Monday, March 27

All Good Things...

It's been a hectic and pretty stressful week at work, but once all the visitors left I managed to get another playtest of Codename: Vacuum in at the end of the week with Ian, who played it last week too.

We played exactly the same version (though with different decks) and the game came in under an hour including set-up, rules refresher and explanation of the new decks. So far so good. The game went well, we got into space, there was a couple of clear strategies being followed and at the end we both scored well. For the second time Ian beat me at my own game (need to change the rules again! ;-p).

One of the things I like about Vacuum, and one of the core tenets of the game is the scoring. There are five core decks in the game that you play with every game (in addition to a few extra decks that change every game). Each of those core decks (Military, Exploration, Population, Trade and Knowledge) has a victory condition that will score each player 0-30 points depending on how well they've followed that strategy. The game ends at the end of the round that the second (with 2-3 players) or third (with 4-5 players) victory condition is selected. Selecting a victory condition is key to the game - you want to hone your deck so that it will score big in a couple of conditions (particularly a lot bigger than your opponents!) and then select the appropriate condition. Since only two or three get chosen, it's very important that you get your choice in, so there's a lot of pressure to quickly get to the point where you can afford to select a condition and then select it - thereby hastening the end of the game.

Selecting a condition uses some of the cards that gain you points in that condition, so each turn you choose whether to gain points in your chosen condition (and risk leaving it too late to select a condition and missing your chance) or selecting a condition (thereby hastening the end of the game before you can maximise your score in that condition). It's part of what I like about the game.

Unfortunately, I think the pressure is too strong, at the moment the fear of missing your chance to select means that you rush the game to an early end, before it really gets into full swing.

I'm considering making the game fixed length - 15 turns (Ian and I have played 12 and 10 in our last two games). Everything else stays the same, except now selecting a condition doesn't prematurely end the game. This will have two effects I expect: the game lasts slightly longer and the game end dynamic changes.

Now you're not rushing to end the game, but to choose the scoring. If you select early, you guarantee that your chosen scoring will happen, but you give your opponents more turns to respond - adapting their strategy to maximise points in that condition. Choosing late means that you might miss your chance, but you keep your opponents guessing and can wait until the endgame and pick the one that finally ends up favouring you the most.

It'll be interesting to give it a try and see how it works...

Monday, March 20

It's All Go!

Another busy week. This time it's been Codename: Vacuum, Zombology and crazy ideas.

I didn't have any travel this week, so I managed to get a lunchtime playtest in with Ian on the new version of Vacuum. I'd made a bunch of changes since the fairly broken play at Games Night a couple of weeks ago, and we tried them out over lunch. I was pretty sure we could get a 2-player game done in under an hour, so I did a quick canvas and Ian signed up. He'd not played it before, so we had a 20 minute setup and rules explanation followed by a 58 minute game. Considering that was Ian's first play I was pretty happy with it coming in under an hour. He picked it up pretty well and ended up beating me 30-18 (time to change the rules!). The improvements I'd made last week fixed most of the problems, though there were a few graphic design/wording issues that I spotted during play. I'm happy to play that version again without changing it though, so a big step up on last time.

playtesting new Vacuum

Games Night was pretty epic, with the first visitation of Mal so far this year and an amazing six different games played. It was a great night, and we finished up with a Zombology (which we'd not played for a while) and I was telling them about the recent pre-orders I'd taken and how I was considering another print run - at which point I took another pre-order.

I'm really torn about it. I think Zombology is the best game I've designed, and with its silly theme (mad 'scientist' hippies trying to cure the Zombie Apocalypse), wide range of players (3-8) and short play time (10 minutes) it's also my most accessible game. I'd love to see it get a wider audience and the pre-order rate for a second edition (despite the fact I'm not yet making one) has been pretty high the few times I've introduced it to people recently.

I could try pimping it to publishers, but it turns out that I really enjoy the graphic design and hand-crafting of games, so I'd rather self-publish again.

The big stumbling block is time. I travel quite a lot for work, have a young family and I'm two months away from becoming a dad for the second time. I know from last time what a wreck that leaves you, and how little free time you have when you've a new baby and are so hideously sleep deprived that 7:30pm sounds like a reasonable bed time.

What to do?

Monday, March 13

Ding, Ding, Round 2!

After testing the new version of Codename:Vacuum a couple of weeks ago, I clearly needed to make a raft of minor changes. The game was so broken that the rules were evolving as we played (always a bad sign!), but I was generally pretty happy with the new version (once fixed!) compared to the last version of 2015.

My travels continued last week, with a trip to Manchester on Monday after work that concluded on Wednesday night, and despite being incredibly busy (I was working late into the night Monday and Tuesday), I did manage to get make some progress on Vacuum. Firstly finishing off the board on the train on Monday night and then printing and cutting out a new version on Thursday morning (which I had off work to go to the doctor). I finished the final cutting out on Saturday night - after the mental week and a few bad nights' sleep I was too knackered to make it to Newcastle Gamers unfortunately.

