The Games Player and The Game Store. These all seem to stock strategy games (i.e. modern Euro- & Ameri-games). So I've contacted them all to gauge interest. Hopefully it'll generate some, but it was remarkably little effort if it was a waste of time.

Friday, October 19

Remember Me?

It's been an absent couple of weeks for me. Last week I was in the Lake District on holiday (it's beautiful, arguably the best scenery in England), and this week I spent the first half of the week on a course in Leeds. Leeds is close to home, so I didn't have to stay away, but I did have to get up at 6am Monday - Wednesday and I had to work Saturday, Sunday and Monday and Tuesday evening. Needless to say I'm knackered.

When I got back from my holiday I found out that Tom Vasel had reviewed It's Alive! while I was away, so I had a bunch of orders on my return. That got rid of the entirety of my constructed stock. Since then I've received a couple more orders that I've had to make in short order. What I need to do now is make some stock so I'm ready for my next orders. I'm off to my local games club tomorrow, and I'll want to take a few copies along to that in case anyone is interested. I also need to send one more review copy to Scott Jon Siegel of Joystiq tomorrow too.

In other news, another prototype turned up today while I was at work. I'll have to collect it from the Post Office tomorrow, on the way to the games club. So many games, so little time!

Thursday, October 11

DrillerAce Board Concepts

Here is the small travel version of the board that would not need to fold if I put the game in a 12" X 12" box. This would be printed in full color on a standard 2 or 3 mm thick board with black back.
Below is the newest version of the board. This would be the actual size of the board and the Driller Domes. The cards would be slightly larger. The board would be fabric in this case.
I obviously like the bright colors that I can print on a smaller board but then the game will need a box. With the fabric board the game is much more portable because I would sell it folded up in a fabric drawstring bag. I guess a future release (if the game is received well) could be in a box with much better artwork. I would love to hear everyones opinions regarding the the pros and cons of the different boards.

Tuesday, October 9

DrillerAce prototype pictures

Here are some pictures of the prototypes.

This isn't exactly what it's going to look like but it shows a bit of the development.

Monday, October 8

Deep Space DrillerAce

I've decided to move forward with my first officially "self published" game. Deep Space DrillerAce will be produced as a signed and numbered, limited edition game. The game is an abstract strategy game that has a retro tongue in cheek theme applied to it. It takes place in the near future. The world is in need of clean water and oil. During the game you play the owner of one of two Deep Space drilling companies. One is searching for oil and one is searching for water. You have both landed on the same planet that has an abundance of both water and oil. The inhabitants of this planet are very superstitous and if you can manage to build your wells in certain patterns (glyphs) they grant you the rights to drill extra wells. The player who drills the most wells on the planet when the surface is covered will be considered the "DrillerAce" . I'm still getting quotes on a couple of components but the game at this point in time will consist of: 1 21" X 21" silkscreened fabric board. - 63 glass Driller Domes - 40 Glyph cards - 1 rules sheet - 1 signed and numbered cetrificate - 1 Drawstring storage/travel bag.
I'll post pictures soon!

Monday, October 1

On The Move

I'm writing this in the departure lounge of Manchester Airport en route to Oslo for work. It's been a crazy few days, and it will continue. November is looking a little more reasonable though.

Yesterday evening on the train home from London I used the train's wifi network to check my email. That you can browse the web while on a train is pretty cool. I was impressed by that. Anyway, I had an email from Yehuda saying that Greg Schloesser and Tom Vasel had both played and liked It's Alive! Episode 106 of the The Dice Tower includes Tom's review. I tried to download the Dice Tower episode but it turns out that the train's wifi is too flaky to download an hour of audio without a smart download client, so I'll pick it up in the hotel in Oslo this evening.

Hopefully the positive review will drum up some more business, I'm halfway through the print run now, just another 140 or so copies to go.

In other news, I've nearly finished another prototype of Jorvik. This one tries something new - taking the idea Dave had to another level. I played it with The Wife on the train down to London, and it seemed to work pretty well (there was a risk it would be unplayable). The Wife found the plain white cards with a few pencil lines on them hard to differentiate though, so I've brought the prototype and some colouring pencils with me and I'll colour them in while I'm in Norway. I've also started discussions with my Dad about the artwork. I saw a painting of his in a half-finished state last time I visited, and I really liked the textures he'd put in it. I think that style of artwork would make Jorvik very visually interesting, so he's going to do some mock-ups for me in time for my parents visit in four weeks time.

Finally, I'm going to try Vassal for the first time. My mate Dave, who I try to play games with once a fortnight or so, has been deployed to Afghanistan. He thinks he'll be able to access the internet every now and again though, so we're going to try and play an offline game of Memoir '44 using Vassal. I need to brush up on the rules!

Friday, September 28

A Dichotomy

This has been a weird week. I've been in Paris Sunday, Monday and Tuesday for work, and then on Wednesday I got a day off to compensate me for travelling all day Sunday. I was in London today, and I'm down there again tomorrow and Sunday visiting my sister (who's made me an Uncle). Monday I'm off to Oslo for a few days. As a result I've only made six copies of It's Alive! this week, and I'll probably manage less next week.

This week I've experienced a strange duality in sales. I've actually sold thirteen copies (twelve to a shop in the UK) but only one of those is a new order. Last week I only had three new orders. It's all going a bit quiet. I need to boost my exposure or I'm never going to get through the first hand-made run. If that happens, there won't be a second run.

I tried sending out a press release to my local news contacts, but I've only had one response, so that's not worked very well either. Still, with any luck that one response will lead to some coverage to 86,000 households - so it may yet led to some sales.

Thursday, September 20

A Busy Few Days

With The Wife out every night for her conference I've had plenty of time to make games. I've now made fourteen this week which is pretty good going, but I'm out tomorrow night (see - I do have a bit of a life) and all day Sunday I'm travelling to Paris for work. So I'm probably done for the week. Still fourteen is not bad. I've got eighteen stock which is great, but twelve of those are for a stocking order which I have to fulfill next week. Next week I hope to have a pretty good week for construction too. I've got a day off on Wednesday in lieu of working Sunday, so I'm going to try to make a ton of games that day. What I need to do is build up a decent stock of games as I'm getting towards the end of the professionally made boxes and I don't want to be scrabbling to make ordered copies once I've got to take longer making the boxes myself.

My geeklist hasn't been as popular as the last one. The last one has nearly two hundred recommendations, and earnt those very quickly. This one is languishing under fifty. I'm not sure what I did wrong. I think the title is not as snappy, and the content is more of a history than advice for those in a similar situation. It's been out two days and is already starting to drop off, I think it's done. Still it's attracted some attention, and made a couple of sales, so it's not all bad. I think where I went wrong may have been talking about a professional run too soon. Some potential customers (especially in the US where the exchange rate makes it quite expensive) are holding out for the professional edition in the hope they can get it cheaper. It probably will be available cheaper - online retailers discount - but it won't happen if I don't sell out of the hand-made edition. I think I need to do some more publicity in the UK where the price is very reasonable. Perhaps another newspaper/radio feature or try to get on the tele. What I need is a press release.

In other news, on the bus to work this morning I had some ideas about Codename: Jorvik. When Dave and I played the latest version the other night we considered a new endgame, and worried that the scoring was too maths-intensive. I thought of a new scoring method that simplfies things a lot. I've also cut out and lined a new set of cards. I'll finish them during my six hour train journey to Paris on Sunday and then I can try them out in my hotel room. I'll play around with the scoring too.

Tuesday, September 18

I'm Famous!

I got an email today from one of last year's Border Reivers customers approaching me to see if I'd be interested in speaking about game design at a convention in the UK next year. I used to do a fair bit of public speaking, presenting research papers at computer science conferences, and I used to really enjoy it - so I'm definitely up for that. I've replied to the guy suggesting a talk on 'So You Want To Be A Game Designer? : From pipe-dream to shop shelves'. It's obviously very early days at the moment, but it will be really cool if it does happen.

In other news, The Wife is hosting a conference in York this week, so she's going to be out entertaining visitors this week. I'm going to make use of this time alone at home to make a metric ton of games, build up some decent stock. In an attempt to get rid of some of that stock I've done another Geeklist on BoardGameGeek describing my efforts publishing Yehuda's game. I did one last year on self-publishing Border Reivers which was very well received. It also led to Border Reivers appearing on the Hot Games list, and several sales, so it's not an entirely selfish act :-) Here's hoping the publicity drums up some interest and sales.

