Monday 20 February 2017

Down the Playtesting Rabbit Hole

“No battle plan ever survives contact with the enemy.” Said Field Marshall Helmuth von Moltke as he surveyed the discarded pieces of cardboard and playing cards that had been very deliberately thrown down.  Clearly, the playtesting session with some pals had gone…well, not exactly to plan.

Ok, so that didn’t happen.  Von Moltke was really writing about an actual battle with an actual enemy, but that gets a little morbid, and let’s face it, the abstract idea of killing a wooden cube or a card is far easier to digest.

What does this have to do with playtesting?  In a word: everything.

“The biggest factor in the playability, the successful gameplay, of a game is not the quality of the ideas, nor the strength of conception, nor the marketing skill, nor the skill of artists […].  It’s the quality and quantity of playtesting and the resulting improvements made to the game.” – Game Design: How to Create Video and Tabletop Games, Start to Finish

About Playtesting

Before we go further down this rabbit hole there are, I think, two types of testing that need to take place, and in tabletop game design these two types happen (more or less) simultaneously: Game Testing and Bug Testing

Game Testing – “Does the game work as intended?”

Here you’ll encounter issues like fun, theme, player interaction, turn sequence, the need for more or fewer components etc.  You’ll be testing whether the game is a game, or rather you’ll be testing your idea and feel of the prototype and matching that against the idea and feel of the game in your head.

Bug Testing – “Do the mechanics of the game work well?”

This is where you’ll resolve issues of weighting and probability.  The number of actions per turn, what happens when one player does this or that.  You’ll be testing both the amalgamation of the rules – how one rule interacts with another, and the little details of the game.  The focus on bug testing is ensuring that each player, in every game has the same (or intended) chance/possibility of completing and or winning the game.

Even though a tabletop game will be playtested for both types at the same time, I think it’s important to recognise which side of the proverbial line the issues fall, and it’s important to recognise that there are two types when you start playtesting, especially when you start getting feedback from other people.

 

Rules of Playtesting

Using the previous two quotes we can assume 4 fundamental rules:

  1. Your design will fail (but that is okay)


[caption id="attachment_259" align="alignleft" width="300"]space-run An early game of mine about a race through space...or maybe dragons which got exactly this far.[/caption]

The most important rule on this list: with almost certainty your game will fall flat on its arse the first time you play it.   To paraphrase Von Moltke, “Your game design will not work when it is first played.”    This, dear reader, is a good thing.  Just like a baby learning to crawl, a chick learning to fly, and Bruce Wayne falling down a well. You will learn to pick yourself up, dust yourself down and get better.

Better at thinking about all sorts of games,

[caption id="attachment_244" align="alignright" width="300"]the-waiting-place Dr. Seuss's Waiting Place - in case you missed the reference.[/caption]

About structure and mechanics,

About rule writing, and rules that are lame.

Better with things like economics.

 You’ll discover new levels of simplicity,

About randomness and chance,

Player roles and asymmetry

You’ll learn, improve and advance.

 

Yes!  Everything will get better.

(If I don’t get ‘Likes’ from a Doctor Seuss-style rhyme about board game design, then there must be something wrong with the Like button!)

I consider game design just as much as a piece of art as writing, painting and music.  In those professions, and let's take writing, for example, a chapter of a novel might not feel the way the writer intended, so they can either change their intention or go back and identify where the writing lost its way and put it back on track.  This is a very different process to the way a writer will deal with mechanical things: typos, spelling mistakes, and errors of grammar, or pace and structure.  It’s easy to take this analogy and apply it to a musician, a painter, an illustrator, filmmaker and yes, even a game designer.

  1. Playtest a lot. A lot.


The most important rule on this list: Some problems can hide.  Back at the UKGE 2016 I met Gary Wareham (of Entropic Games and designer of Oligarchy which successfully oligarchyfunded on Kickstarter last year and will be reaching backers and retailers very soon) and he explained to me that roughly 1 in 25 starting hands of cards are dud, and so a Mulligan is needed- certainly when demonstrating a game at an event like UKGE. Now, to calculate those odds, that game must have been played at least 25 times but was mostly likely played more.  Many, many more times. (Note to self: arrange interview with Gary)

The point here is that quantity is needed, whether you plan to Kickstart your game or sell it, it will need to be played over and over again.  Further to this is that every time you change something, no matter how small; that running tally of playtests gets set back to zero.