What I need to do now is try out the new version (and buy some more ink!), to see if the changes I've made improve things. I'd rather not play on Games Night on Thursday as the guys played it last time and they deserve to play something that works. That leaves a lunchtime playtest session or an additional evening for a playtest (either with Games Night mates or Newcastle Playtest chums). Next week is pretty busy (we've a big company meeting with a couple of evenings out) so it's this week, or not for several. I'll have to see what I can fit in.

Here's a sneak preview of the new board:

Monday, March 6

Gaming Extravaganza

It's been a great week for my gaming. Monday went exactly to plan with me printing and cutting out all 350 cards for new Codename:Vacuum, and hand-scrawling a quick board too - for the first time in two years I had a Vacuum prototype. Admittedly, Monday ended slightly worse with my dentist extracting a wisdom tooth that's left me eating very gingerly all week!

I got a lunchtime gaming session in at work on Wednesday (Coup) and then at Games Night on Thursday we played Vacuum! The lads had all played Vacuum before many years ago, so it wasn't complete fresh to them, but they'd all forgotten how to play.

New Vacuum in Action

It was, as I expected, fairly broken - we hardly got off Earth due to a poorly shuffled deck and a far too slow explore mechanism, so there was no colonisation of the Solar System or vast space battles. There were a couple of other things that clearly didn't work as intended, so the rules were evolving as we played. In a perfect world the game would take around 15-20 mins per player once you know it, so I was reasonably pleased with just under 2.5 hours (including set-up and rules explanation) for a four player game where 3/4 of us were effectively beginners. Hopefully that will significantly shorten with experience (and rules that aren't in flux during the game and cards which accurately describe what they do!).

I was frantically scribbling notes during the game, so that on Friday night I could spend the 3.5 hours of train journeys to Bedford updating the cards and working on an improved board. Of course I now need to print and cut out another version!

Saturday I was in Bedford seeing Terry, Andrew and Graham who I used to game with weekly when I lived there during 2008-11, the latter half of my Reiver Games days. There were eight of us in total, so we started off with a couple of games of Zombology (five of the eight owned a copy), playtesting the new rules with large groups. It went well, with a couple of late wins and I ended up taking a couple more pre-orders from David and Richard, both of whom have bought a Reiver Game in the past I think. That's now five pre-orders from seven possible customers in the last month or so. That kind of conversion rate is filling me with a greater optimism than I previously had, if I can get to thirty-ish I may well push the button and make another hand-made run of a hundred or so. The clock is ticking though, The Wife and I are expecting a little sister for The Daughter at the end of May, so the amount of time I'll have for hand-crafting games in the evening will be severely limited by extra parenting duties and sleep deprivation!

After Zombology, we played another eight games, of which four were new to me, so it was a great day's gaming as well as a great chance to catch up with friends I see far too infrequently.

Saturday evening was also spent on trains (and replacement bus services) so I got a chance to do more work on the Vacuum board. I think the board brings a new element to the game that focuses you more on the exploration and conquest side of the 4X game, so I think that part is working as intended, what I need to do now is print out another version and see if my changes fix the issues we found. Thursday's playtesters are at least interested to play again!

Monday, February 27

Back in Boston: Naked but Productive

Oh, so not naked exactly, but unclothed. I spent last week in Boston, MA for work. I lived in Boston for the winter of 2000/01 and hadn't been back since. Despite many trips through Boston (my employer's head office is about 40 miles outside Boston), I'd not set foot in Boston since we lived there. So I was quite excited to be going to a meeting in the Boston harbour, a short water taxi ride away from old haunts.

The reality was a little different from what I expected. My luggage turned up 84 hours after I did (and only 11 hours before I left), so while I did get to go into Boston and Cambridge, the majority of that time was spent shopping for clothes.

On the other hand, as it often the case when I travel to the US, I was awake early most mornings, so I had a decent chunk of time each day to work on Codename: Vacuum.

I finished off the cards and got them all laid out ready to print today (I've a day off to recover from my travels). I'm hoping to have a playable prototype by the end of today. I'm sure it'll need a big chunk of improvement after I've tested it once or twice, but I've got a good feeling about this version at the moment.

Exciting times!

In other news, I'm off to Bedford this weekend to spend Saturday gaming with Terry, Andrew, Graham, Johan and a bunch of other gaming chums. I used to play weekly with Terry, Andrew and Graham and now see them once a year if I'm lucky - so it'll be a great chance to catch up.

Monday, February 20

Concrete Progress

I'm off to Boston this week for work (posting this from the airport!) so it's been a busy few days, but I've not let that get in the way of progress. Last week I was mostly focused on implementing some of the things recommended by my German language app beta testers and adding a bit more vocabulary in preparation for sharing it with another private beta tester. I'm hoping to have that ready to go not long after I get back from Boston.