Monday, September 17

Week Off

Last week I had a week off. Not off real work, but making games. The last ten weeks I've been frantically making games in my spare time. I've still managed something that resembles a social life, but the vast majority of my free time has been construction. Because I've been trying to clear my backlog of orders and I've got customers waiting, I've felt guilty when I've not been making games.

A couple of weeks ago I contacted the last people on my waiting list and since then I've been responding to new orders as soon as I get them from the stock in my flat. Having stock means the pressure is off a bit so I can take a break. As a result I made one copy last week. One! The previous weeks I'd done a little better (16, 10, 12, 14 and 26). This week I'm back in the saddle, and with one day down I've already made a couple, and I expect to get at least twelve made this week, possibly more.

I've also been thinking seriously about which game to do next. I'd love to do Jorvik if I can get it ready in time, and to that end I've had another idea. It builds on Dave's brilliant idea, taking it one step further. Of course it may make things worse rather than better, but there's only one way to find out. I'm going to make a prototype (and probably take it to Paris with me next week) and give it a shot.

Saturday, September 15

Boardgame News Reviews It's Alive!

Larry Levy has just published a very complimentary review on Boardgame News. It's nice to be getting some positive reviews, especially considering I didn't send him a free review copy. It's already led to one sale :-)

Friday, September 14

Run Sizes

I've been thinking about the size of runs that I've been doing. I did one hundred copies of Border Reivers and three hundred of It's Alive! When I made Border Reivers I was fairly happy that I could sell fifty copies, but one hundred was a push - I had no idea whether I could sell that many. I did, in less than a year, but the construction was punishing. I spent three hundred hours making the games, plus probably another hundred or more on the artwork. It's Alive! was an easier game to sell and manufacture. Having to pay a designer royalties and an artist for the artwork, I needed to make more copies to amortise the cost across them. Due to the quicker construction time I felt that I could make more copies in a reasonable time, though until I got some of the boxes professionally made it was very slow going.

In terms of raw sale potential (if I sold every copy at full price), the Border Reivers run was £30 * 100 = £3,000. It turned out being considerably less than that once I'd paid PayPal fees, convention fees, given a few copies away, wasted a few copies through cocking up construction, and given play-testers a discount. Still, theoretically £3,000. It's Alive! has a raw sales potential of £4,500 (£15 * 300). I'm thinking that aiming for a run size of £5,000 for hand-made runs is a reasonable target. The bigger, more expensive games will have shorter runs, which is good due to the higher cost in terms of construction time. The small, cheaper games (which take a lot less time to manufacture) I can do more copies of. Until now I won't have had enough cash to fund a run of this size, but It's Alive! should leave me with enough funds to do it.

I'm seriously considering a professional run of It's Alive! for after I've sold out of the hand-made run of It's Alive! It's proved itself as a popular game (inside the top 1100 on BoardGameGeek now) so I'm more confident about investing a large sum of money in it. I'm thinking of a run of 3,000 copies (which I will mostly sell through shops and distributors with possibly a few more at Essen and BGGCon next year if all goes to plan). That would have a sales potential of £45,000, but I would only see a fraction of it as I'd have to sell at a significant discount to shops and distributors. It will cost me a lot of money to pay for up front though, and I'll have to work out ways to contact shops and distributors and interest them in the game, otherwise I'll be significantly out of pocket.

Wednesday, September 12

More Submissions

I'm still trying to work out which game to publish next. I reckon it's going to take me until at least Christmas to finish making this run of It's Alive!, so next year I'm going to need to come up with another game to publish.

I've several designs of my own in one state or another, but only two of them are anywhere near ready. One is a simple card game for two-players (Codename: Jorvik). It would be really easy to make (which is a big win when you're constructing games by hand in your spare time) and the low weight would mean that the cost and shipping would be lower than It's Alive! which would hopefully make it more appealing abroad, where the strong pound leads to exhorbitant prices for everyone else. The other is an abstract strategy game, which would require a bit more construction effort (Codename: Artist). Abstract games are a huge market, which I haven't tapped into at all up until now, so that's appealing too. I'm not sure either is ready yet though. Dave and I played Jorvik last night, and we had some more ideas which I think will add to the endgame, but the scoring is still a bit too complicated. I need to think on it more.

I've received another submission too. Excitingly the designer came to me out of the blue, so Reiver Games must be slowly making a name for itself. I need to read the rules for this new game to see whether it is something I might want to playtest.

Monday, September 10

Pre-numbered Orders

With both Border Reivers and It's Alive! I had a spreadsheet which tracked what the status of each numbered copy is: ordered, sold, shipped, etc. I've numbered the copies in the hope that it will make the games more appealing to collectors, though I don't know whether this is actually true.

Anyway, with Border Reivers I had only one hundred copies, and only ten pre-orders before the game was released at last year's The Cast Are Dice. Most of those were from friends and family who I knew would come through. As the game progressed if people enquired then I would offer to hold a numbered copy for them, e.g. I'll put number 37 aside for you. In some cases it took a couple of months for them to pay for the game, but that was no problem. However, in one case the customer hadn't realised just how shockingly bad the UK/US exchange rate was, and when he did he couldn't afford it. I was now left with a copy with a lower number that I had to allocate to someone else. No biggie.

It's Alive! is on a different scale however. I'm making three hundred copies, and I had fifty pre-orders before the game was released. Again I offered people numbered copies. This has been more troublesome. I've had difficulty contacting some of the customers to let them know their copies are ready, some people take longer to pay than others, and a few people have pulled out. I have to sort through the rulebooks (where the numbers are recorded) to find the right one when I make a sale, and I've a few low numbered copies that I'm holding for customers who might not come back.

There's a couple of things I don't like about this. Getting a low numbered copy is supposed to be the reward for ordering the game early, not the reward for being the first person to buy a copy after someone who ordered early pulls out. Also, even though the rulebooks are in numerical order and grouped in sensibly sized groups with a post-it note describing their range, it take time to find the right one. Not a long time, but probably getting on for a minute. And I've got to do this three hundred times. That's getting on for five hours hunting for the rulebook I promised someone. Life's too short. And I'm too busy.

For my next game I think I'll change the plan somewhat. As people pre-order the game they'll be added to a waiting list. When the games are ready I'll contact people on the waiting list in the order they contacted me, so early adopters have the chance to get low numbered copies. However, what I'll do is assign copies in the order that people pay me. That way the rulebook I'm looking for will always be the top one.

Sunday, September 9

Not Such A Good Name After All

I was quite pleased when I came up with the name 'It's Alive!', it has been one of my catchphrases for ages, and it led to the theme for the game. Generally the theme, the name and getting to cry out 'It's Alive!' at the end have been well received. However, it's not been without its problems.

I've been working my way through my backlist of pre-orders, emailing the customers to let them know that their copies are ready and how they can pay for the copies. Fourteen of the customers I had notified had yet to respond, either paying me, or letting me know they no longer wanted their copies. Over the last week or two I've found out that several of my emails have been falling foul of spam traps. Even my follow-up emails have been disappearing.

I've been trying to work out how to contact those people to work out whether they have received my emails and whether they still want the copy they have ordered. I've managed to get in contact with a couple through BoardGameGeek, which has no spam filter, but I don't know the username for most of them.

The other day The Wife suggested the problem may be the use of 'It's Alive!' or the exclamation mark in the subject which is causing the problem. It seemed like a very good point (I get lots of similarly titled emails suggesting I invest in one stock or another). As a result, today I sent an email to everyone who I had yet to hear from with 'Your Boardgame Pre-order' as the subject. Three of them have paid already, none had received my earlier emails. I think I've finally got to the bottom of that.

Saturday, September 8

Giving It Away

This time round I've given away a few copies of It's Alive! to reviewers in the hope it will lead to some positive buzz and extra sales.

I gave away a few copies of Border Reivers to people who had helped me in some way. I got one (obviously), I gave one to my Dad in return for the box illustration and Mal got one for doing the Reiver Games website. But I didn't give away any review copies. The combination of the high ticket price and the small run meant I stood to lose too high a percentage of the maximum total income for the run.

It's Alive! however is a cheaper game, with cheaper postage and the larger run means that giving away a few copies will hopefully be both affordable, and worthwhile in terms of greater sales. In addition to free copies for myself, two for Yehuda and one for the artist, I've given three copies away to three of the big name reviewers: Tom Vasel, Greg Schloesser and Skip Maloney. Tom has the most reviews on BoardGameGeek as well as posting on The Dice Tower. Greg writes for both Counter and Knucklebones, and Skip also writes for Knucklebones. Skip in particular comes highly recommended by Dean of Ludorum Games.

