Patrick Rauland: Hello everyone, and welcome to the Indie Board Game Designers Podcast where I get to sit down with a different designer or a pair of gamers designers each week, and we talk about their experience in game design and the lessons they've learned along the way to get to where they are today. My name is Patrick Rauland and today I'm going to be talking with Sam Bryant and Gwen Ruelle who are the designers behind Fire Tower, which was just up on Kickstarter and it was on fire. Sam and Gwen, welcome to the show.

Gwen Ruelle: Thanks so much for having us.

Sam Bryant: Yeah, thanks for having us on.

How Did You Get Into Board Game Design?

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

Sam Bryant: You want to go first, Gwen?

Gwen Ruelle: Sure. I've always been a huge fan of board games. The first games I played when I was really, really little were card games more so. I played with my grandfather. Games like cribbage and casino. While he drank his martini and talked to my mom, I'd just sit there and wait for my turn. I always have loved games of all kinds. Later on when the beginning of the renaissance of board games started, I guess it was with Catan. My first one was Carcassonne. I don't actually know which came out first. I totally jumped on it and have been really excited about board games ever since.

Gwen Ruelle: It wasn't until I realized about Kickstarter though that I could potentially design my own board game. I think when I was younger, maybe seventeen or eighteen, I reached out to the company Cheapass Games I think is what it's called, and I asked them how they got into board game design because I wanted to be a designer. They wrote me back and for whatever reason it was a very encouraging response, but I read it as like it's impossible.

Patrick Rauland: Oh God.

Gwen Ruelle: It's going to be really hard to do it. I just thought “Oh okay, this is like an uphill battle.” and I had other interests and everything else. Then seeing all these Kickstarters popping up all of a sudden, board game design became a reality again.

Sam Bryant: Wow, I've never heard that story.

Gwen Ruelle: Oh, really?

Sam Bryant: Yeah.

Gwen Ruelle: I just really told the whole thing, I guess.

Sam Bryant: Yeah, I don't know. For me, I guess I spent a lot of my youth just rolling a die and then moving along various boards with various themes when I was younger. I'd say the thing that started to morph me into games with more strategic choice was Stratego itself. That was the first game where I really felt like I could match wit with someone and lay plans and come in with devastating attacks. From that, that led into playing Settlers of Catan. My mom really encouraged that and got me every expansion, and so we could fill the entire table with every little bit of it coming around.

Sam Bryant: Yeah, from there it was the same thing as Gwen had. At a certain point, we've been playing games for so long and all we ever talk about is games and we're only having fun if we're playing games that we should create our own was really the transition and how that happened.

Patrick Rauland: I think that's really cool. Let me first address. You guys are a couple, right?

Gwen Ruelle: Yes.

Have You Thought About Designing a Two Player Game?

Patrick Rauland: Okay, so I've played a lot of board games with one of my romantic partners in the past, and we almost always played two player games. One of the things that I'm just really curious about, because I think we always played them together like on a Saturday morning or something like that. Did you have any interest in designing a game for two people, exclusively for two people?

Sam Bryant: I don't know if it would be exclusively. I guess, yeah, we wanted a game that would be able to play with two players is Fire Tower was, which is nice for testing in the initial rounds because you can just play round after round back to back with each other, but I don't know if we ever completely thought about that.

Sam Bryant: Sometimes it's good. I can get a bit competitive, so it's nice when there's a couple other people in the group to water it down. When it's just the two of us, especially if it's a longer game, it gets to the point where on the last turns I'm cursing under my breath, “How dare you foil my plans, Gwen?” And she's like, “I had to take it. It was the last tile I could take.”

Gwen Ruelle: It's very true. Yeah, I guess I just … It's funny with Fire Tower because it's more of a classic style game than I think maybe I … that either of us even expected to create, but the two to four players is just sort of what you initially automatically go for. I really love two player games, actually. I'm a big fan of Patchwork and games like that. I think when you design specifically for two players a lot of great things come out of that, because you don't have to account for what if we have three players, what if we have four our whatever. I think that's a really interesting design choice, but for whatever reason I'm always picturing a big group of friends. Maybe that's way that's just because that's the types of games I've mostly played.

Where Did Fire Tower Come From?

Patrick Rauland: Totally, totally. Okay, so let's talk about Fire Tower. First of all, where did the idea come from and what was that … I guess how long was it under … how long was this an idea?

Sam Bryant: It's kind of funny. We've been on the path for so long that the original inception has actually fallen into the void somewhere. I'm like where did it come from other than a big feeling of we're going to create a game. I think the first real thought I can have was this idea we were mulling around about creating a kind of a game where you all had a competitive aspect and dealing with other opponents, but the game also had a nature of its own that was also competing with you.

Sam Bryant: You had, I don't know, kind of forces everywhere pushing against you, some of them in the controls, some of them that you could gauge like what will my opponent do, but then other things completely out of your control that you had to contend with and force you to change your strategy. I think in some ways it was that idea not even so much of a mechanic, but just like a feeling, an atmosphere of the game that led to the beginning of Fire Tower, at least as far as I can recall.

Gwen Ruelle: It's something that we really liked about the cooperative games that we've been playing is this idea of playing against the game or having the game have this forward momentum. A lot of games that are … A lot of purely competitive games will have this aspect of the game can have a stale moment because the players aren't moving it forward, and if the players don't move it forward nothing happens. We wanted to keep that from happening by sort of having the game constantly pushing forward, so fire is a sort of obvious theme to achieve that.

Patrick Rauland: I really, really like that. I was just at Gen Con. I played this tournament, this Monsterpocalypse tournament. It's basically a game with two monsters, they're fighting each other, but if none of you steps in towards the center of the city to fight each other, like you're both playing chicken, then the game doesn't progress and you kind of just keep playing it until the round runs out and that's not fun, right? I like that you added … It was like a sinking ship, right? It's like eventually this bad thing is going to happen and you just need to make sure it happens to your opponent first.

Sam Bryant: Yeah, exactly. Yeah. Yeah, eventually the chaos will overwhelm you. Even if you're hanging back, the personality of the game is going to keep pushing things forward.

Did You Intend to Make a Visual Game?

Fire Tower Flame Crystals
Placing fire tokens in Fire Tower

Patrick Rauland: Oh, I like that. One of my favorite things about it, and the thing that really attracted … I guess attracted it to me, attracted me to it on Kickstarter was that it seems very visual, right? There are these really cool orange crystally things you've probably seen in other games, but these orange crystally things. You just keep placing them on the board and that represents an area of the board that's on fire. Did you try to make this such a visual game from the start or was that just sort of a happy accident?

Gwen Ruelle: My background is in graphic design. One of the things I really did want to do when we first started designing the game was to have a game that was beautifully designed. I am no illustrator or artist at all though. Luckily enough my father is an incredible fine artist and we worked together a lot on different jobs for our day jobs. He did the watercolor art for the game, which I think really brought it to life. Especially with a theme like this that could kind of go in a lot of different directions in terms of how you see it, we wanted it to be elegant and feel it's really bringing out the nature, and the watercolor just worked really well with that.

Gwen Ruelle: The search for the piece came later. We thought we were going to get away with these tiny little orange dots.

Patrick Rauland: Winks?

Gwen Ruelle: Yeah, winks, like basically tiddlywinks. Everybody said, “We love your game, but do you think you could change those orange pieces?” And we're like, “No, you need 135 of them. That's going to be completely cost prohibitive and we can't do it,” and then finally gave in to the beauty that is these gems. We're very excited to find the piece.

Sam Bryant: Yeah, I mean … sorry, man.

Patrick Rauland: No, go for it.

Sam Bryant: Yeah. No, that is definitely one of the important lessons we learned over time is being able to sift through advice that you get just as you go around play testing the game. I think that's what really helped us hone Fire Tower is just the hundreds of people we played with. Sometimes you'll get advice that's from out of left field that can bring some insight, but when you keep hearing something over and over again, like people longing for something else, it's like you got to … most times you have to bend even if it hurts and you have some conception. It's like the more you're wiling to bend around the initial foundation of what you thought your game was is good, I mean without destroying what it is.

Sam Bryant: Yeah, it was funny the evolution of those gems. We had those winks and are always like “I wish there was something more evocative of fire.” Then we finally got the gems, and the first convention we went to we put out a big pile. Someone just walked up and put their hands right into it and this is like, “This is a giant pile of fire.” It was like a nice proving moment. I was like, “Oh my God, we didn't even have to tell you what it was. You got it.”

Patrick Rauland: I was just going to ask. That's really cool that you tried this thing. You know what, maybe it could've totally not worked, right? Maybe people are like, “These are big, they're clunky, they're whatever,” but you tried it and it seems like you immediately knew it was better and the audience immediately knew it was better.

Gwen Ruelle: Yeah, it is really true. When you're trying something new out and you go and discover that nobody likes your new thing, that is definitely in the realm of possibility. I think what I really love about the game community, not just even game designers but even people who are playing games, I think that there's sort of this understood thing about seeing independent games at conventions where people are really excited to give their feedback and really want to be part of the creation of a product, which isn't something that's necessarily true with other industries. It's just incredibly helpful. As a designer you've got hundreds of people telling you what they think and how you cam make it better. As Sam said, it just really helps. It really helped make Fire Tower what it is.

Do You Need Custom Components?

Patrick Rauland: Okay, so the point of this podcast is to educate and inspire other game designers. Assuming a game designer is listening to this, and not just my mom, would you … I think components are a hard thing to prototype, right? I'm working on a game with fries. Do I need to get a prototype of a fry meatball, you know what I mean? Some custom cut thing? Is it worth getting these more premium components for your testing, or is that something you should figure out at the very, very end? Does that make sense?

Sam Bryant: I guess in some ways, yeah, depending on how intricate it is. It could be hard to procure it and cost prohibitive or time prohibitive, but there is something about having close to a finished game. It's almost like if you come … Obviously you can go with a rough prototype and play with people, but often you'll get feedback about “I wish the components were a little different.” People can almost get lost in the visual lacking of what's going on. They're like “Maybe the graphic design should be different,” and you're like, “Oh man, these are hand cut cards that we made inside a sleeve.” I would say that if people can settle into it more and then they just start really focusing on the gameplay rather than getting caught up on the visual mechanics of it.

Gwen Ruelle: Yeah, it's a really good point you made, Sam. It's a weird thing because you think, “I really want to focus on the mechanics, so I don't need to bring the proper components. This is really about getting the gameplay correct,” but in a lot of ways people aren't going to be able to focus on the play of the game until you've components that they can at least manage. Maybe you don't have to make a fry meeple, but if it is just a piece of index card cut into the shape of a fry, then people are going to have a really hard time working with it, and it's ultimately going to affect the way they view the game. They might even give you feedback about the mechanics that actually they wouldn't have given had you had the right components.