  1. Playtest well.


The most important rule on this list: “No-one is as smart as everyone”, some smart person once said.  What does this mean for you and your game?  Well, you probably play games in a certain way/style, you also probably play with the same group of friends (be that a large or a small group, which in turn means you will probably play your game the way you play games, as too will your friends.  You probably won’t try to “break” your game by playing it badly, your friends (if they’re the nice kind) probably won’t either.  You and they will no doubt play the game the way you intend them to.  But that isn’t the way everyone will.

There are 3 stages to playtesting a game well:

  1. Alpha Testing – or solo testing


You’ll play on your own, against yourself.  You’ll take different positions around the table, or perhaps line up your old teddy bear or an action figure to represent a different player (I use my dogs).  my-playtestersYou’ll take copious notes, pause the game while you create a couple of new cards, or even stop the game part way through because you just need to do something completely different.  You do all of this on your own before exposing anyone else to this cripplingly boring process. (For the non-designer that is).

  1. Beta Testing- other players


You’ll do this when you have a game that can be played from beginning to end without interruption, and you’ll rope in your most loyal and friendly gamer friends and family.  The journey might be bumpy, but you’ll get them from the start of the game to the end.

  • Charlie Testing (most people don’t call it that, they consider it beta 2 testing, but they’re missing a trick here: Charlie is what the military call the enemy (well, in Forrest Gump they did), and this links back to our pal Von Moltke)


charlie-testingThis is blind playtesting.  You’re not there when the game is played (or if you are you stay out of the gameplay altogether).  The players read the rules and play your prototype as if it were an actual, real game.

  1. Improve your game


The most important rule on this list: inch by inch, and mile by mile your game design should change.  Hopefully, that great game idea you had is still there, although that may have changed too, the design will have done certainly.  Whether you start your game by painstaking making every component and then testing the whole thing, or you start with the very basic, foundation level of your game and build up, there should be changes at every step along that route.  Some of these changes will be huge; you’ll add a board, a whole new deck of cards, a different action or resource type.  You might take things away too.  You may even do both.  Multiple times.  The important thing here is to recognise and be prepared for the fact that your game/design will change.

“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.” Antoine de Saint-Exupéry.

Those I would consider 4 of the 5 fundamental rules of playtesting.  And they are important, but rule 5 is a biggy:

  1. Enjoy playtesting.


You are going to spend a lot of time playtesting your game, a lot of time fine tuning it.  Try and enjoy it.

In my experience, the tabletop gaming community is brilliant and friendly and clever and generally awesome.  Ask for help at your local gaming club or store.  The internet is rife with help too, I’ve found these to be particularly useful:

http://www.bgdf.com the board game designer’s forum – need I say more?

http://www.playtest.co.uk this site will also list region groups (so if you end up starting one be sure to let them know)

 

I’ll be discussing Playtesting Analysis in my next post, with more pictures, fewer words, charts and Playtesting Questionnaire downloads.

Do you have any tips you’d like to share about your experiences as a playtester or designer?

If you’ve enjoyed this article hit the little star icon to let me know.

Thanks for reading folks!

 

Wednesday 15 February 2017

5 Great Pathway Games

Welcome to Board Game Basics, it’s the part of the site where the focus is on getting started in the hobby of playing table top games.  So, whether you’re looking for a game to buy or play as part of your budding repertoire, or if you’re just looking for some how/what/and why to for some classic’s you may never have experienced, this area is for you.

