Filtering by Tag: Ryan Mauk

What's Going On?

First off, we’re SUPER stoked that After the Empire made both Tom Vasel and Roy Cannaday’s Top 10 Games of 2021 lists at The Dice Tower, Ryan and Katie’s list over at Tantrum House, Shira’s list for Quackalope (with this passionate follow up!), BJ’s list for Board Game Gumbo, Grant’s list from Grant’s Game Recs, Billy Indiana’s list (#1!), and Karar2k’s list! Tom said “I just really like this game. It’s so much fun.” We’re less stoked about the shipping crisis and that our reprint hasn’t been able to get out to folks yet! We hope that happens soon, and look forward to hearing your feedback on the new solo mode! Also, just got a nice written review with photos from New In Shrink. Thanks!

Here’s a quick shot of us working on the expansion:

Evan has been working on the Great Meteora with Cris Kelly. 14th century Greek monks travel to stone spires rising from the plains of Thessaly to build monasteries. Euro-style worker placement, tableau building, and tile laying with a touch of area control and set collection.

Here’s a tableau building and blind bidding, simultaneous playing cardgame where players vye for support from druids to control the fabled magic that has returned to the Wildwood. Half the art from Beth Sobel is already done.

Evan’s also working on the board game implementation of EndZone: A World Apart through the publisher Spielworxx. We’re moving in to blind playtesting on that one!

The family is doing well, although sleep is tough to get with our little one sometimes. Hope you’re all surviving through this tough time!

-Evan

More media for After the Empire!

And, then I swear next time I'll add some stuff about what we're currently up to!

Here’s Jeremy Howard from Man vs. Meeple, who just posted his review of After the Empire. I love Jeremy's reviews for his straight talk and obvious love and passion for board games. He had a few criticisms for us of course, but we're very stoked about his overall enjoyment and praise for the game! Thanks for the awesome review, Jeremy!

Here’s an unboxing by Quackalope. Thanks for the kind words, entertaining unboxing, and reading all the flavor text, guys!

Here’s Alex from Board Game Co. @24:23 briefly saying some very nice things about After the Empire!

Here’s Mitchell and Jeremy arguing the merits of After the Empire vs. Everdell as their picks for best worker placement game in Board Game Battles. We’re super stoked to be included in this battle! Thanks guys! You can click here to vote!

Here’s an interview with Mitchell and Jeremy once After the Empire was victorious! Thanks so much guys for the interview and for including our game with the likes of a great game like Everdell!

Here’s Carlos and the gang on the Beans and Dice Podcast saying some nice things about After the Empire. They mentioned learning the combat can be tough, but also noted “it is the tightest worker placement board I’ve seen.” Thanks to Mitchell for sending over a copy!

Here’s the Beans and Dice Podcast again, where I call in and chat briefly @57:21! Thanks, guys!

Here’s TableTop Wolf considering the solo mode for After the Empire @23:02. Thanks!

Here’s Robb from the Meeple Dungeon with a review, who really enjoyed and noted replayability and strategic choices, giving us 4.5/5 daggers. Thank you so much for the kind words!

Here’s Mike DiLisio briefly mentioning his disappointment in our game. Thanks for giving it a go, Mike!

Here’s an unboxing from Sheffield Boardgamers. Thanks, Rick!

Updates!

We just heard today from Lance that they received After the Empire at the warehouse in Iowa! That means, the games will be shipping very soon! Unless you’re in New Zealand or Australia, then you may already have yours!

Please, as you all start receiving and playing your copies, we’d really appreciate logging and reviewing your experiences on Board Game Geek here. Thank you all SO MUCH for your support and patience. We’re so excited to finally have it out in the world :)

Something to look out for: if you got the Captain of the Guard add-on, please make sure to look for a piece of cardboard that looks like an unnecessary spacer between the game and the shipping box, because the figurine might be hiding in there!

If you’re getting your copy soon and you don’t have anyone to play with in your pod and/or just want play-test the solo mode anyway, please reach out and let us know! We’d love to have you try it out and help us work on it! Evan would be happy to walk you through a play on tabletop simulator or send you some print and play files with the rules. If all goes well, we’re hoping Grey Fox will be releasing the solo mode in the future!

In other news, our friend Tim Eisner’s game Canopy is on the nominations list for the 20 Most Anticipated Games of 2021, go here to vote for it! I’ve played it and really enjoyed it! The art by Vincent Dutrait is beautiful! Also, if you want to see the other games, the alphabetical list is here.