I've got some press already, and now that I've contacted everyone on the waiting list telling them that their copies are ready I can start making a small but concerted effort to attract attention. Eric Martin of Boardgame News did a short story which lead to three sales (so far), and Luke (sometime blogger here) apparently plugged it enough to lead to at least one sale.

I've just got back from a few days in Copenhagen for work, so there'll be no more pimping until I have bolstered my dwindling stock.

Archaeology - The Card Game released!

Well my second game is finally out!

Thread about it on BGG: http://www.boardgamegeek.com/thread/205536

Order page on my website: http://www.adventurelandgames.com/

I am happy with this version of the game, and it has been excellent not having to work super hard just to produce a single copy! I have already got some sales happening which is great. Hopefully some feedback will start coming in soon.

Oh and Jack if you are still thinking about a solution for scoring card to make folds, I am using a butter knife to score the tuckboxes for the card game. It takes a bit of pressure and a few runs back and forth to get a deep enough groove, but it seems to be working ok.

Thursday, August 30

It's Alive! - 5th Best Horror Game

There's a new GeekList on BoardGameGeek listing the highest rated horror games in the database. It's Alive! is at number 5, which is excellent!

In other news, I've now got a huge pile of copies of It's Alive! at home, all but a few people have been notified that their copies are ready, but there's a delay between notification and payment, hence the stockpile. I'm thinking of opening it up to the public soon now.

Wednesday, August 29

It's Alive! - 100 Sales

I've now sold (i.e. received the money for and shipped) the first one hundred copies of It's Alive! I've a bunch of customers that still haven't replied to my emails letting them know their copies are ready, but I know for a fact that some of my notification emails are being swallowed by spam filters. I'm still not sure how to get around that. I wonder how many haven't heard from me due to spam filters, how many are waiting for more cash to come in first and how many have gone silent because they've changed their minds?

I've another thirty-eight orders outstanding, but a bunch of those are for friends and family who will get them when I see them, and at least fifteen are waiting to hear back from the customer. So the waiting list is feeling a lot shorter. Once I've cleared the waiting list I can make the game properly available, with PayPal buttons on my website, and a listing in the BoardGameGeek marketplace. Once the game is available to buy I should have less of the customers who fail to respond, as I expect that the first thing I'll hear is that I've received the money.

In other news, I've started playtesting some of the submissions I've received. Whether I publish a game of my own or another submission I only really want to go with games that I think are excellent. When playtesting another designer's game I have the advantage that there is a critical review by someone who isn't invested in the game (i.e. me). The game has to convince me that it's worth gambling some of my hard earned cash and a lot of my precious free time on. Whereas when the game is my own that is lacking - I've invested a lot in the game already and I want to see my name in print again, so I've got to look at it really carefully to make sure I'm not favouring it and pushing it out before it is ready. My company is too small to suffer from publishing a game that is not good enough, that kind of thing could really harm my fledgling reputation.

I'm going to hold a six-way play-off between the games I'm considering in the next few weeks in a pub in York one evening. If you'd like to come along and help out let me know in the comments. In return for your time and effort you'll get your name in the credits and a 20% playtesters discount on any of the games you play that I publish.

Saturday, August 25

Scoring Woes

I've been having some issues folding the player shields for It's Alive! Up until now I've been scoring the card with a craft knife, aiming to cut approximately halfway through the card and then folding it neatly along the scored line. Most of the time this is fine, sometimes I don't cut enough, which makes folding it a little harder, but at least the shields look pretty smart. Recently I've had a couple of problems. In the run-up to The Cast Are Dice, I over-cut a couple, actually cutting through the card, so the shield had a hole in it. I had to bin those ones, obviously. At TCAD, Luke (of this blog fame) spotted that I'd given him one of these over-cut shields in his game - I'd obviously not noticed that I'd done it. Damn. So I gave him a new shield, and he was happy, but I was beginning to think I needed a new technique. Yesterday I received an email from one of my customers, whose copy now had a couple of these broken shields after over one hundred plays! I'm going to ship him a couple of replacements (despite him living on another continent), because it's an artifact of the way I've made them, and customer service has to be important to any company, but especially one as small as mine.

This afternoon, in an attempt to fix the problem, I bought a specialist scoring tool from a craft shop. It's like a very small pizza cutter, with a rotary blunt metal blade. I've tried it out this evening, scoring both the inside and the outside of the shield, and neither work very well. Firstly they don't dent the card sufficiently to make it easy to fold, and secondly because the ink on the outside has to be stretched round the fold (rather than separated when I score with a knife) it tears and ends up looking really messy. Back to cutting with a knife, just a bit more carefully.

In other news I've now had ninety-nine people pay for their copies of It's Alive!, very nearly a third of the print run, I've 138 orders, which is nearly half the print run, and probably over half of the amount that will be for sale (once cocked up copies and freebies are discounted). Not bad for less than three months work. The number of orders has been helped by another stocking order, this time from a Bricks-and-Mortar store down South.

Thursday, August 23

Pimping Border Reivers

Tuesday night I went to another designer's house to deliver copies of Border Reivers and It's Alive! which I had traded at cost for a copy of his latest game at cost. We'd spoken at the Expo, and I'd got the impression that they were looking for games, and were vaguely interested in Border Reivers.

So Tuesday night I went over to his house, took It's Alive! and Border Reivers and played both, explaining the rules. It was me, the other designer and a friend of his. We played Border Reivers first, then discussed ways to improve it for a second edition, and then It's Alive! After the game of Border Reivers we discussed the game. I'd been biting my tongue throughout the game, trying to resist mentioning changes while the others were learning the rules. It was a good game, really close and in the end the other designer won economically - though we would each have won on our turn had we been able to stop him. The others both said they enjoyed the game, and I described some ideas I'd had to improve it if it went to a second edition. They had some ideas too, and being far more experienced designers, they were good ones :-)

I dropped hints that I had no plans to do a second edition anytime soon as I didn't want to do anything that demanding by hand, and I didn't have enough cash to do a professional run. Nothing. By this point I realise that I had imagined a lot of stuff, in my excitement at the Expo. D'oh. Ah well.

The next day I emailed him asking whether he was interested in doing a second edition of Border Reivers. I figured I needed to ask him straight out, since it clearly wasn't his intention, so I needed to make mine clear. The worst he could do was say 'Hell, no. It's awful'. What did I have to lose?

His reply? He'd not thought of that. Now he is thinking about it. Result!

Archaeology gets ranked

Well, Archaeology finally got its 30th ranking on BoardGameGeek, and so is now the proud father of 2342nd spot. Not quite up to Jack & Yehuda's level, but it's on its way!

In other news, Archaeology - The Card Game is at the printers and should be released at the end of next week (unless anything goes horribly wrong). The print run is 125 copies, and the rules will be available on BGG any day now.

Wednesday, August 22

It's Alive! Climbs The Ratings

It's Alive! now has forty-four ratings, which due to the Bayesian nature of the BoardGameGeek rankings means that it has climbed the rankings quite quickly. It's now the 1276th Best Game in the world, which considering only thirty-nine people on the Geek own it is not bad. There are over 31,000 games listed on BGG, so to be near the top 1,000 is something I'm very proud of.

You can also nominate It's Alive! for an award in the Golden Geek Awards - BGG's equivalent of the Oscars.

In other news I went to another publisher's house last night to play Border Reivers and It's Alive! I'm hoping they will consider publishing a second edition of Border Reivers. They enjoyed both games, and we discussed a bunch of things that could be done to improve Border Reivers for a second edition. They had a bunch of ideas that I'm keen to try out. Now I just need to find the time.

Monday, August 20

What A Week!

Last week was a blinder of a week. The combination of shipping twelves copies to Games Lore and The Cast Are Dice convention lead to my highest weekly sales of It's Alive! so far. Thirty copies! Games Lore received the games today and apparently two have sold already :-)

The Cast Are Dice

This year's con was slightly bigger than last year as it starts to become established. Nick and Sue of Shire Games had 169 tickets pre-ordered plus a few on the day. Nick had reserved me a table right in the entrance that you pretty much had to walk past, so the location was perfect. I was right next to Dean of Ludorum Games who was demoing Fagin's Gang and a new prototype that was getting a lot of positive feedback. Dean and I chatted throughout the con and he gave me a lot of really useful advice about professional runs, having made 1,000 copies of Fagin's Gang last year in Germany.

After being stymied at the Expo by a lack of stock (both my printer's presses broke the week before so I didn't get any artwork until the Thursday morning, leaving me two days to make as many copies as possible), I was determined to take far more than I needed. I was donating a couple of copies to the raffle table, delivering four pre-orders and hoped to sell ten. So I reckoned I needed about sixteen copies. I took twenty-six. Anything I didn't sell would go to the next people on the waiting list.