 

You’ve crossed the threshold of the Gateway Games and you like what you’ve seen, the question however remains; what next?  Here I aim to advise you in making your next great gaming decision in what I’m calling:

5 Great Pathway Games


Pathway games, Level 2 games, Next Step games, call them what you will, but the point is much like the previous post in this series, these are just 5 great games (in no particular order) that are perfect if you are looking for something a little more.  These all have a few key things in common which I think make for great Pathway Games:

  1. These are all ‘Big Titles’ so should be readily available in your Friendly Local Gaming Store (FLGS) or on-line – unlike Gateway Games these probably won’t be on sale in toy and book shops.

  2. Reasonable price tags, these games may be a little bit more expensive than a Gateway Game but won’t cost you much more than £40/£45.

  3. Weight, I don’t mean the of the box, this is the term we used when describing the complexity of the game, these game are all of a low to medium weight, meaning they are a little more complex then Gateway and party games, but it won’t take you hours to go through the rule book, and once you’re playing and in the swing of it, you probably will only need to reference the rule book a handful of times.

  4. The runtime on these games is around that of a good movie, this can climb upwards with more players but one of these games can easily replace “What shall we watch tonight?” moments when you have nothing to do.

  5. Depth (Tim Pinder did a great blog post about this over on the ITB website if you want to know more – it’s well worth a read), although the pieces/components and rules are all very straightforward in these games, getting a lay of the land at any one point (board complexity) and trying to figure out what your opponents or you are going to do next and the ramifications of those choices (strategic complexity) are all a bit higher than in the likes of Pandemic, Splendor etc. which I talked about before.


 

Game One: 7 Wonders


by Antoine Bauza7-wonders

This game has won a lot of awards.  A lot.  And you’ll clearly see this from the box alone.  Once you open it up you’ll be confronted by three decks of cards, some coin tokens, some military tokens and the all-important tableaus, that’s it, it’s a pretty lean game in regards to components.  Your tableau will represent which of the great ancient civilisations you play as, and which of the famous 7 Wonders of the Ancient World you’ll be building.  This game uses a mechanic known as Drafting; each player receives a hand of 7 cards and you’ll pick one to keep and pass the rest along to your neighbour.  This creates a fantastic dynamic, because obviously you don’t want to hand them anything they are really going to want or need, but you also still need to take a card that you want or need.  And then, of course, you have to think about the cards they’ll pass on to their neighbour.  What’s more is that this all happens simultaneously, which means once you’ve got the hang of the game, they go pretty quickly.

Read the full review here.

Game Two: Imperial Settlers


imperial-settlersby Ignacy Trzewiczek

In this game players become one of four ancient civilisations or Factions; Barbarians, Japanese, Egyptian or Roman, and having discovered a new land with abundant resources you’ll set out to build your kingdom up to be crowned the winner if you have the biggest and best civilisation at the end of five rounds. This is a beautiful looking game with great artwork and lots of attention into the playing pieces, small little apples for food, little wooden logs for wood and so on, making just handling this game a delight.  Added to the beautiful appearance of this game, at its core it is pretty simple.  Lightly balancing a few different mechanics from card drafting, worker placement and engine building, giving relatively new games a taster of all of these elements, and it does all of these things whilst allowing some serious strategic depth. With a large deck of Core Location cards, and a decent sized deck for each of the very different Factions (which all play very differently) and even a solo player and campaign mode, this is a great game to check out.

Game Three: Isle of Skye: From Chieftain to King


by Andreas Pelikan & Alexander Pfisterisle-of-skye

This game is pretty new, arriving on store shelves in 2015 and then going on to pick up numerous prestigious awards including the Kennerspiel des Jahres (which is basically the Gamer’s Game of the Year award in the board game equivalent of the Oscars).  In this game, you are a clan leader striving for ruling all the islands of the Scottish archipelago.  To do this you’ll be placing tiles to create your map, but of course you’ll have to pay, and you can also buy your opponents tiles too, likewise, they can buy yours so you have to be prepared to pay more than any of you rival chieftains.

The winner is the chief who score the most victory points, and this is one of the great things about this game, the scoring conditions use four of sixteen ‘Scoring Tiles’, which depending on their order, and what they are, completely change the way around, and indeed a game is played.  This leads to a fantastically high rate of replay-ability (and for less than £30) making it a sound choice for any game shelf.