People aren't going to be able to focus on the play of the game until you've components that they can at least manage

Patrick Rauland: Sure.

Sam Bryant: Yeah, I had to learn that the hard way. I've always been someone who feels like “Yeah, the parts don't matter. Why do we need these metal things,” but then you start to realize how much of a game is the experience. It's like yes, the mechanics are there, but also it's just the sense that it creates around the table. Like the narrative it constructs is so much of the experience, like at least half I would say now, and I would've not admitted that in the past.

Gwen Ruelle: It's also part of the reason that people are choosing to play a board game instead of playing a video game. It's like a tactical thing.

What About the Box?

Patrick Rauland: Okay, so one of the questions sort of along the same lines is I'm thinking about … for one of my games I'm thinking about like not custom packaging, but slightly unique packaging for the box. That probably doesn't need to be done for a prototype, right? I don't think people usually give you feedback on a box.

Sam Bryant: Yeah, I wouldn't see that as being necessary just to lock down the core mechanics and everything. It would be cool. If you could pull it off you might wow some people as they're going in and enhance the experience, but yeah, I don't think something like that would be necessary in order to get honest feedback about the gameplay.

How Do You Handle Fire As A Touchy Subject?

Patrick Rauland: Okay, so yes on components, no on box. Good. Okay, so this is something … Last year I was in California and there were these crazy, crazy wildfires. I was out there for a work trip. Anyways, the company I was working for, they actually sent me back because they just didn't … there's like 0% containments and it was bad. One of the questions I really want to ask you just because it's … fire can be a really touchy subject for people. As I was heading out of California, I live in Denver, heading back to Denver, I was at this coffee shop just like waiting for my plane and people were talking about they didn't know if their houses were going to be there.

Patrick Rauland: Have you had any people with like … and I know people who've had their houses burn down in just a regular house fire. Have you had any negative play experiences where someone actually had trauma with fire? The reason I'm asking this is like when you play Risk, it's so abstract and it's so unrealistic that I don't think it comes up much, but I think the little fire, while it looks so visual, it's also, I don't know, maybe more realistic and that's maybe more scary. Have you had any negative experiences with people playing?

Sam Bryant: I wouldn't say really negative experiences. I'd say people in the game community in general understand that these games are not set in the same world we inhabit. The logic behind the game wouldn't make any sense in our world as well. It feels like a very different kind of place. Also, you're not really … it's not going through a suburb. It's set in a remote forest. The funny thing is that people assume that it would be set somewhere in California, but I always imagine it as a pine forest somewhere in Vermont because that's kind of where the inspiration for the art comes from.

Gwen Ruelle: That's true.

Sam Bryant: We were at a convention once and we had a couple playing, and one of them asked a similar question. They said, “Is this something … Could people with trauma against fire?” The other person responded, “We play a lot of games where it's very direct that we're having a war, we're having a conflict, and you're eliminating the other people and you're taking their villages and destroying their roads, and it's like clearly … ” They said, “Clear people have issues with that as well, but it's just a game and you know that it's not intended to create a real experience. It lives within its own reality.”

Gwen Ruelle: I think also, too, is that you mentioned it looking realistic, which is true. I think we did actually put some effort into making it look sort of a bit removed, like the fire isn't supposed to be like this scary, ominous thing so that it wouldn't be as triggering for somebody if they did make that connection. That fires are something that even though there is a lot that's going on in California and it's really terrible to hear about everything that's happening there, there is forest fires that are …

Gwen Ruelle: You could make the argument it would be like a prescribed burn or something like that, but also too that fires are something that have been going on for years without injury or harm to anyone, and that's the type of fire that we're sort of going for in this case. We don't want to actually have anybody being burned to the ground or anything like that or that someone would lose their property, but I … We are sensitive to the issue. It's actually come up less than we were worried it might. Most people seem to think, like Sam said, it's another world, which is exactly what we were pushing for.

Patrick Rauland: I like that response. Just to be clear, I totally agree with you. I think most people are very good at separating the game world from the real world. I've just been thinking a lot more about the themes in games and what they say about stuff. It's really good to hear that basically no one's had, or at least no one you know has had, a bad reaction. Maybe just your theme is so clear that people self-select out, which is good, right? If they see you at a protospiel …

Gwen Ruelle: I think that might be part of it, to be honest. Yeah, I think that if somebody has an issue with it, we're probably the last who will hear about it because they just won't engage with our game at all.

Patrick Rauland: I also like your point about the art on the game. I shouldn't have said realistic, that wasn't the right world.

Gwen Ruelle: No, no, I understand what you're saying, though.

Why Did Your Kickstarter Explode?

Patrick Rauland: It looks really good, but not realistic. Yeah. Okay, so that was like kind of off topic. Just a cool thing that most games don't have to worry about that you guys successfully navigated. I want to go back to Kickstarter. You raised almost $80,000, which was 10 times your goal. What made your game kick so much butt on Kickstarter?

Sam Bryant: I guess we have to give a lot of the credit to the group of people we met over the year and months leading up to the Kickstarter who played the game with us. They were there. We had a community of people who were supporting us, and they were there for us on day one. All the amazing people we've met in the board game community were there to support us, and that really helped get us out in the public eye.

Sam Bryant: Then after that, I think I would give all the credit to Gwen after that because she was the graphic designer on the page. I think she did a really good job illustrating the positive visuals of the game on the page. Like translating a board game into a Kickstarter page, I think Gwen did a really great job of that.

Gwen Ruelle: Thanks, Sam. Yeah, we were really excited about the community that we found with game design, and sure you've had this experience as well. Game designers are amazing. Everybody wants to help each other out. Then the people who come to play indie games just like is so incredibly supportive. We just couldn't believe the … It was incredibly overwhelming, the first day of the Kickstarter watching the flood of support that came in and we're incredibly grateful for that.

Patrick Rauland: You're in the manufacturing process now. You've gone through the awesome Kickstarter. By the way, I just want … one more thing I forgot to mention my question is. I think you were funded in two hours, which is amazing, right? It's like not just the total dollar amounts, but reaching your goal in two hours is insane.

Gwen Ruelle: Thank you.

What Didn't You Know About Manufacturing?

Patrick Rauland: You're in this manufacturing process right now. Is there something … What's kind of cool about being in the manufacturing process is maybe there's things that you didn't … I know you said in a podcast earlier when you're launching your Kickstarter, is there something you didn't think of that would … Is there a problem that came up or something unexpected that an indie board game designer, if they're running on Kickstarter, needs to know about with manufacturing?

Gwen Ruelle: It's going pretty well right now, but manufacturing is a whole beast that we … I think when we first started making this game, I don't think we even really looked that far ahead. Similarly to starting a business and anything like that, the learning curve is just gigantic. We're manufacturing in China and we are really actually having a great … So far everything's been going really well. We'd got our first sample not too long ago, and we'll be probably printing another one soon.

Gwen Ruelle: It's just that when you put out this prototype and a lot of people have seen your game and a lot of people have interacted with something, you really have this vision by the end of exactly what it needs to be. Making sure that the product that's actually created is that is tough. It's just a lot of back and forth and a lot of feeling like you're reaching across the ocean and being like “Please, please, please get this right. We need everything to be perfect for our backers and for the community that has been so supportive of us.”

Sam Bryant: I would definitely say be prepared to be humbled by the manufacturing process. From beginning to end I'm sure I will be humbled again. It's just so much to take in. It's a whole different language, terminology, but you can get it. If you keep working at it, look at examples of other people, talk to people in the industry, and just having conversations with manufacturers. It all becomes demystified over time.

Sam Bryant: I will say in the beginning when we first … years ago, long before the Kickstarter when we first realized if we're going to manufacture this game on a large scale, we're going to have to do it outside of the country. I was reading some stuff on Jamey Stegmaier's blog and I just had a panic attack. I was like “Wow. International shipping, this is beyond me at that moment.” I don't know. You keep at it, it becomes more manageable and you become well-versed in all the different topics of it.

Gwen Ruelle: What's really funny is we … Yeah, we're learning all of this. So much of this is the first time we've learned it. There's just small things that will totally blow your mind because you just have never done it before. Luckily I've worked with printers in the past because of graphic design, but the fulfillment is probably the thing that shocked me the most was like what it takes to ship your game.

Gwen Ruelle: You don't actually think about your game being on a ship and coming to the United States or going to wherever until the moment actually comes where they're saying, “Okay, it's going to cost this much extra because we have to go through the Panama Canal to get it to New York.” All of a sudden, the reality of what that actually is, and it doesn't mean anything to you until it's your own product and it's the thing that matters the most.

Gwen Ruelle: Partly, of course, you're hearing all these crazy stories about all these nightmare things that could happen, but I think it's really just the huge reality of what it takes to make a product, and that is … Yeah, like Sam said, you'll just be humbled and humbled again and again. There's unlimited research, and there are people out there who can tell you everything there is to know and it's incredibly helpful.

Sam Bryant: It's kind of funny. I feel like I almost misspoke before. Because I realize sometimes that the manufacturing process for me, I have this wonderful force in my best friend, Gwen, in the way that she is a graphic designer. When they're like, “You have to format the box this way and move the components around, “I'm like, “All right, Gwen, we got to do that.” Then I sit there and she's like, “How does it look?” And I'm like, “I think it looks great.” Yeah, definitely that knowledge that Gwen has has been invaluable in the process.

Patrick Rauland: Advice for other board gamers is to be in a romantic relationship with your … have a romantic partner as a graphic designer?

Sam Bryant: It definitely helps.

Patrick Rauland: Okay. I'll work on that.

Gwen Ruelle: I think just kind of knowing what you know and knowing what you don't know, to be cheesy, but realizing where the learning curve is and what you need to figure out is so huge, because I think … There's just the two of us, which I guess for a lot of people there's just one, so we're lucky to have each other. You look at these people with teams and at first you're like, “Why do you need all those people? I can design a game. I could do this.” Then all of a sudden you're like, “That third person, that fourth person, that tenth person would be really helpful because they might know something about this really specific thing that I have no idea.” Yep.

Any Advice For Someone About to Launch A Kickstarter?

Patrick Rauland: Okay, so maybe … I just want to change the question slightly. Is there something that you absolutely need … It sounds like everything went well or is going well in the manufacturing process. Anything that's coming up you're handling. Is there something that you would recommend like you absolutely must do for another person who's about to launch on Kickstarter? Is there something that they … like a critical step?

Gwen Ruelle: About the launch?