The big news is on the Codename: Vacuum front. I placed an order for some wooden pieces from Spielmaterial.de which arrived on Friday (in my office, while I was working from home :-( ), and during my home day lunch break I made a new box for it (I gave mine to Konrad in Berlin when I was over there nearly two years ago). On Saturday I popped over to the office during a trip out and collected the Spielmaterial order and then bagged and stowed that in the box.

I've done most of the cards for the next version, I've just got the event cards left to do. Fortunately, I've got the jet lag hours of 3-6am every day this week to finish off the cards and get everything ready for printing.

I get back Saturday lunchtime, and then I've booked Monday off work to help recover from my jet lag. I can use that day to print out the cards, player mats and boards and then cut all the cards out. For the first time since I gave my copy to Konrad I'll have a copy of Vacuum ready to playtest again. And it will need testing - I've made some sweeping changes, which will likely need a decent chunk of fixing before they are ready for sharing with others.

I'll also try to get a blog post done in the jet lag hours, spelling out how the game works in a bit more detail.

Monday, February 13

Codename:Vacuum - The Premise

I started work on Codename: Vacuum back in November 2011. I wanted to make a fairly quick sci-fi card game - something like Race for the Galaxy but with more direct interaction (don't talk to me about the conflict rules in the Rebel vs. Imperium and The Brink of War expansions - or you're dead to me).

The Wife and I talked about the popularity of deck-builders (we liked Thunderstone for the theme - Dominion not so much) and the speed of Race. And a sci-fi deck builder started talking shape in my head. I bought and tried a couple of the competition (Eminent Domain and Core Worlds, neither of which stayed in my collection for long).

At some point, to keep things simple and different, I decided to set it in our Solar System and then the crazy idea of a Steampunk sci-fi deck builder popped into my head. What if you were playing a sci-fi game set in our solar system over two hundred years where humanity expanded off Earth and filled the solar system with people. But not quite our solar system, the solar system of Jules Verne, HG Wells, Edgar Rice Burroughs and Sir Arthur Conan Doyle. You start in 1898 with a world not unlike our own in 1900 - a world ruled by the British Empire, the German Empire, the Russians and the Qing Chinese. A world on the brink of World War One. Where 20,000 leagues under the Sea, The Lost World, Deepest Africa and the North and South poles are yet to be explored. A world where the discovery of cavorite allows man to leave the Earth at the turn of the 19th Century, not in its second half. Those intrepid explorers head off to a Moon that could be our dry, dusty moon, or HG Wells' inhabited one. Mars could be the frozen Red Planet, or Edgar Rice Burroughs one swarming with Martians. Is Venus a hellish hot-house? Or is it a balmy university world? Will the asteroid belt be full of untold wealth or ravening hordes of aliens hell-bent on the destruction of mankind?

The only way to find out is to go to those places and explore them. All the while you are trying to build a fleet to protect your population from each other and the ravening hordes. Build your wealth to support development and military, build your population and advance your knowledge.

The game has five different score tracks: military, exploration, population, trade and knowledge. In each game only two or three of those count towards your final score - the players choose which ones during the game. So you are trying to build points in your chosen tracks, ensure you are keeping an eye on your opponents so they don't crush you on their chosen tracks as well as fighting space battles and land wars against each other and the aliens as the game unfolds. Each time you play the locations will be different. In one game the Moon is like ours, in another full of vast mineral riches, next time it's swarming with aggressive aliens.

That's the premise. Early versions fulfilled a lot of that promise, but took a bit long. Hopefully this new version I'm working on will be a big step forward (once I've ironed out the inevitable kinks).

How does that sound?

Monday, February 6

To The Internet!

Libraries are so old school.

With Zombology V2 all done except for the billions of playtests required, and my German language app awaiting beta testing feedback (it's taken me three attempts to get it my mate Mal), I've moved on, like a grown man with the attention span of a four year old, to Codename: Vacuum.

Over the last couple of months I've been considering coming back to Vacuum, and over the last week or so it's taken shape in my head. So much so that I was drafting cards towards the end of last week and designing a board in my head on the weekend. The weekend also involved quite a lot of research about country and continent populations in 1900 (it's set in a steampunk universe) and projections through to 2100 (it's a sci-fi game).

I originally wanted Vacuum to be a pure deck-builder (i.e. only cards) that played in about 45 minutes. I slowly weakened my resolve and some play mats and score tracking cubes crept in, but it was still pretty card-focused. The downside - with play mats, lots of card locations (that moved around!) and the decks spread out in the middle of the table it covered a lot of table top. A lot.

This time round I've relaxed my personal rules for what the game can contain in terms of components and I'm embracing a board (smallish), plastic ships (which I'm substituting wooden discs for at the moment) and a metric ton of wooden cubes (or 50,000,000 people as I like to think of them).

