Patrick Rauland: Hey everyone, this is Patrick here before the intro to the episode. We had some audio issues. We had backups, and even the backups partially failed. So I'm missing the last six minutes of this podcast. Somehow I lost 12 minutes from the main recording and six minutes from the backup. I have no idea how that happened, but it did.

So I talked to the guest, and the guest said to post it anyways, because the vast majority of the episode is there. So that's what I'm going to go ahead and do, and I will try to fill you in at the end with a few more details. So again, sorry about the audio issues, and on to the episode.


Patrick Rauland: Hello everyone and welcome to the Indie Board Game Designers podcast, where I sit down with a different independent game designer every single week to talk about their experience in game design and the lessons they learned along the way. My name is Patrick Rauland, and today we're going to be talking with someone that I met at Origins over a month ago. He is the designer behind What's For Dinner? So, David, David Lee, welcome to the show.

Continue reading “#24 – David Lee”

Patrick Rauland: Hello everyone and welcome to the Indie Board Game Designers podcast. My name is Patrick Rauland and today we're going to be talking with MaryMartha Ford-Dieng?

MaryMartha Ford-Dieng: Yes, Ford-Dieng.

Patrick Rauland: All right. Who is the designer of the Ultimate Clap Back, which is a party game all about comeback. So MaryMartha, welcome to the show.

Continue reading “#23 – MaryMartha Ford-Dieng”

Patrick Rauland: Hello everyone, and welcome to the Indie Board Game Designers podcast. My name is Patrick Rauland, and today we have a very special guest. We are talking with Jenn Sandercock who is publishing a cookbook with edible games, which I think sounds really cool. Jenn, welcome to the show.

Jenn Sandercock: Thank you.

How Did You Get Into Cooking?

Patrick Rauland: Normally I ask people how did you get into board games, but in your case, how did you get into cooking?

Jenn Sandercock: I guess it was just something that I've always been interested in. Partly because I really like dessert. And I think there was this point one time, I came home from school and I wanted to eat something, like a cookie or something, and I realized that we didn't have any in the house, but I could make some. And so I did.

Continue reading “#22 – Jenn Sandercock”

Hello everyone! This is a special bonus episode about finding an artist because I just spent the last 2 months trying to find an artist for my game Fry Thief.

Now I already had a logo, and some package designs, and placeholder art on the cards. So I’m not going to talk about coming up with an initial direction for your project. I knew how I wanted my game to look and feel and I just needed someone to take my art direction and turn it into a beautiful illustration.

I should say I’ve been working on Fry Thief since November of last year and I’ve gone through dozens of play tests.

At this point I’m 99% certain each card in the game will stay in the game. I might change how the card works but the cards in the game right now should stay there. You don’t want to create art for a card you don’t end up using.

I’ve spent the past ~2 months looking for artists. I heard from some people in person and some people on this podcast to use ArtStation and I did. It is a really cool platform to look for art.

And if you have a typical theme for a game it should work. And by a typical theme I mean zombies, dragons, monsters, etc. There are going to be tons of people who already have those types of drawings up there and you can select one you like the style of and then move forward.

I had a problem with that because not many people have pictures of food on ArtStation. So I didn’t know if people could draw food and in my case people stealing food from each other and then eating it. That’s a lot harder to draw.

I decided I wanted to find a couple people and hire them to illustrate one card each. And then I’d pick the best one. It’s going to cost more but it’ll make sure I find the right artist for my project.

I’m going to talk about the specific art for my project. I’m including all of the images in the post on the website. And for those of your listening on your phone I’m going to try to change the thumbnail of the episode. Apparently that’s a thing you can do and I’ll try to figure it out for you.

Fry Thief Test Illustration 1
An illustrator I found through a friend of a friend on Facebook

I found one person through a friend on Facebook – they produced the worst results. Their portfolio wasn’t amazing but I was honestly disappointed by the work they did


Fry Thief Test Illustration 2
An illustrator who draws excellent dwarves

One person I found through the designer of a game I like. I asked for a recommendation and they recommended their illustrator. This person can draw awesome dwarves, gnomes, pixies, axes, and all of that stuff. But they could not draw someone stealing fries.

 


The next two people I met at Gen Con completely by accident.

Fry Thief Test Illustration 3
A well known illustrator in the board game world.

One person I met at a publisher speed dating event. They were a designer and illustrator and they’re an illustrator for a game that is known for it’s illustrations. I know this game because of how cute the art is. And they did really good work but again it wasn’t what I wanted.


Fry Thief Test Illustration 4
Matthew Franklin who did the artwork for Eric & Cecilia Hyland's Fleecing Olympus game.

And the last person was basically standing next to two of the people on this show that I said I’d meet in person. I introduced myself and their illustrator reached out. I took his card reluctantly and almost didn’t email him. But I’m glad I did. He drew exactly what I had in my head. His name is Matthew Franklin and he did the artwork for Cecilia & Eric Hyland who I talk to in episode 23 which has yet to come out.

So the first thing that I take away is you really have no idea who will be right for your project. I am so happy I spent a little money on each illustrator because I don’t think I would have found the right illustrator if I just went with the first person who did okay work.

Communication

Something else I want to talk about is communication. When you give people a single card job it’s also a test of their communication. If they can’t get back to you in a reasonable time they might have the skills but lack the business know-how or the time to do the job.

The first person I mentioned, who I found through Facebook, also had the worst communication of the bunch. So even if their artwork was good I probably wouldn’t have hired them.

Paying for Art

In terms of money. Fry Thief is a pretty small game. It’s 16 cards and I’ll probably make 1 promo card for the Kickstarter so that’s 17 cards but they’re double sided so it’s approximately 26 illustrators.

I talked with Matthew about doing the first half of the illustrations before the Kickstarter and paying for those separately. And then continuing the job after the Kickstarter assuming it funds.

So that’s where I’m at regarding illustrators. This is something that I feel really passionate about because I could have easily made a mistake and I think I made it through safely and want to help anyone else who is thinking about getting art for their game.

If you have any questions please send them in – you can tweet me. I’m @BFTrick on Twitter. Or maybe even better is to leave a comment on this post on the site.

Patrick Rauland: Hello everyone, and welcome to the Indie Board Game Designers podcast, my name is Patrick Rauland and today we're going to be talking with the Victoria Cana and Alex Uboldi, who are the designers behind Gladius. Which is where you are betting on gladiator fights and you manipulate how each team is doing with these cool face-down cards. Victoria and Alex, welcome to the show.

Alex Uboldi: Hello.

Victoria Caña: Hi. Thanks, Patrick.

Tell Me About Origins

Patrick Rauland: So, first of all, I found you online through someone- I forgot who- but they're talking about you, and you guys are active on Twitter and Facebook and right after I came back from Origins, I was following up on your Twitter and Facebook and I realized we were both there and we didn't run into each other.

Victoria Caña: I know. We would've met up.

Patrick Rauland: We should've. How was your experience at Origins?

Victoria Caña: It was good. In the beginning, I had a little bit of a headache, but once we made it through- halfway through, we had an awesome time.

Alex Uboldi: Yeah, the Sunday of Origins was really [crosstalk 00:01:06].

Victoria Caña: It was like [crosstalk 00:01:07]

Alex Uboldi: When you didn't have a headache, but, yeah, it was a good time. It's a great con to go to, lot of amazing people.

Victoria Caña: We got a copy of The Mind, I don't know if you've heard of The Mind.?

Patrick Rauland: Yes. It is the only game I bought.

Victoria Caña: Oh really?

Patrick Rauland: At Origins.

Alex Uboldi: Worth it.

Patrick Rauland: I have a very small collection. I consider not only cost but the size of the game, and for the size of the game, The Mind can be in my collection for a long time.

Victoria Caña: Yeah. I think we started playing it. We found out about it early June, we played a triggerman copy of it, and since then we've played it at least 30 times and we've been experimenting with different things. Like, two-v-twos and groups of six, all sorts of things.

Patrick Rauland: What?

Victoria Caña: Yeah.

Patrick Rauland: Wow.

Alex Uboldi: Just make up our own [crosstalk 00:01:53]

Patrick Rauland: You're taking it to a whole new level.

Patrick Rauland: I keep introducing it to new people and we keep getting to the last level and then dying. I gotta play with a consistent group, I think, and then you get your cadence down.

Victoria Caña: Yeah.

Patrick Rauland: Anyways, so The Mind, is awesome.

Alex Uboldi: Yes.

How Did Demoing & Playtesting Go?

Patrick Rauland: So, you're at Origins, you did some play testing and demo-ing, right? How … what is demo-ing like?

Victoria Caña: So, demo-ing interesting. We were in the un-pub room, which is great, because it's basically a free area where Indie designers can go to either play test their game or promote their game if they're aiming to self-publish it. So for us, it's a little bit of both. We brought Gladius over there and we've been … the game is close to being finalized, we had a few things we wanted to test out, but we also did some fun stuff; like we brought a really fancy red velvet tablecloth. We brought a Gladiator helmet. So that's what we were up to there.

Patrick Rauland: So at this point of the game … was it more polishing the game or was it more building the fanbase. What was the most important objective there?

Alex Uboldi: I think the most important objective, at this point, is just building the fanbase. Because I think the core of the game is well polished, but sometimes we'll play and play and play and then the designer will come along and be like, “Hey, have you tried out … this?” And we'll try it and be like, “Wow. It's like a really great idea, thank you for that.”

Victoria Caña: Actually, a good idea that we got came from Twitter.

Alex Uboldi: Yeah.

Victoria Caña: It was a mind blowing, genius idea. We basically met somebody at a previous con, and then weeks later he came up with an idea where he said, “Why don't you start the round by placing one bet card, and then close the round by placing another bet card.” And … you handle that Alex.

Alex Uboldi: No, no, no. That was just like a great idea. It was the designer … do you remember his name?

Victoria Caña: I think his name is Jason.

Alex Uboldi: Jason. Yeah, he was like the designer. Apparently, he designed the betting system for Wits and Wagers and he took one look at our game and was like, “Why don't you try this betting system?” It's been great. It's added a lot of depth to the game, and didn't cause a lot of problems, by adding- it actually fixed a lot of problems we were having. Sometimes you can get really lucky and have that, but I think at this point, the reason we're going to so many cons is to build up and promote and cultivate a community.

Patrick Rauland: So it's fascinating to me how someone's off-hand comment can cause huge changes in your game. One person can mention something one time, you're like, “Oh my God, I never considered that.” And it'll change the whole game.

Alex Uboldi: Design is an incredibly collaborative process. It's like people can design in silos, but really where the best designs come from are play tests, collaborations, talking to other designers, getting their opinions. There's things you didn't consider, there's things they didn't consider, and these melding of perspectives really make for better games. So sometimes you can have that happen, it's nice.

Patrick Rauland: So you sent me a video of your game about a … I think you took the video about a month ago, and since then you changed some of the rules. I think I'm curious how often, at this stage in the game, are you changing things around.

Victoria Caña: So, right now, like Alex mentioned earlier, the core of the game is really there, but there are some specific tests on some of the cards that we have that affect minor things that we've been changing. And it's kind of interesting, because we're doing that in parallel with making the art. We signed a contract with our artist last October and we've been working with her throughout the entire process. So it's been really interesting. We have most of the art, we wanna keep the core of the game there, but it's just a final few influence cards in our game, a little bit of how the events work in our game. Also balancing player powers, which is … You know that you're gonna have a certain number of player powers in the game, but balancing exactly what those are, that's the idea behind the mechanics in the game that we've changed.

Victoria Caña: But also, Alex, you can probably talk more about the betting, which changed a little bit more than a minor change.

Alex Uboldi: Ultimately, the game is built around a lot of pillars and trying to move any of those pillars causes structural problems. But what we can do is change a lot of the more modular mechanics, like you were saying. The influence cards. The nice thing about that betting system that we've adjusted to, it doesn't move any of the pillars. I think it actually adds to the fun of the game without changing any of the core mechanics. Which is … Things we're always on the lookout for, to make the game better.

Alex Uboldi: Sometimes ideas come along and it causes a refinement that improves the game, but mostly, at this point, we're just looking to adjust the balance of a few of the powers and then, potentially, add or takeaway one or two influence cards. But the core of the game is pretty much unchanged, going forward.

What Conventions Are Most Useful?

Patrick Rauland: Very cool. So looking through your social media, you've gone to a ton of conferences. Which ones are the most useful?

Victoria Caña: I think that Pax Unplugged, which was a brand new con last year, it was actually really helpful if you're planning on self-publishing a game. And the reason why is because they have un-pub, which- did I talk about that earlier? I think I briefly touched on it.

Patrick Rauland: I don't think so.

Victoria Caña: Un-Pub, they're an organization that helps with prototyping and play testing games. They have a special area where, if you're a badge holder, you can sign up to have a table space and have play testers come to your room and also helps you promote the game. And we got a lot of foot traffic. We were only in that room for five hours each day, and I think a hundred people played our game. And we had four people working our table, it was almost like we had a free [crosstalk 00:08:02]

Alex Uboldi: Yeah, it was like we had a free booth.

Victoria Caña: Except maybe with more traffic. And on top of that, what's really great, is that a lot of the people who go to Pax Unplugged seem to be newer gamers. So it's easier to sell to them and to get them into your game, because they're not as jaded as a player who is at Origins or some other more serious [crosstalk 00:08:21]

Alex Uboldi: Yeah, I wouldn't call them jaded, it's just a lot of players. A lot of players at Origins, they've been playing board games for a long time and they know exactly what type of board games they like, and what type of board games they don't like, and they pretty much know what they're going to buy when it comes out. Or they take recommendations from videos. But, whereas newer gamers who are newer to the hobby, are more open to trying things out and seeing how it goes and every game is like a new, fun discovery. So it's just a better energy overall, I think, for people looking to self-publish. Who aren't big, established publishers or game designers.

Patrick Rauland: I'm curious if you've gone to … I guess local conferences. ‘Cause I know I've seen you at a ton of … big conferences, like Origins. Have you gone to tinier, regional ones? Are those ones also useful for you?

Victoria Caña: Yes. So, we're actually thinking about that. We decided to go to a lot of the big cons this year like Origins and Gen Con, but we also went to this smaller con called Too Many Games. It was actually video game focused, but they do have a board game component to it. We were in their special Indie showcase area. And we were a little bit concerned at first, because we thought, “Okay, this is a lot smaller of a convention. It's mostly video gamers,” but we got a lot of people who were really interested, and they were actually reaching out to us saying, “Can we be on your email list? Can you tell me when this is coming out, so we can support ‘Gladius' and buy your game.”

Victoria Caña: So I think that the [crosstalk 00:09:51] smaller cons are really helpful for that. And we also have some other friends, Glen and Sam, who recently launched a Kickstarter for their game called Fire Tower and they raised about 75-thousand-dollars, I think, they also went to a ton of cons and they told us that finding those small cons where a lot of people at the convention can go and play your game, and you can have that more personal interaction with them, and have those more intimate experiences with them, that's really where you can build community. And I think that we definitely agree with that.

Alex Uboldi: I think it's definitely … I think it's great, because … it's just people there and they're all willing to try. I don't know, it's just how many conversions can you get per [inaudible 00:10:35] and I felt like we were much more successful at smaller cons than we were at larger ones.

Victoria Caña: Right. We also went to Evergreen Tabletop Expo, which is- I think it's usually bigger, but this year it was very small. There were only 200 people, and it was mostly board game design, panels and also they ran contests. So we actually won an award, the Lucy Award People's Choice. And we also thought that that convention was great, because we got to meet half of the people at the con and our award- as you would guess, people's choice is based off of people voting for you. So I think that that's a reflection on how we were able to connect with all of the people who were there, make friends with them, and now we have a bunch of friends from the Seattle are who we continue to talk to on Twitter and see again at cons.

Patrick Rauland: I think that you guys are doing an amazing job on social media, and it sounds like you're just doing a great job connecting with people. Which I think is the real secret.

Victoria Caña: Yeah. I think so. In the beginning, when we were first designing Gladius, it was … We had been designing games a few years ago, and I think the initial design for Gladius came early last year. And we were doing it in a silo where it was just me and Alex, sometimes we would have a few friends play it, but then one day we thought, “Oh okay, what else is out there? What if we went to a play test meet up or something like that?” We went and in that very first play test meet up we met somebody named Gil Hova from Formal Ferret Games and he pointed something out that was really huge. We used to have four statistics on a gladiator, and he said, “Why do you have four? Why don't you just have three?” And he made a bunch of recommendations and just from that one play test, there were so many changes that really helped accelerate the design process for Gladius.

Victoria Caña: And then, on top of that, we've been able to make friends who we now play board games with, are also able to support, we're able to hang out with at cons. So that's also part of why we go to cons, because now we have all of these friends and it's all around a good time.

Patrick Rauland: That's awesome. I'm so impressed. I think when I go to cons, I must not be like a friendly person in real life or something. I don't have this many friends, what am I doing wrong?

Where Did The Idea Come From?

Patrick Rauland: So, where … you talked about starting this game a year ago, how and why did the idea come up? Where did this game come from?

Alex Uboldi: Oh wow. So this game came from a lot of different places. There's a video game called Domina where you run a gladiator school. And I was like, “That's kinda cool, maybe I could make a game about a gladiator school.” And I was making that game and it was like, “This isn't very fun, but you know what is fun? Betting on gladiators.” And so, it kind of shifted, 'cause there's another game I really enjoy called Council of Verona, and it's basically you're betting on the characters from Shakespeare's play, ‘Romeo and Juliet'. And I'm like, “That's kinda neat,” it's kinda like take that game, except you're not directly attacking people, you're attacking people on the board, without attacking each other. Which feels better than just attacking your friends.

Alex Uboldi: So I kinda incorporated that with the gladiator design and we brought it all together and … yeah, that's where the origins of Gladius came from, came from trying to design two different games and then mashing them together into one great game.

How Did You Decide on the Art Style?

Patrick Rauland: I like it. Okay, so, the next questions … I don't know if it's … We kinda go into art. And I wanted to ask you about- I guess I don't know how to ask this, but … Gladiator fighting is a really bloody topic, right? People die. It's a serious topic, and you decided to keep it really light, without … I noticed all the character cards, there's very little blood, if any of it on them. I'm sure there's a little bit on some of the cards, but there's very little. It's very light. Why and … how did you decide to do that?

Alex Uboldi: Mainly, I think that's a reflection of our personal sensibilities. Because we're self-publishing we get to make the game how we envision it. And the idea is sort of like more … fun combat. Like even in ancient Rome, even though it's very bloody, a lot of gladiators didn't actually die 'cause gladiators were very expensive. And you don't want them to die, because that costs a lot of money. So a lot of it were like … contests and we kind of played off that idea of context. Like, this was just a big gladiator … Not pageant, but contests and so, I think our personal sensibilities shy us away from the blood, the gore and, plus, it's a lighter game so we wanted to have the art and the tone to kind of reflect that style.