Sales-wise I set myself the target of ten sales, to match the income I got from selling five copies of Border Reivers last year. By the end of Saturday I had six, and I got another six plus one order on Sunday, so I'm counting that as thirteen, a good result in my book.

As well as seventeen games of It's Alive! over the two days I also managed to get a game of Fire & Axe: A Viking Saga and fellow blogger Luke's Tour. Both were very enjoyable. I meant to play Luke's games last year but I didn't find him until a couple of minutes before he left, and even after a year's waiting the game definitely lived up to my expectations - great stuff. Rumour has it Border Reivers also hit the table somewhere, which is nice.

This Week

This week is already off to a good start, I've sold three copies already (in the last eighteen hours), and tomorrow after work I'm off to see another publisher to demo Border Reivers and It's Alive!

Thursday, August 16

TCAD Construction Update

I've been frantically making copies in the run-up to The Cast Are Dice, to avoid running out of stock at the convention like I did at the Expo. Last week I managed seventeen copies, and so far this week I've managed fourteen. I'm off work tomorrow though, and The Wife is out in the evening so I'm hoping to get at least another twelve done. I've fourteen copies stacked up ready to go, so hopefully twenty-six in total as stock at the con. That should be more than enough.

In other news, Parcel Force are collecting my largest order tomorrow, twelve copies for a UK internet retailer. It's going to be really cool seeing one of Reiver Games' offerings for sale in a retail setting. One small step down the road towards being a real publisher...

Monday, August 13

Feeling The It's Alive! Love

Someone out there really likes it:

http://cooliosity.blogspot.com/2007/08/its-alive.html

They've never played it though.

In other news it's still doing well on BoardGameGeek, up to 34 ratings now and still well over 7. I reckon another couple of decent ratings should push it into the top 1,500. Hopefully after TCAD it will gain a handful of new ratings...

Sunday, August 12

A Busy Week

That was a very busy week. The first week making games with the professional boxes. I finished seventeen games this week. That's nearly three times the average for hand-made boxes. At this rate I will clear my backlog fairly quickly. I'm already up to copy number 86. If you ordered a copy with a lower number and you haven't received an email from me telling you your copy is ready yet, that is due to a spam filter somewhere eating my email. Drop me a line and I'll let you know about payment and delivery.

I've received the cash for my largest order (twelve copies for an online store in the UK), made the games, and started stockpiling games for The Cast Are Dice in Stoke-on-Trent next weekend. After running out of copies so quickly at the Expo I'm determined to take more than I need. I sold five copies of Border Reivers at last year's con, at twice the price. I'm hoping for around ten sales of It's Alive! this year. I'm hoping to take between twenty and thirty to ensure I've got plenty!

In other news I've been in touch with a couple of UK publishers, discussing future runs of both Border Reivers and It's Alive! When there's anything to report I'll let you know...

Wednesday, August 8

Speeding Up

Now that the boxes have arrived I can make a copy of It's Alive! in just over thirty minutes. Up until now it's taken nearly ninety. I've been making about six copies a week on average so far, it would have been more, but we've had a lot of weekend plans with either friends or family visting us or us visiting them. This week I've made seven already, in only three days. It's going much better. The next order I have to fulfill is a special one. At the Expo the owner of a UK online games store played It's Alive! and really liked it. He liked it so much that he wanted to stock it in his shop. He'd never got involved with hand-made games before, only the professional ones, but this one he wanted. I was obviously ecstatic, and after I got back we ironed out the details via email. I'm trying to get his order of twelve copies together now, should be done by the weekend. It'll be really exciting to see one of Reiver Games' games for sale at an outlet that I've bought games from for probably six or more years. It'll feel like I've arrived!

This weekend we were down in Bristol visiting my parents, The Wife's parents and some friends from school. I showed Codename: Artist and Codename: Jorvik to my family, in particular my Dad, whose brain works totally differently to mine. He's not a gamer at all, but he has a very creative brain, his years as an art teacher mean he automatically thinks of the visual aspect of games, and he's always thinking up new ideas, far more off the wall (and hence innovative) than anything I could come up with. I wanted to show him Jorvik, because he and Mum had played it months ago, and it had changed significantly since they had played it. I was also considering asking him to do the artwork for it. The game's not ready yet, but I can start laying the foundations. When I got to their house I saw one of his latest paintings, half done in the living room. I really like some of the effects in it, and I thought they would be a really good fit for Jorvik, while being innovative enough to really stand out from the crowd with respect to artwork. He agreed to try out a few things for me.

I also wanted to show him Artist, as the whole game came from an idea of his. He had given me a single word, and asked me to design a game around it. I didn't recognise the word, but it was the surname of an artist. He suggested I design a game based upon the artist's body of work. So I did. It's still fairly early on, but I'm really excited about this one. I'd like to do Jorvik next as it's really simple to make, but I think this one might be more ready. It's going to be an abstract strategy game, which is something I've not tried before. I played a few turns with my dad on Saturday, and then a game with my brother, his girlfriend and my sister on Sunday. They all liked it, and Dad was very excited. The scoring was a bit problematic (12, 12, 12, 10!) but the mechanics seemed to work pretty well.

Now that I can get through It's Alive! copies much quicker I need to start thinking of the next step. I've two prototypes at home from a couple of designers (one fairly high profile :-) ) another two from a published designer on their way, and Artist and Jorvik. I'm thinking of doing a six-way face-off, getting a load of play-testers round to play them all and get an idea of which ones are most ready to go. That'll be a good night :-)

Wednesday, August 1

Can I Press You To A Router?

I'm not that impressed by TNT. The boxes were supposed to arrive last Friday, instead they turn up on Tuesday. The delivery guy gives me four boxes. Four! I was expecting one. But I check, and the labels on all of them are addressed to me. So I sign the delivery note ('It says two but there are four') and lug them up two flights of stairs. The two smallest boxes are the heaviest - heavier than I was expecting, bizarre. The first box I open (one of the smaller ones) is full of Cisco Routers. Five of them. So now my already tiny flat is rammed with someone else's IT hardware. I contact TNT to tell them of their mistake, and the woman on the phone says she will have to log a support call and get the support team to ring me within an hour. They don't. So I'm going to somehow arrange to get TNT to come and collect the routers and ship them to the right address. I'll probably have to stay in for them too.

In happier news, the boxes are pretty good. They're a little sturdier than the hand made ones, and although the registration on the tray artwork is slightly out, it took The Wife a good while to spot it knowing there was something wrong. I've got 143, which should keep me in games for quite a while and allow me to clear the backlog of orders fairly sharpish.

I've also started pricing up a professional run of It's Alive! to follow on from the hand-made one. At the moment it's proving to be very expensive, just the boxes and wooden bits (pre-bagged) come to 116% of my budget. I'm going to have to find some cheaper suppliers. I'm also going to try Carti Mundi as I know they made the Canal Mania second edition which is nice quality.

Monday, July 30

Retro Evening

I couldn't play games this evening, both Dave and Paul were busy, so instead I decided to make some games. Sadly the boxes still haven't arrived, so I couldn't start another batch of It's Alive!, instead I made a copy of Border Reivers, or at least most of one.

At the Expo another publisher asked for a copy of It's Alive! and Border Reivers. It's Alive! was no problem, I've all the pieces to make that, but I was low on Border Reivers components. I had a few spares of most things but no greyboard for making the tiles. Fortunately the artwork for It's Alive! came wrapped in paper rather than in a cardboard box, and it was protected on both sides by, you guessed it: greyboard. The publisher contacted me a couple of days ago to ask whether I'd forgotten. Man that's embarrassing. I really should get the copies off quickly.

This evening I made a whole game of Border Reivers except for the tiles, which will have to be another night's work outside in a friend's yard. I made the box out of the thicker greyboard (probably 1.5 or 2mm). I really liked the solidity of the thicker box, but I think the thinner card I use is alright, and it less raw materials from an environmental point of view. It felt good to be doing Border Reivers again, a nice change from an endless stream of It's Alive!

I've now got ten copies of It's Alive! at home waiting to be paid for. I got an email from one of my American customers asking if his copy was ready. This is what I was afraid of, I'd emailed him a couple of weeks ago to tell him it was, somewhere along the line a spam filter must have swallowed it. How many more people has this happened to?

Sunday, July 29

Not Quite To Plan

Friday was a mixed bag, I had a little bit of time to cut out It's Alive! bits, I met the small business advisor but the professionally made boxes didn't turn up. D'oh!