I've not made any bits for this version yet - I've not printed anything or tried anything out. When I do, it will inevitably be spectacularly broken, as all significant re-writes always are, but I've got a good feeling about this. The board for locations, the ship movement and conflict and the probes for exploration all work much more 'realistically'. The core mechanics (deck-building, direct conflict, multiple possible end game conditions of which only a few count) are all the same, but it just feels more right.

I'm off to Sheffield on Wednesday for a check up for my clinical trial. I'll use the four hours of train journeys to start knocking together the cards (with so many of them it's actually quicker to edit the pretty ones from the last version on the computer rather than scribble them all by hand).

I'm feeling pretty excited about Vacuum again after the two year break, maybe a fresh approach was what was needed...

Monday, January 30

Productive Couple of Weeks

It's been a productive couple of weeks since my last blog post. I've started playtesting in the office (still focusing on checking the balance of Zombology 2nd Edition at the moment), done a bunch of work on my German language app and made it to a second consecutive Newcastle Gamers!

The Zombology playtesting has been going fairly well. I'm recording the number of players, and which round we won in (or whether we all lost). Ideally, the distribution would look something like this:

Regardless of the number of players. To see how close the game actually is to this, I need to play it a lot with each number of players. The chart above is for 128 games! And there are six possible numbers of players (3, 4, 5, 6, 7 & 8). That's 768 games. Clearly, Zombology is going to outstay its welcome long before we've played it nearly 800 times. But I'd like to get as much data as possible. So far I only have this:

Which isn't looking too bad, but is clearly pretty sparse on the ground and very uneven between numbers of players. This could be because the game is very different with different numbers of players, or it could just be a sampling error due to the small number of games played. The solution? Play the crap out of it and hopefully get enough data to make a call.

Zombology hasn't been my main focus though, I've been trying to finally get my German language app (two years in the making!) finished off. I've got enough in there to gather some feedback and made it available in the store (last night!) for people in the private beta (you'll only be able to see it if I sent you the link). Hopefully I'll get some useful feedback and be able to make a better version available more widely in a month or two once I've made some improvements.

Finally, I made it to Newcastle Gamers again on Saturday, that's two consecutive ones for the first time in years. Last year I only made it once all year! It's been great to get along and play some of the games I play less frequently, and it also gives me another chance to playtest Zombology and get some feedback from other people.

I'm in Manchester today and tomorrow for work, I might be able to do some work on Codename: Vacuum in the hotel now that I've got the app off my plate...

If you have a Windows Phone and fancy having a look at the German language app or you want to playtest Zombology, please leave me a message in the comments.

Monday, January 16

Newcastle Gamers!

2017's strong start is continuing :-)

During the week I spent time on Codename: Vacuum, working out a new card mix and designing a new version in my head which will hopefully improve on some of the problems with the last version (from early 2015!). At the same time I was continuing to work on my German language Windows Phone app and got a five-star review for my BGG Last Plays app (now the new version is in the store). I think I'm close to the point where I can put out a beta version out for the German language app for feedback - I'm going to run a private beta first to see if I can work out some of the kinks. That's probably only a week or two away. I've been meaning to finish this one for a couple of years, so that's quite a big deal!

But that's not the best bit, on top of all that I made it to Newcastle Gamers for the first time in six months! Newcastle Gamers is on at least twice a month and yet last year for a variety of reasons I only made it along once, in July. When I turned up on Saturday it was the busiest I'd ever seen it and I had to wait a short while for a game. When a table finished they invited me to join them and then asked what I wanted to play. I was happy to play anything in the cupboard (except Fluxx!) or I could teach any of the games I'd brought along: Ave Caesar, Gipsy King, Hansa Teutonica and Zombology.

The group wanted to try Zombology, so we played a game and after that they felt like they understood it, and wanted to play again. After John sank our desperate attempt to save humanity from the ravening hordes we opted for a third game to try and win and then Deji from the adjacent table wanted to try it, so we played a fourth time (and finally won). It wasn't until they'd had enough and wanted to move on to something else that I told them I had designed the game. The last couple of times I've played with strangers I've tried this approach, it's not blind playtesting (since I'm teaching the rules) but it does give you more honest feedback during the games, since the players aren't afraid of hurting your feelings as the designer.

They were all surprised and impressed and were asking where to get it, at which point I had to say: 'It's only available print on demand in the US and shipping is pretty expensive', which kind of killed the enthusiasm a bit.

I did ask if any of them wanted to give me their email addresses in case I made another version and they were all very keen - so I now have a mailing list of potential Zombology pre-orders. Their enjoyment and excitement was also very encouraging. I'm considering another run again!