Victoria Caña: Right. And also part of it is, one: market strategy. If you think about a Roman game, they all kind of look the same. They look like they're painted by the same person. So if we had that [crosstalk 00:15:34] serious painted style, and we showed our game … I don't think that it would be very eye catching if we would've launched on Kickstarter like that. And then, the other thing that we wanna bring up is that … So we'd been looking for an artist, and your self publishing, and you have- I think we have – 50 … around 50 to 60 cards that need original art. That can get really expensive. So, initially shopped around. We're finding people on Twitter, we were seeing who designed other board game art, and people who do more serious art styles are very expensive and it takes a lot of time.

Victoria Caña: To have one person create 50 pieces of art, that would take a really long time and that would be a huge investment. So, we found this one artist, she's from Hong Kong, her name's Cheryl Young and she was just super fantastic, because she normally does art for- what's it- Minecraft? So usually boxy characters and she draws a bunch of other stuff. But we asked her, “Hey, we're making a gladiator game, can you show us a sketch?” And she got back to us so quickly, and we really liked the vision that she had for the game. And we also like her speed and quality of art that she can create. So we decided, “Okay, we're gonna go with this art style. It's a lighter game, this hasn't really been done before in terms of … most like Roman or gladiator-type games.”

Victoria Caña: And I think what Alex said, it aligned with what our vision for Gladius became to be.

Tell Me About The Graphic Design

Patrick Rauland: I really like that. Now, I hear we have a special guest, Valerie Caña, who is the graphic designer and also your sister, right Victoria?

Victoria Caña: Yeah, she is.

Valerie Caña: Hi, hello.

Patrick Rauland: Cool. Hi. So, I didn't know this and I had a pleasant surprise when I got on the call with you guys. But since you're here, I would love to ask you some graphic design questions, sound good?

Valerie Caña: Yeah, absolutely.

What is the Difference in Graphic Design between Games and Other Industries?

Patrick Rauland: Okay, so this is … you are a graphic designer, and normally you design other things, other than games. My question is, what is the difference between a board game and everything else?

Cheryl Young: Well first I would say, a lot. Initially when Alex and Victoria asked me to help with the game, I was like, “Okay, how hard can it be?” But I really wasn't expecting how much work I would have to put into it, but it's really fun and really challenging. And I think that working graphic design is obviously the most interactive type of design there is out there. And there's so many little things that you have to think about because, as opposed to designing websites or books or posters which are much larger – you have a two-point-five by three-point-five space. And how can I make the most out of this tiny little space when so many things have to be on there? Had to be readable and playable?

Cheryl Young: And so there are a lot of things that, when I was making prototypes, there are things that I thought would be better just from a design perspective, but through play testing a lot, there are things that have issues. Such as, the base line of text, even if people are dyslexic they can't even read it. Or like [crosstalk 00:18:57] color-blindness, too, is something to definitely think about. So, there's just a lot of little things that you had to think about, and to make sure people can play the game really easily and not be stumped by trying to figure out these tiny little things, that would just get in the way otherwise.

How Do I Find a Graphic Designer?

Patrick Rauland: So it's cool that you're Victoria's sister. Now, I don't happen to have a sister who is a graphic designer, so when I look for a graphic designer, how do I find one and how do I know that they can actually design my board game?

Valerie Caña: That's actually a really difficult question. I guess … you would have to look for someone who has a more print portfolio. Obviously you're printing a lot of cards and probably someone who has a lot of varied styles, because if you're going to work with a lot if different illustrators, they all have a different style. And initially, I would do a lot of corporate things, a lot of elegant things. Like, I used to work for a wedding invitation studio, so everything's super pretty. But working with Cheryl, it's a lot different, it's more cartoony and light and her pictures look like they're animated, like they're going to move. And so I had to definitely refine my design style to match her art, so someone who is more versatile in their styles and creates a lot of things for small formats would probably be the person you're looking for.

Patrick Rauland: Awesome, this has been really, really helpful, thanks for popping on.

Valerie Caña: Oh yeah, thanks [crosstalk 00:20:41]

Why Self-publish?

Patrick Rauland: Okay, so, you've mentioned a few times that you want to self-publish, where do did that desire come from? What is the goal with self-publishing?

Victoria Caña: Well, so we initially decided … Or we initially thought, “Okay, let's self-publish our game,” because like we mentioned earlier, we had- this is before we went to any conventions. We were making board games in our apartment, having friends play it, and we just came … We went on the internet, saw that some games were getting kickstarted by smaller publishers and thought, “Hey, there's no way that a real publisher would take our game, what if we just made it ourself? And figure out how to manufacture it and launch a Kickstarter campaign?” So that's how it initially started, which is kind of embarrassing.

Victoria Caña: But, when we started going through the process and going to different conventions, we actually did start pitching to publishers and publishers were interested in the game. And that created a moment where we thought, “Oh, which path should we choose?” Even now, we're still talking to some publishers we don't know. We have all of this art, should we have a publisher take it and take this art with them? Or should we do our own thing with the Kickstarter campaign? But what we realized is that, we're going to these cons and normally- I don't think that many people like to do the whole business aspect of self-publishing. The figuring out the shipping costs and figuring out what the marketing and Twitter strategy is. I think self-publishing ‘Gladius', going through this whole community building process takes up a lot of our time.

Victoria Caña: But I think that we really love to do it; we're making friends, we have a reason to hang out with a bunch of people. “Please come to our house to play board games, also can we play test Gladius? Do you have other friends that we can hang out with?” [crosstalk 00:22:30] Gladius with? So it's a real motivating factor to get us to do things that maybe we wouldn't do, because we're a little more introverted.

Patrick Rauland: I think it's really awesome and I just want to go back, I think you said something about how … something about it's embarrassing we didn't know how hard it would be, or something along those lines. I think that's how everyone gets into everything, right? I think when you don't know, you jump in, you go, “How hard can this be?” And then, you get into it and you're like, “Oh my God, shipping costs and fulfillments and Kickstarter fees?” It's a whole thing. I think you do what every self published game designer has done, is they say, “This is easy,” and then you realize there's more details.

Victoria Caña: Yeah. I went to a tax session at a board game convention, I was like … holy moly … about the taxes. So …

Is Game Design Energizing or Draining?

Patrick Rauland: Awesome. Okay, we're getting a little bit near the end here, I'd like to … I wanna change gears a little bit. When you are designing these games, is the process energizing? Is it exhausting? What do you get out of it?

Alex Uboldi: It's great. It's like … I don't know, it's like you get something trapped in your brain and it's really nagging at you and it's there and it's just bothering you day in, day out. And then finally, when you put it into a prototype and play it, that feeling goes away. It's like a nice relief, like, “Oh I got that idea out there.”

Alex Uboldi: I don't know, it's kind of like … we just get a lot of ideas for games and they bounce around and then we just wanna make them. And sometimes they work out, and sometimes they're bad, but … it's fun. It's enjoyable. We play a lot more unfinished prototypes because we got a little play test group that we do actual board games and it's a good time. I don't know, I always enjoy it.

Patrick Rauland: Same thing for you, Victoria?

Victoria Caña: I think it's a little bit different for me. I think for Alex it really energizes him, for me, it depends. Sometimes, if it's … okay, we're having a session, we need to collaborate and figure out how we're going to fix this, sometimes it's like having writers block, or designers block. It bothers me until we actually get it. Then it's like, “Wow, we were able to do that.”

Alex Uboldi: Oh yeah, I feel that too. It's just the relief part I like. I like that. That feels good.

Patrick Rauland: This very much reminds me of how I like to exercise. I don't like to exercise, but I like having finished exercising.

Alex Uboldi: Yes, that's the whole thing. That's the part that revitalizes me, it's the stress of doing and the revitalization of having it done.

Victoria Caña: Also when [inaudible 00:25:09] bad ideas, it doesn't feel good. But when I have good ideas, it's like wow [crosstalk 00:25:14]

Are There Games You Wish You Could Change?

Patrick Rauland: I love it. So one of the other questions, I don't always ask this one, 'cause I think it can sometimes put out negative, and it's never negative, it's just like what would you …. So the question is: Is there a game out there that you wish you could change? Maybe add something to it, or take something away?

Alex Uboldi: Yes. I would love to change the theme of Hanamikoji. Have you ever played it?

Patrick Rauland: No, what is it?

Alex Uboldi: Okay, so Hanamikoji is a two player game and it basically is a game about choice. So there are five … I'll tell you with the theme. There are five geishas and you're competing to get the geishas to come to your establishment, and you do this by making sure they have the most of the object they like the most.

Alex Uboldi: So you have a hand of cards and … a lot of the game revolves around setting up the cards in a way that your opponent picks the bad ones and you end up with the good ones. ‘Cause you always have to give your opponent the choice to pick the cards first. It's a great two player game and I highly, highly recommend it if you're looking for a two player game.

Alex Uboldi: I just don't like the theme. It makes me feel weird that we're bidding over geishas. I would prefer to be bidding over anything else. But the mechanics are solid. I think a lot of games I would change I was like, I really like the mechanics but the theme just is strange, and it doesn't align with the mechanics.

Alex Uboldi: Like we played Ra, which I think is like a fun option game, but I don't understand why [crosstalk 00:26:38] it's weirdly Egyptian themed. But yeah, I guess those two: Ra, Hanamikoji. I would change the theme.

Victoria Caña: Yeah. For me, so the one that comes to mind is … I'm looking at my shelf. We recently played Carcassonne: The Castle, which is the two player version. And-

Patrick Rauland: Oh, I don't know this.

Victoria Caña: Oh, you didn't know about it?

Patrick Rauland: No.

Victoria Caña: Okay. It's a two player version, we borrowed it from a friend. And the very first time we played it- it's funny- Alex hates this game. What happened is, there are these tiles and there are- I think it's roads-

Alex Uboldi: Roads, yeah.

Victoria Caña: That's what they have. The very first game, I start it. I put two roads together and I think it popped off the …

Alex Uboldi: Yeah, the idea is like, if have a road you must play it onto another road, but there's certain tiles that block off road completely. Just end routes. And so Victoria on the first game, blocked off the two starting roads, so … I'd say a quarter to a half of the tiles we just had to discard in that game.

Victoria Caña: We couldn't even play anymore, because the roads ended.

Alex Uboldi: The roads ended, and … of the other … I don't know … you played Carcassonne the original?

Patrick Rauland: Yes, I have.

Alex Uboldi: Imagine playing that, but not using any road tiles.

Victoria Caña: So, if I had to change a game, I'd probably fix that [crosstalk 00:27:54]

Alex Uboldi: Just make it so you can't … That is weird because it's like if you legally can only play it on the other available road tile … it's just a weird hiccup in the thing where it's like, with the road tiles and blocking … yeah, we'd change that. Otherwise it's fine. It's a fine game.

Patrick Rauland: It's interesting for me as a game designer, try to figure out what is the probability of someone drawing two of those same road tiles in the first turn. Or in the first couple plays. And is that a problem worth solving? So one of the games I designed, or am designing, there's sort of like an ultimate … Like if you have these four cards out of all 16, you will probably win the game. But it's really, really hard for you to get four specific cards out of 16.

Patrick Rauland: It's weird to like … What are the chances and how do I fix it? Do I kill one of the cards? Or do I have a special rule that says two end pieces can't be placed right next to each other? Yes, it's tricky.

Alex Uboldi: It's an interesting design question because I think for your issue its' a question of probability, right? There's an X-percent chance. But I think for the Carcassonne issue, it's both a problem of probability and a problem of player choice. Like, if a player chooses to block off roads, then they can quickly derail the game. And I've designed several games where I play test with one particular friend who just plays … What if I play to ruin the game? And it's like, [crosstalk 00:29:19] you do that, it ruins the game.

Alex Uboldi: So then, how do you design around … Make the game like … if one person decides to play Pandemic horribly and inefficiently and causes plagues everywhere, it's like, how much do you design for that and how much do you just be okay with that and hope people play the game the way it was meant to be played?

Patrick Rauland: Great question. And if that person did that to me in Pandemic, I would be very frustrated. I don't know …

Alex Uboldi: Yeah it's like, why not just be angry at them, that's what the rule book says.

Patrick Rauland: Especially Pandemic Legacy, 'cause then you're affecting X …

Alex Uboldi: And then it counts.

Overrated / Underrated

Patrick Rauland: Alright, so I like to end my show with a little game called “Overrated, Underrated” and I'm basically … What I'm gonna do is I'm going to say, give you a phrase or a term and then I'm gonna force you to take a position if you think it's overrated or underrated. And since there's two of you, I think we should do this separately.

Patrick Rauland: So I'll ask each of you the question. If you think it's overrated or underrated. So if I said, “Pizza” you'd probably say, “underrated, because it's the best food on the planet.” Got it?

Alex Uboldi: True.

Victoria Caña: Got it.

Alex Uboldi: I mean, yes.

Patrick Rauland: Alright, you're off to a good start. So, let's go with Alex first. Trick taking games, are they overrated or underrated?

Alex Uboldi: Way overrated.

Patrick Rauland: Why?

Alex Uboldi: I have never played a trick taking game that didn't feel like I was just putting cards from my hand in the center of the … I don't know, my big problem with trick taking games is they have a difficult time incorporating their theme. Like, to me, the best trick taking games are is a trick taking mechanic incorporated with another type of game. Like, I think [Nit 00:30:54] has an auctioning mechanic and then … There's this one Japanese one where you're controlling area zones with separate danyo, like … Jo-su … Jesuvo?

Alex Uboldi: I don't remember what it's called. But yeah, basically when it's trick taking incorporated with a secondary mechanic, it can be fun 'cause then it's like you're using the tricks to do something. But in terms of a purse trick taking game, I've always just felt like I was playing cards from my hand into the center of the table in the most efficient manner possible. And sometimes I'd get it right, and sometimes I'd get it wrong.

Alex Uboldi: I don't know, I don't really feel like I'm accomplishing anything. There's no sense of growth and achievement for me with trick taking games.

Patrick Rauland: What about you, Victoria?

Victoria Caña: I think they're overrated and part of that is because I don't play that many trick taking games.

Alex Uboldi: Played ‘Hearts' …

Victoria Caña: I know, I didn't like it [crosstalk 00:31:44]

Patrick Rauland: So, Victoria, with you first. ‘Gladiator' the movie, overrated or underrated?

Victoria Caña: I think it's a really good movie, so I have to say underrated.

Patrick Rauland: Alright, any [crosstalk 00:31:59]

Victoria Caña: Joaquin Phoenix, we used to live in a hotel-slash-apartment building and Joaquin Phoenix, who plays … was it Commodus?

Alex Uboldi: Commodus, yeah.

Victoria Caña: He stayed at our hotel, apartment building. Yeah.

Patrick Rauland: That's very cool. What about you, Alex?

Victoria Caña: You're gonna say overrated, aren't you?

Alex Uboldi: Yeah, I'm gonna say overrated. It got like 10, 12 Oscar nominations that year? It was a weak year for movies, but I think ‘Crouching Tiger, Hidden Dragon' should've won it that year. But that's just me.

Patrick Rauland: What? Oh boy. I don't know. [crosstalk 00:32:34]

Alex Uboldi: It's like Ridley Scott's third best film? But I still think it's a little bit overrated. Just a little. Just a hair.

Patrick Rauland: Alright. So app-based versions of board games, do you think they're overrated or underrated, Alex?

Alex Uboldi: Underrated.

Patrick Rauland: Which one's your favorite?

Alex Uboldi: I like Through the Ages, the app game. I think I wouldn't play that as a board game. I don't know. I like the app … I think app-based games are really helpful for complex … there's pros and cons. I think the pros are, they do a lot of the most boring part of board games for you. Like maintenance, upkeep, making sure things go where they need to, making sure no one's breaking any rules, making sure you don't have to go back and check the rule book to see how these two specific things interact.

Alex Uboldi: They're really good for that. You lose out on the face-to-face social interaction part, but if you're playing a game for the pure mechanics of it, and your playing very non-interactive games- like I think a lot of Euros aren't that interactive. I think the app-based game … any app-based game is good. And I think a lot of people hate on them, but I think for certain games it can be better if not as good.

Patrick Rauland: Love it. Alright, Victoria. Overrated or underrated?

Victoria Caña: I think that they're overrated and that's because if a board game is designed to be played face-to-face, I think that that's how it should be played. But if it's a digital first board game, I think then, for an app, it makes sense. Like Hearthstone. Hearthstone is made for it.

Alex Uboldi: Or, like, ‘Mello'.

Victoria Caña: Or ‘Mello'.

Conclusion

Patrick Rauland: Alright, very cool. Well thank you both for being on the show. Where can people find you and your game online?

Victoria Caña: You can find us on @gladiuscardgame on Twitter, Instagram and Facebook. You can also follow us on Twitter. My handle is @VictoriaCana.

Alex Uboldi: And I'm @AlexandreUboldi.

Victoria Caña: So it's pretty easy.

Patrick Rauland: Yeah. Well thank you both again, by the way if you're a listener, if you like this podcast, please leave us a review on iTunes. If you do leave a review, Victoria and Alex said they'd be willing to watch you fight in a gladiator match, they'd even do the thumbs up, thumbs down thing.

Alex Uboldi: Yeah.

Victoria Caña: It's true.

Alex Uboldi: One-hundred percent.

Patrick Rauland: So you can visit the site, IndieBoardGameDesigners.com. You can follow me on Twitter, I am @BFTrick. With that, until next time. Happy designing. Bye bye.

Patrick Rauland: Hello everyone, and welcome to the Indie Board Game Designers podcast. My name is Patrick Rauland. Today, we're going to be talking with Kim McGrigg, who is the designer behind Not a Problem, which is a party game, where every turn you create a brand new product to solve a problem and then pitch it to an investor. Kim is the first-time guest to my hometown Denver, so welcome, Kim.

Kim McGrigg: Oh, thanks so much for having me.

Patrick Rauland: And Denver game designers unite, I guess?

Kim McGrigg: Absolutely. I'll have to introduce you to a few others. We have some good game designers in Denver.

Patrick Rauland: There is absolutely a good game design community, and I've recently been trying to talk with people about how we can bring that community together because a lot of us don't know about each other. I just really want there to be one global community somehow, and then there's different events at different places but like one central place, because otherwise, I would have never met someone like you if our friend Ryan didn't introduce us.