Game Four: Lords of Waterdeep


lords-of-waterdeepby Peter Lee & Rodney Thompson

This is a big game, with a big box and with lots of pieces of cardboard that need to be popped and double popped (you’ll see what I mean), lots of cards, and plenty of meeples.  In this game, you take on the role of a hidden Lord of the city. You will use your limited pool of agents in a Worker Placement system to recruit rogues, adventurers and so forth to take on difficult and dangerous Quests to help further your advancement and power.  You’ll construct Buildings to increase a number of places your agents can go, you’ll take Intrigue cards to hopefully smite your opponents all the while completing Quests which ideally align with your secret Role to give you a great big surprise victory point boost at the end.  With lots of player-on-player interaction and a host of different Buildings, Quests, Intrigue and Role cards; no two games will ever be the same.  If you’re a fan of Dudgeons & Dragons you’ll get a real kick out of this tie-in, and if not; you’ve got a great game on your shelf.

Read the full review here.

Game Five: Small World


by Philippe Keyaertssmall-world

Another award winning game –As d'Or Jeu de l'Année Prix du Jury (or Golden Ace Jurry’s award), amongst many others.  This is probably the most outwardly competitive game on this list, with a high level of Player-Versus-Player, it is a strategy battle game, where players will choose one of five available Fantasy Race (each with a unique Trait) and Power combos (the Race and Power cards are shuffled each game creating different mixes and combinations with every play).  Play then commences by invading the Regions of the map until players are Conquering one another and vying for dominance and Victory Points.  A key feature of this game though comes down to when you make the decision to resign your race to the history books and pick a new Race/Power combo to once again Conquer Regions and let slip the Flying Dwarves of war!

This game scales nicely between two and five players, as always the more player you have the frantic the game will be, and this game has a lot of replay-ability with Race/Power combinations keeping it a mainstay on any gaming shelf/cupboard.

Read th efull review here.

And that’s it.  If you're unsure about any of these games, or just want to know more then get down to you friendly, local gaming store and pick one up, or if you’re lucky enough, sit down and play (and a thank you here for Tim and Jean from the Games Den in Leamington Spa for helping me come up with this list)

Think I’ve missed one or five?  Let me know .

Thanks for reading folks

Sunday 12 February 2017

Prototyping – Over Prototyping Compulsion Disorder

Hello, my name is Rory and I’m an Over-Prototyper.

(This is where you say hello back to me in unison)

[caption id="attachment_76" align="alignright" width="300"]bad-pets My tableau tile placement game: Bad Pets[/caption]

I suppose thematically it makes sense that I would write about prototyping at the beginning of my blogging journey, but also since I’m building version 2 of my current game (literally I’ll be glueing some paper to card as soon as I finished writing this blog post) it also makes chronological sense too.  Which is nice.

Now, I tend to make a bit too much of my prototypes; which as I’m told is a flaw common to many beginner designers.  I try to justify it to myself by saying it will be worth it, and it will make the game more visceral when I play test it, or even that I’m doing most of the work during my lunch break.  But truth be told, I’m just addicted to game frills.

I tried using sticky address labels and a deck or two of old playing cards, and it made me very sad.  I tried using paper cut-out squares and it just wasn’t for me.  When I figured out that I could use Microsoft Word’s table feature to perfectly duplicate the dimensions of

[caption id="attachment_77" align="alignleft" width="300"]devils-deal A version 4 prototype of a game that is taking a break at the moment: Devil's Deal[/caption]

playing cards and that I could add colour and some graphics it was the end of moving a project forward, but I was blissful in my time wasting.

My experience so far, has been that most of my game ideas have only a certain level of what I’m calling “Enthusiasm Fuel”; that is, I only have so much time to turn an idea into something that I can put on the table before real life happens, another game idea comes along, or my Enthusiasm Fuel just runs out.