Sam Bryant: Yeah, just before launch? I would say, I don't know, one thing that was helpful for us, too, is having a semblance of what you want your stretch goals to be and having those priced out before rather than thinking, “Well, maybe it will go moderately well and I have a few ready, but maybe there's some vagueness in the future.” I feel like that could definitely run you into some trouble in the end. Because all of a sudden you're adding all these things are coming into the game that you weren't necessarily actually believing were going to be a part of it, but you're incited to incorporate, but obviously that changes the whole math of the entire project.

Gwen Ruelle: Yeah, prepare for success.

Patrick Rauland: Got it. Okay, so I've submitted a few quotes to manufacturers or requested a few quotes from manufacturers. Do you submit each one? Do you submit like eight different quotes to manufacture, or do you just send here's the bottom, here's the top and figure out … just sort of do a rough idea of what's in the middle?

Gwen Ruelle: We submitted probably like eight as well. Yeah, I think we did do eight, but that's partly because we were also getting to know who the manufacturers were. I think it's not just the price that they give you, but also how quick they are to respond, how much of an issue they have with answering questions.

Gwen Ruelle: Not to name names or anything, but we did have one manufacturer that we were moving forward with, but at some point they were so sick of answering our questions …and granted we had a lot. We didn't know what we were doing, so we had a lot of lot of questions … that they started just being like, “Why don't we just figure that out later” and “Once you've done your Kickstarter we can figure that out.” For us, that didn't work for us.

Gwen Ruelle: That might work for somebody else, but personally we needed to know the exact number so that we could calculate what our game should cost. We also just needed to have someone who is wiling to hold our hand through the whole process. Even though they gave a quote that was appealing, it ended up not being the manufacturer that we went with.

What One Resource Do You Recommend?

Patrick Rauland: Super. That's very, very helpful, thank you. Okay, let's change gears a little bit. As an indie game designer there's a lot of information out there, and I never know what is the best or most helpful information. What is a resource that you think is essential for a game designer?

Gwen Ruelle: I would say going to every event you can and showing your game, partly because you'll get that feedback from other people. Because you'll meet people and having those conversations was probably where we got our best advice, and it's so much easier to sort through that advice in person from somebody than it is to try and sort through what's online. Obviously Jamey Stegmaier, I'm sure people have mentioned before, is incredible and is the first place we go for everything we need, but being able to talk to someone at an Unpub event, so Unpub is an incredible resource. The Boston Festival of Indie Games ended up being … and the Connecticut Festival of Indie Games, the sister festival, ended up being incredible resources for us for not just networking, but finding a community that we could then reach out to the day before our Kickstarter and say “What do you guys think? We're trying to decide between setting our shipping this way or this way,” and they'll just say, “Okay, go with this.” Having those people that you trust that you can just reach out on a moment's notice to preview your page or whatever it is, is a lot easier than trying to sift through these advice websites and stuff like that.

Sam Bryant: Yeah, it can be hard because with them they have … you can ask a very specific question and they're like, “I had a personal experience” rather than being on Google like, “All right, if I want to change this type of card to this type of paper at this point” and then you hit search and nothing comes up because clearly you've gotten way to targeted. Yeah.

Gwen Ruelle: Yeah, yeah.

Sam Bryant: It's great having people who have gone through the process. They can also … The best part about it is when you're in the middle of the Kickstarter and you're kind of losing your mind. They can all look at you and be like, “Yeah, we were all there as well. This is a very stressful and wonderful time all at the same time mixed together with all the emotions flying around.”

Gwen Ruelle: That being said, we offer it to anybody we meet. If anybody ever has any questions, feel free to reach out to us. We're happy to answer whatever we can. We've gotten so much help from the community that we want to give back in any way we can. I think there are a lot of people like that who would be willing to check out your rules, look over your page, whatever it is and help you through the process. It's amazing.

Is Game Design Energizing or Draining?

Patrick Rauland: You're just getting through the manufacturing and then fulfillments. Getting to this point is insanely cool. Is this process energizing for you or is it draining?

Gwen Ruelle: It's such a funny question.

Sam Bryant: I guess it's a mixed bag. There's certain moments where you feel like a limp piece of noodle stuck against the wall that's slowly sliding down to your doom, but then …

Gwen Ruelle: Yep.

Sam Bryant: You know what it is? The thing that will energize you more than anything is showing your game to someone and having a good time playing it with them or having them play it, and then they're like, “I had a great time” and you can see the joy on their face, and you're like this is why I'm doing it. I'm trying to bring an experience to people. That will really keep you going even at the point where you feel really overwhelmed by the rest of the process.

Gwen Ruelle: I also love when you come up with a new mechanic for your game. That is the most energizing thing when you find something that you love or you solve some sort of problem. It's really good.

Sam Bryant: That's true. My favorite cards, every time we develop a new card that's my favorite card. I'm like, “Isn't that the best mechanic in the game?” I show it to my other friends, they're like, “I don't know. I still like the other one that you made before.” I'm like, “But this one's new and exciting. I haven't used this one 10,000 times.

Gwen Ruelle: Yeah, so true.

What Does Success Look Like?

Patrick Rauland: That's awesome. Okay, seriously, you're getting so close to the end. What does success look like for you in the board game world? Are you going to keep designing more games? Are you going to go full time? What does the roadmap look like to you?

Gwen Ruelle: Oh man, full time would be amazing. For me, success is just to continue doing what we're doing and designing games in any shape or form. We started with a Kickstarter and it's been a really great experience and I hope to do that again. I think we most definitely will, right Sam?

Sam Bryant: Yeah, for sure.

Gwen Ruelle: I also am interested in designing games in other forms. As long as the word design is part of it then I'm happy.

Sam Bryant: Yeah. Yeah. No, I'm just excited to keep pushing forward. I already feel like the fact that we took an idea and it became a tangible thing and it's going to be in a box and it's going to be shipped to all these people, that already feels … I couldn't be more thrilled about the way it's gone. As Gwen said, just to continue with that process and just keep making ideas into something concrete. I'm excited to do that again.

Patrick Rauland: I muted myself, so you guys did not hear me blabbing to myself. Great. I don't edit, so the podcast listeners are going to have a nice three Mississippi of silence. Were you two freaking out on the other end?

Sam Bryant: I was like, “It's my fault. It's my internet. It's too slow. I'll be blamed.”

Patrick Rauland: Nope, that was me.

Sam Bryant: Is it something we said?

Patrick Rauland: Yes, I was so offended by what success looks like to you. Okay, so here's what I said is that congratulations. Best of luck. Happy, happiness. That was what I said.

Sam Bryant: Thank you.

Overrated / Underrated Game

Patrick Rauland: Yeah. I like to end my show with a little game called overrated/underrated. Have you heard of this or played it before?

Sam Bryant: I've not played it, no.

Gwen Ruelle: Heard of it.

Patrick Rauland: Oh, excellent. Basically I force you to take a position on a topic, and then I ask you for one or two sentences to describe it. I think since there's two people here, I think we should just take turns or you two should take turns and alternate. If I said Teenage Mutant Ninja Turtles, overrated/underrated, you'd say, “Oh, I think they're underrated because pizza and turtles is the two best things on the planet,” something like that. Got it?

Sam Bryant: Yeah. All right.

Patrick Rauland: All right. All right, so first one, let's go with you, Gwen. Metal coins or metal dice in games, like really, really premium components in games. Overrated or underrated?

Gwen Ruelle: Sam, you go first.

Sam Bryant: Oh, you're throwing me in now? Did you just tag me in? Deluxe components themselves, overrated or underrated, or were you rating the dice against the coins?

Patrick Rauland: No, no, just deluxe components.

Sam Bryant: Oh. Overrated/underrated. God, that's so hard to say because there are certain points where I feel like, yes, that is true. This in this instance it is overrated. Then sometimes I'm clanking those little coins around in my hand and then I throw them down on the board as I take this action to decimate my opponents, and then I'm pretty excited that it's the metal falling from my fingers. I would say in general though maybe overrated because I think there's a lot of games that would be great without the extra weight.

Patrick Rauland: Good answer.

Gwen Ruelle: That's a good point. That's a good point, but I'm going to go with underrated because I really like metal. I think that metal pieces are awesome.

Patrick Rauland: All right.

Gwen Ruelle: Everybody knows that, so how's it underrated, but still.

Patrick Rauland: All right, so Fahrenheit 451, either the book or the movie?

Sam Bryant: Haven't seen the movie yet. The book, definitely I would say at some point maybe it was overrated when it had a lot of fanfare, but a lot of people don't know what it is now, so I think it has now moved into the underrated category because it's such an amazing book.

Patrick Rauland: I like it.

Gwen Ruelle: Agreed, agreed. Underrated.

Patrick Rauland: All right. This next one, exploding dice, and by exploding dice I mean like in a role playing game or any game where you roll the highest value and you can roll again. On a D6 roll 6 you can just keep rolling util you stop rolling 6's. Does it make sense? As a mechanic is it overrated or underrated? Sorry, didn't even ask you the question.

Gwen Ruelle: Okay, I'll start. I think it's overrated.

Patrick Rauland: Oh no. Why?

Gwen Ruelle: Now I'm really questioning my response to this.

Patrick Rauland: No, no, no. There's no wrong answers.

Gwen Ruelle: From what you just described, just because it's rewarding luck with more luck. THere's somebody sitting there who's just so, so annoyed, and they just have to go just wait through it and I feel terrible for that.

Sam Bryant: That's true. It depends on your position. If it's happening, the luck is against you, it's definitely overrated. If it's happening to you it's underrated. You're like, “You don't know how good this feels right now. I just got seven 6's in a row and won the game arbitrarily.”

Patrick Rauland: All right. The last one … If you haven't figured this out, they're all sort of fire related. Last one is the flash costume in the latest TV show. The reason I bring up the Flash costume is because I think Cisco, one of the characters, says it's based on a fireman's uniform that he made up. The Flash costume in the latest CW TV show, overrated or underrated?

Sam Bryant: Based on my knowledge of having not seen that particular show yet, I will definitely say that it's underrated, on my expert opinion.

Gwen Ruelle: I'm looking at a picture of it right now, and I'm going to go with overrated.

Patrick Rauland: Why's that?

Gwen Ruelle: I like it, but I think that if you're going to be Flash you wouldn't just be red. You should be multicolored with orange and yellow as well.

Patrick Rauland: Yeah, it is pretty heavy. A dark red is pretty heavy.

Gwen Ruelle: Yeah.

Patrick Rauland: A couple there's like yellow, there's like one yellow knob, you know what I mean? It's pretty loose.

Gwen Ruelle: You have this opportunity to not look like other superheroes, I feel like, and it's kind of generic.

Sam Bryant: I'm looking at it as well. The material reminds me a lot of like Daredevil suit in the new Netflix series. I don't know. It's almost like they all have the same material now. They're like, “This is what superhero costumes are made of from now on.”

Gwen Ruelle: Waffled. Waffled material.

Patrick Rauland: Hey, you completed the game and you both win.