Kim McGrigg: Yeah, exactly. That sounds like a good idea. So I'll be your first member.

How Did You Get Into Board Games?

Patrick Rauland: Awesome. Great. All right, so Kim, let's get started. I like to ask everyone this question. It just sets the baseline. But how did you get into board games and board game design?

Kim McGrigg: I'm a person that has a lot of ideas. So I didn't set out necessarily to create a board game. I set out to actually make one of my ideas come to reality. The game was the idea that I decided to run with because I felt like I could … It was basically a feasibility thing. Some of my other ideas are really complicated, and I thought, “For a first-time entrepreneur, I'm going to try board game design.” I'm not saying it's easy, because I learned that it certainly is not. But I've enjoyed every second of it, and I hope to do it again, actually.

Patrick Rauland: Yeah, so would you say you're more of an entrepreneur, and board game was the first idea that just seemed within grasp?

Kim McGrigg: Exactly, yeah. Some of my other ideas involved a lot of technology and things that I just … I didn't know where to start. So I thought, “Board games are something I understand, I love, I've been interacting with my entire life.” So it felt a little more manageable to me. But like I said, “I was surprised at how much time and effort it actually took.”

Patrick Rauland: Was this your first entrepreneurial adventure? Have you made other products before? Is this your first big solo project?

Kim McGrigg: It is my first project. I had started a few others, started researching … you know, looking at patents. I had developed a few websites, but none of them got very far. So this is the first one that I said I really committed to.

How Is Being An Entrepreneur Different Than a Being a Board Game Designer?

Patrick Rauland: I really like that, and I'm really happy to have you on the podcast because I think you … I mean, you have a unique perspective, right? I think you are an entrepreneur who designed a game, and I'm wondering. Are there things that you view differently than like a board game designer would? So someone who's been designing games just because they love games, but they're definitely not an entrepreneur. Are there things that maybe you see that they don't? Or is there a different way of looking at the board game world?

Kim McGrigg: Absolutely. When I was going through the process, I met a lot of people who were amazing. But they were obviously really into gaming. And so, whether or not their game had mass appeal, it wasn't really a concern to them. So I think maybe one way I look at it a little bit differently is, I was really looking for something that I could also market on the other side when I finally made it happen. So, in that way, I probably am a little bit different than other designers.

Patrick Rauland: I really like that. I think a lot of game designers. I don't want to say they view it as a … Maybe they view it as a hobby or art. Then, with that, you don't always have to sell your hobby or art. And for you, I think it was both, right? It was like a creative outlet, and it was also, from the outset, a project that had to make some money.

Kim McGrigg: Yeah, absolutely. I'm really cheap. As a human, I guess I'll call it frugal.

Patrick Rauland: Yeah, that's the nice way.

Kim McGrigg: Yeah. So, I definitely was looking for a project that at a minimum I wouldn't lose money. But if I happen to make a little bit of profit, that would be fantastic as well.

How Do You Prioritize Your Projects?

Patrick Rauland: So from the other interviews I listened to, it seems like you have a lot of ideas, both in the board game world and outside. How do you decide what problems you work on?

Kim McGrigg: This was many years ago. But my first idea for an entrepreneurial venture was to actually … I started building this website that was called Ideas by the Gallon. People would present me with a project online, and then I would give them an idea. I would charge them whatever the current average gallon of gas was, the cost of a gallon of gas.

Patrick Rauland: Whoa.

Kim McGrigg: I know. I'm not really sure where that one came from, but that was my first venture. Since then, I've had some really interesting other ideas, mostly dog-related, as I stare at my sleeping dog in front of me. I went with this one because I was really excited about it. I think that's the difference. I mean, just having a lot of ideas, that's great. But if you're not putting action behind it, then it's just entertainment. So this one, I was really, really excited about, and that's why I'm committing to this. That's really the thing that made the difference is just the declaration that, “No, I'm committing to this. Even if other ideas come, in the meantime, I'm not going to get distracted.”

Patrick Rauland: Do you think you could have finished the game if you didn't make that commitment?

Kim McGrigg: Oh, never. Never. I had to learn every single thing as I went along. I mean, I didn't know how to form a company. You know, from the very beginning, like an LLC, and you need an EIN number and all of these things. I didn't know anything about play testing and prototyping and manufacturing and shipping and design. I mean, dealing with customs, like all that was an education. If I hadn't committed and been super excited, there were a million places along the way I would have quit.

How Important is Passion to a Project?

Patrick Rauland: So I make this podcast, well, primarily for me, but also for other aspiring game designers. I mean, would you say then maybe one of the things that you picked up is you just have to be all in to your idea and you have to be passionate, otherwise you're never going to get through those hurdles?

Kim McGrigg: Absolutely, I totally agree with that. I think that's true outside of the game world, too. If you're someone who's just trying to start a business, that excitement and passion just has to be there. Then when you lose it along the way, which of course you do because there are setbacks, and things take longer than you think they will, and they cost more than you think they will to find ways, to re-energize. The way that I did that is I ended up getting invited by a number of schools to come talk to students about the journey.

Kim McGrigg: Every time I did that, I was so excited again to get back to work. I almost felt like I had to prove it to the kids.

Patrick Rauland: Sure, I totally get that. I imagine seeing people actually play your game. It's like, you know, the finished game. You're like, “Oh okay. I can … ” It's kind of like seeing the finish line.

Kim McGrigg: Yeah, it's terrifying actually. Even today, it's terrifying to see people play the game. But I had people play the game at all different stages, and oh my gosh. It is so stressful to give them your baby and be like, “Do you love it?” You know?

What Would You Add to a Game?

Patrick Rauland: Yes, totally. So in one of the other interviews that I was reading up on just to make sure that I ask the right questions here, I think you mentioned something about where you were … I think you were going out around town. You were trying to find a game. You found a couple, and you bought them, but they didn't quite make the cut, or the current games out there didn't have what you were looking for. What do you think games are missing that you want to see more of?

Kim McGrigg: Well, I feel like a lot of the games that … Well, the game we were playing over and over again is Cards Against Humanity. It's obviously a wildly successful, terrific game. But after a while … And you're familiar with the cards.

Patrick Rauland: Yeah.

Kim McGrigg: We were just ready for something else. And, I felt like the games that we were buying were almost … They were purposely trying to be … I don't know … risqué or … I felt that they were really forced, and they weren't allowing the player to be the one that's providing the fun. So I'm like, “People are more creative than this.” You know, that creativity is the ultimate goal. There's a lot going on in the game, and it's one of the reasons why my best target market is teachers. But if you were to ask me, like if the game could do anything for someone, I would be like, “It gives them a chance to be creative,” because we just don't have that much opportunity anymore. I feel like that's missing today. So, that was a long answer. A long [crosstalk 00:10:50] answer.

Patrick Rauland: No, no. I really, really like that. Yeah, cool. No, I really, really like that. Okay, so you talked about play testing, and how do you … Especially for someone who maybe wasn't as tuned into the board game designing world, how did you find people to play test with?

Kim McGrigg: So I started with safe people. My first … I actually still have it. My first prototype is really, really ugly. I just took pieces from other games and wrote things on sticky notes and shoved them in a blank box, and that was my first game. Then I would get my kids and their friends and my friends and my co-workers, you know, my safe people to play the game. Then as the game got better, based on their feedback, I started spending a little more time putting the prototypes together. Still, a whole bunch of stuff you buy at the craft store. I home-made it all.

Kim McGrigg: But they were starting to … by the end to look pretty legit, and that's when I went out, and there are some groups that play games at breweries on different days, and I literally would just walk up to strangers and ask them if they'd play, which is terrifying. I also did a play test at Board Game Republic and at The Wizard's Chest. So after I did, like people playing games at bars, I actually went where gamers play. Their feedback was just so fantastic. I can't thank that community enough. They're so generous with their knowledge.

Patrick Rauland: Yeah, the play-testing community is phenomenal, right?

Kim McGrigg: Mm-hmm (affirmative).

Patrick Rauland: Not only will they play your game, which is probably not as polished as already-published games. But they'll sit there for 30 minutes and give you feedback.

Kim McGrigg: Yes, exactly. I mean, even things like that I would never consider. Like my prototype, I had this box design that was fairly thin because I was thinking for shipping, and I had this plan. Then they're like, “No, it has to be thick enough to stand up on the shelf.” You know, things I would have never thought of. But it makes all the difference in the world.

Patrick Rauland: I have to followups. The first one, is there … So I knew about the play-testing group at Board Game Republic. That's a local store here. I did not know about the one at the … Is there one at The Wizard's Chest?

Kim McGrigg: Yes. Actually, I requested, so I just emailed The Wizard and said, “I have this game.” He said, “There's a group that gets together.” Don't quote me on this. But I think it was every Wednesday night, and I was welcomed to come. He put a group together, and I brought M&M's, and they did, like a blind play test, so I couldn't even speak to them, which is-

Patrick Rauland: Oh wow.

Kim McGrigg: Yeah, so they had to read the directions as if they had just purchased and opened the box. You just want to help them so much. You know?

Patrick Rauland: Yeah, yeah, yeah.

Kim McGrigg: But that's where I really am like, “Okay, now, I'm getting pretty polished,” based on that kind of feedback that I got there.

Patrick Rauland: Okay, wow. So number one, that's kind of amazing that I feel like I'm pretty tuned into the board game design world. I got seriously into it last fall, and I've been almost into it a year now, and I did not know about that play-testing group at The Wizard's Chest. So it's fascinating that there's lots of … I wonder if other communities are like this that where there's lots of little individual things going on, but there's no way to know about it unless you go to those stores, unless you ask around.

Kim McGrigg: Oh absolutely. I recently joined a Women in Toys group that I, of course, didn't-

Patrick Rauland: They didn't exist.

Kim McGrigg: I had no idea it existed. It's a national group, but they have a local Denver chapter. They have been terrific role models for me.

When Do You Show Your Game to the Broader Board Game Community?

Patrick Rauland: Yes, and I had no idea that existed. But that one makes a little bit more sense for me. So I was curious, Kim. At what point do you think it's safe to … Maybe safe isn't the right word. At what point do you think it's appropriate to bring your game from your family and friends out to the broader board game community?

Kim McGrigg: I think it depends on how thick your skin is. It really is just a matter of if you're completely open to the feedback. I think it's great to go really early. I mean, I've done some play testing for people who literally were still at the sticky note stage, and they're like, “This is just a concept. I just want to know what to think of it,” and I thought that was terrific. I waited a little while because I was a little nervous, but I'd say, “Sooner rather than later.”

Patrick Rauland: No, that totally makes sense to me. But I always want to have it be really polished, right? Like I want it to be perfect. I don't want to show it to play testers, and they're like, “Patrick, this is the perfect game. Go publish.”

Kim McGrigg: Oh yeah.

Patrick Rauland: But that doesn't happen.

Kim McGrigg: You're like, “Thank you. That's exactly why I'm here.”

What Research Do You Do?

Patrick Rauland: Yeah, I need validation. Cool, okay. So what kind of research did you do before you started designing this game? Did you try to see if other games were out there like this or something like that?

Kim McGrigg: Yeah. So actually, the first game that I designed I was so excited about it, and I ran out and told … I have two teenagers … told the kids like, “These are my ideas. I have this idea.” My son was like, “Oh, that game's really fun. We play it at Andy's house all the time.”

Patrick Rauland: Oh.

Kim McGrigg: I'm like, “Oh shoot.” So that was a real wake-up call that I needed to do a lot more research for. I got very excited about a concept. So actually, one of the very first things that I did is I met with a woman in Denver. She's an attorney, but she had created a board game in the past as like a side business. I met with her, and she was so helpful, and then I spent about a billion hours on Board Game Geek, which, and I'm sure you're very familiar with that website. But I can't believe how much information there is on how to create a game.

Kim McGrigg: Then after that, the game is really … It came to me, like I didn't force it. I've spent the last many years for a job telling kids that they can do anything they set their minds to. They can be entrepreneurial. They could be creative. They can be ready for the workforce in whatever way that means. So the idea for the game came very, very naturally to me. So I didn't have to struggle for the concept other than getting over the hurdle that my first idea was already a game.

Patrick Rauland: Yeah, I know that that's definitely scary. I think the more I look around, the more I'm like, “Oh God. There's so many games it's hard not to copy or not to be inspired by someone,” because yeah, there's just so many games out there, right?

Kim McGrigg: Yeah, that's exactly true. I mean, my game though is pretty simple. When I did some play-testing, I mean, some people are out there putting together these glorious, beautiful games with long stories and complicated characters. My game is quite a bit simpler than that, and that's how I needed it to be to make it happen.

What's The Best Money You Spent?

Patrick Rauland: Sure. I totally get that. Okay, there's something there I wanted to ask or follow up on. Hold on. I'll give myself one second to think of it and … No, it's gone. All right. So I'll move on to the next question. What was the best money you ever spent while designing this game?

Kim McGrigg: The best money I spent, I spend about $3 or $4 to buy someone coffee, and that resulted in my biggest order to date, which was 100 game order.

Patrick Rauland: Whoa.

Kim McGrigg: So that was by far the best money I spent. It was the head of DECA for Colorado. DECA is a group that runs in high schools and actually also in colleges that helps kids get ready for careers in marketing. They teach them finance, hospitality, all sorts of things. These are really for emerging leaders and entrepreneurs, and he ordered 100 games, and that was the best … not only the best money but the best meeting I've ever had.

Patrick Rauland: That's great.

The Ins & Outs of Customs

Kim McGrigg: Yeah, and then in addition to that, I think figuring out what I was capable of doing and then paying professionals for what I absolutely did not know how to do. I finally had to get help with importing. I could not figure it out. I could not figure out customs. So that was good money.

Patrick Rauland: So for those of us … So, I have never imported something. What is challenging about that? What do we need to watch out for?

Kim McGrigg: I mean, I personally found the entire thing just to be completely baffling. So, like who to pay, when to pay. Then you would get it. So I manufactured in China, and so, I had basically set up … And I did a decent job after so much effort of getting things paid so that they would make it to port. Then there's a whole inspection process that has to happen that you pay for. Then you still have to get it to Denver, which I had no idea how to do.

Kim McGrigg: And finally, it was just like, “I am out of my league.” But there are lots of people out there that will help.

Patrick Rauland: See, I haven't crossed that bridge yet, so I have no idea. Yeah, I have no idea how hard that is, and there's a part of me that if I ever do make a … If I ever do self-publish, there's a part of me that just wants to go either hire someone to do that or just find a slightly more expensive manufacturer here in the US and then not have to worry about it.

Kim McGrigg: Yeah, I can see that, and I think the problem is I couldn't find a manufacturer in the US that was only slightly higher. The difference was … I mean, per game … I mean, I'm talking $2 to $3 different per game. I just couldn't do it even though I wanted to.

Patrick Rauland: Yeah, totally. Just for context, how much is your game?

Kim McGrigg: It sells for $25.

Patrick Rauland: Yeah, I mean, that's a big chunk. That's an extra 10% of your margin.

Kim McGrigg: Oh absolutely. I mean, all the money I spent to produce the game. The big surprise for me was the cost of shipping the games.

Patrick Rauland: Oh absolutely.

Kim McGrigg: Oh my goodness. I could not believe … I still can't believe. Actually, right before we started talking, I was packaging up some shipments, and I'm still shocked when I see the postage.

Patrick Rauland: Yeah, totally. I look at Kickstarter. Sometimes, like the people who put up Kickstarters, they have little pie charts of where all the money's going. I swear to God, shipping sometimes is over 25%, which is so, so high, right? It's like when you think about shipping, you're not making anything. You're just moving it that it's such a high part of the cost.

Kim McGrigg: Yeah, I mean, to say it another way, it costs me more to ship one game than it did to manufacture that game.

Patrick Rauland: Wow.

Kim McGrigg: So that one was really shocking. And of course, that's not even including the supplies, the boxes, the tape. I feel like I'm buying tape every day.

Patrick Rauland: Every day?

Kim McGrigg: Yeah, every day. I'm shipping myself, so there's of course a time component and then the trips to the post office.

How Do You Use Board Game Geek?

Patrick Rauland: I remembered my questions from before, so I'm going to go back to it. So you said you looked up … You were on Board Game Geek, and you found value in there. My question was, I am on Board Game Geek, and I pretty much just log my plays and sometimes look up games or sometimes leave my own reviews of games. I find that site so confusing and hard to navigate. Where do you find this magical game design advice?

Kim McGrigg: So definitely in the forums. There are, especially like I had a ton of questions about copyright, trademark. All of those things. There's actually a fantastic thread that covers that in a lot of detail. So yeah, all the forums is where I go. I know there's still a lot there, but under Board Game Design, there's some really big categories that are terrific.

Patrick Rauland: Cool. Man, I haven't spent any time there. I think me … So in my day job, I work in the web, and I help people set up online stores. The graphic design is so atrocious to me that I have to … I hiss like a vampire when there's a cross in front of you, right? I can't look at it, but I'm sure there's lots of really good information. So I'll work on that.

Kim McGrigg: The one that I actually have bookmarked is called Myth-busting Game Design and Copyright Trademarks and Patents. I mean, it's everything to me.

Patrick Rauland: So that's great.

Kim McGrigg: So go back, go back and put on your rose-colored glasses.

Patrick Rauland: I know. All right. I will do that. And for the listeners, I'll grab that link from you at the end, and I'll include it in the show notes so they don't have to go wade through the board.

Kim McGrigg: Perfect.

How Did You Have Such a Successful Kickstarter?

Patrick Rauland: Okay, so, you had a really successful Kickstarter making over 10 grand, which I think for a first-time entrepreneurial endeavor, for a first-time board game creator, that is phenomenal. What was your magic in doing that?

Kim McGrigg: Oh, Kickstarter is really professional begging. So, I basically just bothered the heck out of everyone who I've ever met in my entire life. Don't get me wrong. There's a lot of people in the Kickstarter community that back projects, people I don't know. I had plenty of those backers. But the way that you really get the motion going is you start with your networks, and then you ask them to share with their networks. I had a pretty low ask. I started at $25, and then you actually got a game, if it was successful. So it was really, like a low entry point for people.

Kim McGrigg: And so, the amazing thing about it is, then I felt so confident placing the order because I basically had like 400 preorders to go ahead and ship immediately, and that felt great.

Patrick Rauland: Yeah, absolutely.

Kim McGrigg: So I think the other thing that to remember, and I did a lot of reading about this too. But Kickstarters, they start really strong, and you get really excited. You're like, “Oh look at this. I'm going to hit my goal in a week,” and then the middle, it gets so slow. It's really sad. Then at the end, you have to do a big push, and then usually … Then Kickstarter starts to show you … You start to show up in different search, like things that are almost at goal, things that are almost ending, and that's where you got a lot of interest from people that that are not connected with you.