Saturday, January 7

Promising Start

Last week I set myself some aspirations for this coming year and so far, so good. I managed to get to Newcastle Playtest on Tuesday and try out the new Zombology rules again. We played three five-player games and managed two wins and a loss. The wins were in rounds 6 and 7 out of 8, much better than the slightly freakish win in round 3 that happened last time I tried it. Generally, people thought the new rules were an improvement and Paul went so far as to send me two emails of ideas which I've yet to respond to. The new rules have the advantage that they work with the existing cards, so anyone who bought the original hand-made version from me or the print on demand version from Drive Thru Cards can play them without having to print new cards. The only thing which is wrong on the old cards is that the initial card distribution as shown on the round one turn marker has changed.

In fact, here's the new rules. Please feel free to read them, provide feedback, try them if you own the game or just comment on them in the comments section below. Any feedback gratefully appreciated! If you do get a chance to try them I would love to know the following:

  • How many players?
  • Won or lost?
  • If won, in which round?
  • How many winners?
It was my first Newcastle Playtest in months, so it was great to catch up with everyone, meet a couple of new members and try out a few of their games. Hopefully I can make it next month too!


In addition, I also made the changes I've promised a guy on BGG in my Last Plays app and published them to the store. The app now has the ability to ignore expansions (which is really useful for me), hide unplayed games (which is really useful for him) and also to filter the list of games by game name, which should be good for both of us. One of the main things I use the app for is its ability to link to the BGG page for a game so that I can quickly record a play. Filtering the list to the game I'm interested in can only make that process quicker!

Sunday, January 1

2017 Aspirations!

For the last few years I've set myself some goals at the beginning of the year (2014, 2015, 2016), I've never aced them, but last year was weak, especially where games design and blogging were concerned.

2016 In Review

My new job, which I started in October 2015, took up a lot more time than I was expecting. It was my first time leading a team of any reasonable size and so I had a lot to learn in terms of leadership, budgeting, strategy and people management. On top of all that I ended up doing a lot more travel than I was originally expecting (four trips to the US, 20-30 to Manchester - often overnighters, and a frantic week-and-a-half long tour of Taiwan, China and Japan), which sounds great if you're not doing it, but it's very tiring and all you really see is offices, airports and hotels. This led to a double whammy of less free time and wanting to spend that free time with my wife and daughter, so I had a lot less time for games design-related shenanigans. I only made it to Newcastle Gamers once (out of at least 24 opportunities) and Newcastle Playtest probably only five times our of twelve. I've not played a prototype since September!

I failed both my blogging goals, giving up regular blogging as I had very little progress to report, most of it about designing mobile apps rather than board games (I've been coding since I was ten, the lack of coding in my new day job meant I fancied doing more of it in my limited free time, to the detriment of my games design) and doing nothing in November for NaGa Demon.

Gaming was the one area I aced, I played a lot of games in 2016. This was helped by starting a games club in the office on Wednesday lunchtimes (when I'm in the country!) and my weekly games night, plus a few trips with Ian (including to the US twice and round Asia) and my trusty iPad full of games. I even played 24 new games in the year (three of those on Dec 29th - games I got for Christmas!).

I did get the hand-made limited edition of Zombology finished in January and the print on demand version up on Drive Thru Cards in March/April (copies sold to date: 3!), so that was Games Design passed, but other than thinking of some rules tweaks to Zombology I did very little games design after that.

I didn't even finish my German language app that I wanted to wrap up. I made a lot of progress on it, but it's still not even ready for a beta release. I did tweak BGG Last Plays at the end of the year though - someone on BGG with a collection of 3,500 games tried it out and found it crashed on a collection of that size, so I fixed that and tweaked a couple of other things. He's got another couple of requests and so I'll do another version of that shortly. It's still my most popular app (150 downloads - on Windows Phone!), and if you've got someone keen enough to engage with the creator you should try to keep them happy!

2017 Aspirations

Seeing as I did so badly last year I'm going to change things up this year. No goals. Just some more vague aspirations:


  • Get back into Games Design. Maybe Codename: Vacuum (I've a few ideas floating around in my head - it's probably been a couple of years since I last touched it, so maybe that distance will help when I come back to it)
  • Blog when I have something to say. No regular weekly schedule, just talk when I've something worth discussing. Hopefully at least once a month.
  • Code. It's been a passion of mine since I was a little kid and my day job for 13 of the last 16 years. Release apps. Enjoy it.
  • Game. I only managed 36/52 possible Games Nights due to my travel schedule, but I want to game on Wednesday evenings at home, at work during Games Club, on the iPad on trips and also try to get to Newcastle Gamers and Newcastle Playtest more.


Fingers crossed...

Monday, November 7

I Need Your Help...

... if you own a first edition copy of Zombology. I'm getting close to finalising the second edition rules, but there's a couple of things I need to test the hell out of:

  • Win/loss ratios for different numbers of players
  • A couple of Army Perimeter options

And I'm struggling to find the time to do it all myself - that's where you come in! I missed Newcastle Playtest again last week (and I'll be in Japan during the next one), and have volunteered to babysit for a friend next weekend which means I'll miss Newcastle Gamers too. I'm going to be restarting playtesting in the office at lunchtime, but by itself that would take ages to get the required testing done.