Sam Bryant: Yay.

Gwen Ruelle: Hurray.

Conclusion

Patrick Rauland: Thank both of you for being on the show. Where can people find you online?

Gwen Ruelle: Runawayparade.com is our website, and we're on Facebook as Runaway Parade, Twitter @RunawayParade, and then Instagram is oddly RunawayParadeGames, but anyway. Really switched it up there.

Patrick Rauland: Thank you both again. You were phenomenal guests. Dear listener …

Sam Bryant: Thanks so much for having us.

Patrick Rauland: Yeah.

Gwen Ruelle: Yeah, thank you so much. We really appreciate taking the time.

Patrick Rauland: Yeah. Dear listener, if you like this podcast, please leave a review on iTunes. If you leave a review, Sam and Gwen said they'd be willing to shoot a flamethrower right at you, which not many people are …

Gwen Ruelle: Right at you, okay.

Patrick Rauland: You can visit the sit at indieboardgamedesigers.com. You can follow me on Twitter. I'm @BFTrick. That is B as in board game, F as in font, and Trick as in trick taking game. Until next time, happy designing everyone. Bye-bye.

Patrick Rauland: Hello, everyone, and welcome to the Indie Board Game Designers Podcast, where I sit down with a different independent game designer each week, and we talk about their experience in game design and the lessons they've learned to get to where they are today.

Patrick Rauland: My name is Patrick Rauland, and today I'm going to be talking with Cecilia and Eric Hyland, who are designers behind Fleecing Olympus, which is having a pre-release at Gen Con. We're recording this a couple of days before Gen Con, and it should have a full release after Gen Con, which is when this episode will come out. Cecilia and Eric, welcome to the show.

Cecilia Hyland: Hello

Eric Hyland: Hello.

Patrick Rauland: So, if they sound strained, it's because we had to tweak their audio setting so there wasn't background noise. It sounds like they're quiet yelling, that's just the audio magic we had to do today.

Cecilia Hyland: Quiet yelling! Woo!

Eric Hyland: Quiet yelling!

Continue reading “#27 – Cecilia & Eric Hyland”

Hey everyone. Patrick here for another bonus episode. Today, I'm going to be talking to you about something that I participated in for the last week. So, there's actually right now a global game jam going on for roll and write games, which I found online a few days ago, probably three, four days ago. Before the jam started, I should say. And I want to participate in it, so what I thought I'd do is I thought I would record every single day of this game jam, because it goes on for seven days.

So during these seven ten days, and if you haven't heard anything about game jam, there's a couple people on this podcast who talked about them, but basically I'm probably going to be working either by myself or with a friend to try to make a game based on the criteria for this game jam, and you have the duration of the game jam to do it. So usually there are, you know, a couple days, or a week, or they might limit you in terms of hours spent on it. In this case, I have seven ten days to finish this game jam and submit something.

Day 1

Now, it is a roll and write game jam, and that's basically all I know about it. They haven't posted the full rules until this morning. So in a minute I'm going to take a look at those rules. The last thing I just wanted to say is that I already have a couple of friends interested, so we've been, you know I sent the link to them. I said, “Hey, does this look like something you'd be interested in?” And I got two friends who said, “Yeah, maybe.” So depending on what the rules are, I'm gonna check them out. I literally have not seen them yet. So I'm gonna pull up the website in just a minute. But I might have two friends.

I've kind of thought about, so the work I've done ahead of time is I'm thinking about an Avatar: The Last Airbender roll and write game. I've been thinking about non … Oh boy, what's the word? Non-transitional? Nope. Non … Oh no, I'm forgetting the word, but like non-transitional dice? Oh man. I will come … Non-transitive dice! There we go. Non-transitive dice, which is kind of like where this die usually beats this die, a different die beats that die, and then basically dice that usually beat each other in kind of a circle.

So yeah, that's kind of what I've been thinking of, special dice, and then an Avatar: The Last Airbender game, and that's all I got. So let's see, I'm gonna pull up the website. Here it is. The jam is live. Oh. The theme of the jam is autumn. There are also component limitations, so autumn might not work with Avatar: The Last Airbender. So I don't know if I can do that.

Okay. So there are also component limitations. Roll and write games, who can take part, we just have to finish a week, judges. All right. Let me see the component limitations. For the specifics click here. The theme is autumn. Time of leaves and harvesting, the legacy of the autumn is … We can interpret autumn … influenced the [inaudible 00:02:54], but it must be … Okay. They so they said the theme can be loose, but it has to be in there somewhere, so it could be pumpkin spice lattes, or it could be pumpkins, or whatever.

Roll and write … Oh, components limitations. So games must use no more than:

  • One A4 letter sized sheet of player per player
  • One piece of paper as a board
  • One extra piece of paper for the rules
  • And six standard dice. That gets rid of my non-transitive dice.

Oh, one more thing it says at the bottom. This roll and write jam, [inaudible 00:03:31], the gist is to make a game from scratch over the next week. Of course, we wouldn't know … Yeah, yeah. Cool.

Okay. So, the only ideas I had ahead of time, non-transitive dice and Avatar: The Last Airbender are probably not gonna work for this. So this is day one, I will come back in day two and let you know where I'm at with this. All right, bye bye.

Day 2

So, today is Sunday, day two of the global game jam on roll and writes. It's 7:55AM and I basically just got up. Yesterday was, I was pretty surprised by the restraints of this contest. I was really hoping I could use special dice where I could put whatever I wanted on each die face. Or use the theme for Avatar: The Last Airbender, that was kind of all I, you know, just had rolling around in my head before the theme was announced, or the restrictions were announced.

And so, yeah, when I read that yesterday, I was really, really surprised. And just because I was basically starting with nothing. Not even like an idea of what I wanted. But, yesterday I spent, well, all of yesterday spit balling ideas with two friends while we were out hiking, which is what you do in Colorado. And then there happens to be a local gaming convention where I went to with one of those friends. So we went to this local gaming convention, we played four different games. You know, like a lighter game, you know, like an hour long game, like a two and a half hour long game, and a really short 15 minute. So it was really good, because we got all these different ideas, inspirations from different types of games while we were there.

Coming Up With Themes

And we kind of came up with like four different ideas for this contest. So let me share them with you.

Theme 1 – Corn Maze

So one of the coolest ideas that I don't think we're going to pursue, but it's really fun sounding is like getting lost in a corn maze, and maybe there's someone chasing yo you, or you're trying to escape, or maybe it's the first person to escape the corn maze wins. I really want to explore the space of drawing lines and figuring a way out of this maze. Or maybe it's more like Escape from the Aliens in Outer Space, or whatever that's called, where you're trying to be on the same space as someone. But I just couldn't figure out how to do that with D6s, unless I said ones move up, twos move right, threes move down, which I didn't really want to do. So I've been thinking about that, but it's a cool idea. But it's hard to do with regular D6s.

Theme 2 – Thanksgiving Dinner

I also like the idea of coming up with the best Thanksgiving dinner as a game. So maybe there's like a giant turkey, and if you give the turkey and you're the first person, it's like 20 points. And if you get turkey and ham, there's a bonus there. Maybe there's like all sorts of different food groups and set collection. I like the idea of that.

Theme 3 – Ultimate Halloween Route

So going, again, back to Halloween, I really liked kids planning the ultimate Halloween route, which I think, and I kind of thought of it as I was looking at, what's the game? “Welcome to…” where there's all these houses on the neighborhood, and you can like, “Cool. I'm walking by this one and it has apples. Gross. Negative one point.” Sorry, or maybe you don't walk around that, you try to avoid it. And then there's this one has peanut butter cups, yes, that's two points. And if you get two peanut butter cups in a house in a row that's five points. Whatever. But again, the route build. I love the idea of route building, I'm just not sure how to do that with regular D6s. And I could just maybe build a regular neighborhood and it's more about the, you know, the snickers, and the butterfingers, and the peanut butter cups instead of planning the route. But that one's kind of sitting on the back burner for now.

Theme 4 – Making Potions

The last idea, the one that we're most excited about right now because we think we can actually achieve it is what we're calling Witches Brew, which is where you make potions. So there's, I think, 15 potions right now, and some of them require a couple ingredients, some of them require a lot of ingredients. And then ingredients sort of stay in between rounds.

So, let's say I roll a red two. So, I think you get three dice. So red, blue, and yellow is what we're going with for right now. And you're using ingredients for potions. So, let's say a love potion requires for red, and I on the red die roll a two, I can cross of two of the check marks on the love potion check list I guess. So you can kind of build up towards it. “Oh, if I rolled a red four, I could get all of them in one go, which would be awesome.”

You can waste ingredients, which loses you points. So if I rolled a five, I could complete the love potion, but I'd also have to mark off wasted one item, which is minus one point. So I'd get a bunch of points for finishing the love potion, and you get more points for finish something first. So it might be worth it, even if you, you know, roll a red five. It might be worth minus one point just to finish it first.

First Playtest

But yeah, that's kind of what we're most excited about. Different colors with different spaces of the board. And there's something, we're still figuring this out, because we did get a play test in yesterday. Yeah, Dave and I came up with this yesterday, we got in a play test, and for a first play test it wasn't bad. It didn't explode, and there are fun choices. And I think for a first play test, that's amazing. There's a ton of room for improvement, but I'm just happy it didn't explode. That was the thing I was most worried about.

So hopefully, today we'll get more work done on that game and have some more fun playing games at this convention, and yeah. I hope to have an update for you tomorrow on, I don't know, just the cool stuff we're doing. And hopefully we've made some progress on one of those ideas, hopefully Witches Brew. But that's what I got, and I'll talk to you more tomorrow.

Day 3

Hey everyone, it is Monday. That is Labor Day here in the US, and that means it's day three of the game jam. So, yesterday was really productive. I went to B-Con, that's a local convention, and I played Potion Explosion just for sort of inspiration. Don't know if I got any cool ideas, but it was just fun to pull out marbles and make potions explode.

We played a couple different games, and then David and I had a playtest of Witches Brew. So the play test was with my friend Heather and her husband. And Heather gives really detailed feedback. Overall, the game was definitely better on the second day than in the first day. I think one of the big things was we added some rules to make it easier to, basically when you finish one potion, you used to have to like throw away any extra ingredients, any extra value on your die basically. But we sort of said, “Hey, when it's the last thing you're filling up on your potion, you can immediately start a second potion.” And that little rule really sped the game up, so I really liked that.

We did all have pretty similar scores by the end, and there are a couple of different strategies. So, David went for getting as many dice as possible, which isn't worth a lot of points, but if the game had lasted one more turn he probably would've maybe got close to first. And if it lasted two more turns, he might have won, just because he was rolling six dice every turn and then the rest of us were rolling three or four.