Where Do You Sell?

Patrick Rauland: Got it. Okay, so, I've asked a lot of questions about Kickstarter to other people, so I won't go into it super detail here. One of the things that I do think is cool is you mentioned The Wizard's Chest and you mentioned one of the other interviews you did. So you got your game into a retail store here in Denver, yeah, again, which is called The Wizard's Chest. I mean, how did you … So it seems like you mostly sell to your website, and you also got into one or two retail stores? The Wizard's Chest?

Kim McGrigg: Right, right.

Patrick Rauland: How did you do that?

Kim McGrigg: I did that, because, first of all, I did play test there. Then I learned that one of the owners of The Wizard's Chest is also a game designer. So I asked for a meeting, and he just shared a lot of knowledge with me. Super, super generous with his knowledge. Then I just kept them in a loop on absolutely everything. I guess I befriended them. I felt like, at a point, they were committed to my success. They were really rooting for me. And so, yeah, and then they did place an order, and they sold out.

Patrick Rauland: Oh wow.

Kim McGrigg: So they placed a couple orders. It's just been terrific. If I'm going to do an event, I let them know. You know, that kind of thing. So it's just been … They're just great people. There's no magic.

Patrick Rauland: Yeah. Oh great. I mean, it sounds like … I mean, as you said, Kickstarter's professional begging, and in this case, The Wizard's Chest, they're holding your game because you know them. It sounds like making that personal network is super important.

Kim McGrigg: Oh, I couldn't have done any of it without these people, and they … like I said, I just can't say enough about how generous … I mean, I can't believe … You'd think they'd be like competitive nature or something. Maybe they didn't I'd ever make it. But they just … so, so willing. I think it's because they're passionate about games. They like to talk about it.

What's Next For You?

Patrick Rauland: I love it. So what are your plans in the board game world moving forward? Do you want to do … I mean, are you even going to do another game? Or are you going to go use your entrepreneurial magic in some other industry?

Kim McGrigg: Well, that's a really great question. Right now, the stage that I'm in with this game is figuring out how to sell them. So I had ordered 2,500, which, if you're wondering, takes up a whole lot of your garage. I had to get to that quantity to get the price per unit down. So I've sold between I think around 850 or 900 so far. I've only had them since September, so not even a year. I feel like it's going really well. I do have another game in mind, and I'm actually … I've been holding back because I don't want to take energy away from this.

Kim McGrigg: So at some point, I think we're going to see a second game. I just need to figure out if I'm going to try to sell that idea, or if I'm going to do a repeat of everything I just did.

Patrick Rauland: What are the factors that you're considering with that? Because those are very, very different things, right? Selling it to a publisher is very different than running it yourself. I'm curious. Was the process so painful that you don't want to do it again? Or what are you considering?

Kim McGrigg: Well, the first one I did not even consider sharing the idea because I really wanted to do it. I was just very committed to the process in learning how to do it. Also, I felt, like I said, I was really excited about the game. So it was like my baby, and I wasn't willing to give it up. So I don't know. The second one, I just don't know that I have the time to give both of them the love that they need. So I'm struggling with that idea a bit.

Overrated Underrated Game

Patrick Rauland: Got it. Got it. Okay, so, I like to end my show with a little game, and it's called Overrated/Underrated. Do you know what this is?

Kim McGrigg: No.

Patrick Rauland: Okay, so basically, I'm going to say a word or phrase, and you need to take a position if you think it's overrated or underrated. So if I said, “Chocolate milk,” you would be like, “Underrated because it's made by brown cows or something fun, silly, or whatever your opinion is.” Got it?

Kim McGrigg: Okay, yes.

Patrick Rauland: All right. So Wizard's Chest here in Denver, is it overrated or underrated?

Kim McGrigg: Underrated. It is like … Okay, it's like Disney World but closer and cheaper and air conditioned.

Patrick Rauland: And air conditioned, yes. That's fair, and it's summer here in Denver. That air condition feels good. All right. Now, I will explain … So Boulder, as in the city of Boulder, which, for those of you who don't know, is just north of Denver. Is it overrated or underrated?

Kim McGrigg: Oh, that's tough. I'm going to say underrated not because of the city of Boulder, but because I love to hike in that area. It is beautiful, beautiful country.

Patrick Rauland: Totally. All right. Selling games on your website, overrated or underrated?

Kim McGrigg: Underrated. It's a blast. I shipped seven games today, which is a lot for me in one day, and it's like Christmas.

Patrick Rauland: Now, do you have one of those? Do you have an app on your phone that goes “cha-ching” every time you get a sale?

Kim McGrigg: No, I don't. Actually, most of my sales come through Amazon, which is really terrific because they take care of the … They do some charge for shipping, and they collect sales tax, so that's pretty. But I do always have my little Square on me. So if I happen to be out and someone wants a game, I'm ready to sell you one at any moment.

Patrick Rauland: Well, that's fantastic. So you sell on your own website and on Amazon and through Square when appropriate?

Kim McGrigg: Yep, yep, yeah. I've done a few little gift shows, and it goes pretty well, yeah.

Patrick Rauland: I'm just curious. Do you use Amazon FBA where they store everything and send it for you? Or do they take all the orders and you still send them yourself?

Kim McGrigg: Yeah, I'm still fulfilling all my own orders. I'm just not at a volume yet where it makes sense to pay them to store it.

Patrick Rauland: Got it. Cool, got it. Makes sense. All right. Last one is, entrepreneurship itself, overrated or underrated?

Kim McGrigg: Oh, it is underrated. We need more young people to get excited about entrepreneurship. I mean, it's such a hot topic right now. But the truth of the matter is a lot of young people are risk-averse. It can certainly be scary. But there's nothing else like it. We need big thinkers.

Wrap Up

Patrick Rauland: Well, thank you for being on the show, Kim. Where can people find you and your game online?

Kim McGrigg: It's at notaproblemgame.com.

Patrick Rauland: All right. Thank you again. By the way if you, dear listener, liked this podcast, please leave us a review on iTunes or wherever you're listening to this. If you do leave a review, Kim said that she'd invent a crazy invention just for you. She can't promise it will work, but she did say she'd come up with something. So you can visit our site at indieboardgamedesigners.com. You can follow me on Twitter. I am @BFTrick. And until next time, happy designing everyone. Bye-bye.

Patrick Rauland: Hello, everyone. Welcome to the Indie Board Game Designers Podcast. Today we're going to be talking with Joseph Limbaugh, who is the designer behind Postcard Dungeons, which is a game you can play out of a postcard. Joseph, welcome to the show.

Joseph Limbaugh: Hello, thanks for having me, Patrick.

How Did You Get Into Board Games?

Patrick Rauland: First of all, thanks for being on here, I'm really happy you're on the show. How did you, number one question I ask everyone, how did you get into board games and in board game design?

Joseph Limbaugh: Wow. I started pretty early, I think, as many people did. I started off, I think, mostly with role-playing games, because it's like, I kind of started all this in the 80s, when I was quite young. Role-playing games is where I got started. Then, there's a lot of board games back then, and kind of branched out from there. I think, I remember, some of the earliest games playing Divine Right, I don't know if you've heard of that game.

Patrick Rauland: No.

Joseph Limbaugh: That's like an old school war game, because back then most board games were called war games, because it was mostly like war simulations, and things like that. But I was always kind of a little bit more interested in role-playing games than board games back then. Yeah, that's pretty much when it happened. I'm from Portland, Oregon, I would go to a place, there was a Western Oregon Board Gamers Club. Maybe is Western Oregon War Gamers, but it was a bunch of old grognards, and they would play. They did Dungeons & Dragons, but they also did all the Napoleonics and all the old school miniatures games. They played all that stuff, Chivalry and that sort of thing.

Patrick Rauland: For people who are not familiar with that vocabulary, what is a grognard?

Joseph Limbaugh: A grognard is, supposedly it's what Napoleon called his generals, it means I think “grumbler” in French. They were his old really experienced generals who would be like, “No, this is a bad idea. Or this isn't going to work.” But he would sought advice from them. But then, when Napoleonics was kind of where Dungeons & Dragons and a bunch of those miniature games out of that … they called the people who played those games, grognards, that was kind of a nickname for those people. They're like older, 30, 40-year-old people who had a bunch of miniatures in their basement.

Patrick Rauland: Okay. I love war games, I play Warhammer. What age range, or whatever do I become a grognard? Like is it … because I'm in my 30s now, am I already a grognard or do I need like a beard at 30, or how does it work?

Joseph Limbaugh: I think yeah, you've got to be at least middle age to be a grognard, I would say. Yeah.

Patrick Rauland: So, it's 40 or I don't know when middle age starts.

Joseph Limbaugh: Probably … yeah, I think 40 is generally what people say is the beginning of middle age. But if you're playing with young people, then you're a grognard.

Patrick Rauland: Oh, no. If I play with the young 20-year-olds and I'm the 30, I'm the grognard?

Joseph Limbaugh: Yeah, for sure.

Where Did The Postcard Come From?

Patrick Rauland: All right, it's already happened, it's too late. Okay, let's end this interview. We are done. I am depressed. No. You designed a game that is the size of a postcard. How did you decide? Where did that idea come from?

Joseph Limbaugh: I've actually designed several games on postcards. It's kind of a combination of things. Once again, when I was younger, there was a magazine called Dragon magazine, that was kind of a Dungeons & Dragons, like the original Dungeons & Dragons magazine. There would be games occasionally in that magazine, you could pull them out of the magazine, and cut out the pieces, and play the games. I just always loved the idea of a small space, fitting that game into a small space and the design challenge of that. Then, I've always kind of dabbled in designing games. But as you know, recently, this whole industry has just like blossomed, it's huge with Kickstarter and everything. Some friends of mine did kickstarters, and I watched, I was very interested in it, I was like, “Oh, maybe I can actually design a game and people might want it.”

Joseph Limbaugh: But I also realized like reading all the stories of people on Kickstarter, so many people really did not, it was very hard to, especially fulfillment, like sending the game out was the hardest part, also like sourcing people who make dice, and all the different components. It is a tremendous challenge to fulfill a kickstarter if you're not a game company. At the time, I was doing a lot of improvised shows, and we would always make postcards for the shows, we've had our special art made for the postcards. I always liked the feel of a postcard. I was like, “You know what? I could get these printed up and put a game on them. I could design a game and put it on here.” That would be like I could put a whole game.

Joseph Limbaugh: Originally, it was just like a marketing idea. Because a friend of mine Eliot Hochberg and I have kind of a game design collective called Modest Games. I'm like, We can make some games on postcards and just give them out to people.” And be like, “Here, I just gave you a game on this postcard.” It's kind of the short version of the long story, but it was still long.

How Did You Succeed On Kickstarter?

Patrick Rauland: No, I think that's a really cool story, and I love the idea of small and portable in a postcard. You could put it in your back pocket. I wouldn't, because I don't want it to be bent. But you could fit it in your back pocket, which is really, really cool. Now, your game, you raised quite a bit of money in Kickstarter, I think, because your base pledge is $4. I can't think of a game that had a small, excluding digital files or whatever, I can't think of a game that had a lower-based pledge. I think you had over 3000 people buy your game. That's something like $30,000. Most kickstarters don't get that high, and your base pledge is $4. What do you think it was about your game that connected with over 3000 people?

Joseph Limbaugh: Honestly, Patrick, I'm not 100% sure, I do think the low price point was a valid metric. When I put the kickstarter up, my goal was $1000. The game was finished and I didn't have like a really, I think, a very good description of it, but still people were just like, “It's $4, I'll go ahead and … I'll go in on that.” It's hard for me to say exactly why it was … I'm really grateful that was, I was so excited and amazed by it. I'm don't totally know for sure. I also think, I put it up at a time when there wasn't a lot going on in Kickstarter, there's kind of like known wisdom of Kickstarter is to put your game up at certain times. I did it I think in December, which was, no one puts games up on December, because everybody is spending their money on Christmas, or Holiday times.

Joseph Limbaugh: But, my game is like $4, so I'm like, “People will still have $4 to spend, to do it.” I don't know, that might've had something to do with it.

Were There Component Limitations?

Patrick Rauland: Yeah. I think it's really, really cool. Whatever the magical reason is, I think it's really cool. Because your game is so small, you obviously had really tight restrictions, you're very limited in space and components, which [inaudible 00:07:46], or bring your own components, I should say. Was there something, there have to have been things you wanted to add to the game, but you just couldn't because of space, right?

Joseph Limbaugh: Yes. I think the challenge with any game is getting rid of things that don't help the game player, don't streamline it, or are not fun. I think that in game design, you have to reach a point where you're like, “I got to cut this stuff off.” But with a postcard game it's even more. You really have to, you know. The game went through significant changes as I cleaned it up and streamlined things. You could literally spend forever fixing a game, and trying to get it perfect. I try to make my games to be good games as much as possible, but I try to avoid making them perfect, because I think you will never finish your game if you do that. You'll never be done. Also, everything with Postcard Dungeons is, I didn't originally have any stretch goals, but since it started taking off, I was like, “Oh, I got to make some stretch goals.” Because I feel like I should give people something for all the support of my game.

Joseph Limbaugh: We created some stretch goals, so I think like most of the stuff that I kind of wanted to add to the game I was able to add as an expansion postcards that people will get as I send them out. There's like a Megadungeon expansion, there's a Co-op version, which is quite different and was pretty challenge to create, like a Player's Compendium, so you can play as different races and classes, stuff like that.

Patrick Rauland: Yeah. Something else that must have been challenging is when you encourage players to bring their own components, you're obviously pretty limited, right? You can't be like, “Bring out your D77.” I don't have one of those. I'm curious about components, how did you decide what compo- … correct me if I'm wrong, it's just dice, right? Or is it other things too?

Joseph Limbaugh: It is D6s, and tokens, you have to have some tokens, each player needs four tokens that represent them.

Patrick Rauland: Right. Okay. [crosstalk 00:10:01].

Joseph Limbaugh: My previous game, it's for Postcard Empire, and Postcard Cthulhu, the whole idea was you need coins to play them, because we figured everybody would have coins with them at any given time. This was kind of a bit of an experience, because I didn't know like, “Would people want a game if they were supplying the dice and the tokens? Would they be interested in that? Would they support it?” Apparently the answer is yes. I do definitely put a lot of thought to like what will people reasonably have. I wouldn't ask for people to have polyhedral dice for the game. I feel like that might be a big much. I've also like, “How many dice could I reasonably expect people to have?” You need seven dice to play the game, and then four tokens for each player, which I think is … I don't know, I don't know, I could probably push it a lot farther, but to me it's … I also like the challenge of trying to make a game as simple as possible, but still have it have some compelling gameplay. It's kind of a feature, I think, not having enough components.

Patrick Rauland: Yeah, I find that fascinating, because it's funny I have so many dice in this house, but they're all in specific games. I play Warhammer, and I have multiple armies, I've like these green dice are only for my orcs, and these yellow dice are only for this army. I'm really specific. When someone asks me to bring out dice, I'm like, “Oh man. [inaudible 00:11:28] I forget to put them back and I lose all my green dice. I wouldn't be able to play as my orcs anymore.” I get really OCD, I don't know if that's the right phrase there, but it's just an interesting decision to like asking people to bring their own components. I think you did the right thing of not asking them to bring only D6s is probably the best, is probably the easiest thing to do.

Joseph Limbaugh: Yeah. Even if you have like muggle board games like Monopoly or whatever, it's like-

Patrick Rauland: Muggle.

Joseph Limbaugh: You know what I mean. If you have those, you have some six-sided dice. I think you can rustle up, or Yahtzee, it's like, you can rustle up six-sided dice without an issue.

Are You Going All Into The Postcard Format?

Patrick Rauland: Yeah. You've already created three postcard games, this is your third. Do you want to keep designing these games? Or you've been like, “Postcards are my thing, I love the post.” Or are you going to start trying other formats?

Joseph Limbaugh: I do have other formats, and I have actually designed some other games, but I do … I have at least two more postcard games that I have designed, that I'm going to see how they go, I'm going to kickstart both of them and see how they go. Because I like the format, and I enjoy designing for the format. If people continue to like them, then yeah, I'm going to keep doing that. At some point I will definitely want to produce another type of game, but I don't know if I … I like postcard games, yeah, I'm following up on that for now is the plan.

Which Game Design is Your Favorite?

Patrick Rauland: Got it. Of the games you've designed so far, which one is your favorite?

Joseph Limbaugh: I think probably it would be Postcard Dungeons, honestly, but it's a close call, because there's another, there's a card game that you can download as a print and play called Thieves, that's also another dungeon-themed game. But it's like a group of thieves. If you went on like a dungeon crawl and everybody in the party was a thief, it's all about kind of backstabbing the other players and lying to them. But yeah, I think that or Postcard Dungeons. I'm really proud of Postcard Dungeons. The other postcard games, I did not kickstart those games, because although I like them, I feel like, I don't know, they're still not like, they could be better. I feel like they could've been better. Just like the challenge of designing in that space is very tricky. I don't know, but Postcard Dungeons I think, yeah, it's my favorite game currently that I've done. Yeah.

Patrick Rauland: I'm a little bit lost, because I'm thinking about a party full of only thieves, and how like you enter the dungeon. Everyone hides in the shadows, and you're like, “Well, all right.” I can imagine everyone in one shadow in the corner of the room.

Joseph Limbaugh: Actually, you have the option every turn to either hide into the shadows or to stab someone in the back, or to try to steal something. Then, it's kind of a rock paper scissors mechanic, depending on what other people do, you succeed. Then one of the thieves, every turn, is the scout, and they go ahead and they scout ahead to see what's in the room that's coming up. Then they come back and tell everybody. But of course, they're probably lying about that. Whatever they tell you about what is in the room is designed to mess with everybody else.

Patrick Rauland: This sounds great.

Joseph Limbaugh: It's a good game. I'm really proud of that one. It's funny because Eliot and I, Eliot Hochberg, when we started Modest Games, we had this, we were like, “We're going to design a game every week.” That was our thing. [inaudible 00:15:07], “Each week we're going to bring a game, and we're going to design a game.” Was our challenge. That was the first game I designed. Then I just kind of spent … We didn't design any more games weekly after that, because I spent all the time tweaking Thieves, because I was really excited about how it turned out.

What is Your Game Design Process

Patrick Rauland: What is your game process like? How do you get to a game like Thieves or Postcard Dungeons?