Case in point, I’m “working” on a Zoo building game, think Zoo Tycoon for the table top, with a deck building and worker placement mechanics and I went wa

zoo-buildr
My Zoo game has over 300 cards, all sleeved and backed, but has never been played.  Error :/
y, way over the top on making the cards.  (This photo is the first time I have even laid this game out).  It was fun but futile.  The game idea wasn’t bad, and at some point, I will go back to it, but I think there is (certainly for me) a real need to get the game out of my head and onto the table as quickly as possible.  Doing this is very tricky when a lot of your time is taken up with getting the right shade of purple (I very real problem I had, and how daft does that sound), however; I have developed a process.

 

13th-apostleMy process isn’t written in stone, it’s not a set of rules or steps, it’s a guideline, and, as Rufus, the thirteenth apostle says “It’s a very good idea”.

Very Good Idea 1. Stop.  Just hold the dice and wait.  Think through the game, think through the player turn.  Really think about it – it is perfectly acceptable at this point to think “I’ll come back to that later”, in fact thinking that is great, it indicates that your game is layered; which is a good thing.

Very Good Idea 2. Write down (scraps of paper allowed) a list of components. This is like a shopping list of game parts – I do this so I can then figure out how much I’ve got to build, buy or borrow from existing games.  Writing this down will also help focus your mind.  Ask yourself what do you need to get the game skeleton (the most basic level of the game) on the table.  If you can only get part of it to the table, just get that part down, the rest will come.

Very Good Idea 3. Build it (must restrain oneself from clichéd Field of Dreams quote). This will take some time, the less time you spend here the better because this step will be repeated over and over, like a monkey with a miniature cymbal.  Remember the ABCC of building a prototype:

Audience – remember who you are building this for, to start with you’ll be playing against you, then friends and family, then strangers, then, if all goes well you’ll demo this to publishers or you’ll go down the Kickstarter route (to be discussed another time in another blog).  Make your prototype fitting for your audience; you, your friends and family will be happy to play with the most basic level of the prototype.  Simply turn the quality up a notch or two for each subsequent level of player.

“Bin-able” – your first pass at this will no doubt end up in the (recycling) bin.  As too will version two, three and four.  Do yourself a favour and don’t be precious about it.

Concise – just use the information required – fluff text and pictures take up too much time

Clear – your prototypes need to very understandable, chances are it will be pen on paper/card, all the same colour across everything, and when there are a lot of pieces on the table it will look quite unruly.

Very Good Idea 4. Play your game.  Play it lots.  Add to it, take stuff away, change it.  It’s yours and you can do what you want to it, but you’ll only improve it by putting it through its paces, simply called playtesting, which is what I’ll be writing about next week after I’ve taken my latest game to friendly local gaming store to be tested by strangers (exciting!).

This is the first of my prototyping blog post, there will be more bite-sized prototyping blogs at a later date which will deal with specific issues (art and custom pieces for example) in more detail.  Until then, it’s over to you.

Do you suffer from Over Prototyping Compulsion Disorder too?  Is it just a phase every designer goes through?  Is there anything you do during the prototyping phase that is different or extra?  Let me know in the comments.

If you’ve enjoyed this article hit the little star icon to let me know.

Thanks for reading folks!

Tuesday 7 February 2017

5 Great Gateway Games

 

5 Games that are just great if you’re starting out.


 I’m not one for doing top ten lists and the like, because it’s all very subjective, and tastes change, and my tastes aren’t going to be your tastes and so.  So what follows is in no particular order (in fact there is a good chance that one of these games is what drew you into the hobby in the first place).  As the title suggests this is just a list of 5 games to check out, they all have a few key things in common:

  1. As rules go, they are pretty easy – if you’ve come from the likes of Monopoly, Trivial Pursuit etc. there will be an adjustment process, but the rules are pretty straight forward to get your head around.

  2. These are big titles, so you should be able to pick these up in every gaming store, online, and in some good bookstores and toy shops even (actually one of these; No#5 isn’t quite as big as the others…yet).

  3. They are all very reasonably priced, you’ll be paying around £30 for one of these (less on auction sites any you’ll find plenty of these game on these)

  4. Playing time, just to warn you some tabletop games can take a few hours to play, these won’t. You should make it through any one of these in under an hour.