So, and yeah, my strategy is I got one extra die, and I was focusing on the points. And I saw David was crushing it, so I basically finished the game as soon as possible, even if it meant less points for me just because I knew he would take it away and win with that. So, I'm really happy that there's different strategies it seems like. I'd like to see more strategies, but for right now, there's multiple strategies, which is good.

The biggest piece of feedback which we got. Sorry, I should say the piece of feedback that resonated the most with me, the thing that I think we need to fix the most is that the magical potions don't feel magical enough. Which I agree with. They kind of, for the most part, when you finish this potion, it's like, “Check off one free red box on a different potion.”

That's just so boring. And it's small, right? It's not like one box is not usually meaningful. So a little bit last night, I redid the sheets graphically so there's kind of spaces to fill out your points and all this stuff. And then just this morning, right before recording this, I redid the rewards section of the potions. So some of them have really cool one time effects to make them feel more magical.

David's gonna try to get a play test in today, and hopefully, I think … I sent him an email, hopefully he can print out the new sheets that I just finished. And then hopefully he'll have more feedback to make more changes tonight. So we're moving right along. And then, I'm hoping later this week, I have, you know, some dinner plans with friends that like board games, so I'm hoping we'll get in a quick play test, a few more play tests later this week.

And then just the last thing I just want to share is that Heather also brought up an interesting point of like, “Yeah, Patrick, witches making potions. Got it. But why are the witches making potions?” And that's totally something we can explain in like a one page rules document, right? Is like are they selling them? Are they drinking them themselves? Is it a competition? So, I don't know what the answer is there, but I do need to start thinking about that. And since the requirements for the game is to fit on one rules document, I think today I'll just … Right now it's al on Evernote, I think I'll transition everything to like a Google Doc so that way I can start filling it in, and know how much space I have, and work on the theme and all that stuff.

So that's where I'm at with day three, and I'll check in tomorrow.

Day 4

It is day four of the Roll and Write Global Game Jam. It's 10:40AM. I had some work to do first thing this morning like paying myself, apparently that's important to do when you work for yourself. So remember to do that. And then, after I got done all the like absolutely essential things, I did spend a little bit of time tweaking my game based on some feedback I got yesterday.

So yesterday, there were two play tests, but I wasn't present for either one of the, so, one of them was by my friend David, and he ran it with his family. And I think he kind of like, there was like a hybrid approach where he took some old stuff and some new stuff and kind of merged it together, so he didn't see good results, but part of that may have been just kind of how he was gathering the rules at the last second type thing.

The other one was done by Keith, I'm gonna mess up his last name. Is it Pigot? Pigott? Sorry. It's P-I-G-G-O-T-T, who is one of the other contestant. So I saw his came called A Walk in the Woods on Twitter. And it's looks fantastic. He was able to figure out a really cool path mechanic where you're walking around the wood, and it kind of looks a little bit like a crossword puzzle, and you can kind of draw your line through the woods based on what numbers you roll. And then there's like on certain spaces, there's like leaves, or deer, or other things. And the more of those, like there's like set collection. So like deer are worth a lot, but there's not many on the board. And whoever has the most of these gets points, or the least of these gets points. That type of thing.

So, I saw his game on Twitter, and I reached out. And this is one of those things where you just have to be assertive and be like, “Hey, I want to have my game play tested. I'd be happy to play test yours. Does that work for you?” And he reciprocated right away, and he actually sent me feedback before I sent him mine. So that was super helpful.

So let me talk about his play test first. So, he gave me some pretty good feedback. Overall, it sounded like the game was in a good spot, or at least not a terrible spot. There were a few areas of the rules which were confusing, so I can hopefully clean those up just to make them a little bit more clear.

And then he made a completely new suggestions, and while I'm not sure it's the right call, it is absolutely worth testing. And that's kind of what I love about getting feedback from outside of your usual circles. So just to explain it a little bit, my game has a bunch of check boxes, and I don't know if you can hear my computer beeping. My game has a bunch of check boxes.

Now, one potion might have eight red check boxes and four yellow check boxes, so if I roll a four on the red and the yellow die, I can cross off all four of the yellow pips and half of the red pips, or boxes. On a future turn, I can try to finish that potion. Keith suggested that I change that to a simpler system where one potion might require two red dice with a three or higher, or one potion might require a red, a yellow, and a blue, and they all have to have the same value.

I'm not really sure if his suggestion is going to pay off, but I think the whole point of a jam is to try new things like this. So I modified my player mats, and I'm going to give it a go probably tomorrow. I have some friends coming over tomorrow for dinner. So hopefully after dinner I'll get a play test in.

Again, let me go back to David's play test super quick. It sucks not being in the room. He gave me some feedback, but because I wasn't in the room, it's really hard for me to like understand the feedback, does that make sense? Like he might've said, ‘This thing was hard to understand.” But if I'm not there, I don't understand exactly what was hard about that rule or something like that.

I mean, at least they didn't hate the game. But yeah, you definitely want to be in the room for these play tests. It's helpful, sometimes it's helpful like in Keith's example, he gave me a really cool idea, and I kind of got that one, but sometimes you just have to be in the room to get it.

So yeah. I'm not sure what I'll do tomorrow before the play test, maybe I'll work on some of the graphics or the rule book, but that's all for me today. All right. Bye bye. Talk tomorrow, I guess.

Day 5

It is day five of the Global Game Jam, and it is 9PM, or a little bit after. My friends just headed out after dinner and after a little play test. I was a bit skeptical of the suggestion that Keith made which I mentioned yesterday. I kind of thought there'd maybe be this time where you can't really use the dice. Like with my original system, you can kind of always cross of check boxes, you're always making progress, even if you consistently roll ones, you're at least crossing off one check box. That was my sort of rationale why I thought it might be better.

But after the play test tonight, I can say that I think I like the new system better. It feels more puzzle-y, where you're like, “All right. So these three boxes have to equal each other, so I'm gonna use the four here even though I wasn't planning on using it, but it matches the other two fours.” Or you know. “These three numbers have to be in numerical order, so I'm gonna put the one here. And this one's already there, so I'm gonna put a two here.” It just felt like you're kind of going all over the map, which is kind of fun.

And then one of the things that I didn't think about was with this new system, it actually integrates really well with my original reward system. So my original reward system is when you finish a potion, you can kind of check off one or two check boxes for free. Which in the original system, didn't feel like much, just crossing off two extra check boxes out of eight. It just didn't feel like much for whatever reason.

But in this new system, potions only have two or three boxes that you have to check off, so when you can check off one for free that is a huge accelerator. So there were times where completing one potion would help you complete two other potions, and that feels really fun to have these like chain reactions. And now, I'm honestly a bit torn on what I should do now.

Should I move forward with this new system, or should I keep my original system? And unfortunately, one play test isn't enough. I cannot possibly know after one play test. I really enjoyed this play test, but it's just hard to know. And it's hard for me to find a new group of people to play test with every night, or even the same group of people. Because they have lives, they have other things to do.

So, you know with a limited amount of friends that haven't played this game yet, I'm debating what I should do. I think I will try to maybe try to get in one more play test tomorrow, I don't even know with who yet. But try to get in one more play test tomorrow. And then maybe kind of lock it down from there, and maybe the future play tests should only like refine what I have. I'll probably get in one or two more play tests by the end of the jam, so maybe three more total.

But I think because I'm slowly running out of time and you know, I can't do games every single day this week. I have other commitments. I think I'm gonna have to start locking it down and just start making tweaks. And there's definitely some balance issues that I still have to figure out where some potions are not worth their points, and visa versa.

But yeah. I guess I'm hoping that maybe by tomorrow I can get in one more play test, and then start locking things down. That's me. Talk tomorrow.

Day 7

Hey everyone. It is day seven of the game jam, which is Friday. And it is three in the afternoon. So an update, I sent my game to my designer, and it came back with something pretty amazing. I honestly love it. I've been using this really ugly spreadsheet for most of this week because it's really fast to edit, and they came back with something that has like these really nice boxes, and you know, transparencies, and fancy fonts, and just all this stuff.

So I'm super excited about that. I'm constantly amazed what happens when you apply graphic design skills to a website, or a game, or anything really where the graphic design can always highlight what's important, and then kind of hide what's not important, right?

Anyways, so I have no idea how my game's gonna do in this jam, but if I do get any credit for anything, it might be because of the graphic design. I'm actually really, really happy with it. There are maybe eight to ten minor things in the design that I want changed. Unfortunately because it's Friday, I don't know if my designer has time to finish these before Sunday. I suppose that is one of the downsides of having a final submission on a Sunday. If you work with a professional, then they can't help you on those last couple of days.

So let's see. I have a date tonight. Yay! But that also means I'm not sure if I'll get a play test in. I'm guessing no, but you never know. There is a play test meetup tomorrow, Saturday. I'll be bringing my game with me, and since I definitely know I can't make any changes Saturday before the due date on Sunday.

I was kind of a little stumped on like, “Cool, I can play test it!” But if I find anything wrong, I just have to like be sad about it. And then I was thinking that I could actually do a blind play test and focus mostly on the rules page. So hopefully, I'm gonna, you know, I'm gonna bring everything with me, and there's usually enough people where I can get a play test in. And I'm hoping to just bring the rules page with me and just watch them and see how they go through it.

And even if they do find a couple, well hopefully, small issues in the main game itself, I'm hoping that the rules is the thing that like I know I can mag significant progress on the rules, because right now it's just sort of a blank page right now. So, yeah.

That's kind of where I'm at. Oh, one small thing. My printer right now is only printing black and white, so my beautifully designed roll and write needs me to add color manually. So I'm probably going to go to the store later tonight and pick up some just like highlighters of different colors just to add a bit of color where it matters. Because like the red die can only go here, the blue die can only go here, that type of thing.

So, that's a fun problem to have. It's only printing black right now, so I need to add all the color manually. But that's where I'm at. Two more days, and then I think this jam will be done.

All right, bye bye.

Day 10

Hello everyone. It is day 10 of the game jam. Now as I mentioned earlier, what I wanted to do this past Saturday, it's Sunday right now, is I wanted to blind test the game. And there was a meetup, and it just happened there were tons of new people, so I actually got a ton of great feedback, I got two pages of notes on all the things that they got wrong with my game.

There were one or two tiny things that I can adjust on the player sheet, but primarily it was the rules page itself. Now, one of the things I realized is that I've only verbally explained the game. Basically no one but me has read the rule book. Does that make sense? That means that there are rules in the game that were never written down. I thought I wrote them down, but I never did.

And that became quite apparent in the play test. It was really fun and challenging and horrifying to watch them make assumptions, and some of them they got right, and some of them they got wrong. And I just let them finish, you know continue playing that way. And basically I'd listen to their arguments of, “Well I think we have to play the rule this way because of this.”