The small business advisor gave me a lot of advice around tax (VAT registered or not), business status (self-employed or limited company) and how to limit your tax burden. It was very informative. Plus free, which is a bargain.

The boxes didn't turn up while we were in, we had to pop out at lunchtime, so they could have arrived then, but there was no 'We tried to deliver a parcel' note when we got back, so we don't know whether or not they tried. Hopefully they'll try on Monday, but I've got to go to work that day so I'm hoping for one of those notes that explains how to collect the parcel from the depot. I've six games left to finish in the meantime, the boxes are made so it's just the interior to make. I've five finished copies at home, and twelve notified orders. Now that I can make a game in half an hour I can notify more people that their copies are ready. Some people pay up immediately, others take a few days or more, so rather than wait on those people I can move ahead a little and reduce the waiting list. Of course, now that it's holiday season people may well not be around to check their email.

Thursday, July 26

Stepping Up

It's a busy few days in the Reiver Games camp. Yesterday I was on the radio, tonight I've been constructing games and tomorrow I'm seeing a small business advisor.

It was fun being interviewed on the radio, I was on the air for about twenty minutes and The Wife said I came across well. I did however make a few mistakes that I've learnt from. They asked me to bring along some games so that the interviewer could describe them on air and having something tangible to discuss. I took my copies of Border Reivers and It's Alive! The interviewer concentrated on Border Reivers, even going so far to ask 'If any of my listeners would like a copy how would they go about getting one?', to which I had to reply 'It's sold out.' The moral of this tale: only take the product you're promoting, old ones are best left at home. I also mentioned that my core audience was hardcore gamers, which The Wife rightly pointed out may have put off casual gamers who were listening in. Still, apparently I came across well, it was good experience, and I'll learn from my mistakes and be better prepared next time.

This evening I've finished off a batch of eight It's Alive! boxes. Hopefully they are the last I'll have to do for quite a while as over one hundred and forty professionally made boxes are turning up tomorrow. This will allow me to dramatically reduce the construction time, and hopefully burn through my waiting list a bit quicker. I'm really looking forward to having stock again, and being able to promote the game properly.

Tomorrow I've got the day off work. I've a trip to my neurologist at lunchtime, the boxes are due to arrive and in the morning I'm meeting with a small business advisor to discuss the next step for Reiver Games. The small business advisors are a free service provided by the government. I saw one last March, before I set about launching Reiver Games and Border Reivers and it was really helpful. They gave me loads of useful advice. I'm going to be asking them about how to progress to professionally made games and selling to shops and distributors. I need to think about whether to continue as a sole trader or make the leap to Limited company, and also what to do about VAT. In the UK you don't have to be VAT-registered until your turnover crosses £50,000. But if I'm selling to other companies rather than end-users it might be advantageous. I'll let you know how it goes...

Wednesday, July 25

Reiver Games Rules The (Air)Waves

I'll be on the local radio station this evening, talking about Reiver Games, Border Reivers and It's Alive! To be honest I'm not really ready for it, with fifty-six outstanding orders and only five finished copies at home. But I've already put it off once and it should be fun. I'll be on BBC Radio York (103.7, 104.3 & 95.5 FM) just after 6:30 this evening. It should in theory be available via their website live and after the fact, but they seem to be experiencing some technical difficulties so I wouldn't count on it.

In other news, the professionally made boxes are due to arrive on Friday, which should significantly speed up my production, I'm hoping to be able to make at least twelve games a week once the boxes arrive, meaning I should clear my backlog in four weeks or so. I've got a convention to attend in that time though, so it'll probably push out a little.

There are a few people on the waiting list who have gone quiet. I've emailed them (weeks ago in some cases) to tell them their copies are ready and they've neither replied to say they don't want it any more nor paid up. The silence is a little frustrating, as I don't know whether to: keep a copy ready for them in case they are about to order; keep them on the list but concentrate on others or remove them from the list and give their copy to the next person who orders. I'm going with number two at the moment. I'm now getting through the copies ordered at the Expo, so if you ordered there I'm getting to you!

Tuesday, July 24

Update from Phil

Just thought I'd post a quick update about what's been happening. First of all I received It's Alive! a couple of days ago. It looks great and I am eager to play it. One corner got squashed in shipping though :( Thanks Jack for shipping it so quick!

As for my designs, I have been working hard at re-working Archaeology into a card game. The reason for this is two-fold. Firstly I'd love to be able to do another print run, and cutting the cost and production time down by just producing cards will help this heaps! Secondly, there are a few rule tweaks I'd like to implement to streamline the game, and up some of the strategic play. Seeing as the original game was pretty close to being card-based anyway, this feels like quite a natural progression. I think I am getting close to locking everything in for it now.

Tuesday, July 17

London: Day Two

I had no evening plans for my second night in London, so I had a good few hours to spend on my Jorvik and Artist prototypes. I finished off colouring in the Jorvik prototype and coloured in the Artist prototype and did a bunch of solo playtesting on Jorvik. Soloing a game doesn't give you the full experience (and in particular it's bad for hidden information or bluffing games), but it will give you an idea about whether the basic mechanics work and will give you a feel for card distributions, etc. If you keep ending up with the same cards that you haven't used, then there are probably too many of them. Generally I think things are starting to work, there doesn't seem to be any first player bias (both first and second player were winning games), but there is definitely more work to do. A few of the stage three cards appear to be too numerous, and there were several cards I wanted that I hadn't made, so I'll probably swap out some for those new types. Another problem seems to be that whoever scores highest in the first stage also scores highest in the second and third stages, and hence wins. The second stage is supposed to be the great leveller, but it's not working that way at the moment. I'll probably down-grade the stage one cards to make them less powerful.

I've also tweaked my Artist prototype to fix some problems we had with it last time I played. There was an advantage if you were lucky enough to be given two scoring areas adjacent to each other as some pieces only scored if you controlled both areas. I could have just removed those pieces, but I liked them, so instead I made all the scoring cards double so they covered two areas. I've also coloured in the pieces to work around some problems that came from the pieces just having the colour written on them (which wasn't visible enough). Doubling the size of the scoring cards' areas means that each player now has less to remember (a cause of frequent card checking), and a player shield (which I'll make when I get home) will mean that the cards can be kept face up and yet hidden, so memory will be less of a problem. I've also got some ideas to make things a bit more interesting which I can try out next time I test it.

I feel like I've made some progress on both games tonight, although from my description it might not sound like it!

In other news, It's Alive! got the thirty ratings needed to become ranked on BoardGameGeek today. Its officially the 1558th best board in the world. I would expect that to move up in the coming months as it gets more ratings (which will slowly outweigh the dummy Bayesian ratings), hopefully we'll break the 1000 barrier in a few months. Fingers crossed.

Monday, July 16

London: Day One

I'm in London most of this week for a training course. This means that I can't do any game construction, but that doesn't mean that Reiver Games is on pause. This morning I posted another copy to the USA, continuing my efforts to work through my backlog.

This evening, after meeting my sister for dinner I returned to my hotel room and started working on Jorvik. I'd spent some time on the train on the way down yesterday drawing up the cards for the next prototype. I'd started testing the first part of the game on Saturday, and I'd tweaked the balance slightly already. I also removed a few cards to make the game a bit quicker. Tonight I roughly coloured the cards to make it easier to differentiate between the three stages of the game. I then played a couple of games with the new cards to get a feel for how the new version was working.

I'm trying to create a quick, simple two-player card game, which also has some depth and player confrontation. The early versions lacked the depth and the confrontation, but were quick and simple. About four months ago my mate Dave had a cracking suggestion which definitely improved the depth and confrontation, but the prototype we were playing with had a dodgy card balance which just didn't work right. I'd had some ideas for a while about how to improve things but I'd been way too busy with It's Alive! to do anything about them. This trip to London is finally giving me that chance. I've also brought Artist with me, as I had some ideas about that ages ago that I've been meaning to try out for a while.

Tomorrow night I've got the night to myself, so I'm hoping to work on the Jorvik prototype and continue my tweaking of the card balance to keep improving the game. I'm also hoping to try out the new ideas for artist and see how that goes.

Thursday, July 12

Border Reivers is Dead, Long Live Border Reivers

Eleven months to the day after I released Border Reivers I have finally shipped the last two copies. A couple of copies were left on order for the last couple of months and they've finally been claimed. It's all done. I'm not quite sure how to feel.

I'm proud of the game, its good reviews and the production quality I achieved making the game by hand. I've learnt a lot about how to manufacture, promote and sell games over the last year. Is it the perfect game? No, of course not. I've already got some ideas about how it could be improved, and when I send off the prototype copy to the other publisher that's interested I'll probably include those ideas in the copy.