Thank you everyone, and please treat one another with compassion out there!

Getting back to it!

Hi, Everyone!

There’s been a LOT of stuff going on in 2020…and lots of it has been pretty rough for a lot of folks. It’s been particularly interesting to see the perception of Portland in the media versus what it’s actually like to live here. Our neighborhoods and streets are not filled with rioters or looters. In fact, the “riots” are local people protesting police violence against black people largely within a 3 block area downtown around the federal building, and which must be declared a riot each night usually around the same time in order to “legally” start tear gassing the people. The mini-mart 1 block away isn’t being damaged or looted…it’s just open late and SUPER busy with peaceful protestors buying drinks and snacks to keep up their energy through the long nights. Local Portlanders. Our friends, neighbors, parents, students, and businessfolk willing to take physical and chemical harm to stand up for what’s right, while local and sometimes federal officers work together to suppress the message of the people. Don’t believe the media spin. Believe people who actually live here. It’s a protest, not a riot, and citizens are being assaulted, arrested, gassed, and seriously injured by officers and their “less lethal” weaponry. The long-term effects of all the tear gas will become more of an issue over time. But, but the research doesn’t look good, and there’s a reason using it is a war crime under the Geneva Convention and UN’s Chemical Weapon Convention. Ryan and I unequivocally support the premise that Black Lives Matter, and really wish compassion and compersion, humanity and happiness, liveability and a sense of purpose were the core tenants of our culture rather than greed and conflict, oppression and violence, dehumanization and apathy. In the context of the world right now…our own little cares are pretty small. I am very privileged and lucky to have a safe home and community, family, and the ability to pay my rent, go to work, and buy food without fear. We wish that those things were true for everyone.

In lighter news, After the Empire is supposed to ship in a couple months. So, we’re very excited to finally see this game in real life with no whiteout, taped on updates, or mismatched iconography. We have another game (mostly) signed, but it was recently pushed back due to COVID. Originally scheduled to release Origins 2021, it is now rescheduled for 2022. So, Mountain God’s Revenge is still coming, but it’s a ways out!

During this pandemic, my life has been very busy with my baby girl who’s now 10 months old. In my free time, I focused on designing the solo mode for After the Empire as well as learning how to create a fully-scripted mod for Tabletop Simulator. It’s basically a programming language for controlling the physics sandbox to help players avoid annoying repetitive clicking and dragging. I thought I’d be done by now, but every time I learn a better way to do something, I have to re-do much of my previous work so it’s more stable and works more smoothly and intuitively. It’s a slow learning process, but enjoyable and I’m actually getting pretty darn close to done now!

I have also had the pleasure of joining an online board gaming group, which has been wonderful not only to catch up on a lot of board games I never got the chance to play before, but also a nice social outlet to interact with some great folks. I just got my butt kicked in Potion Explosion…again!

Ryan and I have recently returned to our game design meetings after a LONG hiatus due to COVID. You may see in these photos that we’re making it work outside!

IMG-1481.JPG

Here you can see Ryan preparing to get crushed by my skills at saving little grimes under the fridge from the Great Moppening! This game, Grime, is one of the games being entered in an online pitch event coming up very soon! Designers are chomping at the bit to get their games in front of publishers, since we can’t have physical conventions. So, the industry is slowly figuring out ways of accomplishing this online. Wish us luck!

Stay safe out there and please treat each other with respect and dignity…even online!

Most Anticipated Games of 2020 List!

Hi, Everyone!

Thank you so much for all your support throughout the process! We’re very excited for After the Empire to come out later this year! We would love your help building some buzz to get us as high as we can go on the list for upcoming 2020 titles!

So, go here by February 8th, click the thumbs up, and share it with anyone else you think would love this game! The more buzz we get and the better the game does in the industry generally, the more we get to work on new material like some of the expansions we’ve been cooking up! This game is very close to our hearts, and truly hope you love it as much as we do, so we can keep enjoying it for years to come!

Grime (working title) - Design Diary

Hi Everyone!

We’re in a holding pattern for After the Empire, while Grey Fox is working on finalizing files, rules, etc. So, our last few sessions have been focused on a game with the working title “Grime”. We’ve never really kept detailed public records of our day to day design work, but hopefully this will be useful or interesting for some of you out there. If there are any particular aspects of our process you’re curious about or that you’d like us to be more detailed about in the future, let us know so we can do a better job keeping you in the loop!