Joseph Limbaugh: I usually will come at it from a theme point of view. I think, those kind of the two things are either you come up with a cool mechanic, and then you think of the theme around it, or you come up with the team, and then you kind of figure out the mechanics. I do like starting with the theme first, because I feel like for me it inspires interesting mechanics. How can you simulate this idea of a bunch of thieves going into a dungeon there not being any other classes there? In fact, I have some other games in that series that I'm working on.

Joseph Limbaugh: The fighters, or warriors, is a game. Where it's like a party of all warriors, but the idea for that is that it's all about them bragging about what they could do. It's like, “I can fight this monster with my arm tied behind my back.” It's like, “I can fight the monster with the arm tied behind my back, and with my eyes closed.” It's like, “Oh, you go fight that monster then.” It's like, that is inspirational of like how do you come up with mechanics for have that to work.

Patrick Rauland: That sounds really great. All right, now I need to somehow pitch you to the [inaudible 00:16:42] for Mages, where we just read books together, I don't know.

Joseph Limbaugh: Mages was all about … I think the idea I had for that, it was all about complicated spells. Metaphysical big words, and creating super complicated spells.

Patrick Rauland: There could be like a memory components to that game. You can literally cast whatever spell you want, as long as you remember what the secret word is, or something.

Joseph Limbaugh: Like you have to literally memorize spells. The [inaudible 00:17:09] in magic would be taking to the extreme of like can you actually remember this?

Patrick Rauland: I think this is accurate, but this doesn't sound fun.

Joseph Limbaugh: That is … yeah, that's the challenge, it's making it fun. Yeah.

What Game Would You Like To Change?

Patrick Rauland: Okay. Wow, we just covered a lot of these questions. Is there a game out there that you wish you could change maybe a game made by someone else? Maybe you can want to add something, or take something away from it.

Joseph Limbaugh: That's … I marked this question?

Patrick Rauland: You did. You said this would be a question you'd like to answer.

Joseph Limbaugh: A game that I would want to change. I don't remember what I thought the answer would be.

Patrick Rauland: The other way of me phrasing this question is, is there maybe a game where you're like, “Man, either this feature should be an expansion,” or you're like, “This game is great, and it needs an expansion.”

Joseph Limbaugh: Maybe, and we're talking about just games out there in the world, right?

Patrick Rauland: Yeah.

Joseph Limbaugh: I think like Arkham Horror, I would say I would want it to be more like streamlined. But I think they kind of already did that with Eldritch Horror, you know what I mean? Because I'm a huge Lovecraft fan, I have a ton of, I have all the role-playing games of, you know, Call of Cthulhu, and Delta Green. And I love that game, but it's like, yeah, it's a long slog, and it could really be streamlined. But it's already been done, they did with Eldritch Horror.

Patrick Rauland: Correct me if I'm wrong, isn't all the H.P. Lovecraft stuff in the public domain?

Joseph Limbaugh: I believe so. I think it's a little bit of a tricky legal thing, but for the most part, yes. It's in the public domain in like everywhere else in the world, but America, because of Disney, and Disney kept lobbying to have the copyrighting increased, whatever. I think it's a little bit of a gray area here. But it's also like there's no … Because, Arkham House, I think was publishing his stuff … I don't know, it's … no one's really challenged this. I think everybody creates Cthulhu stuff, and no one is like fighting to [crosstalk 00:19:23] them not do that, but it is.

Patrick Rauland: Okay.

Joseph Limbaugh: That's my understanding. I'm not a lawyer. I'm not a lawyer, Patrick.

Patrick Rauland: The real question I wanted to ask you is when is your game, when is your Call of Cthulhu game coming out?

Joseph Limbaugh: Postcard Cthulhu is already out, you can buy it on the website.

Patrick Rauland: Great. That was one of the other ones. Awesome.

Joseph Limbaugh: Yeah. One of the games, I'm doing another Cthulhu game, which is one of the two Postcard games is a Cthulhu-themed game. Probably won't be the next one that I kickstart, but the one after will be that. Because I love Postcard Cthulhu, that my artist did an amazing job, Kristen Immoor, it is a good game. It is also pretty fiddly, because I literally, I tried to put so much into that one postcard that it's a bit fiddly. There's a video tutorial you can watch to play it, but yeah, it's a tricky to game to kind of wrap your head around, because I really, really shoved The Kitchen Sink and the Elder Gods into that postcard.

What Resource Do You Recommend?

Patrick Rauland: What one resource would you recommend? I like to assume that most of the people listening to this are an aspiring designer, or they've maybe got their first game signed. What would you recommend to someone to get them on the right track?

Joseph Limbaugh: I spent a lot of time on Stonemaier Games website, like their blog. I'm sure you've … especially for Kickstarter. It's literally, for me it was like a how to manual of Kickstarter, if there was one. You can go there and type in, what's going on? How does international mailing work? And it's like, “Oh, here's a ton of information about that specific topic.” If it's Kickstarter related, I would say that … as far as like game design in general, I think just play more games, open yourself up to some different ideas, and find … there's game testing and playing groups near you, find one and start interacting with other people I think. Because getting feedback from other people on your game designs is so important, especially if they're friends of yours and will be completely honest and they have good insight. You know what I mean?

Joseph Limbaugh: Like my friend Eliot, and [inaudible 00:21:46] is our other friend when we first started. I always want them to play my game and then tell me stuff, because they always have such great feedback. That's invaluable, it's invaluable.

What is your Community Like?

Patrick Rauland: Yeah. I like to ask people about their local communities, because it seems like some communities are on fire, and they have multiple game design meet ups every week. Other communities are like, “We have one thing once a month if someone shows up.” I'm curious, you're in LA, right? What is the community there like?

Joseph Limbaugh: There's a ton of stuff. I generally, I've been doing stuff with First Play: L.A., which is like a board game design collective, and everyone over there is super awesome. I mean, there's also Strategicon, which is like, it is a game con that happens three times a year. It's down by the airport … I've met a lot of people down there, it's a huge city, and there's tons of stuff happening. That's just even scratching the surface. There's plenty of other stuff that I could be doing, that I probably should be doing. Yeah, there's a lot of stuff here, you can-

Patrick Rauland: Yeah. What is a fun idea, a theme, or a mechanism that you are looking into for a future game?

Joseph Limbaugh: I'm a big fan of interactive storytelling. Because I'm also an improviser. As an improvisational performer, I love creating stories in real time, to me that's what I love about it. I like making people laugh, but to me creating a narrative is the exciting part. A few years back, I was kind of just looking around the web, and I found this guy called Chris Crawford. He used to design games for the Atari 2600. He's like this old school video game developer from the '80s. He's really, really smart guy. He's also a super, he's like an curmudgeonly dude.

Patrick Rauland: A grognard.

Joseph Limbaugh: He is a grognard. With some strong opinions, but he founded the Game Developers Conference. Then he left because of political and money issues kind of took it over. His Holy Grail is to creative interactive storytelling on the computer. He has algorithms he's written, and ideas about that would work. To me, I find it very fascinating. I think there are like board games that are doing that now, where there's like narrative hard-baked into the rules of the game. Dead of Winter is an example, I think Robinson Crusoe has some of that stuff. More recently, I think the new Fallout game some stuff like that.

Joseph Limbaugh: I just love the idea … Arkham Horror is the same way, it's kind of like the game is the game master for the players. What am I thinking of? What's the … I shouldn't remember. You know what I'm talking about. It's like this huge game, it's like a role-playing game, it has … it's not shadow something, twilight-

Patrick Rauland: Shadowrun?

Joseph Limbaugh: No, no, no. It's a board game, that everybody plays, and I've played it, but for some reason-

Patrick Rauland: Gloomhaven?

Joseph Limbaugh: That's it, Gloomhaven. Oh my gosh.

Patrick Rauland: Gloom, shadow, I get it. Yeah.

Joseph Limbaugh: Gloom-shadow-haven fall town, yeah, but like Gloomhaven is like once again, it's like the kind of the role-playing elements and the story elements are baked into the … to me, there's a game I've been working on that's a card game that uses that, but it's more kind of story oriented than goal oriented. I think so. That excites me.

Patrick Rauland: I [inaudible 00:25:46], I just want to go back and cut you on Gloomhaven, because I don't have the game, I really wanted to play, because it's like number one on BGG, or at least it was, I think it still is. I really wanted to play it. A friend of mine, he's like, they've may be 25% of the way through the game, and I asked him to come over, and I got to play, I didn't feel like there was any story at all, because it's like, “All right, cool. What map location do you want to explore?” I just randomly picked one, because I don't know. There was like a little bit of a scenario in the beginning, but so much of the game was mechanics that it didn't … you know it's like, “What card you want to play at exactly the right time.”

Patrick Rauland: It's interesting to see when you say that that's for you, you consider at least partially a storytelling game. [crosstalk 00:26:29].

Joseph Limbaugh: Gloomhaven you have to play a few, you have to play it for a while to find the arc. Honestly, I think one of the critics of Gloomhaven is there could be more consequences to the narrative, things that you try to go through. But yeah, it'd be like-

Patrick Rauland: Have you played Pandemic Legacy?

Joseph Limbaugh: I'm not a huge fan of Pandemic. Only because the only times I've played it, one person kind of become like quarterback-

Patrick Rauland: Alpha, yeah, yeah.

Joseph Limbaugh: Yeah. I didn't totally understand, and I'm still trying to understand the rules-

Patrick Rauland: [crosstalk 00:27:12].

Joseph Limbaugh: Yeah, so I just was like, “Just tell me what to do.” You know? That's [inaudible 00:27:16]. But I know it's a good game, because I know people who like it. I respect them.

Patrick Rauland: Yeah, the reason I'm bringing it up right now is I think if you played one game of Pandemic Legacy, it would feel like Pandemic with the rules changed. But if you play all 12 games in the season one or 12 to 24 games in season one, then I bet it feels a little bit more like an arc, because every game basically modifies one thing from the game before, typically. I wonder if … interesting, so yeah, I'm sure there is storytelling, but it requires at least a couple plays for you to get it.

Joseph Limbaugh: Yeah, it's kind of the bare minimum of storytelling, I guess, in some ways. I think most of the storytelling games have little cards you read to kind of add story, or to make the players into game masters, like Arkham Horror. Mansions of Madness now has the app that you use.

Is Game Design Energizing or Exhausting?

Patrick Rauland: Yeah. I think it's a really, really cool cause. I'm sort of on the fence about storytelling games, but if they're done well they're phenomenal. Okay. Does game design in general, when you work on something are you energized? Does it take a lot of energy out of you?

Joseph Limbaugh: Probably, a little from column A, a little from column B. Yeah, I think when I first get an idea, I'm always really excited about it. I don't think this is uncommon, it's like I'm writing stuff down, I'm working on it. Then you get to the part where you're testing, or you get to the part where it's like, “Oh, I have to write this rules out so that they're clear.” Then it's like, “Oh I have to do work now.” Although it still, I think the trick is to kind of keep that excitement going and … I don't know sometimes I actually even writing rules, it's very strange. I'm in the middle of fulfillment for Postcard Dungeons right now. I'm literally, I just took a break from stuffing envelopes to come up here and do this interview.

Joseph Limbaugh: You would think that stuffing envelopes would be a very tedious thing, and it is, but it's also like, “I don't know, I'm so excited that people wanted my game, that I kind of enjoy doing it.” I'm putting the games in the envelopes, I'm like, “These are going to go all over the world to people. Hopefully they will enjoy them.” It's a strange thing. If you're doing something you love, I don't think you ever get completely unenergized, you know what I mean?

How Do You Push Through Low Energy Times?

Patrick Rauland: Yeah. Nothing is like free energy. I'm excited by anything in the world, a music show, or whatever, but it will take some energy to get into it. The reason I ask this question is I think I have an underlying, the underlying question, the question I really want to ask you is how do you get through those … the times where you don't have that much energy? Because there are times where I'm like super jazz, [inaudible 00:30:11] new idea, and I'm writing stuff down in a note card, and then there's other times where people are like, “Hey, change this thing.” You're like, “God, this going to take me two hours to update all the cards.” How do you get through those phases?

Joseph Limbaugh: Yeah. You kind of just have to power through it. It's like exercise. When I first start exercising, I would start, you know, I need to exercise more. At first it's like, “Urgh.” But you have to kind of remember that it's like as you do it for a while, then you actually start to enjoy it, it makes you feel better. I think it's the same thing with this sort of stuff. I'm going to be so … by the time I'm done stuffing these envelopes, my arms are going to ache. I'm going to be sick of it. But I will be so happy that I completed that task. It's the culmination of months and months of work, so I'll be like, “Finally, they're out. They're out in the world.” You have to go, yeah, you have to kind of … you have to get past those. I don't know if there's a good answer other than to power through.

Joseph Limbaugh: I think if people don't go through that stuff, that you end up not succeeding. You have to do some amount of work, even if it's a job you love. Yeah. Even as an actor, there's a lot of … people, I think, see that job and it's like, “Oh, it's super glamorous, and fun and easy.” It's like, “No, it's a horrible grind of going to auditions, and being turned down over and over again.”

Patrick Rauland: Call time, 4:00 a.m.

Joseph Limbaugh: Yeah, yeah.

Patrick Rauland: I used to work in an advertising agency, and I was the web developer. I almost never had to deal with this, then one time I was like, “I want to go out in one of these shoots.” And like, “Call time, 6:00 a.m.” I'm like “Oh. Maybe I'll just edit the website.” I don't want to get up at 6:00 a.m. for work, or be at the office at 6:00 a.m. All right, one more question then the game that you're dreading at the end.

Joseph Limbaugh: [inaudible 00:32:09].

How Many Games Do You Have That Are Unfinished?

Patrick Rauland: How many unpublished, or half-finished games do you have in your brain?

Joseph Limbaugh: I think it's a hard number to get to, but probably somewhere near 100 I would guess. Depends on like if it's something that's just a fragment of a game, if it's something that it's like I've kind of worked out the mechanics to a certain degree, probably less than that, maybe 40 or 50. But definitely, if I'm like, “Oh, I want to make a game that's about cats are fighting monsters” or something, then that's just an idea. I don't have an idea for that game, that game has already been done, I believe, but yeah.

Patrick Rauland: Of the 40, or of the 100 game ideas that you have in your head, what percentage of them are just all D&D characters going into a dungeon? Is there a druids game? Like clerics game?

Joseph Limbaugh: 99%.

Patrick Rauland: Wow, that's impressive.

Joseph Limbaugh: No, I do love dungeon crawls, and I love … I definitely that's influenced … and fantasy worlds. But there's also like science fiction, like the next postcard game I'm working on is a science fiction game sort of like [inaudible 00:33:36], houses fighting each other, political intrigue but with combat sort of thing on postcards. But yeah … yeah, not 90%.

Overrated / Underrated Game

Patrick Rauland: Fair enough. Very cool. All right. I like to end all my chats with a game called Overrated Underrated. Basically I'm going to say a word or phrase, then I'm going to force you to take a position if you think it's overrated or if you think it's underrated. Then maybe like a sentence describing why you think that way. Got it?

Joseph Limbaugh: Okay. Right.

Patrick Rauland: All right. Player elimination in board games, is it overrated or underrated?

Joseph Limbaugh: That's so subjective and personal. I think it's probably underrated, because if you are a good designer, you can make a game that has player elimination, and it won't be as painful, it'll be a fun part of the game. That's what I would say. Yeah, did I play the game right? Did I do it right? Is that how that work?

Patrick Rauland: Yeah, you're doing great. Honestly, I purposely pick out very controversial topic, this is fun to see like which side people land on. Because I think a lot of game designers are [inaudible 00:34:50] with the idea of player elimination. If it's done right, I totally agree with you, if it's done right, it can be amazing.

Joseph Limbaugh: But, it is a design challenge, it's definitely hard to do.

Patrick Rauland: Yes. Because your game is called Postcard Dungeons, I was thinking of things that are underground, here's a weird one. Basements, as in your house, are they overrated or underrated?

Joseph Limbaugh: I feel like the obvious answer is underrated, because they're under the house. I'm so sorry. I would say underrated honestly though, because I think basements have a stigma. Like, “You're living in your parents' basement.” Or basements are where grognards are. But hey, the benefit is basements where grognards are. I spent a lot of time playing role-playing games in my parents' basement when I was a kid, and they're also cooler, it's cooler down there, and not as hot. Yeah. I've had some delightful times in basements. I would say if they're anything, they're underrated. Yeah.

Patrick Rauland: Love it. All right, this one back to games, meeples, are they underrated or overrated?

Joseph Limbaugh: I love meeples. I love them. But I'm going to say they're overrated only because now it's like you can get the craziest … it's like, “Our meeples have … go up to 11.” You know what I mean? “Our meeples make their own meeples, they have meeples inside of them.” It's like, “Hey, I heard you like meeples, so I made meeples with meeples.” I don't know, it's-

Patrick Rauland: Like designer meeples?

Joseph Limbaugh: Yeah, like the super special, fancy meeples to for our games. Once again, though, I look at those I'm like, “I want some of those meeples.” I'm kind of being a hypocrite, and I want those meeples that can hold swords, I want sword-holding meeples, that looks cool. Yeah.

Patrick Rauland: I think I agree with you, but I can't not … I think I agree with you where meeples can maybe be too cool, or maybe they're too highly valued, I don't know how else to say that, too highly valued, but I still … or got, what's the zombie game with the item meeples?

Joseph Limbaugh: It's Tiny Epic Zombies, right?

Patrick Rauland: There we go. I got it, because of meeples stands on a motorcycle.

Joseph Limbaugh: Yes, yeah, totally.

Patrick Rauland: I got it because of the meeple. I'm a victim of my own something. I don't know where I'm going with it, sorry.

Joseph Limbaugh: I have a meeple on my logo for Postcard games. There's a meeple, so I really probably should not be saying they're overrated, right?

Patrick Rauland: I do think it is like the one sort of universal symbol of board games. Because I think D20 is also role-playing games, and I think the meeple is the closest symbol we have for the board gaming community, so I get it. All right, last one. We're recording this before the 4th of July, but it'll come out sometimes after, what do you think of the 4th of July, overrated or underrated?

Joseph Limbaugh: That's a tough one.

Patrick Rauland: Because it's the day you can eat all the food in one day.

Joseph Limbaugh: I've always loved the 4th of July. I love hotdogs, I love all of the cheesy stuff about it too. I love watching fireworks. I think it's probably underrated, I would say. I think it's underrated. Yeah, there's so much contention in the country of America right now that I feel like … it's we can at least come together hopefully and say, “Hey, we fought against depression once.” I don't know. I would say underrated.

Conclusion

Patrick Rauland: Very cool. Joseph, this has been awesome. Thank you for being on the show. Where can people find you?