Here's a quick round up of my lessons learnt over the last fifteen months producing Border Reivers.

Things That Went Well
  • I sold out. In less than the twelve months I had set myself as a goal. I was confident that I could sell fifty, but one hundred was definitely outside my comfort zone.
  • Americans bought the game. The exchange rate is awful at the moment, but still over twenty Americans coughed up the $80 to get the game and get it delivered over the Atlantic.
  • Production Quality. I had no idea what the finished game would look like until I finished the first copy, but when I did I was extremely pleased, and the production quality has received universally good feedback.
  • Publicity. When I plugged the game on BoardGameGeek, a story ran on Boardgame News and I was interviewed in the Yorkshire Post I got interest and sales, I need to keep doing this, but in a way that doesn't spam people.
  • Convention Attendance. The game was well received at the conventions I went to, and I usually had no difficulty finding people to play the game. Plus sales at conventions weren't subject to PayPal fees :-)
  • PayPal. The fees ate into my profit, but probably 60% of my sales were over the internet and PayPal made that possible.
  • Spares. The printer sent me more sheets than I asked for (about 5-10%).
Things That Went Badly
  • Cocking up. I cocked up four copies, which cost me £120 in sales. As time went on I became better at it, but at the beginning I cocked up a lot of pieces.
  • No spares. The wooden pieces supplier sent me around the right number of pieces, and some of those were knackered, as such it was these that stopped me making more copies.
  • Tiles. The tiles were a bitch to make, the gluing was unpleasant, slow and could only be done outside, which meant I had to arrange to use a friend's yard/garage, then the cutting out hurt and was slow and error prone. The 2mm thick greyboard gave them a nice solidity, but made the cutting out awkward to say the least.
  • Recycling. Because of the glue and the lamination I couldn't recycle some of my cut-offs. The spare card not used for the boxes was alright, but pretty much nothing else.
  • Time. I had difficulty fitting the construction around my full-time job and personal life. Reiver Games has been pretty much my life for the last year and a bit and that's not fair on my family or friends.
What To Change
  • Lamination. It was an accident that It's Alive! is not laminated, but the quality is fine (I think, correct me if I'm wrong), and it means that I had money free to get some of the boxes professionally made, and all my scraps are recyclable.
  • Avoid thick card components. It wasn't fun making them.
  • Time Management. Somehow spend less 'spare' time on future projects - not sure how to achieve this one.

I'd like to take this opportunity to thank everyone who bought a copy of Border Reivers; who gave me feedback (both positive and negative); who gave me moral support or who helped me in some fashion and those who plugged Border Reivers/Reiver Games whether professionally or not. It's been a blast and I'm looking forward to publishing (and designing) more games in the future.

In other news, after months of tunnel vision on It's Alive! I've finally got some enthusiasm about Jorvik again. I've made some blank cards to take to London next week which will allow me to make another prototype and do some solo-playtesting while I'm away. I've had some ideas to improve the interaction of the players further and to simplify things a bit. One of the problems we had with the last prototype was being stuck with a few cards you couldn't play - hopefully that problem has been solved.

Tuesday, July 10

Slow, Then Faster

It's Alive! construction is continuing. I've been managing around six copies a week for the last few weeks, which has been good, but I've over fifty outstanding orders, so I've some way to go. I'm going to have a couple of slow weeks of production due to weekends away and working in London for a few days next week. So I'm going to have to do something else as I can't take all the construction kit with me.

While I'm in London I need something to occupy my evenings, so I'm thinking of taking the bits for my next Jorvik prototype so I can take that and do some prototyping and solo-playtesting. This prototype will be slightly higher quality than previous ones, I'm thinking of colouring the cards in using pencil crayons to aid differentiation between different stages of the game. One of the problems we had during the last playtesting was remembering to score before a new stage started, and I think coloured cards will help with that in the absence of final artwork. I've also received the first of four prototypes I'm expecting in the next few weeks. I can take that with me too and read the rules and maybe even solo it to see what I make of it.

In the meantime I need to get some copies of It's Alive! ready and shipped. I've two remaining copies of Border Reivers too that have been waiting to be shipped. I hope to get those sent off in the next few days (ideally by Thursday so that I sold out within eleven months :-) ). I'm going to spend Wednesday night making copies of It's Alive!, hopefully finishing off the next batch and getting the tiles done for the last copy of Border Reivers.

In other news I took Monday afternoon off work, so that I could post the box artwork to the box-makers in London and get some prototyping raw materials for the next version of Jorvik. I hope to receive the finished boxes in about three weeks which will allow me to step up my production of It's Alive! to maybe twelve copies a week. This will be good as I've a convention in early August, and a lot of outstanding orders to make. Once I'm ahead of the game I can add the PayPal buttons to the site and start publicising the game again, I've been pretty quiet since the Expo as I didn't want to attract more sales until I had some stock to sell, rather than a backlog of orders.

I've also had someone who ordered a copy of It's Alive! pull out when they realised just how bad the exchange rate is at the moment. This happened once with Border Reivers, I was hoping the lower price tag and shipping costs would avoid it for It's Alive! but sadly not.

All in all, things are ticking along quite nicely, but it's definitely the amount of time I have available that's holding things back at the moment.

Wednesday, July 4

It's Alive! With Yehuda

Yehuda was in York for a couple of days so I invited him round to our tiny flat. It also gave me a chance to give him his free copies of It's Alive!, a couple for other Israelis to save them postage, and to get mine signed.

I've been reading Yehuda's blog for well over a year now, but I never expected to meet him. It was a bit weird, this was the first person I'd got to know over the internet that I'd met in person. Put your minds at rest dear readers, there were no red carnations in button-holes and his daughter Tal was there as a chaperone!

Firstly I handed over Yehuda's copies, plus two others for other Israelis that Yehuda had kindly agreed to take home with him to save them the postage costs. Then I got him to sign a couple of games, those for me, my family and Dave (who had helped out at the It's Alive! launch at the UK Games Expo). We talked about how It's Alive! was going, and what my plans were for the future. We played a couple of games (one basic, one advanced), and then a couple of games of PitchCar which Yehuda had never played before.

Before we called it a night we signed a slightly amended contract, which changed some wording I was worried about, and amended the sub-licence fees that Yehuda was interested in.

It was a nice night, and it was great to play the game with the designer.

I've now heard back from the printers that they can do the boxes for It's Alive! I can only afford 150 of them unfortunately, but even that will save me over 110 hours work, so it's worth doing. I just need to send them the artwork and pay them for their troubles. This means that the waiting time for those towards the end of the orders list for It's Alive! should significantly decrease.

In other news I now have four prototypes on the way from three designers in the US and UK. I need to start thinking about Reiver Games' next game, and at the moment neither Jorvik or Artist are ready enough for consideration. I foresee a big play-off on the horizon when we play all the games back-to-back to help me in my decision-making process.

Saturday, June 30

It's Alive! Progress

It's Alive! was release four weeks ago and the last four weeks have been a bit of a blur. I thought I'd give you an update on how things are going.

Orders

The orders are still coming in thick and fast, though thankfully slower now than I'm making the games. I've got ninety-seven orders, nearly a third of the whole print run, and it's only been out a month! Most of this week's order are as a result of my Geek of the Week thread on BoardGameGeek.

Construction

I've now made thirty-nine copies, all but one of the original forty boxes I made in the run-up to the UK Games Expo. I've started another batch of boxes and hope to construct another six games this weekend, while The Wife is working. I've been averaging six games a week since the Expo, but we've had a few weekends away, and I've been away a fair amount for work during the week too. I need to step up construction, or those at the end of the list will have to wait a long time. Fortunately, the box-makers in London have come back to me with a quote, so I can pursue them to make some of the boxes for me. I can't afford to get all the boxes made, but I think I can afford one hundred and fifty of them, so that will allow me to break the back of the waiting list, as once the box is made it only takes forty minutes to make the rest instead of an hour and a half for the whole thing. That should up my production rate to at least twelve games a week.

Sales

I've now shipped thirty copies (including those I sold at the Expo). As I finish a batch I contact the next group of people on the list of orders, so I'm getting through them.

Feedback

I've now got twenty-four ratings on the Geek for It's Alive!, ranging from 6 to 8.5. The average is 7.62 so when this gets up to thirty ratings this should debut pretty well in the rankings. Because there will be more copies of this available than Border Reivers I expect more ratings in the long run, and hence the Bayesian averaging will have less effect. We shall see. In other news Scott Nicholson of Board Games With Scott didn't especially like it (he's the only six rating), but he's only played it once, and with five players, which might explain his disappointment. In other news, Border Reivers is now the 1840th best games in the world, as another rating has come in.