The second edition rules can be played with the first edition cards, so I'm enlisting the help of those of you who have the first edition and fancy helping out to try out the new rules. As mentioned a few weeks ago, the initial starting hands have changed (so the set-up described on the first edition first round card will be wrong) and the Guru rules have changed quite significantly.

In addition, there's a couple of different Army Perimeter options I'd like to try out:

  • Single use (same as the first edition) - when targeted by a Overrun you can choose to discard it and block the Overrun or keep it and suffer the Overrun (that's what it says in the rules linked to above).
  • Permanent - Using it doesn't force you to discard it, so it protects you from multiple Overruns for the rest of the game.

I feel the single use Army Perimeter is a bit under-powered, the Permanent option might be an improvement (or it might totally break the game!).

I'd appreciate any feedback you can provide - in particular, the number of players, won or lost and in which round the win happened if it did.

Monday, October 24

A Goal I Might Hit

This year has been a weird one. My new job has required a lot more travel than I originally expected and as I result I've had a lot less time to spend with my family and on my hobbies of board game design and Windows Phone app programming. Up to this point I've only managed to make it to one of the bi-monthly Newcastle Gamers and I've missed loads of the Newcastle Playtest sessions too. With little to talk about I've cut back on blogging and NaGa DeMon is looking unlikely at this point too.

As a result, the goals I set myself at the beginning of the year are mostly looking impossible with the exception of the 366 plays (nailed it already!). So it was good to get down to York this weekend and spend a weekend with Paul and his family. I used to attend Paul's bi-weekly games night when I lived in York and he has a much larger collection of games than I do, so this was a perfect opportunity to get a few new-to-me games under my belt towards my 24 new-to-me games this year goal.

As it was, Paul was quite ill and I was knackered, so our late night gaming never materialised, but we did manage Rhino Hero (9 times!) and Imhotep, plus a load of games I already knew during the days. Rhino Hero and Imhotep took me to 21 out of 24 new-to-me games, so I just need three more  before the end of the year. That's a possibility, especially if I make it to Newcastle Gamers next month.

It was great to see them all and get some games in. We played Istanbul, Port Royal (still firmly on my wishlist), WobBally, Loopie Louie, Jenga and BANG! The Dice Game. A great weekend.

I've now got only eight days until the start of November with no real plan for NaGa DeMon. This is compounded by the fact that I'm off to Asia for a week and a half for work on the 26th Nov, so I'll miss the end of the month and want to focus on my family before I go. I think NaGa DeMon this year is a bust :-(

Monday, October 17

In The Early Hours

I spent last week in the US again (second time in three weeks!), this time visiting towns north, west and south-west of Boston.

As before I was pretty jetlagged, waking up very early in the morning (between 3 and 4:40am). But rather than just lie in bed face down trying to get back to sleep unsuccessfully for a few hours I chose instead to spend the time productively. I practiced my German and Portuguese on Duolingo, read books and also finished the first draft of the new Zombology rules, incorporating my friend Mal's excellent grammar and clarity-improving feedback and a bunch of illustrated examples to clarify the finer points of the rules.

Mal has offered to go through the finished rules with me for a final proof read so hopefully the final version should be complete in a week or so, once we've found some time to sit down together and read through this version. In the meantime, if any of you fancy trying out the new rules or providing any feedback on their clarity, style or completeness it would be much appreciated. You can get the new rules here (and here are the old ones for comparison).

The only substantive changes to the rules are the set up for 3/4/5 player games (so the setup guide on the first round card is not the same as the previously published version) and the rules around Gurus and failed cards. This means that the new version is playable with the previously published cards :-)

I've also had a chance recently to get back to my German language Windows Phone app. I've been adding a lot more vocabulary, so it's slowly becoming more useful.

Next weekend I'm down in York visiting my friend Paul. I hope to get some gaming in, including a few new to me games :-)

Monday, September 19

Gaming With a Four Year Old

This week I'm off to America for work (I'm writing this at 5am in an airport cafe!), and I'm intending to spend a decent chunk of the early hours that I will have free due to jet lag laying out the new rules for Zombology v2. I've honed them and now my mate Mal (who has a far deeper grasp of English grammar than I do) is going through them with a fine toothed comb weeding out a few extraneous words and fixing all my errors.

In the last week The Daughter and I have spent a lot more time gaming than previously so seeing as I have no progress to report yet, I thought I'd talk about that instead.