While we obviously enjoy the tried and true themes like After the Empire’s medieval castle defense and city-building, Ryan and I also really enjoy exploring more unique themes. If you follow us, you may already know about Mountain God’s Revenge, but Grime is another one of those games we’ve been having fun playing around with lately.

In Grime, our world is a kitchen floor filled with microscopic inhabitants, who collectively experience an extinction-level cataclysmic event every 1000 generations, The Great Moppening! Each player controls several Grime Lords, who must all work to save as many of your beleaguered grimes as you can by the end of the game, so that they may carry on in the name of those we lost and thrive in the safety of the The Under-Fridge or in some of the smaller protected lands of The Grout-Cracks.

As usual, our playtesting begins mostly with 2-player sessions (Ryan and I) until we feel it’s ready and would be useful to see how our current system/game feel fares with more players. Sometimes that goes very differently than expected! Game design is basically a process of making goals and choices, then iterating on how to best actually get there. Of course, your vision and choices can change some as you work, sometimes feeling more like you’re just revealing the unique game that was always hidden there somewhere in the pile of cards and paper scraps.

Some of the more ubiquitous choices that need to be made are: what is the goal for game length, what kind of technical strategy/skill vs luck balance is ideal, how complex should the system interactions be, what kind of systems lend to the theme and how can you incorporate that them into those systems, and what can you bring to the community in terms of unique experiences. And the biggest questions is of course, is this game fun? Obviously, there’s no absolute correct answer, since every individual in the potential target audience has different specific preferences and experiences they find enjoyable. So, the choices you make as a designer (or team) are what really give your games their unique feeling, experience, or flavor. That’s why this industry could make 1,000s of games set in medieval Europe, yet while similar they are each specifically unique and different players will have stronger preferences for some of them over others.

We have chosen a moderate-length 45-60 minutes, mild to moderate complexity, worker movement/action selection, pick up and deliver sort of game, with higher strategy and lower luck in the form of randomly-drawn card effects you can play on your turn, as well as increased replayability with a modular board setup. As a more strategy than luck game, we’ve mostly limited player to player interaction in a more Euro style of resource scarcity, but there is still some direct interaction and messing with others currently with a couple cards and worker upgrades. Each round, players alternate moving their Grime Lords and activating the action location they’ve moved into with their grimes in tow on their way to the safety of The Under-Fridge. Each Grime Lord has a speed and a grime carrying capacity, which can be upgraded, as well as some some cool extra abilities they can gain. After each player has used all their Grime Lords for the round, the farthest un-mopped portion of the game board flips over to the “Bleached” side, which is of course deadly to your kind! There are still some powerful actions to be had in the ever-growing and dangerous mopped portion of the game board, giving you some tough choices as far as the best use of your Grime Lords and the grimes they carry. The game ends with the last of the open floor has been mopped. Each player counts how many grimes they’ve saved under the fridge or in grout cracks along the way to see who wins.

Our last session had us trying to find the ideal balance between Grime Lord movement and carrying capacity, board space quantity and ease of access, pacing of the game progression, grime spawning quantity each round, and possibly adding more randomness or other additional elements. In this early stage of game design, it’s tough to know how many variables to change as once, since they all affect one another. As we’ve become more comfortable trusting our game design instincts, we can get away with making larger changes in shorter periods. But, later on in the process, making more incremental change for fine tuning purposes will be a better idea. But for now, we’re still figuring the bigger things out and we made some fairly large changes, which seem to have turned out fairly well.

#1) Previously, upgrading your Grime Lord was added as an alternate action to choose instead of moving and activating a location. This had caused a lopsided feeling where the first half of the game was mostly best spent just upgrading every action until the the second half of the game, when you finally play the game as we intended. Some games do well with this sort of early game engine build-up, and choose the right moment the switch to point scoring, but we wanted upgrades to be viable throughout the game and not the obvious best choice for only half of it. So, went back to only several action locations on the board to upgrade, rather than an always available alternative action. It may still be the best option to rush to those action spots, but we’re keeping an eye on it.

#2) We felt like we needed to space out the actions just a little farther so that upgrading speed wasn’t strictly better than carrying capacity for Grime Lord stats. Speed is still important, but since it’s a larger board overall, each incremental speed increase is a proportionately smaller gain. This session did feel like carrying capacity was becoming more important relatively, but we need to make sure it doesn’t get unbalanced the opposite direction.