Joseph Limbaugh: You can find me at PostcardGames.com, or on Twitter, overdroid is my handle. Like over droid, like over a robot. Also, I'm posting riddles there, every day I post a riddle on overdroid, on the Twitter if you're interested in that, if you like riddles. Some of them are good, some of them are not so good.

Patrick Rauland: Awesome. Thank you again. By the way, listeners, if you like this podcast, please leave us a review wherever you listen to podcasts. If you do, Joseph said he'd be willing to send you a selfie from the next dungeon that he enters, whether it be D&D themed or Cthulhu themed.

Joseph Limbaugh: It might just a basement.

Patrick Rauland: Or a really nice basement that are underrated. You can visit the site IndieBoardGameDesigners.com, you can follow me on Twitter, @BFTrick. Thank you all for listening. Until next time, happy designing. Bye bye.

Patrick Rauland: Hello everyone, and welcome to Indie Board Game Designers podcast. Today we're going to be talking with Adam Wyse, who is the designer behind a half dozen games. Now you work for Roxley Games as a logistics manager, which includes game development, bookkeeping, and anything with data. Is that right?

Adam Wyse: That's right. Thanks for having me.

How Did You Get Into Board Games

Patrick Rauland: Yeah, yeah. Thank you. Welcome to the show. First question I like to ask basically everyone, how did you get into board games and board game design?

Adam Wyse: Well, I probably played my first modern board game with my brother about five years ago, or so. I got into, I started playing Catan, Power Grid, discovering more and more of these games that I had no idea existed, as a lot of us have over recent years. After about a year of discovering and playing new games … I used to be a software engineer, so I was designing things during the day. I figured I wanted to give a shot at design, myself, see what I could do. Yeah, so that was my first step into it.

Adam Wyse: My first game was kind of a disaster, wasn't great, but my second game was actually Masque of the Red Death, which is now published from IDW Games. I had gotten started in with developing that one. I discovered the local convention here in Calgary, called FallCon. It runs every fall. I encourage anyone who's in the Alberta area — I'm up in Calgary, Canada — to check out FallCon. It's awesome. There's a designer area. I didn't know any designers around, but I brought out my game.

Adam Wyse: Up until that point I'd just been playing with friends and family, getting their feedback, but I wanted outside perspectives on my game, and see if it was anything worthwhile really, to people who knew a little more about the design process. I brought it out to FallCon and met a lot of the great designers. That really got me just rolling in game design. Met with them every week, nearly every week since. We meet every Monday night to play test.

Patrick Rauland: Oh, that's great.

Adam Wyse: Yeah.

Patrick Rauland: I talked to a few people, and so far the only group of people that I know that have a weekly board game prototyping or testing meetup are some people in New York City, so that's really impressive that you have a weekly meetup group.

Adam Wyse: Yeah, it's great. There's enough designers here in Calgary that we've gone to a second day often, as well.

Patrick Rauland: What?

Adam Wyse: We can get a lot of play testing in.

Patrick Rauland: Wow.

Adam Wyse: Calgary's kind of a hot spot. A lot of Canadian cities … I'm part of the Game Artisans of Canada and we have chapters in the major Canadian cities. We network and communicate amongst ourselves. It's a really great, really great organization for game designers. If you get connected with the group you can enter as a apprentice member, eventually becoming an artisan. There's some very well known and great designers in the Game Artisans of Canada.

Patrick Rauland: I want to go back to a previous thing you said. I didn't realize you've only been in this for five years and you have, I think, six published games?

Adam Wyse: Yes.

Patrick Rauland: That's more than one a year. That's amazing.

Adam Wyse: Yeah. I'd kind of built up a pile of really good games. When I finally had the money to get to a convention I got a lot of them signed, all at once, one after another basically.

Patrick Rauland: Really?

Adam Wyse: Yeah. Like, I think 2016 I had four games signed, one after another.

Patrick Rauland: Wow. That is amazing.

Adam Wyse: They're all coming out now, basically.

Patrick Rauland: Wow, that is really, really cool. I'm just imagining you … I just did a publisher's speed dating at Origins, and I'm just imagining you sitting there with a pile of eight games, and you're like, “Which one do you want me to talk about?” [inaudible 00:04:32] a plethora.

Adam Wyse: Yeah.

Which of Your Games is Your Favorite?

Patrick Rauland: This is one of my favorite questions, but I don't get to ask many people this. What is your favorite game that you designed?

Adam Wyse: I think my favorite game that I've designed is called Leprechaun Tractors. It is not quite signed yet. It's nearly there. It's kind of in the handshake thing, so it's not announced or anything yet. But it is a game where players are low-paid government leprechauns building rainbows in the rainbow factory.

Patrick Rauland: Oh my gosh.

Adam Wyse: It's a time track game of hidden goals, where you're trying to complete your job cards that you've been given by your boss, as well as completing bribe cards, because there's a lot of corruption going on in the rainbow industry. The companies that manufacture the materials the rainbows are made out of are bribing players — with pots of gold obviously, because we're leprechauns — to complete certain objectives for them. I love it. I cannot wait for it to become something that I can share with more people.

How Do You Get Games Signed?

Patrick Rauland: That sounds ridiculous in the best way possible. That sounds great. I just want to point out, you do work for Roxley right now, but you, basically all of your games, I mean you've signed your games with three to four different publishers before Roxley. A lot of people, if they do this many games they don't work with that many publishers. You have quite a breadth of experience there. I think a lot of people like myself, I'm intrigued by, “How do I get a game signed? How does it work?” Can you give us any tips on working with publishers or getting your games in front of them?

Adam Wyse: Yeah. My biggest thing for getting games in front of publishers, my strategy … I didn't know anyone. I had no connections, no networking, so where do I start? I saw a bunch of design contests online. There's all kinds of design contests. If you research, you'll find a whole bunch of them. I just started entering my games into contests, because often the judges of these contests are publishers themselves, so they see your name, they watch your video or read your rule book. Oftentimes you'll get an email from them afterwards, if they have some interest in your game.

Adam Wyse: Even if you weren't a finalist in a particular contest, I've had that, gotten an email from a major publisher and ended up sending the game to them for evaluation. I started trying to build a network and getting to know people through contests, was my biggest thing. And then, like I mentioned, going to conventions. The first convention I went to was the result of a contest. I was the finalist for the Ion Award in Salt Lake City, at SaltCon. I had just been laid off my job a couple months prior — the company shut down — so I didn't have any money, it was a big decision to fly, to go present my game at this contest.

Adam Wyse: But my wife was super supportive, so I want for it and it really kicked everything off. I met with the guys from Mayday Games and ended up having two games signed with them, the one that won the contest, called Cypher, and then Poetry Slam, which came out at Origins this year.

Patrick Rauland: Wow, that's such a cool story. I just want to go back to the contest for a second because I, I think in my brain, “Oh, there's no point in entering.” There's GenCant right now, there's a contest with Button Shy, and I've seen so many tweets about it. I'm like, “Oh, man. If I've seen 15 different people on Twitter talking about their prototypes there's another 70 people who are submitting that aren't talking about it. Like, there's no way I'm going to win.” But now it's really helpful to think about, “Hey, even if I don't win, maybe a publisher still might be interested.”

Adam Wyse: Right. Yeah, that was the case with the first time I entered the Ion Award, that instance I mentioned, where I got contacted by Z-Man Games, where I wasn't a finalist but they still were interested enough to get in touch with me. Even if your odds are long, I've entered games in a lot of contests, not always a finalist, because it's very hard to judge something on just five minutes, or this little bit that a judge has to work with. Don't be discouraged if you're entering contests and not making it forward, either.

How Do You Approach the Right Publisher?

Patrick Rauland: Yeah. Love it. For me, I haven't signed any games. I haven't done anything like that. Is there a publisher you'd recommend for new designers? Maybe that's not a good question. I'm just trying to think. Is there any other tips you can give us about approaching the right publisher? How about that?

Adam Wyse: I would say, if you're going to a convention and pitching, do your research a little bit beforehand. Write out some notes. Know what their catalog is like. You want to have something that will fit. If you have a game that fits the weight of what they do, or a similar theme, something like that. But again, not too similar because they don't want to cannibalize their own market share by doing the same game again and again. It's a tricky line, but certain publishers aren't going to look at a trick-taking game at all. If you have a trick-taking game, maybe you want to look for someone who's more suited for that weight of game.

How Did You Get a Job in the Board Game Industry?

Patrick Rauland: Got it. All right, love it. Now you work for Roxley Games. How did that happen? I think I got the first part of the story. Your company was shut down. But how did you decide you wanted to work for a board game company? And then I guess, how did you meet them? How did they know that you were the right fit? All of that.

Adam Wyse: I would say it was mostly opportunity and luck. Roxley is a publisher from Calgary, as well, run by Gavin Brown. I met Gavin at that first FallCon I went to in Calgary. When I brought my game, I met him, played a game with him. Over the years, played more and more games, become friends with Gavin and Paul, who also works for Roxley now. Just getting to know people, being someone … Over time, playing games with these people so many times you develop a mutual respect and friendship and everything.

Adam Wyse: You want to work with people that you're familiar with, and you know are hard workers and you'll get along with. Developing that relationship, it was just a great opportunity as Roxley has started to grow. I came on as, I was doing contract work at first for Gavin, trying to take on some of the logistics duties from him, not really knowing much about logistics at all to begin with. I still have a lot to learn, but I'm getting it as I go, and just now developing into a full time career at this point.

Adam Wyse: It was a lot of luck, in my case. I know, for other people who have gotten into the industry and gotten jobs in the industry, oftentimes it begins with just those relationships at conventions. If you're up, playing games with people and just meeting people, playing games. I was at Origins until 4:00 A.M. one night, just playing games with a bunch of people, meeting new people. It's invaluable.

Adam Wyse: Oh, volunteering at booths, as well, is another good way in. Sure, you're volunteering your time, but you're getting to know people. You're helping out. Publishers often have a fairly slim profit margin, so if they can get volunteers to their booths it's super valuable to them. Yeah, that's a great way to meet people as well.

Patrick Rauland: Yeah, no, I love that. Lots of other people have said the same thing, and it's so, it's so true that it's not what you know but who you know. Right? Even if you have the best game on the planet, which I don't think exists, but if you could make a perfect game, it doesn't matter if you don't know the person who would sell that game.

Adam Wyse: Right. Yeah.

Patrick Rauland: All right. For someone who is thinking about, “Hey, I really like game design. Maybe I'm not meant for designing games. Maybe I'm meant for development or logistics,” other than meeting someone at cons, do you have any suggestions on how to get into that industry?

Adam Wyse: I think I've already gone through my main tips, there.

Patrick Rauland: So, cons.

Adam Wyse: Yeah, cons. Cons, volunteering. I don't know. Or be very lucky and meet the right people.

What Games Do You Like to Design?

Patrick Rauland: Sure, sure. Cool. No, I love it. Makes sense. Okay, I think I kind of know the answer to this, but what type of games do you like to design??

Adam Wyse: I really try to do something really different with every new game I start designing. I have found, overall as a theme I love deduction games. I used to love Mastermind and stuff, growing up. Masque of the Red Death has a strong deduction element. Head of Mousehold, one of my games, has a [inaudible 00:14:21] deduction side to it as well. Cypher has some deduction. So I love that, but overall I just, I don't want to be constrained into any type of thing.

Adam Wyse: Like, my favorite designer is Vlaada Chvátil, and he does something, he's all over the place and I love it. I've designed party games, word games, all kinds of stuff. I want to do something really different each time.

Patrick Rauland: Got it. One of the things I've noticed is, it seems like a lot of your games have a fun, silly pun. I love Gorilla Marketing. I just love looking at the game. I want to play Gorilla Marketing just because there's gorillas in it, not G-U-E-R, that type of guerrilla.

Adam Wyse: Yeah.

Patrick Rauland: Is that something you do? Do you like the silly puns? It seems like you take an existing concept and then you just make it silly.

Adam Wyse: Yeah, a little bit. I kind of like the off-the-wall themes a little bit, like Leprechaun Tractors. Oftentimes, with naming a game, I do tend to go to the pun kind of names. I don't know why. I'm not a real punster in life, but it appeals to me, coming up with something clever for the name of the game.

Patrick Rauland: I don't know if this is how you do this, but sometimes I will come up with a funny game title, and I'll try to make a game around it. Maybe I'm doing that in the wrong order, but I'm like, “This is such a great name, we have to make a game for it.”

Adam Wyse: No, that's interesting. Getting inspiration from a source like that is really good. Sometimes I'm inspired by just a component. I want to use this piece in a game. What theme does this speak to? How would that fit into a game? I love coming up with inspiration from lots of different sources, whether it be the title or a piece or a mechanic or whatever.

What Mechanics & Themes Are You Looking Into?

Patrick Rauland: Is there something, design or mechanic, that you've tried to put in a game but you just haven't been able to get it? You just haven't cracked it yet?

Adam Wyse: Yes. I really want to design a game with nontransitive dice.

Patrick Rauland: What does that even mean?

Adam Wyse: If you haven't heard of those, that was actually one of the very first inspirations for trying to design a game in the first place. I came across an article about nontransitive dice. Those are really interesting custom dice designed by … There's a few different types, but I ordered some of them called Grime dice. They're named after the inventor, or mathematician. These are dice that, let's say the green dice have some faces that have fives on them, some that have zeros. The red dice have some faces that are twos and some that are sevens, something like that.

Adam Wyse: Every set of dice, there's five of them in a set, if you roll one of the green dice, on average it will beat one of the red dice, like 75 percent of the time or something like that. The red dice beats the blue dice, most of the time. Every other dice beats every other dice.

Patrick Rauland: Okay, kind of like rock-paper-scissors?

Adam Wyse: Like rock-paper-scissors for dice, basically.

Patrick Rauland: Yeah, got it.

Adam Wyse: So we've got this really interesting interplay, and then when you throw in a second dice, it flips. So where, if green would beat red, one die versus one die, if you're rolling green die versus two red die, now red has the advantage.

Patrick Rauland: What?

Adam Wyse: I found the whole concept super interesting. I have tried several times to design a game around them, but … That's my goal. I haven't done it yet.

Patrick Rauland: That's really cool. So all right. Maybe spitball some ideas. What type of themes have you gone for. Like, how can you use nontransitive dice in a way that makes sense? Or what have you tried?

Adam Wyse: My very first game was with nontransitive dice. That's the one that I said was kind of a disaster. But it was about microorganisms trying to evolve in a swamp, or something. So the dice were involved with combat. If you're combating with the other species that is using a certain color of dice, you know you're good against some players and bad against others. You're trying to hit the ones that you're good against and avoid the others. That one didn't really work.

Adam Wyse: I tried kind of a beat 'em up style side-scroller game, like an old Nintendo game style, with these things where you are getting bats or chains or something like that, that'll give you access to the different dice you're trying to use to beat up the thugs, and you're working together to beat them. But that never really-

Patrick Rauland: That sounds great.

Adam Wyse: Yeah. I was hopeful for it, but it never really, it kind of fizzled out. It might be something I come back to, but for now those are the main two I've tried with that, but haven't had enough success yet.

Patrick Rauland: I have to say different weapon armaments makes a lot of sense for nontransitive dice. Right? It's like, “Oh, he has the blue defense die. I better use, you know, which is body armor, so I shouldn't use my gun. I should make sure to use the giant hammer.” Yeah, cool.

Adam Wyse: Yeah, yeah.

Patrick Rauland: Oh, that's really, really to think, and I literally think you're the first person to say nontransitive dice on this podcast, so congratulations. That's sounds like a really cool mechanic you're trying to work out.

Adam Wyse: It is, because I like the rock-paper-scissors idea, but this adds the extra element that it's not a guarantee, either. You still have some odds in there, as well, like green is going to beat them most of the time but not always. I think it's very cool.

What's The Best Money You've Spent?

Patrick Rauland: Love it. All right, so as a game designer, what is something that you spent money on that you found incredibly, incredibly helpful?

Adam Wyse: I think my biggest recent purchase that was super useful for me is a really good paper cutter. I had one before that was just like one of the big blades that comes down. I got a fairly expensive one with the rolling blade, made by a company called Carl. It's got a green acrylic thing on it to guard the blade or whatever. But it's super useful. I can prototype … I've got a game with 160 cards that I was preparing for Origins, and I can print that off and cut all that, and have it cut and sleeved in 20 minutes or something, now. It just cuts through so many pages, so fast, so accurately.

Patrick Rauland: Oh, that sounds great. Literally, the last person I talked to on this podcast, he mentioned a card cutter. Now, in his specific case, I think it's literally designed for poker cards. Like, the way you print out all the cards side by side, and then you just slide it in, and then like three columns come out. I think you do the same for each, the next thing, and it just cuts them into poker card shapes. This sounds like a similar thing.

Adam Wyse: Yeah. I usually sleeve my cards with the paper printout, with the card in behind, in the sleeve. My printer's not good with card stock or anything.

Patrick Rauland: Very cool. I'll have to check it out. I'll bug you for a link afterwards, just to give people a product that they might be able to find.

Adam Wyse: Sure.

Patrick Rauland: I was working on an 18 card game earlier this week, and I want to say … I made two copies, one for friends and one for me. I think that took me over an hour. And you don't think it takes that much time, but I had to get the print files ready and I made the size wrong. It's putzy. If I can shave off a little bit of time with the right tools, that sounds super useful.

Adam Wyse: Yeah.

What Resources Do You Recommend?

Patrick Rauland: Are there any resources that you'd recommend for a game designer, maybe a book or a blog or something like that, that you find really helpful?

Adam Wyse: I really like a series of articles on a site called Games Precipice. They have a whole bunch of articles. I don't know if they're still posting them, but there's a wealth of information there. Every one goes into, if they're talking about a certain mechanic, really good examples of games that use this mechanic. It's very detailed, super useful for discovering different things that are out there. They give really good reasoning and explanations for their descriptions of what they talk about.

What Does Success Look Like?

Patrick Rauland: All right. I haven't heard that one before. I will have to check it out and add it to my ever growing list. Okay, last question and then I got a little game for you, here. And actually, you've already seen a fair bit of success in the board game world, but what does success look like to you, moving forward?

Adam Wyse: Yeah. I feel success is a constantly moving bar for me. It's going to look different to every person. At first, for me, it was to get my name on a published game. And for me, something that I didn't self-publish. Self-publishing is totally valid, a totally good way to go if that's what you want to do, if you want to start a company and do everything that's involved with that. All the logistics and all the financials are on you. But if you want to focus on designing games, like I did, I really focused on the publisher route. I wanted to get my name on a box.