Since she was three we've played a bunch of the Orchard Toys games with her: Lunchbox Game, The Cupcake Game, The Ladybird Game, Monster Dominoes and more recently Shopping List (which is essentially a rebranded Lunchbox Game). She's enjoyed a few of those (not so much Ladybirds, but Cupcakes was very popular for a while) and a couple of more dexterity based games: Hungry, Hungry Hippos and Elefun.

These games have been entertaining enough and she's enjoyed them, but there's very little in the way of decisions to be made (in fact The Cupcake Game is entirely predetermined by the shuffle of the cupcake deck), so there's not been much preparation for real games.

I was determined not to force her into playing real (i.e. my) games too early as I didn't want to put her off, but then a few months ago I read a post on BGG about how much fun a four year old son was have with Carcassonne, just because there were choices to be made ('it's like a jigsaw puzzle but I can put the pieces in lots of places'). So I soften my stance a bit.

The Daughter and I started playing a cut down version of Carcassonne - no scoring, no farmers, just taking it in turns to place tiles and optionally add meeples in legal places. She really enjoys it ('Carcassonne is my favourite game of all I want to play it every day with you Daddy'), but she still doesn't have the attention span to play through the full set of tiles, so we just play until she gets bored (20-50 tiles in). Because there's no points involved she often helps me ('I'll add this to your city Daddy to make it bigger'), but she knows what she's doing and she's enjoying it, which is the important bit.

We've also played a few rounds of Martian Dice together, not tracking the scores between rounds, just taking it in turns playing a round and noting the points we got for that round. She's enjoying that too.

This week I bought Animal upon Animal (Tier auf Tier) and The Wife suggested getting Dobble Kids too. She wasn't ready for Tier auf Tier, we started playing a game but she wasn't really engaging with it at all so I've stowed that for later, but she loves Dobble. We've played it loads of times already, and we've only had it a week. I can see that being a huge hit for months to come.

With all this real gaming going on she's now showing a lot more interest in my games. Frequently asking questions about the pictures on the boxes racked up in our Games (Dining) Room. Fun times ahead!

Monday, September 12

Brevity

This week I made it to Newcastle Playtest for the first time since April! It was a great evening - good to see the guys and catch up and also check in with their games designs. First we had a couple of games of The Book of the Dead, a fantastic little timed game from Paul Scott. We played it for almost the first time back in April and I loved it, and I was delighted to see that it was just as much fun this time round (by now with much nicer art!). Paul is thinking of Kickstarting it reasonably soon I believe. We ended with Galactic Contractors, one of Dan's that had improved greatly since my last play.

In between those we played a couple of games of Zombology, but with some slightly different rules. I'd played it a couple of times recently at work during our lunchtime games club and the rules explanation and then the confusion around hands of different sizes going round made me think I needed to do something about the Guru rules. I had an idea a couple of weeks ago that I tried out one lunchtime and that idea has since evolved in my head into a more streamlined idea. It has the double bonus of simplifying the Guru and failed cards rules and simultaneously getting rid of the uneven hand size too.

It worked pretty well, we played a seven player and then an eight player game (I think!) and won both. Everyone thought it was an improvement on the old rules, but we won both games, the first one in round three! The fastest win I'd seen in the previous 100-odd games was round five. So there's a chance it's suddenly much easier. I can't think how that would be true, but I need to play a load more games to get some empirical data.

During the week I've been working on the rules for a second edition taking the rules from the handmade limited edition as a starting point. I've changed the Guru rules as mentioned above which simplify things quite a bit and I've also tried to cut down on the word count. The rules sheet for the first version looked like a fairly intimidating wall of text, which considering it's not too complicated a game is a bit disappointing. It was so wordy once I'd covered off the rules and tried to make sure all the grey areas were clearly explained that there was no room for diagrammatic examples :-(

So this week I've been trying to pare the rules down a bit. The rules changes removed quite a lot of 'if this then that otherwise something else' and then I went through trying to cut out all the places where my natural loquacity had made things unnecessarily wordy. I've managed to shave off nearly 300 of 1844 words which, when I lay them out in InDesign, will hopefully free up some space for more diagrams and examples.

I'm not expecting to get much done this week - I've a work night out on Tuesday, Games Night on Wednesday, I've got to get stuff ready for a trip to America next week for work and I also want to spend some time with my family before I go.

But next week I'm in America all week so I'll probably have the hours of 3am to 7am every day to spend on sorting out the new rules in InDesign. Gotta love jet lag.

The good news is that the new rules don't require any new components - they work with the cards as published in the first version. The only slight exception is that the cards dealt in the first round have changed slightly, so the cheat sheet on the first round marker is now out of date.

Monday, August 22

Zombology: Round Three?

So as I alluded to last week, I'm considering another print run of Zombology. I've played the game a few times recently with people (before telling them I was the designer) and I reckon I could have probably sold a copy there and then if I had one. 'I'm sorry, it's only currently available in the US, shipping to the UK is very expensive and the pound has just collapsed', hasn't sold me many copies!