Honestly, I think because of this blind play test, my rules are five times better. Like there's so much. I reduced a lot of those potential mistakes that might've happened. So if you are working on a game jam, spend the last day just working on the rules. It will really clear things up.

I did double check. I double checked, triple checked, quadruple checked everything this morning, and then I submitted it just a few minutes ago. So now I just have to sit back and see what happens.

Jams vs Contests

So just overall thoughts on this game jam. I have to say I really enjoyed this process. I feel like I got more done in a 10 day game jam than in a three month game design contest. It's kind of like studying for finals at college, you just go into this zone where you're just studying, studying, studying and you can produce excellent results. And I think I'd rather go into focus mode a couple times a year than constantly tweak things and never make significant progress.

So I'm looking forward to more game jams. I'm most likely going to post my work during this game jam. Oh, sorry. I misread my notes here. I'm basically, probably gonna post what I have right now as this. So everything I've recorded so far as its own episode. And then, if possible, I'm going to see if I can get the creators of the contest on the show and hear about it from their end. And maybe we'll do that like when the contest ends, just because I think it'd be fun to hear about … because I think they got … Well I'm hoping they get a ton of submissions, but I'm guessing they're going to get 20, 30, 40, maybe more. So it'll be cool to see how many submissions they get.

Update on Fry Thief

And then, just a little bit of other news for me. I've done some significant graphic design for my game Fry Thief. I have a page on my website dedicated to the progress on Fry Thief. You can see some of the illustrator's work, and the tweaking of the cards, and all that stuff. I am starting a newsletter which will have maybe a once a month update on the game. So if you want to subscribe to that, you can find it on my site indieboardgamedesigners.com.

You can follow me Twitter, I'm @BFTrick. That's B as in board game, F as in Fun, and Trick as in trick taking game. Thank you so much for listening to this. I don't know if you enjoy this format of like listen to me go through a game jam, kind of my process. Let me know, because then I can do more of these. I really enjoyed it. But if it's super boring to the listeners, then you know, I probably won't do it again.

So that's all for me. Good luck to all the contestants out there in this game jam and other game jams. Have fun making board games. Bye bye.

Patrick Rauland: Hello everyone, and welcome to Indie Board Game Designer's podcast, for a sit down with a different independent game designer each week and we talk about their experience in game design, the lessons they've learned and how they got to where they are today. My name is Patrick Rauland, and today I'm going to be speaking with Gil Hova, who is the designer behind a bunch of games, including Wordsy, The Networks, as well as hosting approximately 500 different board game podcasts. Is that right, Gil?

Gil Hova: That's about right, yep.

Patrick Rauland: 500 great! All right. So your company is called Formal Ferret Games, and I think before I want to know anything else, why did you name your company Formal Ferret Games?

Gil Hova: I was a game fan. I played a lot of games. I tweeted about games. Not that I'm not a game fan now of course, but I was on Twitter. I was on BoardGameGeek, and I was an aspiring game designer, and I had an Avatar that was a very pixelated picture of a ferret with a bow tie. If you want to know the story behind that, I've been a ferret fan for a long time. I adore ferrets. They're my favorite animals in the world. I've had ferrets as pets for about 20 years. This was always going to be a part of the deal.

Gil Hova: So here I am, with my Avatar, and I want to start a company. So I want to choose something that people recognize me from. I don't want to just do something totally new that means I'm starting from zero. I want someone to see it and, “Oh it's a ferret. It must be Gil.” So I chose to base it off that Avatar, which I'd borrowed let us say, from the store called The Ferret Store, which is no longer around. But they sold a bunch of things for ferrets, including bow ties. So this was the picture of their bow tie product. A bow tie for a ferret.

Gil Hova: So I figured that's a formal looking ferret, so I'll name my company Formal Ferret. Passed it off to my artist, Scott Hartman, who drew the logo. Did a great job with the logo, and added the hat at his wife's suggestion. So now the Formal Ferret has both a hat and a bow tie, looks really sharp and that's the story behind Formal Ferret.

Gil Hova: I know it's a little strange, because there's so many game companies out there that use the adjective “animal schema,” and I know I'm not the only one. So once all those others started popping up, and especially a bunch of mustelids also, because there's Formal Ferret, there's Blind Ferret, there's Devious Weasel.

Gil Hova: I'm surprised there aren't any otters out there, but yeah, there are a ton of mustelid companies out there, not just mine.

Patrick Rauland: So when are you adding the monocle to the logo?

Gil Hova: Someday. The monocle will come in someday I'm sure.

How Did You Get Into Board Games?

Patrick Rauland: So the real first question is, how did you get into board games and board game design?

Gil Hova: Sorry, I hit the wrong button. I was trying to silence my phone and did the opposite.

Gil Hova: I always wanted to be a game designer, even as a kid. Playing kids on my Atari 2600, I wanted to be a game designer. I wanted to work at Activision. Activision existed back then. Back when dinosaurs roamed the earth, etc. So here I am, little kid playing video games. Then I became this college kid playing video games. Then I became this young adult playing video games, and I figured that if I wanted to start designing games and work on this dream of designing video games, maybe I should start with board games because board games were more a pure form of game design and I wouldn't have to worry about all this annoying implementation.

Gil Hova: I actually did play a lot of board games growing up. The only problem is I played them solo, because this is where the sad bit comes in. I didn't really have anyone to play with, wah, wah. It's interesting which games I grew up with. I grew up with games like Ogre, Car Wars. A lot of the Steve Jackson games. I had a lot of rule books to role playing games, that I would read but I would never actually play. See above. And it would wind up being me just reading these rule books and occasionally playing them solo and seeing how it worked.

Gil Hova: So here I am, young adult. I want to get back into board games, so I need to find out what Steve Jackson's up to, because I had Illuminati as a kid, and all those other games. So what are they up to? Oh, they have this new game called Munchkin. Okay, that's interesting. So I read up about it. Then I hear about these new kinds of games called euros. You can tell this was around 2000.

Gil Hova: So there's this game called Settlers of Catan, that had come out a few years ago, that people are really into. Just as I started getting into it, this game hit called Puerto Rico. I was actually at my first game convention. My very first game convention, and I'm just standing around between tables, and somebody comes up to me and says, “Do you want to play a game?” I'm like, “Well, I guess so. What's the name of the game?” And the guy's like, “Oh, it's called Puerto Rico. You're going to love it.” And they were right. I did love it.

Gil Hova: That was the first board game I played that suddenly opened my eyes, because all these board games that I'd been exposed to, especially all these older Steve Jackson games, they all rely on backstabbing, and direct attacks, and things like that. In Puerto Rico, there's interaction, but there isn't an enormous interaction. You're building this engine and you've got this complex system that you're wading in, and I loved it. I just adored it and I loved the low interaction from day one.

Gil Hova: That was the game that pulled me in, and at that point I realized I liked board games more than video games. So at that point, I stopped playing video games, started playing board games and just fell deeper and deeper into the hobby. Then with that, I started trying to design board games and it took me a long time, but eventually I started figuring out where the handle was.

Why Not Video Games?

Patrick Rauland: I was going to ask you why didn't you go back to video games, but it sounds like you just … At the very end of the story there it just sounds like you fell in love with board games and you have no need to go back to video games?

Gil Hova: Yeah. It's just video games don't do what board games do for me. I love the cinematic angle of video games, but I started getting tired of the repetitive violent themes, like how they're all trying to out shock each other. I didn't like the casual sexism or not so casual sexism in so many of the triple A games. Again, this was back in 2000. I got really numb to it. My favorite games were like Rollercoaster Tycoon, and yet they kept on insisting on coming out with these violent shoot-em-ups, and it just wasn't my thing.

Gil Hova: Board games represented at least in an abstract sense, something more peaceful. There was an argument to be made about games like Puerto Rico, abstracting away the violence inherent in it, and that's a very fair argument. But at least on the surface, these weren't violent games, and they didn't play violent and I really liked that. That really spoke to me.

Patrick Rauland: I think that's really interesting. Thinking about how board games are … Appear to be less violent, because there's so many board games about settling. Like imperialism and colonialism, and that's such a prevalent theme. But I guess once Euros became big, and then it's like Agricola, right? You're all just like farming, then maybe that's … It seems like there's so few video games like that, or at least big video games like that? Maybe there's Farmville, but there aren't many video games that have peaceful themes like all the eurogames.

Gil Hova: A big part of this is just Germany's influence, because after World War II, violent themes and warlike themes were kind of out the window. So they started looking at more peaceful games, and board gaming was always a big thing there. So board games started to get more and more popular, especially in the 70s and 80s. They started really working on these more peaceful themes, because they violent themes don't sell as well there. So that's really where a lot of that stuff comes from.

Gil Hova: They also have, being Europeans, they have a different view of colonialism. To them they took this … The term is terra nullius. They took this terra nullius view of colonialism, where you are on this boat, you go on this brand new land, and there's nobody living there. The trees are all green, and there's birds overhead and the land is all yours. Of course that is not how it happened. That's never how it happened on this planet. Any colonial game is a war game. We seem to be tangenting here, don't we? What do we do about this?

Ferret vs Rabbit Hole

Patrick Rauland: I actually really like that. I was wondering, when this stuff comes up, I love going down the rabbit hole or the ferret hole, shall we say?

Gil Hova: Ferrets go in rabbit holes, for the record.

Patrick Rauland: Oh okay. Because they chase them?

Gil Hova: Yes.

Patrick Rauland: Or eat them.

Gil Hova: Yes.

World War II & Peaceful Board Games

Patrick Rauland: So ferrets go down the rabbit holes, then this is appropriate. I think I've heard that history before about Germany, and after World War II, they started making euro games, and I was just thinking in my brain, how World War II made peaceful board games, and how that's so weird. That's such a weird thing.

Gil Hova: It's really strange how these things link up, don't they? I don't want to say, “You have one or the other.” That's just the world that we're in. We deal with it.

Gil Hova: But yes, it's really fascinating, but here we are in this world and we have these board games that have this inherent contradiction in them. Because at some point you need a … At least if you're going to have an orthogame, a game with a winner, that implies some sort of competition. That implies some sort of conflict. Or at least a contest.

Gil Hova: While there doesn't need to be wild violence, there is some sort of competition and again, if this is an orthogame, there is a winner and a loser. Now not all games are orthogames. Like D&D is not an orthogame. There's no winner in D&D. You play until the campaign ends, or until everybody gets tired or moves away, etc. Or any other role playing game. You generally don't win role playing games. Even role playing games that you win, the idea isn't to win. That incentive's just there to drive player behavior, kind of like a party game.

Gil Hova: So with that, there is always going to be some sort of contest, but the question is making it in a way that you're not punching down. That you're not sort of rubbing it in people's faces.