Adam Wyse: Once that happened, obviously I'm still reaching for more. I want to get games with multiple publishers, so I'm at that point now. I think my main goal at this point is to kind of have a hit. Most of my games aren't super well known at this point. I'm hoping Gorilla Marketing will break through with that. That'll be out later this year, from Roxley. But to have a big hit is my next goal. I think success is a constantly moving bar.

Overrated / Underrated

Patrick Rauland: Oh, absolutely. All right, very good. I do have a little game for you. It's called Overrated-Underrated. I'm going to give you a word or a phrase, and then you need to tell me if you think it's overrated or underrated. Got it?

Adam Wyse: Okay.

Patrick Rauland: All right. One player games, are they overrated or are they underrated?

Adam Wyse: I'm going to say overrated.

Patrick Rauland: Ooh. And give me a one sentence reason why.

Adam Wyse: I play games to experience them with friends around the table. I'm there for the experience of interacting with others, and not necessarily just interacting with mechanics.

Patrick Rauland: Love it. What do you think about puns? Are they overrated or underrated?

Adam Wyse: Surprisingly, overrated. I know I have a lot of games that are puns, pun names, but I'm not the biggest punster, really. I roll my eyes, most of the time.

Patrick Rauland: Okay, so maybe in game titles, but in real life they're overrated.

Adam Wyse: Yeah.

Patrick Rauland: Cool. Okay, variable player powers, are they overrated or underrated?

Adam Wyse: I'll say underrated. I think variable player powers give a lot of re-playability to a game. It kind of gets you into the theme. You're taking on this role of a character that has a special thing that no one else has. I like 'em.

Patrick Rauland: And the last one, because of your game Poetry Slam, is poetry overrated or underrated?

Adam Wyse: Underrated. There's not many games about poetry. I think Poetry Slam is super unique. If you have any interest in poetry or word games, I would check it out. It's a very unique thing. I haven't seen many games about poetry. You're coming up with rhyming couplets in Poetry Slam, and I think I haven't seen that kind of thing before.

Conclusion

Patrick Rauland: Wow. No, that sounds really, really cool. All right. Well hey, thanks for being on the show, Adam. Where can people find you online?

Adam Wyse: Well, I have Instagram, that's adamwyse83, W-Y-S-E. Adamwyse83 on Instagram. Or I have a Twitter that I don't really use very much, but I'm LoanWolf_, L-O-A-N wolf underscore.

Patrick Rauland: I'm thinking of a loan shark, but the land version.

Adam Wyse: Yeah, exactly.

Patrick Rauland: Awesome. Well, thank you again for being on. By the way, if you're a listener, if you like this podcast, please leave a positive review on iTunes or wherever you listen to this. I forgot to talk about this with Adam ahead of time, so let me know if this works. If you leave a review, Adam said he'd personally help you train your gorilla. That sounds really cool, right Adam?

Adam Wyse: Yeah, I'll do it.

Patrick Rauland: Yeah, great. All right. You can visit the site at IndieBoardGameDesigners.com. You can follow me on Twitter. I am @BFTrick. Thank you for being on, Adam. Until next time, happy designing. Bye-bye.

Adam Wyse: Thank you.

Patrick Rauland: Hello everyone and welcome to the Indie Board Game Designers Podcast. Today we are talking with Joseph Z Chen who is the designer behind Fantastic Factories, which is a game about building a manufacturing empire and it is blowing up on Kickstarter right now, and we're definitely gonna talk about that. Joseph, welcome to the show.

Joseph Z Chen: Thanks. It's great to be here.

How Did You Get Into Board Game Design?

Patrick Rauland: So first question I basically ask everyone, how did you get into board games and board game design?

Joseph Z Chen: Well I can't say that getting into board games is a particularly exciting story. I think I got in the same way a lot of people did, kinda started with Catan. So like after college, I had a bunch of roommates and someone owned a copy of Catan and we used to play night after night of Catan. Eventually led into Dominion, 7 Wonders and kinda opened up that world of hobby gaming. And actually for a while I kind of took a little bit of a break when I moved out of that apartment and in with what … who was at the time my fiance, and kinda stopped playing board games for a while. And eventually a group of friends and I, we were just looking for a new project to work on, and we had played a lot of board games together in the past. And we figured, “Let's try our hand at making a board game.” We had a lot of favorites, but every game … There's no such thing as perfect game and we thought we could combine together a lot of those great mechanics that we liked and tried to eliminate a lot of the things we didn't like in order to make what we thought was an ideal board game, which turns out to be a little harder than it sounds.

Patrick Rauland: No, it's definitely challenging. So it sounds like board game design revitalized your interest in board games in general.

Joseph Z Chen: Yeah, definitely. It's one of those things too … It's a different perspective when you're creating something versus using that thing. But in order to be a good board game designer, you have to play a lot of board games and actually it's funny, I wasn't buying into the whole cult of the new until I started designing. And then it's almost a necessity that you have to keep up with the latest trends and figure out what people are doing and what the latest kind of innovations are in board games, both from components and mechanics and even marketing and a lot of stuff.

Patrick Rauland: So I don't know about you, but recently I found that when I'm playing games, I can't not critique them, like even fully published games. Like I'm just … I think I'm so used to like playing prototypes and doing stuff like that that I just … I can't not say, “Well, I don't know about the drafting mechanism and this part of this game, I think they could've put that in an expansion. It doesn't need to be in the base game.” And it's kind of hard to turn off that designer part of my brain when I'm playing games now.

Joseph Z Chen: Yeah, definitely. It's … And everyone's a critic you know. But I find actually I … For most published games, they go through the same rigor that I've gone through with my game and on the flip side, not only just being able to point out the flaws of the game, you actually start seeing also how they've solved certain problems with a certain mechanic. A lot of times when you play a game you're like, “Why is that little detail there?” And then from a designer's perspective, you understand like, “Oh, they put that in …” Sorry, “To solve that one particular problem.” And you're like, “Oh, that's actually a very clever solution.” And so you kinda get a little bit of both. You see the flaws, but you also see kind of the tool set that other designers have used to solve certain problems. So it's kind of you're getting a little peep behind the curtain in that sense and you get a little more understanding on why things are designed the way they are.

Patrick Rauland: Yeah. There's definitely a couple times where I'm playing like a published game and maybe I'm playing with someone who's just a friend and they don't do any game design at all and they're like, “Why is this there?” I'm like, “Ah, I've run into similar situations. Here's probably why they did that.” Yeah, it's kinda fun to have that knowledge and kinda know why people are making certain choices. So looking at your Kickstarter page for your game, it looks like you've been working on this for a long time. How long exactly?

Joseph Z Chen: I think it's a little over two and a half years now and I think a lot of is this continual process of redesigns. I think … So this is my first design and I think that I would like to say I have a general sense of … a good sense of what a good game is and for a while I would keep saying, “Okay. Is this quite where … up to standards where I think it needs to be?” And a lot of times it's like, “Well not quite.” And I think the trouble was as an inexperienced designer, finding the right solution took a bit of time. Like I said, expanding your experience of various games, especially ones that are in a similar category as your own. And then being willing to re-haul your design, pull out a big piece of it, be willing to kill your darlings, and then going back to the drawing board and then play testing all over again.

Joseph Z Chen: So I wouldn't say all designs need as much time as Fantastic Factories has gotten and I think that with more experience under my belt now that the process would be much faster. But it's one of those things where while certain designs just needs more time and it depends on the approach, depends on what problems you run into. And that's why a lot of people have multiple designs running at the time, and sometimes they'll shelve one and take another one off the shelf and let it rest for a bit. And not to mention, this is not a full time gig for me and life still happens. During the whole process, my wife and I had our first kid as well and that put things … delayed the schedule a few months as we kind of got our life in order and took a break from designing. And so there's just a lot things involved in bringing a game to Kickstarter.

Fantastic Factories in the Park
Playing the first version of Fantastic Factories in the park over 2 years ago.

Patrick Rauland: Yeah, there's definitely a lot … One of my favorite things as I was scrolling through your Facebook page trying to come up with questions for you … or one of the things I appreciated scrolling through your page was there's a picture of you playing the game in a park from like what, two, two and a half years ago. And that was … And I think that's really cool to like show and like there were some printed cards, some cards that were written on … or some text written on index cards. I think it's really cool to see the game evolve slowly over time.

How Do You Kill Your Darlings

Patrick Rauland: So you mentioned killing your darlings and I think that's something that lot of game game designers struggle with. They love that auction mechanic, they love this thing over here, they like the extra little fiddly bits over there. How do you know what stuff you need to … I think I wanna say how do you know what stuff you need to test removing? I mean you don't need to kill it right away, but you like test a version of a game without it, see if it works better then decide to keep it or not. Does that make sense?

Joseph Z Chen: Yeah. So I think there's a few parts to it. I think the key … The largest … The biggest key to that is display testing and it's one of those things that if you have a darling, it unfortunately just means you're gonna have to spend more time play testing it and spend more time having people tell you that you're wrong before you're willing to listen. It's like almost a numbers thing because as designers, we have certain intuition as to what we think is the correct decision or not the correct decision and that carries some weight. But then play testing is kind of empirical data that tells you whether your intuition is wrong or right.

Patrick Rauland: Sure.

Joseph Z Chen: And if you feel very strongly about your darling or whatever mechanic that you feel should be in the game, but play testers are reacting negatively to it or it's causing more problems than it's solving, things like that, that takes time, that takes iterations. It takes a lot of play tests for players to basically give you that feedback and then for you to collect that feedback in a consistent enough manner that you get that message and say, “Okay. It's clear now. We've got a big enough sample size. People are not enjoying this particular part of the game or it's causing problems.” Things like that. I think the really tricky part is understanding when you can do better because not every game can be perfect and some designs just will have certain flaws.

Joseph Z Chen: Take a look at Splendor. Splendor's a really, really popular game but a lot of people say it's a very theme and there's not interaction yet it sells really, really well. So are those flaws or are those things that that particular design just has to live with? Can you improve on that part of the design or is it something that you've pushed to the limit? And I think understanding how far your design can go and recognizing its flaws, recognizing what you're trying to target as well, I think that's the challenging part and knowing whether you can kill a darling or there … it's something that is core to your design, I think is something you have to evaluate. And I think that's one of the trickiest things about design.

Did You Remove Something From Your Game?

Patrick Rauland: So … So I think maybe what would be helpful for me … well definitely for me, but I'm hoping listeners is, what is something you did remove from your game? ‘Cause I think it's really … It's easy to talk about in abstract and I think it's much more clear when you talk about a thing you really wanted and then you saw this problem and then you decided to take it out.

Joseph Z Chen: Well there's been a lot of changes. I'm trying to think what the best example might be. I think one of the biggest changes was … And this was something that was present at the very beginning of the game, is to … In order to build a factory … turn a blueprint into a factory, you required a matching pair of dice and that seemed intuitive to in the sense that oh, like we can't just … There needs to be some kind of requirement necessary. Thematically, it kind of made sense. You have two workers that are in sync and working on building something. But it created in some issues in the sense that well what if you never rolled a pair can never build. The chance of rolling of pair of four is about 72% chance, which is still … It's pretty good but you still run into situations where people can't build for the first two turns and it's one of those things that even if it's rare, if enough players play your game, they will run into these bad situations and that can set them back really far. So you just wanna reduce the chance of those kind of scenarios from happening as much as possible.

Joseph Z Chen: So I introduced a single die build where you can place one worker to build, you just have to pay double the cost of the building. What … That kind of solved the problem and now all the buildings had to be costed in a way that made sense so all … There's a particular mechanic in the game where you can building training facilities that allow you manipulate your dice rolls. Those are cheapest buildings to build in the game. They were initially designed specifically so you could pay double to build them, thus would help you create pairs in the future. But as I [inaudible 00:12:29] game, it became clear to me that this rule of like a pair of dice, the solo build double cost was a huge … spending … taking a huge amount of my time explaining the game, thus introducing a huge amount of complexity to the game compared to the rest of the game, the simplicity of the game. And so I ended up removing it and replacing it with this other system, which actually … what conveniently solved a bunch of other problems at the time.

Joseph Z Chen: So what's great is when you have a solution that kind of improves your design overall, ended up doing this thing where instead of using dice at all, you discard another card of the same matching symbol. And what that ended up doing is freeing up your dice to do a lot more cooler things than building 'cause in order to build, you use a pair of dice. That's half your dice for the … that's half your turn and in resources, that's basically your whole turn. So by freeing that up, letting your dice do more cool things as well as creating this card economy where you can start filtering through cards because you can discard cards that you don't need in order to build other cards that you do want. And so at the same time, solved a lot of other problems as well.

The Part That's Hard to Explain

Patrick Rauland: I really like that. I think I wanna focus on one thing that you said. I think you said something along the lines of like it took a long … it took a lot of explaining … like the rest of my game is pretty simple, but this one part took a lot of explaining. I wonder if that's a really good … I wonder if that's a really good tool to use for other designers. Like is there a part of your game that takes way more explaining than the rest of your game? If so, that's probably an area that's … that could be refined.

Joseph Z Chen: Yeah. I would definitely say so because [inaudible 00:14:21] layers of complexity in the game. Like if you know the rules and you still think it's … If you've played the game a whole bunch and you know the rules and you think it's complex, then it's probably complex. If you are teaching the game and you feel like it's hard to teach, then it's probably too complex because the other layer is most people are gonna be learning the game from reading the rule book. So if you're having trouble explaining the game verbally in person, imagine how hard it is for someone to learn the game from the rule book. And as designers we don't usually have people learn the game from a rule book until much, much later on during blind play-testing. So if you are having trouble teaching the game in person, then you can only imagine how much problems … how many problems that's gonna cause when players are trying to learn from the rule book.

Patrick Rauland: No, that's an excellent, excellent example and I was just in a play test last week and the person was having a hard time explaining the game in person. And like there were four of us around the table and the designer was explaining it to us and we were just not getting it. And I was just trying to imagine what would this be like in a rule book and like how many … how many times would I like flip between the pages before giving and either putting the game away or trying to find like a how to play video on YouTube.

Joseph Z Chen: Yeah. Explaining the rule book is infinitely harder than in person.

Patrick Rauland: Yeah.

Joseph Z Chen: And it also is a skill. Teaching a game is a skill that is different than designing and fortunately as a designer, you kinda have to pick up both skills. And teaching a specific game is also a very different thing. Different games have different ways of teaching and throughout this two and a half year process, I've gotten pretty good at explaining the game and teaching it. And it really is interesting to just understand and see how different people will learn in different ways. Often times … Well one key thing to note is that if you overload people with information, then they won't retain it. So doing it in bite size parts and doing those actions at the same time help kind of reinforce that … those instructions and I think one thing … As a designer who's teaching the game, one thing to note is like when you see people's eyes glazed over, that's when you know you either have something too complex or you're giving them too much information at one time and you might think of a way to break it up in pieces. And that's less of a design skill and … Well it's partially a design skill and it's partially a teaching the game skill, which is necessary for successfully getting play tests and everything like that.

Where Did The Theme Come From?

Patrick Rauland: No, it's great. So your game is very much like an engine building game. Like I think especially if you look at the Kickstarter page, you'll see like there's dice, you roll them, you get resources, you can get cards, you can use those resources to buy more cards, all sorts of fun stuff. What I think I wanted to point out is that we hear about engine building games and I feel like your game is literally … you're literally creating factories, you're literally researching new idea with your cards and you're literally producing resources from these factories. … Or I shouldn't say … like in the game you're producing, not [inaudible 00:17:48]. But why haven't other engine games used this theme because it seems perfect for an engine building game to like make factories?

Joseph Z Chen: Well if you think about it on a surface level, it's … the theme is factories-

Patrick Rauland: Uh-huh (affirmative).

Joseph Z Chen: Which is maybe not the most glamorous theme. I think it's … If you look at it at a surface level, it is kind of a dry theme in terms of, “Oh, it's factories.” It's a little too obvious in a way I guess.

Patrick Rauland: Sure.

Joseph Z Chen: I … When you say a theme is factories, it's not very inspiring.

Patrick Rauland: Sure.

Joseph Z Chen: But that's why we kind of took that as a challenge and [inaudible 00:18:33], “Well how can we make this more interesting, have this fantastic twist to it?” And it's … I mean you can't tell from the podcast but Fantastic Factories is a very colorful, bright, vibrant game.

Patrick Rauland: Yeah.

Joseph Z Chen: I think another one of the challenges is that no one … It's not a theme that people are very familiar with in the sense that what are different kinds of factories, what does a concrete plant even look like. And that's a question I didn't … that's an answer I didn't know. Like what does concrete plant look like? How do I do the art for a concrete plant for something that I don't even know what it looks like? And if I don't know what it looks like, what are players expecting to see? And I think that's kinda where that imaginative, whimsical part of the game comes into play. If you look at the art for a concrete plant, it's actually a giant stand mixer, like a KitchenAid that's mixing concrete. So the fact is no one knows what a … Well very few people know what a concrete plant looks like. I now kind of know what it looks like, but … because I was doing a little research for the art, but that almost doesn't matter as long as you convey something that people might imagine it looks like. A giant stand mixer, which realistically is not the case, but it's a fun little way of thinking about it, and I think that helps kinda strengthen that theme. It's a combination of this dry theme and this kind of fantastic way of approaching it and I think that kind of creates this overall feel.

Patrick Rauland: Yeah. Well it's interesting that you say factories is a boring theme. I get where you're coming from. I think I … I think if you just said, “Do you you wanna play a game about factories?” I'd be like, “What?” But on the other hand, there are so many games that are like trading in the mediterranean that are actual engine builders. I played one last week where basically we're going around, you're making cities, those cities produce things. You can use those things to buy more cities, to make more things and eventually you get cards at the end of the game … or you get cards and you get points at the end of the game. But that's like an engine building game and I don't … It just seems it's more incongruent to have a game about factories than about building cities in the Mediterranean. It seems like it's a ripe area and I think it's really cool that you did focus on factories instead of trading in the mediterranean.

Joseph Z Chen: I think one of the things about trading in the mediterranean is a lot of those games are very like resource management heavy and when you're trading stuff, you could come up anything. Like Century Spice Road has a bunch of spices and then Catan has just a plethora of resource types. For Fantastic Factories, we limited ourselves to two in order to kinda make the most. I guess in a way … I don't wanna say basic. We're very like elegant most … pure kinda version of the game. Like you think about … to step out of board games a bit, Star Craft. Star Craft is a great game that only has two different resources, whereas a lot of other games like Age of Empires has a bunch. And I think we took that as a challenge like how can we … how compelling and complex of a game can we make with just two different resources. I think that's trading in the mediterranean might be more popular than factories 'cause as a resource management sort of perspective, it's a little more obvious how to do the theming for the resources in trading in the Mmditerranean than for factories.