  5. Player count, these games are decent games when playing just two players, but also with 3 or 4 (or even 5, and in the case of one game, up to 7) people, also all of these are suitable for younger gamers.

  6. You’ll also find most of these games on every top X list of games for new gamers.


 

Each game listed here has a link to the boardgamegeek.com website which is the internet mecca for table top gamers.  If you want more information, or just to see some of the awards these games have won, or even just to look at some pictures just click on the link, just remember to come back and finish reading the article.

Game One: Pandemic

By Matt Leacock (there are a few versions of this game available these days, but you want just plain ol’ Pandemic)

pandemicThis is the game that got me hooked one winter night back in 2010.  After playing, we immediately wanted to play again.  And again.  To this day I will gladly, happily take this from my shelf and have another go – just on a slightly higher difficulty setting (that’s right, just like video games, some board games have difficulty settings now too).  This game has the players acting as agents from the Centers for Disease Control and Prevention (or the CDC), as they rapidly travel from city to city curing 4 deadly diseases that threaten all of humanity. (If you’ll be playing this with younger gamers there is no death or any other gruesomeness, it’s all done in a very abstract way, so it won’t cause nightmares).

This game does something that you’ve probably never encountered before: it’s co-operative, which means that it all the players versus the game itself.  You’ll either win or lose as a team. No more tables being flipped, no players sulking because they are falling behind.  None of that.  This game is also very dramatic and is full of surprises.  The tension about revealing an epidemic card can, and at some point will make you hold your breath.

The mechanics: in a nutshell, you are set collecting; trying to gather 5 cards of the same colour, and your trying to do this four times, once for each of the diseases.  It is nowhere near as easy as that sounds and is tremendous fun.

Read the full review here

Game Two: Catan

By Klaus Teuber (sometimes called Settlers, or Settlers of Catan; if you are so inclined there is a Star Trek Version too)

This game is generally considered to be the game that broke the industry into the catanmainstream and it’s easy to see why with sales in excess of 18 million copies worldwide (fascinating article in the New Yorker here about the designer) since its release in 1995.

This game is one that came to the table a lot when I was starting out, and as I have spread the good-board-game-word, it has become a regularly requested game.  The board is modular (it changes every time you play), and the player interaction is very high; lots of bartering and haggling, it even uses a set of dice so you won’t feel completely out of your depth in new-gaming-land.

The premise is simple; each player takes on the role of a mayor type who is trying to build the biggest and best civilisation on the island of Catan.  To do this you’ll need to build villages, roads and up to cities, each of which requires different resources like stone, brick, wood etc. You’ll collect these resources from one of the tiles that make up the game board providing that you have a settlement on one of the hex’s 6 corners and its number is what has just been rolled.

A little note: this game requires at least 3 people to play, sure you can play it 2 player but it doesn’t come into its own until there is a third person at the table.

Read the full review here.

Game Three: Splendor
By Marc André.

This game has the shortest running time on this list and is also the cheapest at around £20.  It is also one of the youngsplendorest games on the list and is great.  This game is a very regular feature in my house, with its short set up and run time this comes to the table when you have an itch that can only be scratched by a good game, but not loads of time.  The rules are simple and the gameplay is, as the theme would suggest; elegant.

This game has each player as a jewel/gem merchant in Renaissance Europe, who are vying for control of gem mines, transportation and stores from which to sell their wares, all of these are all beautifully represented on three decks of cards (Levels one, two and three).  This is a resource management (where the gems are the resource) and a set collection game (sets of a resource are usually very good) where players are trying to gain Prestige, as soon as a player reaches a Prestige score of 15 the game ends.  Unlike Catan and Pandemic, there is no direct player conflict, it’s all done indirectly, by which I mean every player keeps all their cards face up on the table, so you can see what they’ve got and work out what they are trying to do.