Why Do you Publish Games?

Patrick Rauland: Let's back our little ferret butts out of the rabbit hole. So you are a publisher and a designer. Why did you decide to make your own publishing company instead of licensing games or something else?

Gil Hova: I had two other games published at the time, when I founded Formal Ferret. I had Prolix and Battle Merchants, and I'm really proud of both of them and I think the publishers overall did a really good job with them, but it turns out I'm really a bit of a control freak, and I want things done my way. I want my games at conventions. I want my games to look a certain way. I want there to be some sort of marketing campaign behind my games. I want there to be some sort of 50-50 representation in terms of gender. That's assuming a gender binary, which there isn't, etc.

Gil Hova: I want to have this sort of thing that I'm in some sort of control over, and you sign all that control away when you sign a game with the publisher. That's just part of the deal. That's just how it works. A lot of designers are fine with that. There's designers that are going work on like 15 games at once. If a publisher doesn't come out with a game, or if they make significant changes to a game, well that's too bad, but they have 14 other games they're also working on.

Gil Hova: If you're the kind of person who works on a bunch of games at once, then pitching to publishers is really not a bad way to go about things. But, I'm not one of those. I work on only a few games at a time. Like one or two games, is about my limit. Then I just try to push those as hard as I can, as far as I can. I get my play test group really good and tired of them, because they're playing it every week. Maybe more frequently. I'm so thankful for my play test group. They're really a bunch of troupers. They've played The Networks so many times. So I'm really grateful for them.

Gil Hova: But they enjoy it, especially the expansion. Once I started bringing out the expansion, they really enjoyed testing that. So I'm very thankful for that. But yes, that means Network Executives, I was bringing that same game week, after week, after week, and I really wasn't working on much else. Right now, I'm working on two different designs right now, and I want to work on a third, and I just don't have the bandwidth.

Patrick Rauland: I totally hear you.

Gil Hova: That's why I started my own publishing company. I wanted that control. So you see, I'm at conventions now because I feel it's important to be at conventions. I'm with Double Exposure Envoy for marketing and promotions, which means I'm at conventions all around the country. I do Essen. I do UK Games Expo. And I try to do things the right way and the best way. I try to take a long view, especially as a publisher. It's hard. And sometimes the money gets really crunched, but overall, I wouldn't want to do it any other way.

Gil Hova: I seriously feel that all three of my self published games, Bad Medicine, The Networks and Wordsy, none of them would have done anywhere near as well as they did, had they come out with a publisher.

Why Go To Conventions?

Patrick Rauland: Sure. I get that. You mentioned you go to a lot of conventions, and I'm always curious why. Because it seems like … I talk to lots of people here, and they all go for different reasons. For some people it's just meeting, like meeting publishers. For other people it's like talking to their customers. For other people it's play testing. I met you at Origins I should just say, and I gave you a dope fist bump. What is the most important reason that you go to conventions?

Gil Hova: I think it's really just to make sure people know I'm there. It's marketing, ultimately. It's making sure people know that I am a publisher. I'm here. I'm present. I'm here for you. You can see me. You can talk to me. You can buy my games. You can play my games. You can try my games and so on. So to me, that's the most important reason. I feel like if you're at conventions, you may not immediately get that bump. There's some people who go to conventions and they get bummed out because they didn't make all their money back, which is common when you start going to conventions as a publisher.

Gil Hova: Your first year, maybe even your first two years, you may do it as a loss and it's tough. That's why a lot of companies go under. You need capitol for this, because you need to say, “Okay. This is stuff that I am sinking in. I'm sinking this money in.” But at some point, hopefully you'll start to turn around and while you don't have to turn a profit, you should at least break even. And for the larger conventions, like Origins and Gen Con, at this point I'm profitable at those conventions.

Gil Hova: So I think another reason for those conventions is revenue. It's a really good source of revenue. It gets people talking about my game. It gets my game in the hands of alpha gamers, who will take it and play it with their gaming group, and that's really important. All of these things are reasons that I feel that it's for.

Gil Hova: Finally, I love conventions. I've always loved going to conventions. Ever since that first convention where I played Puerto Rico. It was just a special place. It was the special happy place where I got to go. Some people go to the beach. I go to conventions. To me, I love it. Even as a publisher, my experience is different now because I'm at the booth. It's not like I'm wandering from table to table looking for an open game.

Gil Hova: Even at the end of the day, when the vendor hall closes, I'm toast. I can't play anything. I'm way, way, way too tired. But even with all that, there's this carney family. Same people on the road, and it's fantastic. These are all people that I really enjoy. It's a great feeling, especially when you go to something like Essen, and you travel like 5,000 miles and you land, and you immediately see friendly faces. It's an amazing feeling.

Do You Have a White Whale of Game Design?

Patrick Rauland: I have a question in my list of questions that I ask most speakers, and it's actually inspired by you. I forgot … It was one of your podcasts. It was … I'll just ask you the question. Do you have a white whale of game design. Something you try to figure out every time, but haven't quite cracked it yet? I think I know your answer here because you've mentioned it on other podcasts. I love hearing other people talk about it, but do you have one?

Gil Hova: Oh yeah. You definitely heard about it. This was my sports GM sim. When I played video games, one of my favorite genres was the GM sim. If you're in North America, you might know games like Out of the Park Baseball or Front Office Football or even the franchise mode of the game like Madden. Those are all GM sims. Especially if they take you year over year, and your players age and you have to draft new players and you trade other players. It is such an incredible compelling narrative.

Gil Hova: I would lose weeks, like literal weeks, to play. I was a freelancer. I worked in film, and when I didn't work in film, I would play Out of the Park Baseball and just spend an entire week just spending 10, 15, 20 years in this little pocket universe. It was extraordinary. So actually, I have not played those games in years. I'm not allowed to. I'm on the wagon. I cannot play those games because, “Goodbye everyone.” I wouldn't want that to happen.

Gil Hova: Not for my company, not for my girlfriend, not for my ferrets. It just wouldn't be good. So I wanted to see if I could capture at least a little bit of that magic in a board game, and it turns out it's really, really hard. There's a few people who have gotten close to it. I know that there's a baseball game … I think it's called Lords of Baseball that GMT was working on and that like a GM sim. Gabe Barrett from the Board Game Design Lab has this excellent design. It was originally pro football and he changed to college football, but again, it's this aging feeling and this growing narrative, and I think he did a wonderful job with it.

Gil Hova: But that game's only three seasons, and you only have a handful of players at a time, because that's the problem. Like a video game, if you're doing even like a baseball team and you have a 25 man roster, you've got all of these variables. Let's say you boil it down to one variable. Like each baseball player has one rating that you go off of. You've got 25 of them, and you've got four players, so now you've got a hundred ratings to juggle. That's too many.

Gil Hova: Okay, let's shrink it down to maybe everybody's got nine. Nine times four is 36, and that's still a lot. So reducing the numbers, you really have to start seriously abstracting it. But I think I have an angle. I think I have a way that I can do it that wouldn't be a GM sim, but it would still be really interesting and would both be a compelling game with interesting decisions, and would hopefully tell a story and hopefully get you a little attached to these players, because that's really I think, one of the holy grails here in moving these GM sims over. So that's my white whale, is a GM sim where multi season, you start caring about the players and so on. It's really hard, but I would love to try it.

Patrick Rauland: That's really cool, man. I struggle so much with games that have a lot of bookkeeping. Where you have to write down stats or track things or even cover up parts of the card where it's like in season one use these stats, and season two use these stats. I imagine it's really, really hard to just juggle all of that information. And probably really hard to balance, right? There's so many variables in that. Even if you do with a system, it'll take forever to balance that.

Gil Hova: I didn't even get up to the balance part. It just wasn't a compelling game. This is also an important game design lesson, is that make it a compelling game. Then work on balance. Don't work on balance first and then try to make it a compelling game. That way is uphill.

“Make it a compelling game. Then work on balance. Don't work on balance first and then try to make it a compelling game.”

What is the Best Money You've Spent?

Patrick Rauland: No, love it. One of the things I like to ask, just for your information, I'm cheap when it comes to board game design. I don't want to spend a bazillion dollars on it, but there's always, always, always tools that are worth the money. Do you have a resource, either software, or a bug, or any resource that is absolutely worth the money for a brand new indie game designer?

Gil Hova: For a brand new indie game designer, there's a lot of things you can do to save money. If you want to make cards, learn how to use Nandeck. I have a few friends who use Nandeck and they swear by it. That's free card creation software and it's a little more powerful than your average … There's some programs that make magic cards, and those could be okay if you're going for that style of game. But if you want … I just want like a number and a picture and a little bit of like a title, but I don't want it to look like a magic card, then you may want to use something like Nandeck.

Gil Hova: Then you can use programs like Inkscape and GIMP and things like that. Now that's all if you're an aspiring game designer. I think once you get to publishing and you start working with a graphic designer, at some point you have to level up and start going to the Adobe Suite. That's expensive, but it's so much easier when everybody's using the same platform.

Gil Hova: For me, making cards, I've got my own little thing. A lot of people who are in the Adobe Suite, they use InDesign to make their cards. You put all your card data in an Excel spreadsheet and then point InDesign to it, and you just create a card template and InDesign fills out all the data for you in a data merge. That's a really good and quick way to do that. That's like an alternative to nanDeck, although that's how … A lot of times that's how the pros make cards.

Gil Hova: When you play a game, a lot of times the cards will have been made by a data merge. For me, I actually use the database program. I use FileMaker Pro, and I know of a couple of other designers who use FileMaker Pro as well. The nice thing about it, the idea with either nanDECK or using a relationable database like FileMaker Pro, you don't want to have to update … You update an image, you don't want to have to update on every single different card. So if you have a database, you have a table that's just your cards. Then you have the table that's just your images. Then if you want to put the same image on like 20 different cards, you just put the idea of that image in each of those cards. If you ever have to change the image, you just change the image in the one place in the image table, and that update will cascade through everywhere else.

Gil Hova: Then nanDECK is a similar way. It's going to point to a link to a file, so you just update the file and the image just updates. That's the kind of solution you want when you're working on cards. That said, if you're just starting a game design and you feel comfortable using hand written index cards, use hand written index cards. Anything that will get your game to the table quickly and remove those barriers, and just see how it plays. Because I guarantee you, especially if you're a first time designer, it's not going to play the way it did in your head, and you want to sort of sniff down the way the game wants to be, and be like, “Oh well, this game's totally boring,” except this one pocket is actually kind of interesting, so you want to explore that one.