Tell Us About Your Design Diary

Patrick Rauland: No. That makes sense. Now one of the things that I'm really impressed with and one of the things that I've wanted to do for my own game but I haven't, is you've kept a design diary while creating this game, and I stumbled across a few of the posts and they're really really interesting. I'd like to know how a … Well first of all, maybe just explain what a design diary is and how it's helped you.

Joseph Z Chen: Yeah. So a design diary is just kind of a blog or whatever, a diary of posts that you write as you're designing and developing the game, explaining kind of the process that you're going through. And I think for me, it … I have maybe a different approach than maybe most people do in the sense that it's not strictly a design diary. A lot of people will do design diaries on a weekly or a daily … Well daily's pretty ambitious, a weekly basis and a lot of people do it as a way to keep themselves accountable and progressing on their designs, and I think that's a really great way of doing it. For me, it's been a little different actually. I have not been very consistent. I think there was a period of time where I hadn't made a post for a month, but I've been making posts once or twice a month these days. Covering topics not just strictly about design, but also about marketing, about Kickstarter, about [inaudible 00:23:46] simulator, things like that as a way of just sharing the knowledge I think. I spend a lot of time on the Facebook groups with the design groups, Kickstarter, publishing and I … Once you spend enough time, you start seeing the same questions come up-

Patrick Rauland: Right.

Joseph Z Chen: Again and again and again.

Patrick Rauland: Right.

Joseph Z Chen: And having been someone who's gone through that process of basically answering that question for myself, I decided, “Hey, I'll tackle what I believe to be the most common questions.” And I'll write a post about my experience and then when it comes up again inevitably I'll just post a reply of, “Hey, here's what I found. Here's what my experience was.”, and basically just trying to be as helpful as possible. And I think writing out these kind of things also help you kind of expand on the idea and really understand it from all angles 'cause it's one thing to learn it as a student and then it's just another level to teach it or to explain it to someone else.

Patrick Rauland: Totally.

Joseph Z Chen: You know you have a subject mastered or maybe not mastered but down really well when you're able to explain it somebody else. And so I think by writing these design diaries, these blog posts, it basically ensures that I really know that subject and it helps me get into all those fine details.

Patrick Rauland: Yeah. No, part of my day job is teaching people and I learn more by teaching than I do by doing. Like when you are … When you force yourself to teach it someone else, you have to know it inside and out. And yeah, I think you become very articulate in explaining it, which by the way I can … as a reader of your design diaries, I can see that. Like I can very easily see like big, big ideas being broken down into little bite chunks. “Here's an image. Here's a little bit of text.” And it's all very relatable and understandable so I think to maybe pull out a little bit of a … bit of advice for someone would be if you're struggling with a thing, maybe try to teach someone else how to do that thing and you'll probably figure it out along the way.

Joseph Z Chen: Yeah. I think that's a really interesting approach and I think it'd be a pretty good way to learn something.

What is the Runaway Leader Problem?

Patrick Rauland: So there's one post that I really liked. You talked about the runaway leader problem and I think you … going back to what you just said, you're like, “Heres a game where there's a run … Here's one way of solving the runaway leader problem. Here's another game and how they solved it.” And you talked leader headwind, which I think is a really elegant solution. Can you talk about … I mean so maybe just give us … Yeah, give us the specific case of how did this come up, how did you discover it and how did you know that it was the right solution.

Joseph Z Chen: Yeah. So this is one of those cases where teaching or writing about it is one way to like really understand the topic, and it became a design issue for Fantastic Factories where we had a runaway leader problem. And for me, one of the best ways of uncovering a solutions besides playing a bunch of games, is analyzing what those games did to solve that problem. And that's I think playing games can be valuable 'cause you can borrow different tools and tricks from different games. One of the things that I discovered was this kind of concept I like to call leader headwind, which I didn't coin the phrase. I think someone else did, but it's this idea of … a way of slowing down the person in the lead. But not in a … In a way that it's a perception thing. So the leader is perceived to be slowing down. They've got this headwind slowing them down.

Joseph Z Chen: You'll see in games like Dominion for instance, it's a … Dominion's a deck builder where you're collecting points into your deck and the points themselves don't do anything. So as you are collecting points, your engine actually slows down and you're scoring fewer and fewer points with each turn in theory, because your deck is less and less effective because of all the points that are clogging it up. And I think what happens is it's perceived that you're able to catch up to the leader because they're slowing down, you're still picking up momentum and scoring points. The cool thing about that is that it's only a perceived slowdown of the leader because once you catch up with them, you're running in the same issue as them as well. Your deck is full of points and your whole deck slows down as well. So that's what leader headwind is. It's this slowdown of whoever's in the lead or whoever has the most … whoever has a certain amount of points, but it can affect other players as they gain those points as well. Sorry. That's kind of a … maybe a long winded way of explaining it, but it just psychological … a thing of making it look like whoever's in the lead is slowing down, allowing you to feel like you're catching up. In reality the point scores are potentially narrowing, but the number of turns away from winning are still the same.

Patrick Rauland: But I think you … And I think that explains it pretty well. I think you do an even actually … an actually better job explaining it in your post because you bring up so … I mean the post is long and we don't have 10 minutes to talk about all the examples you brought up in your post, but you bring up a ton of games and sometimes there's like a take that mechanic, where like you're the blue shell from Mario Cart. So I … Yeah. I think if you wanna really dig in, there's the post. I'll make sure to link that in the show notes.

Joseph Z Chen: Yeah. There's so many different ways of tackling the runaway leader problem. Most people think catch up mechanic, but there really are a lot of kind of more subtle ways of doing it. And yeah, the blog post is great because it goes through concrete examples of various games and I don't wanna go through all the effort explaining all the-

Patrick Rauland: Yeah, yeah.

Joseph Z Chen: Different games. But the post kinda covers it and how each game uses it and why it works and what situations it's good and what situations it might not be so good.

What Are You Working On?

Patrick Rauland: Love it. So we actually are running out of time, so I'll try to skip to the best questions here. I think I'd like to know what type of games maybe you're gonna start designing in the future. What type of games do you like to design, and once this Fantastic Factories is all done, what are you working on?

Joseph Z Chen: Well I don't have anything specific quite lined up yet. We do have a bunch of stuff that was cut from the game 'cause it was maybe too complex or unnecessary that we might throw into an expansion because we'll have a little bit more breathing room to add in mechanical complexity and things like that. So that's something we'll probably be working on. But as for like a new project, I think I'd like to get my hands on maybe something completely different. I guess having gone through this journey, there's a certain audience that Fantastic Factories just isn't really designed for and I kinda wanna try my hand at maybe a design that is more highly interactive, very contentious, that sort of thing. But I also gravitate towards designs that are very elegant, both component wise and mechanically. And I might try my hand at something a little smaller 'cause as a first time creator, I would have to say like Fantastic Factories is a fairly ambitious project that took a while and trying something as simple as maybe like a hundred card … a hundred card deck card game of some sort, or something simpler I think would be a really fun idea. And Seattle design community is really great. I think there are few designers that I'd love to collaborate with and maybe try something out.

Patrick Rauland: It's funny you mentioned a hundred card deck. My … I have two designs that I'm working on right now and both of them are 18 cards. So …

Joseph Z Chen: That's even better. There's the GenCant Button Shy competition.

Patrick Rauland: I will be submitting my game to that. I have no idea how it'll do, but it is getting submitted.

Joseph Z Chen: Yeah. Nothing quite like a deadline-

Patrick Rauland: Yep.

Joseph Z Chen: To really push your design forward.

Patrick Rauland: You know it's funny … Just speaking about it very quickly. I actually … It's funny, I had the idea for this game but the previous iteration had like a hundred tokens and … I think I had like 100 different tokens and then the GenCant's Button Shy thing came out and another contest came out before that. I'm like, “Wait a second. I think I can get the core of this game with 18 cards or 18 tokens instead of a hundred.” And I don't know if it's better, but it's definitely … like it wasn't playable with a hundred. You know what I mean? Like no one wants to move a hundred pieces around a board. So it's funny, those design constraints helped me realize an actual game as opposed to just … it was … 'cause it was just rolling around in my head and I had to just simplify it way, way down for that contest. So yeah. Yeah. Sorry. A little aside in my brain.

What's The Best Money You've Spent on Game Design?

Patrick Rauland: So what was the best money that you spent on your game in the last two years?

Joseph Z Chen: So I think getting the right tools is really helpful and I've shown this tool on Twitter before. It's this card cutter, which unfortunately I think the company went out of business. But there … You can get similar tools. Getting a good paper cutter is really useful, but I have this thing that's specifically designed to cut out poker sized cards and it's really expensive. It's like I think a couple hundred dollars. But it only does one thing and it cuts poker sized cards, and it does it really, really well, really, really fast. It's one of those things that like at first I'm like, “Oh man, a couple hundred.” Actually to be honest, my partner … co-designer Justin bought it. If I knew how much it would cost, I probably wouldn't have bought it. But now after having used it for like a year or two, definitely worth the money because in terms of how fast I was able to make new cards and just kinda iterate on the design. And the other thing I would mention if you like the … If you're doing a card game and you do print out a lot of cards, I actually use something called HP Instant Ink. This is gonna sound like a LL ad, but they have this interesting subscription service for your ink. So you pay a certain amount of money, for me it's $3.00 a month-

Patrick Rauland: Oh, yeah.

Joseph Z Chen: And I think I get like 50 pages.

Patrick Rauland: Yeah.

Joseph Z Chen: So they charge you by the page, you can only print 50 pages, but they don't care what you put on the page. So if you're doing full color, like [inaudible 00:35:30], so that's why I've been using … So it's actually quite economical if you're doing full color pages all the time for $3.00 a month.

Patrick Rauland: So tell me-

Joseph Z Chen: [crosstalk 00:35:43].

Patrick Rauland: Yeah. So tell me a little bit more about that. Like do you order and they send it to you? I'm a little bit confused. How is it only 50 pages?

Joseph Z Chen: So they have a really ink cartridge they send you and then it's … Here's the kind of the annoying part. It requires the internet because they basically connect to your printer. So you have to have a HP printer that supports it and the printer basically counts how many pages you print, and then if you print more, they'll charge you like a dollar for each additional pages. And if you unsubscribe, they deactivate your ink cartridge, so-

Patrick Rauland: I had no idea there were like internet accessible ink cartridges.

Joseph Z Chen: Yeah. They're trying to turn everything into subscription services, but the thing is if you print full color pages, it's … you're actually saving money and they're probably not making a lot of money off you.

Patrick Rauland: And I'm just [inaudible 00:36:35]. This is me, I'm browsing through their site right now. There is it looks like 15 pages a month for free, which might be a good way to get going. Cool.

Joseph Z Chen: Oh, as like a sign up bonus or something?

Patrick Rauland: I don't know if there's a sign up bonus. It just says there is a free printing plan. There is a little asterisk, so I don't know where the … maybe the asterisk is not really free. But free printing plan, 15 a month. Anyways, I won't read all the stuff right now but there is a free plan, 15 pages a month. So check it out. I'll link to it in the show notes. And sorry, what was the card cutter? Did you say that was on Twitter? I can try to get the link from you afterwards.

Joseph Z Chen: Oh, I don't think … I think that company went out of business. So unfortunately not a thing anymore-

Patrick Rauland: Well is there a picture 'cause it still might … ‘Cause it still might be useful if there's like a picture of it.

Joseph Z Chen: I'd have to dig it up, it was quite a while ago.

What is the Best Way to Market Your Game?

Patrick Rauland: All right. Well I'll try to … I'll bug you afterwards and see what we can do. Two more big questions here. So … Two more questions. So what is the best way to market your game?

Joseph Z Chen: So I'll know the data for sure after the Kickstarter, but I think there are a few ways. I think … So for me, my strategy before the game launch was to … I guess a few approaches. Building up a mailing list I think is really important. So I've always funneled everyone through the mailing list first and foremost and I got the most emails from conventions, where I have a table or a booth. And applying to things like indie showcases can be really helpful for getting booth table space for cheap or free even, and focusing your pitch to collecting emails. So for us, we did a 10 minute demo and so like at PAX South or PAX West, we were part of [inaudible 00:38:24] mega booth. We were able to get like two or 300 emails-

Patrick Rauland: Wow.

Joseph Z Chen: In a weekend. It depends on the con, so … And traveling can be expensive, so if you have a lot of local conventions like we do in Seattle, I would recommend trying those first 'cause those are also usually easier to get a cheap table. And you won't have to pay for a hotel and flight and all that stuff.

Patrick Rauland: Definitely.

Joseph Z Chen: The other thing is just to engage with people in the community and I think Twitter is a really great way of doing that. There's a lot of designers, a lot of content creators on Twitter that connect and promote each other and like it's a really nice, welcoming and positive community of people, and it's also a great way to connect and network. When you go to a convention, it's funny how like a lot of conventions turn into what I feel like a Twitter meet up. You're like, “Oh, I know you. We connected on Twitter. We talked about that one thing.” And these people … If you post progress of your game, people get interested and they become invested and they become … they lend you their voices. They become signal boosters for you, especially … certain people are basically local celebrities. Some people call it influencer marketing-

Patrick Rauland: Yeah.

Joseph Z Chen: But that sounds really markety, really like … I would say more of connecting with people-

Patrick Rauland: Yeah.

Joseph Z Chen: You're not trying to push your game on them, you just know them. You play games with them and throughout time, they become familiar with what you're about and your game. And I think that's the most natural way and the way that gets the most buzz and loyalty and like … and a genuine kind of response from people in your network.

What Does Success Look Like?

Patrick Rauland: I love it. I mean, yeah. So be connected in your community and go to conventions. I love it. Last question and then a game, what does success in the board game world look like to you?

Joseph Z Chen: So I'm fortunate enough to have a … Well used to … I'm actually between jobs now, but I usually have a great paying day job being a software engineer. So financially like boardgames have never been about … Designing a board game has never been about making a lot of money. For me, it's a creative outlet at first and now I feel like it's a way to connect with other people. And I think for me, success basically is just getting a game out there that people recognize, that people enjoy playing and getting it into as many hands as possible. And so I think if there are hundreds of thousands of fans out there with the game, then I think that sounds like success to me.

Underrated / Overrated Game

Patrick Rauland: Love it. I absolutely love that answer. All right. Last little bit, there's a little game I like to play called overrated, underrated. And basically, I'm gonna give you a phrase or a term and then you need to tell me if you think if it's overrated or underrated. So if I said tacos, you might say underrated because delicious meat or something. Got it?

Joseph Z Chen: All right.

Patrick Rauland: All right, cool. So first one, output randomness. Is it overrated or underrated?

Joseph Z Chen: Overrated, I think. I prefer input randomness, which is kinda how Fantastic Factories is designed. I know there's definitely a lot of like drama with output randomness, but I like being in control when I'm playing my games.

Patrick Rauland: Sure. Sure. Yeah, 'cause you roll the dice and you choose what to do with them as opposed to choosing what you do, rolling the dice and then not being able to do that. Got it. All right. So this one I stole from your … or I go the idea from your Facebook page. Hardhats, are they overrated or underrated?

Joseph Z Chen: Underrated. I think that it's a silly gimmick, but I wear hardhats at all the conventions and places where I demo, and it's always a big hit. Also makes it really easy to find the person. So I've been at really crowded conventions and my partner will be wearing a hardhat and I'll be able to spot him all the way across the room. So definitely underrated.

Patrick Rauland: That's awesome. All right. First player tokens, overrated, underrated?

Joseph Z Chen: I think underrated. I think … Have you played Evolution?

Patrick Rauland: No, I haven't.

Joseph Z Chen: They have the most ridiculous first player token. It's like a dinosaur meatball that's like … I don't know, like four inches tall or something. It's just excessive. You could literally use anything as a first player token, but I think the creative way that some games do it and it's a little fun little component that you can do whatever you want with it.

Patrick Rauland: Cool. And self driving cars, are they overrated or underrated?

Joseph Z Chen: Underrated, I think. Imagine all the time you spend commuting and then self driving cars can drive so much more efficiently and potentially with fewer accidents. I think there's a lot of potential there. So I really look forward to the day where I can just climb into my car, tell it to go to Safeway and I'll take a nap, and then wake up I'll be there.

Patrick Rauland: That sounds amazing and by the way, I'm in total agreement with you. I cannot wait to never drive again.

Joseph Z Chen: I mean not only that, just think about how many cars on the road and how many cars are in garages. So if we had self driving cars that were a public resource, we wouldn't need garages anymore. All the cars that we need would be on the road and-

Patrick Rauland: Yeah. That'd be cool.

Joseph Z Chen: Just think about how many fewer cars we would need.

Wrap Up

Patrick Rauland: Yeah, that'd be super cool. Well Joseph, thank you for being on the show. Where can people find you online?

Joseph Z Chen: I'm on Twitter @fanfactories and you can also find our Facebook page. We also have a website, www.fantasticfactories.com and after the Kickstarter, I think we'll also be taking pre-orders, which you can find either on the Kickstarter page or on the website as well.

Patrick Rauland: Awesome. Thank you again. By the way to your listeners, if you like this podcast, please leave a review for us on iTunes or wherever you listen to podcasts. If you leave a review, Joseph said he'd be willing to audit your factory and give it a gold star if it's good enough. So there's that incentive. You can visit the site indieboardgamedesigners.com, you can follow me on Twitter. I am @BFTrick. Until next time, happy designing everyone. Bye-bye.

Hey everyone just wanted to share some more progress on my journey as an aspiring game designer. Two days ago I submitted a game I’m working on into the Solo Game Design Challenge on The Game Crafter.

Now I’m not really into solo games. I tend to like playing games with people so I didn’t think I’d submit anything into this contest.

Then another contest had really strict rules. And I pulled up an old idea and dusted it off. And took it from 100 cards down to 18 cards. And that’s when I realized I could actually turn that idea into a game.

The game is called Bias. And it was inspired by this incredible blog post called Parable of the Polygons. I’ll link to it in the show notes.

And in Parable of the Polygons they do a really good job showing you how when everyone has a tiny bias it has really big effects.

One of the reasons it’s so powerful is you don’t think a tiny bias can have much of an effect. And that’s actually one of my favorite things about games. They’re very good at showing how complex systems interact.

You can find the game Bias on The Game Crafter. I have a video showing you how to play it and it is really easy to replicate on your own if you want to make your own copy.

Check it out and let me know what you think of it in the comments or on Twitter. As per usual I’m @BFTrick on twitter.

That’s B as in board games. F as in Fun. And Trick like trick taking games.