Game Four: Ticket to Ride

By Alan R. Moon (there are a host of these; Europe, UK, Asia, India and so on, any of these is worthy of space on your gaming shelf).ticket-to-ride

This is another multi-million selling game that you can pick up in pretty much any shop that sells anything remotely similar to games, like jigsaws.  It’s everywhere.  And rightly so, it’s a cracking game that again is really simple to learn and fun to play.  The board will take up quite a bit of space on your table, as a game about traversing all of North America should.  All you have to do in this game is complete the routes indicated on your tickets (you’ll get three at the beginning of the game), let’s say: connect Miami to New York.  Easy, you just have to gather the right number of coloured cards for the route you want to take.  This game is so very simple and it is brilliant in its simplicity.  Player interaction is low, sometimes you’ll end up racing for the best/easiest route to a certain city, but that is part of this game’s charm.

Game Five: Mysterium

mysteriumBy Oleksandr Nevskiy and Oleg Sidorenko

This game is the one that won’t appear on most people’s list of great games for beginners, and I don’t know why.  It is very accessible (most people say “Oh, it’s like Cluedo then? When I explain the rules), it's very simple (after all; it is a little bit like Cluedo), it has a boatload of player interaction and it is so much fun.  Even after the game, you’ll be discussing it.  However; although this game can be played by just 2 people (as I and the Mrs often play it) it really is best with more.  In fact, this is a perfect after dinner game.

This is another co-operative game, where players are all working together to solve the mystery of who committed the murder, where and with what (yes, yes, I know, it sounds like Cluedo).  But the difference and the big twist here is that one of the players is the ghost of the departed victim who is not allowed to speak for the duration of the game and can only communicate to the other player’s (the mediums) by giving them beautifully designed abstract dream cards.  This game is stunningly beautiful, particularly the tarot-sized dream cards.

And that's it.  If you only ever play these games you will have a great time, and if you've missed one or two of these get down to you friendly, local gaming store and pick one up, or if you're lucky enough, sit down and play.

Think I've missed one or five?  Let me know.

 

Thanks for reading folks

Friday 3 February 2017

A big pot of Game Jam

This is where it all begins, and like a good story teller, we don’t begin our story at the beginning (there will, no doubt; be flash-backs at a later date), but we do begin with a pretty significant gaming event at the beginning of 2017: a Game Jam, hosted and held at the ITB Board Games HQ in very central London.

“Hold the dice!  What is a game jam?” I imagine you may be thinking.

Well, you know what a “Jamming Session” is don’t you? Just like the band you had with your mates back in school, a jam requires no preparation or planning; simply the willingness to get together, have fun create something that didn’t exist before you started.  Simply replace the guitars, drums, and keyboard with meeples, blank playing cards and reams and reams of paper.  And that, is a Game Jam.

And that is exactly what we did.  My cohort; Bren, and I left the grey, rainy Midlands

[caption id="attachment_31" align="alignright" width="300"]outside-inside-the-box Bren and I, Outside Inside the Box[/caption]

behind and drove all the way down and into the grey London arriving - 2 hours early as we were expecting traffic in the centre of London – at the understated HQ of Inside the Box Board Games.  We chilled, chatted to ITB Head Honcho and Statecraft designer Peter Blenkharn, while he set up and of course we perused their game collection.

 

The Game Jam Game: Cerebrum

The day got underway at 12, with around 20 plus would-be-designers all ready to get stuck into the jam.  Bren and I joined up with another pair of bearded fellows (Team name, therefore, was of course: The 4 Bearded Geniuses)

[caption id="attachment_32" align="alignleft" width="225"]when-4-bearded-men-meet The meeting of the Four Bearded Geniuses[/caption]

The brief was simple:

2-6 players,

Not solely card game

45-90 mins,

High replayability

Fun

 

And the theme: Artificial Intelligence.

Go!

6 hours later, along with all the other teams, we had a game: Cerebrum; an abstract, tile placement, resource management game about tech companies trying to build AI that they could sell, but control.

At this point in the day, you stop building and start playing other team’s games, and each game was scored (1-5) on some key criteria Fun, Replay-ability, Theme/Mechanics etc.