Wednesday, June 27

Geek Of The Week

I'm BoardGameGeek's Geek of the Week this week, following in the footsteps of Yehuda (It's Alive!'s designer) and Luke who occasionally posts here. The Geek of the Week posts a potted bio, mine has a humourous error, and two truths and a lie. Random members then get to ask them questions and guess which is the lie.

In other news I've received another submission and quite a lot of interest in Border Reivers, which is gone.

Saturday, June 23

Self-publishing - my processes and lessons learnt

Finally managed to put together an account of making Archaeology! Because it is really long I posted it over at BGG. Here is the link for those interested:

Self-publishing - my processes and lessons learnt

Friday, June 22

Play testing Bobby's "Game Knights" games at Gamex

The games I brought to Gamex to get feedback and play test were: Cutthroat, Dueling Dice, Battlin Bones, Hatchlings and Peg Leg's.

Gamex is a game convention in Los Angeles. One of the three Strategicon conventions.

Peg Leg's is a kids game so it was only played twice by one kid and one adult. The young girl who played it really enjoyed it and asked to play again but I had to run and do something else.

The prototype of Cutthroat is made of wood and is very tactile so it got a lot of interest from passers by. We managed to play one 4 player game and I explained it to a lot of people. Although it's a very simple roll and move game, there's a lot of backstabbing and stealing so the players said they enjoyed that aspect of the game.

Battlin Bones was played quite a few times and as I already knew, it needs some re-wording of some of it's cards. I was up pretty late typing them up so there were a few typos and I need to add MAY and MUST to a few of the cards.

Hatchlings was never played but it was explained to few people.

Dueling Dice was a hit i think. It's a very simple 2 player dice/board game. It can be played quickly and it can be played just about anywhere. I received a lot of positive comments about this game. A few play testers even helped me develop a 4 player version of the game. The 4 player version had a completely different almost Chaotic feel that was very exciting. One of the play testers offered to buy one so I gave her a copy of the game board so she could put one together on her own.

Here are a couple of pictures of people playing the prototypes.

Thursday, June 21

New Tangata Manu board design

Here's the latest version of the Tangata Manu board. It has 2 less rows than the last version and I added the spaces for Draw and Discard piles. The game plays very nicely now. The original version took a long time before players started releasing boulders to squish the other climbers. Now it happens much faster. I also feel there is much more overlap of trail travel on this board. I don't think the game is too long anymore but I have only play tested it with two players and 3 players so far. I still need to try a four player game a few times.

This would be too expensive for me to produce on my own so I'm about ready to start shopping it to publishers. I'm sure it will meet a lot of the same dead ends that my other games have run into.

click the image to enlarge it.

Wednesday, June 20

Border Reivers 1861st Best Game In The World

Border Reivers has finally got more than the thirty ratings needed to become ranked on BoardGameGeek. It is currently ranked 1861! The system of BGG rankings is intentionally biased against games with a small number of ratings to avoid small numbers of people (or indeed shillers) affecting the top ranked games. This is done using a Bayesian average - to get the ranking for a game the actual ratings are considered in addition to one hundred average ratings (the average rating for all games - currently around 5.3 I think). This means the thirty-one real ratings I have (average 6.9) are signficantly pulled down by the Bayesian spoof ratings. So please rate it!

This is one of the reasons why I've done a larger print run of It's Alive! as the larger print run should mean more people get a copy and hopefully I'll get more ratings. That way the ranking should be less affected by the Bayesian spoof ratings.

In other news I'm pressing on with the It's Alive! ordered copies and I've been revisiting Border Reivers. I had six copies of Border Reivers left at home: mine and five orders I've not sent yet because I'm waiting for the money. This week, two of those have gone - one to it's original orderer, and one to someone from my unofficial waiting list when one of the orders fell through. And another has started to move. I've only got four copies left at home. Weird. I've had the bits for it kicking around for nearly a year now, it's going to feel strange when it's all gone. I'll be very glad to have finished cutting out the tiles when that comes about though. As well as the remaining three copies (which are complete apart from their tiles) I also need to knock together another copy from the spares for another publisher who has expressed an interest.

Friday, June 15

BoardGameGeek

I've been watching the BoardGameGeek statistics for the two games I've published almost obsessively for months now, and it's interesting to see how they differ.

Border Reivers

Border Reivers has probably been listed on BGG for over a year now. It's been available for over ten months and sold out recently (though I'm still holding a few copies for people who have ordered). Border Reivers has twenty-nine ratings at the time of posting, almost to the thirty required for ranking. It's received generally positive feedback, with the odd person who doesn't like it: ratings range from four to eight out of ten. The average rating drop as low as 6.4 a while ago, but has been steadily increasing in recent months to it's current value of 6.88. Thirty-seven people are listed as owning a copy (I've shipped eighty-seven copies), and another twenty-two are listed as wanting a copy.

It's Alive!

It's Alive! by comparison is a newcomer. It's only been listed on the Geek for a few months and been available less than one month. Currently I have nearly seventy outstanding orders to fulfill. It's Alive! has already garnered twenty ratings (from twenty-four sales), and has received good feedback with ratings ranging between 7 and 8.5, and an average of 7.67. Only thirteen people are listed as owning a copy, and seven listed as wanting a copy. Interestingly twelve people have rated the original version (The Menorah Game) which has both a wider spread (5 - 10) and a lower average (7.27). I'll take that as a vote in favour of my theme change. :-)

It is interesting to me that less than half of the people who have bought a copy of Border Reivers have listed it as owned on the Geek, and just over a third have rated it. Whereas despite only half of the sold copies of It's Alive! listed as owned on the Geek, I've got twenty ratings from twenty-four sales - a much higher percentage than Border Reivers. It'll be interesting to see what happens to the It's Alive! ratings as more copies are shipped...

Tuesday, June 12

Tangata needs to be shorter!

Last night I play tested again as if it was a 3 player game. I started at 11:00pm and the game didn't end until 1:30am. That was with me making decisions really fast. I assume with a 4 player game full of people that haven't played it before we would be looking at a 3 hour game or more. I definitely need to shorten the game.

The first thing I'm going to do is shorten the length of the board by 2 hexes. I'm also going to add a fourth type of trail card and overhang "protection" cards. The one thing that is a little difficult and might take a while to dial in is the number of tiles available. Once the trail tiles are gone from the stock piles, each player can move unoccupied tiles around the board. There can't be too many tiles and there can't be too few...

Blue won the game last night with eight tribesmen reaching the cave with 8 bird eggs in hand.

Monday, June 11

Tangata Manu - Further Development

I realized the first board was way too big and I think the changeable tiles were not necessary at this point so I made a new board...

This new board is designed for 2 to 4 players instead of 2 to 6 players. I also changed the move generator from just cards to cards and trail tiles. This method of movement is almost dialed in and seems to work well but I'm still not happy with the boulders. As it is I've included boulder cards in the same stack as trail cards and I feel there are too many boulders taking out every tribesman that is scaling the cliff. If I just make less boulder cards then one person might control them all with the luck of the draw... that would not be good. I'm considering that the boulders should be a separate pile of cards and something should generate the ability to release a boulder from above. Perhaps each player gets 4 boulders and can choose to release them at any time - one per turn... ?

I will be play testing different methods all week and will meet with some gamers on Friday to get their unbiased input.

Here's a close up of some of the trail cards.

Here's a close up of the start zone on the board.

Here's a close up of the end zone...
You can click on these images to make them bigger. These are just mock ups still. The artwork should obviously change. I just feel much better play testing with something that actually looks like a game. It's hard for me to get a feel for a game when it's just notes on paper or note cards.

Friday, June 8

Mechanisation - The Way Forward

I've got over ninety copies of It's Alive! spoken for, not all sales, but the vast majority are.

My problem is this: It's going to take me around 135 hours to make these copies alone. Assuming a conservative 5 hours a week that's twenty-seven weeks construction! I really need to speed things up.

Fortunately, because the lamination failed at the printers I have some budget free to look into getting some of the slower tasks done by machine. The time breakdown is approximately:

  • Box - 45 mins
  • Cards - 25 mins
  • Player screens, guides & slabs - 15 mins
  • Rules, coins & boxing - 5 mins

So, unsurprisingly I'm concentrating on the box and cards. I'm trying to get a quote to get the boxes professionally made (hard & expensive for such a small run), and I'm investigating getting a die-cutting machine and a custom die to do the cards - much quicker than cutting them out with a craft-knife and steel ruler. I'm hoping the die-cutter will be less erone-prone too, I've already cocked up a few cards. :-(

I'll let you know what I decide (and can afford to do)...