#3) We previously could spend grimes from the board as a resource to upgrade your Grime Lord in the same location. This was a sort of colony growth and differentiation thematic effect. This exacerbated the issue of rushing to upgrade your Grime Lords in the first half of the game, since it also behooved you to enter and expend those grime resources in this way to deprive your opponent of those grimes on their turn. We tried only allowing expending grimes that you’d already “saved” under the fridge or in some grout cracks along the way (which are also your Victory Points…we seem to end up often using VPs as a spendable resource in our games). This seems to have slowed down the early game rush to upgrade, or at the very least makes getting to some of the actions spaces other than upgrading as a necessary step. Game mechanics interactions are often a good thing, but we must make sure the other actions don’t become simply procedural or artificial barriers to upgrading. So we have to watch them and make sure there’s a viable strategy of not doing as much upgrading than the person next to you and still having a decent chance of winning through these other choices and actions.

#4) We are still vacillating on how grime spawning works, or effectively: how much primary resource should be made available to begin with and how much extra each round as the game progresses. Scarcity is usually an important component of even mildly Euro-style games, since the main player to player game tension is decision-making and often access to those resources. So, too much stuff and it doesn’t really matter what the other players are doing because there’s plenty to go around, which leads to a much more simultaneous solitaire feeling than we want. Or, too little and mistakes are amplified, and the game becomes too gritty and tense, where missed choices early game can doom you to playing out an inevitable loss. So, you need to right amount of choices mattering, but not so much that players are driven to inaction due to the existential weight of each choice. Obviously, this preference varies from player to player, but for a mild to moderate game of 45-60 minutes in length, we think a nice middle ground is appropriate.

#5) We are thinking of adding a touch more randomness than we played today. As mentioned above, this continuum slider needs to be in about the right spot for this type of game. Too much and it can feel like your choices don’t matter, too little and it can feel like the game is too scripted or can be “solved” and then each choice becomes less interesting because there’s always a best choice. We are toying with the idea of a variable amount of floor mopping each round, so you have a little more push your luck element when hanging near the bleached/mopped end of the board (because your Grime Lords can die!).

#6) We may eventually add another mechanical element. Currently, even though your goal is to save as many grimes as possible (you and the other players are part of the same group and save the same grime species), there’s no real thematic downside to letting tons of them die to the bleach (or absorbing them in the form of Grime Lord upgrades), as long as you saved more than your opponent. We’re not envisioning a coop game for this, but we have some ideas for a negative effect from letting certain amounts of grimes die. Alternatively, we’re also toying with benefits for nobly sacrificing a Grime Lord for the cause. One or both of these may end up being expansion material, but they may also be a necessary part of the base game. The sacrifice bonus makes more sense, especially if we go with random board mopping amount and you end up losing a worker in a more luck based way that you’ve invested a lot into. We’ll find out!

Hopefully, you found some of this interesting! Feel free to ask us any specific questions! Here’s a photo I thought to take only after we’d packed the board up (although you can see the start of one of my classic chicken-scratch design note sheets/napkins…this one is still somewhat legible; it gets much worse from here!):

Also, I’d like to mention David Gonsalves, who is one of our friends from SaltCON 2017. We really enjoyed that great local convention and all the wonderful people we met there while doing playtesting for After the Empire. He’s starting a very cool playtesting-focused convention, so if you live in the area, read all about it here! We’re also very proud to take some of the blame for helping push him forward on working on his own designs, like Tank Brawl!

Have a great day everyone!

-Evan and Ryan

Final Days!

Hi Everybody!

Well, the Kickstarter is about to come to an end and if you’ve been waiting to share it around with your friends or to support…now’s the time! The final 2-3 days is crunch time!

If you want to see the game in action, we just uploaded a couple play through videos for your enjoyment! Hopefully, my exuberance and our trash talk isn’t too distracting for you! We tried to keep it reasonable!

Click here If you want to see a 3 Player Playthrough with Ryan and I and featuring Jenna, currently the person with the most wins on record who’s neither Ryan nor myself. This one’s a little lively and I don’t shut up.

Click here if you want to see a 2 Player Playthrough with Ryan and I. This one’s a little more calm for the first half, then I get too excited mid-way through and once again keep talking. Extra special treat at 39:50 if you’re into topical improv singing. Thanks to Ryan, for really bringing that home with the lyrics scrawl.