It would be nice to have a few copies around to flog and for Zombology to have a wider audience than the friends, family, playtesters and Reiver Games fans who got one of the thirty copies of the original print run. 

So what would Zombology Round Three look like? I'm speaking to the printers of the original run, getting quotes for runs around 100 copies. I'd want to change the spec slightly: 

Materials

The rules were printed on paper that was too thick really, and the cards were so thick that once they'd been laminated they didn't quite fit in the box tray. I've got a proof from the printer on slightly thinner card - I've got to cut them out and check that they still feel thick enough for use during the game.

Rules

I'm considering a slight change to the rules too. There's a situation where a player plays a card that's not valid and if the Guru has been claimed by one of the players the card goes to Guru owner's next hand. This means that one of the hands is now bigger than the rest, which is pretty confusing. Instead, I'm thinking that failed cards always go to the middle of the table, regardless of whether the Guru has been claimed or not. The Guru owner can then, before each round return a Therapy card from their hand to the centre of the table to draw a Therapy card that is the same suit as one of their Gurus from the centre of the table. That way the hands all stay the same size.

Art

The art is pretty basic, because my skills aren't great in that area. However, it's a similar sort of game to 6 Nimmt! which also has basic art, so I'm not considering overhauling it. However, that being said, there's room for improvement, so I'd like to tweak it. There's a few fixes I made for the Drive Thru Cards version that would need applying to the hand made one, mostly around making text more legible, plus the Army Perimeter is pretty bland, so I've some ideas to improve that. 

Last week I got some proofs from the printer for the thinner cards and got information from BGG about advertising costs. I also asked a poll on BGG to see if there's any interest in hand-made games on KickStarter.

This week I have four hours on trains going to and from my biannual hospital visit for my clinical trial, so I might start doing some of the art improvements on the off chance this goes somewhere.

Monday, August 15

4,000 Plays!

I joined BGG back in February 2006, when I was considering publishing Border Reivers. I finally got around to publishing Border Reivers in July that year, and started recording the games I played on BGG in August that year. In fact, Friday was the tenth anniversary of my first recorded game on BGG (it was one of five plays of Border Reivers that day at The Cast Are Dice in Stoke on Trent, the first convention I attended as a publisher).

Over the last ten years I've managed to rack up 4,000 plays on BGG - my 4,000th was Zombology at our lunchtime games club in the office last Wednesday. It's nice that the 4,000 are bookended by plays of games I've designed :-)

That's an average of 400 games a year or over one game a day for ten years! In fact, it's actually more than that, seeing as I didn't record plays of prototypes during my Reiver Games days and I only started recording mobile plays with humans a couple of years ago.

Clearly board gaming is a huge part of my life. There are six games I've recorded at least 100 plays of: unpublished prototypes, Carcassonne, Race for the Galaxy, 7 Wonders, Magic: The Gathering and It's Alive! and to be honest the numbers for Magic, unpublished prototypes and to a lesser degree Carcassonne are actually much higher than that, as I played them a lot before starting to record games. I've played over 500 different games during that period.

Here's to loads more gaming in the future!

In other news, I've been recently frustrated that Zombology is only available really in the US and Canada at the moment through Drive Thru Cards. There have been a couple of occasions when I could probably have sold a copy if I had one on me, and saying 'you can get it in the US for $12 plus $16 shipping' is not going to lead to any widespread adoption. It turns out I'm still rubbish at marketing though, so if I was got to do a reprint I'd need to seriously up my game at promotion, and maybe go down the KickStarter route, despite my previous KickStarter reticence.

Hmmmm.

Monday, July 4

A Sabbatical

As I'm sure you're aware, this blog about designing and playing games has been very light on the designing for the last few months.

Since my promotion at work last October I've been doing a lot more travel for work, and with a young daughter and The Wife at home, when I'm around I've been choosing to spend most of my free time with them rather than designing games.

Added to that, programming which has been a major hobby and/or my career for the last thirty years is no longer part of my day job, and I miss it. When I have found some time to kill recently, I've chosen to work on my phone apps to scratch that programming itch, rather than my games designs. I've got a few ideas on the games design front, but I can't seem to get the enthusiasm together to actually make any progress on them.

Board gaming is still a huge part of my life (I'm on course to play more games this year than I have in the last ten!), but game design seems to have slipped down the list behind spending time with my family, learning German and Portuguese, programming and finally getting some exercise. Slipped to a point where it's just not happening any more.

I have no way of tracking how many readers I have any more (my stats are getting spammed by spider bots), so I've no idea if anyone reads this, but my guess is that those of you who do are reading it to hear about my experiences as a board game designer and former publisher, not talking about my programming progress or how I hope to do some games design next week.

So I'm going to stop blogging weekly, and just blog when I have something worth saying (and hopefully reading!) on the games design front. Thanks to those of you who've read my weekly ramblings for the last four years.