I stayed with our game and guided people through it (and lost every single time!!).

[caption id="attachment_34" align="alignright" width="300"]a-play-through-we-anotherteam A play through with another team[/caption]

Between each play, the other 3 bearded geniuses would return get some feedback and we’d tweak the game ever so slightly.  But, Cerebrum worked, it worked pretty well, and if nothing else we had enjoyed creating it, meeting other designers and generally had a great, interesting day.

However; as it turned out other teams enjoyed playing.

They enjoyed playing it more than they enjoyed playing the other games.

They enjoyed playing it the most.

The 4 Bearded Geniuses won the first ever ITB Game Jam.

[caption id="attachment_35" align="alignleft" width="300"]game-jam-winners A blurry winner's photo[/caption]

We won the public vote, so we’ll each be receiving a copy of ITB’s Statecraft.  The judge's vote will happen at some point soon, where the winner of that we receive a fully art worked-up version of their game.

So fingers crossed.

After that of course; the sky is the limit.

The Making of a Game Jam Game:

What worked well?

In a word; talking.  We talked a lot about ideas, mechanics, and themes.  We discussed an-indepthdiscussiongames we had played and how we begged, borrowed and stole from games we liked or had played.  Talking.  We talked so much we ate into our ‘build time’ massively.  We wrote lists of mechanical systems we could use, buzz words, component and games parts, at one point we drew up a decision tree to help us work out what type of game we were going to make and how the theme of AI would be in it.

 

talking-and-more-talkingThe other thing that worked very well was our team dynamic; Bren, Tino, Graham, and yours truly gelled really quite nicely.  How does this help you ahead of an upcoming Game Jam?  Well, much like a chain only being as strong as its weakest link, an orchestra only works, when everyone works together (and this is the metaphor I’m trying to get to).  This is what to look out for when picking your team (please note I know next to nothing about orchestras, other than Ludovico Einaudi is awesome and seeing him live at Blenheim Palace was a real lifetime highlight):

Percussion (Tino), kept us in check and on point, gave us the meter to work to and when we drifted from the theme, he pulled us back in.

Brass (Brendan), gave us some of the big impact pieces – the concentric circular board layout for example.

Strings (Graham), did most of the work, both physical – cutting cards up, writing stuff down, and the mental, he did a lot of the maths and everyone bounced their ideas off him.

Composer (Me), I asked a lot of questions.  How are we going to do that?  What will that mean?  Let’s park that for a minute and think about…I also wave my hands around wildly when talking.

To have an awesome, potentially winning team, these are the type of people you want to work with.

 

What didn’t work so well?

Planning; we didn’t really plan our time very well, but then even if had I doubt any of us would have paid any attention to the clock in any event. – but we could have avoided a big stress and rush had at least one of us been paying attention.

What I would do differently next time?

I would take some more stationary – yes loads was provided, but like a good resource creating-a-board-gamemanagement game, you may find yourself with that precious sharpie when you need it.  So I’ll be taking a range of felt tips, multi coloured sharpies, a few pencils and a ruler next time.

I’d try and spend more time meeting and talking to other people, I did some, but nowhere near enough.  I could even be tempted to have a few business cards made up; just name, contact details and what I’m working on/status of designs.  If you’re looking for play testers for your game, or you are due to release a Kickstarter project soon, definitely do this.

Also, some biscuits.  Talking about games over a coffee needs some biscuits.

Will there be a next time?

our-first-playtestReal life allowing; you bet.  Building a game under those conditions is a fabulous experience, and if you’re interested in game design you should try and find one, and failing that, talk to your local gaming shop/café about maybe putting one on.

 

Have you been to a game jam?  How would you advise someone attending an upcoming event?

Thanks for reading folks.

 

ITB’s Sub Terra designer by Tim Pinder is currently live on Kickstarter, and it’s already fully funded so head on over if you want to get in on some of that action.  Statecraft by Peter Blenkharn successfully funded last year and will be available very soon.  Check their website for more details and keep an eye out for future event’s they’ll no doubt be hosting.