Thursday, June 7

UK Games Expo Report

I've already mentioned how well the convention went, here I'll go into a little more detail about what went well and not so well.

Stock

My stock levels were fairly poor. There were only a few copies of Border Reivers left and because I didn't get the artwork from the printers until Thursday morning I only had time to make twenty-one copies of It's Alive! Ten of those had been pre-ordered, one was for me, another was to be given to a distributor. That only left me with nine unclaimed copies. Nowhere near enough. I reckon I could have sold two or possibly even three times that many. Still, it was out of my hands, so there's no point grumbling about it.



Stand

I supposedly had a square area 2.5m x 2.5m, and was expecting two round tables, one front left for demoing and one back right for stock. I decided fairly last minute to pick up the paper tablecloths I'd bought for the Border Reivers playtesting last year, they are a nice dark green - Reiver Games green as I like to think of it. I wasn't sure whether the convention would provide tablcloths, so I thought it would look btter than bare tables. In the end they did provide white tablcloths, but I think the green ones looked better. As before we piled up the stock, with one box open at the front showing the box lid to better effect, as well as showing the components. Dave had the idea of us going dressed as mad scientists and provided a bunch of knick-knacks to provide some set-dressing: a severed finger, bat, rat and a monster hand glove. These made things a bit more visually interesting. I'd also made some POS displays, an A3 one for the company and two A4 ones - one for each game. I made them from foam-core, with two stands to hold them almost upright and then printed some artwork on my A3 inkjet and glued it on. The company one just consisted of a huge logo and the tagline: 'Hand-made games', the game ones were portrait with the box background pattern, the box artwork at the top, a brief description, the price and the Reiver Games logo and icons at the bottom. I was pleased with these, the text drew people in to read them and they also allowed pople to find something out when we were all too busy to come over and talk to them.



Location

I booked last minute and so I didn't get choice of location. We ended up in a room tucked away in the labyrinth, hidden in a corner, but twenty feet from the bar. On arrival I was disappointed, but to be honest the location was fine. We had a steady stream of people and people were drawn into the room by the lure of food. We were offered a third table early on, but we didn't really have enough staff to man it, and we only had one demo copy of the game. It worked fine for us.

Costumes

Dave had the inspired idea of dressing as the mad scientists of the game, and so we all went in lab coats and glasses. I had hoped to get wild white wigs, but I didn't have time in the end. The costumes were well received, and I think they definitely stood out more than the wealth of brightly coloured polo shirts which were the standard.

The Game

I think the game was a perfect one to be demoing at the convention. It's short play time meant that whenever someone walking past looked interested we could say: 'Would you like a game? This one will be finished in ten/fifteen minutes'. The winning cry of 'It's Aaallliiivvveee!' drew interest from around the room, especially when done in Dave's best, booming, Hammer Horror voice. The artwork also sucked people in. Having a cheaper price also helped (£15 instead of the £30 for Border Reivers), but having said that Border Reivers sold out quickly too.



Staff

I took Dave and The Wife to help out which was definitely a good idea. It meant at the busy point on Saturday morning we had enough people (just!) to cope with the rush, and at quieter times we had enough to have one person playing/explaining, one person floating and dealing with passers-by which allowed the third person to have a wander round, nip to the loo or in my case schmooze the tradehall. I've struggled on my own at smaller events, but there's no way I would have coped at the Expo on my own.

Flyers/Business Cards

Several pople asked for the website address or an email address - and I had nothing to hand out. Flyers would have been one option, but I dislike them for being so wasteful. I would have really benefited from having business cards. I received several from other people and it would have been good to return the favour. Also, they can just be handed out to people who are interested in a web address or contact number. I'm definitely going to get some before my next convention.

The convention was a huge success. It was my first time at a 'trade show' style of convention, and being somewhere where people had come to buy new games rather than just play games with their friends made a big difference - it was much less effort to make a sale. I'm definitely up for attending next year - now all I need is a new game...

Wednesday, June 6

Tangata Manu development

My initial concept for the Tangata Manu game was really simple. You are trying to move your figures up a cliff while the other players are trying to knock your figures off the cliff with large boulders. The winner would be the player that moves the highest number of his figures successfully up the cliff. The Tangata Manu ritual seemed like a perfect fit.

The Tangata manu (the bird-man), is the winner of a traditional competition of the Easter Island people. The ritual involved swimming over to a small island and stealing some bird eggs and then swimming back and climbing up the cliff without breaking the egg.

This game would be somewhat based on that ritual. The game board represents the cliff. My initial design has 6 tiles that could be placed at random so the board would be slightly different each time. Each player has a number of figures (possibly 12) that he will move up the cliff.

My first thought on card based movement was too slow. I'll make the game board a little shorter and try a card based movement similar to the game Castle Merchants where you have to play a trail card and place the trail and then play a similar card for any of your figures you wish to move along that trail. Originally the rock movement was solely at the discretion of the player but I'm now playing with a randomly drawn rock movement card that is drawn on every turn and the player has the choice of which rock to move where...

Tuesday, June 5

Tangata Manu - Board game

The night before last I dreamed up another game idea. I have to get these on paper quickly so I don't forget them. Yesterday after work I threw together this prototype and made some cards when I got home...

I started play testing it all by myself as 4 players and of course it didn't work as well as I thought it would. I know now the board is too big. The theme is there (not the artwork yet) and the basic game play concept is solid I think but it needs a bit of tweaking!

Bobby on Board!

Hello all,

First off - CONGRATULATIONS to Jack and Yehuda for the success at the con!

My name is Bobby Doran and I am a board game designer... For some reason that sounds like the beginning of an AA meeting.

I have only recently begun putting all of my crazy ideas into prototype form but I have quite a few that are through with play testing and ready to be published. Now if I could only find a publisher interested in them...

My daughters are still very young so I've created a bunch of kid's games to start with. it's a lot easier to get them to play test the simple games! And now I'm starting to move on to the more complicated themes.

I'll use this post to bounce ideas off of everyone and keep you all updated with all of my game related successes and failures.

Sunday, June 3

UK Games Expo A Huge Success!

I've just got back from the UK Games Expo, and here's a very brief run down of what happened.

When we got there (The Wife and Dave came with me) we were shown up to our room to find someone else in our spot. It turned out that things had been re-arrange the day before, we'd moved just round the corner - nearer the bar. It seemed like a quiet out of the way spot, but turned out just fine.

I took the last six copies of Border Reivers, and twenty-one copies of It's Alive!: mine, ten pre-orders, one to give to a publisher who's going to try to raise some interest in the States and nine copies for sale. I hoped to sell out of It's Alive! at some point on Sunday, and sell a copy or two of Border Reivers - I wasn't even taking a demo copy of that, so I didn't expect to sell much.

We set up, and within minutes (before the convention officially opened) we had a bunch of players for It's Alive! The table was never empty after that - there were usually people queuing to play. It seemed to be going really well, I started to sell a few copies. Plus a Border Reivers or two. Then it went insane. There was an hour or two when I was struggling to sort out sales, I had a queue of receipts to write. Border Reivers sold out (the last copy was nearly fought for!), It's Alive! sold out. It just kept coming. We got rid of the last of our stock at 1:30pm on Saturday! Three and a half hours in. All we could do for the rest of the convention was demo the game and take orders (over twenty). An online game store pre-ordered twelve copies for stock. There was interest from the UK's largest games distriutor. A publisher was interested in Border Reivers. It was a fantastic weekend.

Saturday night we celebrated with Cheeky Vimtos :-)

Near the end of Sunday we heard a rumour that It's Alive! and Fagin's Gang were very close for the UK Game of the Year award, and we just missed out! We're awaiting official confirmation of that...

Friday, June 1

Progress

I got eight copies made yesterday, way less than the twelve I was hoping for. Still, it means I should have at least sixteen to take with me. I reckon I can get another thirteen done today (I've got longer, and The Wife did a bunch of prep for me, bless her), which will give me a total of twenty-one copies to take. Since one of those will be mine (for demo purposes) and seven are ordered, that would leave me with an unclaimed stock of thirteen copies plus six of Border Reivers. Any I don't sell I'll use to start fulfilling the pre-orders.

To the grindstone!

In other news we'll have a new member soon, Bobby Doran a Californian game designer who recently took five prototypes to a convention and had some interest from Jay Tummelson, of Rio Grande Games! Make him feel welcome!