Gil Hova: Those are all like the little tools that I think are useful. A lot of them are free. I think if you want to spend money as a game designer, save up money. Save up vacation time and try to make it to a convention. This is easier for some people than others. Like if you're working three jobs, or if you have home responsibilities. If you have health issues. This is easier said than done. But if you have the privilege, and you have the vacation time, you have the money, go to a convention, because you'll meet a ton of people. You'll get a ton of play tests, and you'll be in the ocean. You'll be in the atmosphere. You're going to feed off that energy and it really, really helps.

Gil Hova: Once you go to a convention, if you come back and people start recognizing you, then you've made some steps. Because at that point, you start making it in with people and a lot of this business, a lot of getting ahead in this business is really networking, like any other business.

What Convention Would You Recommend?

Patrick Rauland: Let's say I'm based in the US, and I can afford to go to one non-local convention. Which one would you recommend?

Gil Hova: It depends on your demeanor, your personality, and your goals. If your goal, if you have a mostly finished game and you just want to show it to as many people as possible, and the game is very much a hobby strategy game, then I think Gen Con is where you want to go. In that case what you want to do is … It's too late now. We're recording this the week before Gen Con. But in the months before Gen Con, you want to create events for it and you just say, “I'm running these events for this game,” and then you just try to get as many people to your table as you can.

Gil Hova: Gen Con is pretty cool with that, running events for the unpublished game. If you make a bunch of events in a row, then they'll just schedule you for the same table and you won't have to move. Bring a friend if you can so that you can switch off, so you don't have to do it all yourself and just build awareness. Every time somebody plays, take feedback. Be as nice as possible, especially if they're being critical of your game. Say, “Thank you. That's good feedback and I'll look into it.” A lot of times it will be good feedback. If the game is closer to done and people are asking the correct question that you know when the game is done which is, “Where can I get this? How can I get this?” Make sure that you have something that they can sign up to your email list with. Your mailing list and start building a mailing list.

Gil Hova: Because, whether you go Kickstarter or whether you pitch to a publisher, you want to raise awareness and let people know and build your following. Have people follow you on Twitter, on Face Book, on Instagram. On any sort of social media and just start building that presence. That's just so important. So yeah, Gen Con is the convention for that.

Gil Hova: If you have a game that's a little newer, or if you're hesitant to go into a zoo like Gen Con, because Gen Con's about 60,000 people a day. It is an enormous convention. So if you want something smaller, I'd recommend Origins. I want to say it's a smaller scale Gen Con, I guess is the best way to put it. It's about a quarter of the size. It's only about 15,000 people a day, so it's a little more manageable, especially for people who get overwhelmed in big settings.

Gil Hova: Now if your game is really fresh, and really new, then you probably want to go to a convention like Protospiel. Protospiel is a much more laid back, small convention. It's just designers. It's only going to be about 30 to 50 designers, and it's very quid pro quo. You sit down, you play a game. You play someone else's game, and then they'll play your game, then you'll play their game, and so on and so forth. You just exchange play tests.

Gil Hova: Here's a little tip. The more you play test other people's games, the better you will be at game design. When you see problems in other people's games and you start trying to work on how you would fix them in your game, if it were your game, that levels you up and that makes you a better game designer. Don't pass up opportunities to play test other people's games. It will improve you. So Protospiel's a really good one.

Gil Hova: If you have a game that is … Let's say you have a game that's close to done, but you want to test it, and you want to meet a lot of industry people, Unpub is a phenomenal convention for that. You'll get a lot of people sitting down and playing your game, but unlike Protospiel, they're going to be game fans. They're not necessarily going to be designers. And if you have a good table, and an attractive looking game, you should just get wave after wave after wave of people, sitting down to try your game. That really helps with Unpub.

Gil Hova: There's other game designing conventions out there. METATOPIA, which is near me. I'm in Jersey City and METATOPIA is in Morristown, New Jersey. That's a very, very good game designer convention. I'm sure there's a ton of others that I'm missing.

Gil Hova: If your game is one that's more of a casual game, or you think will appeal to video game fans, then get yourself to PAX Unplugged or PAX East. They're not going to be so into heavier strategy games on the whole. Obviously, people who like heavy strategy games do go to PAX, they're just not dominant. PAX tends to be more commonly frequented by people into video games, people into lighter games, people who don't want to wait more than 30 seconds to learn how to play your game. So if you have a game like that … And that's not a lack of intelligence or short attention span, that's just culture.

Gil Hova: Video gamers are just cultured for that. They have a certain aesthetic and that's what they like. My point being, all of these conventions have their own identity. They have their own audience. If you have two conventions with the same audience, that's usually bad news, because they tend to pull from each other.

Gil Hova: I didn't even mention Geekway to the West, or Dice Tower Con or BBGCON, which are just great conventions to go to if you're also a game fan, and you just want to play a bunch of really good games. Those are also great play test opportunities as well. You'll meet a bunch of people in the industry as well. They're very laid back. They're even smaller than Origins. They're about 3,000 to 5,000 people, so not big at all but really, really good to attend.

Gil Hova: So it really depends on what your tolerance for crowds is, how focused you are, how driven you are, how late you are in the process. On one end is Protospiel, when you're really new to the process. On the other end is Gen Con when you really have to bring out the big guns.

Patrick Rauland: That is a very thorough answer. I think I got nine different conventions that people now have to think about, which is a good problem to have, right?

Gil Hova: Obviously, this all assumes you're in the US, because there's conventions all over the world and I'm most familiar with the ones in the US. I only go to two non US conventions, “only” two non US conventions, which is two more than a lot of people, so I'm very lucky.

What Does Success Look Like?

Patrick Rauland: We're running out of time, so I want to ask you two more questions here. Or one more question and the game that you knew nothing about. What does success look like to you Gil? It seems like you're pretty successful already.

Gil Hova: I hate to say it. I'm going to knock on wood here to keep myself from jinxing myself. But success looks a lot like what I'm doing now. I don't want to say success is when I made X money with game design or hired XX employees, because ultimately it all comes down to, “I want to make my own games and release them to the world and have people enjoy them.” That's success to me. I'm so, so fortunate and I've put in so much work to have it happen. Fingers crossed that I can keep on doing this. Like every successful Kickstarter, especially one that's succeeds as wildly as something like The Networks, I have huge feeling of relief, because I say, “Phew, I get to do this another year.”

Gil Hova: That's really how it is. When you're in business, it's not like, “Okay, I've made it. I'm secure.” It's always like, “Well, I'm good for now.” There's always a but, there's always something. You always have to have an eye over your shoulder. Not necessarily for competition, but just for like these mistakes or slipups, or changes in the market. All sorts of things that can happen unexpectedly. I just want things to continue at the trajectory that they are now. I have a new game I'm working on called High Rise, that I'm putting on Kickstarter in February and there's a lot of interest in it. I'm very, very grateful for that. I'm very excited to get this thing to Kickstarter, because I think it's going to be really big.

Patrick Rauland: That sounds amazing. It sounds like you have a fulfilling process. You're working on a couple of games at a time. That works for you. It's enough to sustain you financially. You can go to all the cons you want, and you can release one or two new games a year. That's pretty awesome.

Gil Hova: I'm at a pace of two products a year. Starting next year, it'll be two products a year.

Overrated Underrated Game

Patrick Rauland: That's amazing. That's really cool. So Gil, you don't know this, but I like to end every show with a little game called Overrated or Underrated, and basically I'm going to force you to take a position of things. I might say, “Sunny weather. Overrated or underrated,” and you have to pick one of the two and explain why in like two sentences. Got it?

Gil Hova: Oh, I hate these kinds of games but I'll play along.

Patrick Rauland: Catch-up mechanics in board games, are they overrated or underrated?

Gil Hova: Pass. Next. It's both. It depends. A poorly implemented catch-up mechanism is overrated. A game that needs a catch-up mechanism is underrated. I mean are hammers overrated? Come on. Are petunias overrated? Come on.

Patrick Rauland: How about fancy coffee from like Starbucks? Overrated or underrated?

Gil Hova: I don't drink coffee, so I'm happy saying that's overrated. That was easy.

Patrick Rauland: Do you drink any caffeine?

Gil Hova: Not really. I used to drink a lot of cola, like Coke and Pepsi. Then my body started rejecting it, so yeah, I don't drink that much caffeine now. Which, it's fine with me. I set my own hours. I start work late and I go to bed late. That's really what it comes down to.

Patrick Rauland: Abstract games. Are they overrated or underrated?

Gil Hova: I'm not hugely into them. I'm curious to see what next move does with them. My friend Emerson Matsuuchi designs a lot of games for Next Move, and he came out with Reef, which I was really interested in, and then when I say him he was like, “You play tested an early version,” and I'm like, “I did?” He was insisting that I was in this play test that I have zero memory of. So we'll see. Abstract games, I think abstract games that are approachable and that you feel like you have a handle on, over your first couple of games like Onitama or Reef, I think those are underrated. A lifetime game like chess I'm not so into, because after a certain amount of time it becomes work. In your game, that fall under overrated, although I would never say chess is overrated. You are just forcing me to do this with your harsh, harsh rubric.

Patrick Rauland: I do like forcing people into taking a position. Last one, I think you got this one. Fist bumps. Overrated or underrated?

Gil Hova: They're totally underrated. You need your fist bumps. I got sick at three different conventions a couple years ago, and that's why I started fist bumping. It was just terrible. Being in the hotel and forcing the booth staff to go on without me, while I'm coughing and hacking, it's terrible. And once I started fist bumping, I didn't get sick as often, and when I did, it wasn't for nearly as long. So I've actually stopped handshaking in general. Like I fist bump my family. I got it from Eric Martin of BoardGameGeek. He started fist bumping before me, and I found something very funny. Eric came up to me and he told me that somebody asked him if he got the fist bump idea from me, which I think was hilarious, because Eric was fist bumping way before I was.

Wrap Up

Patrick Rauland: Love it. Gil, thanks for being on the show. Where can people find you online?

Gil Hova: You can find me on Twitter @gilhova. You can find me on Instagram @gilhova, although I'm not as active on Instagram as I should be. I'm on Facebook as Formal Ferret Games. You can also go to formalferretgames.com and you can go to gil.hova.net for a very infrequently updated blog.

Patrick Rauland: I notice your about page, I think was from like 2005.

Gil Hova: Yeah. It was. It's been a long time.

Patrick Rauland: Love it. Thank you again. Dear listeners, if you liked this podcast, please leave us a review on iTunes or wherever you listen to podcasts. If you leave a review, Gil said that he talked to his TV executive friends and he has a lot of them, and they'd film a reality show in your backyard. So that's something you can …

Gil Hova: Contact … I have at least one.

Patrick Rauland: Oh. There we go. All right. So you can visit the site indieboardgamedesigners.com. You can follow me on Twitter. I'm @BFTrick. That's B as in board game, F as in fun and trick as in trick taking games. Until next time, happy designing. See you around. Bye bye.

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.