For those of you who are waiting for the solo mode, I’ve been working hard to get it ready in time. We need more development/testing on it. But, I’m still hopeful we’ll be able to squeeze it in there in time before the pledge manager closes if not by the end of the campaign!

Thanks!

-Evan

After the (Empire) Weekend!

Thanks to the wonderful Jonathan Liu from GeekDad for including us in his recent post here!

And thanks to all you folks who found us at the Rose City Comicon this weekend! We had a great time meeting you and showing you our game! Also, this event was HUGE and awesome! You should totally go next year if you haven’t been yet! I got to meet local designers like Manny Trembley of Dice Throne, and Tyler Tinsley of Dicey Goblins fame!

The Kickstarter is still going and we still need your help! Keep it going!

The Kickstarter is tomorrow!

We had a blast playing and teaching After the Empire to everyone at PAX West in the First Look section. Thank you so much to everyone who was able to join us! We even got to see Mike, who is one of our earliest and biggest fans out there. He first played here at PAX West 2 or 3 years ago! And, it was always good to see James and Andy, who’ve been fans almost as long! Special thanks to Ryan for letting us crash at your apartment and Andy for helping us get setup!

The Kickstarter goes live tomorrow, and we’d love your support again! Watch here or Grey Fox for exact start time and links to the campaign. You’ll see all the components, watch some play through videos, and see a review or 2 to help you see what you’re getting in case you’ve never had the chance to play it before. In the meantime, here’s a bunch of photos from when I remembered to take them this weekend:

Thanks for all the fun this weekend!

After the Empire is coming!

Just in case we thought perhaps we’d been dreaming all this time, Grey Fox Game recently teased about the upcoming release in their newsletter! Here’s what they said:

“We're excited to announce that our first major project for that year will be After the Empire, a game we've been developing for quite some time now.

After the Empire is a worker placement game set in the Middle Ages where you fortify your castle against invaders, all while competing for limited resources and recruiting those left without a home as a result of the ongoing wars.”

“As you can see from the prototype, this game will have a big-time table presence and really delivers on creating the kind of engaging, immersive experience we specialize in.

More details to come!”

We’re super excited to be working with Grey Fox, and look forward to getting this game to you all!

We’re also bringing our new designs with us to PAX Unplugged in Philadelphia at the end of November! Shoot us an email if you want to meet up with us check out what we’ve been working on!

Playtesting!

Since Origins, we've been working hard on our games. We gave our good copy of Mountain God's Revenge at Origins to a prospective publisher, and are cobbling together another working play-test copy to further develop some exciting new ideas.

We've also been working hard on getting 3 Ways to Die ready for an upcoming publisher review and possible signing. This coop zombie map and event deck based adventure game with luck and gambling was originally developed by Evan Halbert and Cris Kelly, now with Ryan Mauk lending his assistance after it was resurrected again from my bookshelf. We're having a lot of fun with this one! Here's Cris and his family during one of our play-testing sessions:

I was also lucky enough to help play-test an upcoming solo version of the board game Santorini. Made by the friendly folks at Roxley Game Laboratory, this is one of my very favorite abstract games. Here's a progress shot of one of my many games ending in defeat:

Things are also hectic here since Origins because Evan is moving (from one part of Portland to a different part of Portland), which includes selling one thing and buying another. These processes are not user-friendly and could really stand some revision and rules updates.

As always, if you're in or around the Portland area, please don't hesitate to join us for our regular play-testing sessions. Hopefully, we'll see you all soon!

Origins!

We had a great time at Origins! Hanging out with friends, pitching games, and playing new ones! We got to hang out with our amazing fellow local game designer friends Tim and Ben Eisner, which is always a blast. We got to hang out and catch up with our friends at Grey Fox, who will be publishing our game After the Empire in the first half of 2019. Josh Lobkovicz, the amazing developer at Grey Fox, graciously took the time to give us some great tips on another project we're working on, but not quite ready to pitch at Origins.

But, we did bring a couple games that were ready to pitch, both of which saw significant publisher interest. You've seen Mountain God's Revenge before, but here's Ryan posing for the camera as we play 3 Ways to Die:

3 Ways to Die (current working title) is a coop zombie map and event deck based adventure game with elements of luck and gambling to keep it interesting! I don't think I've played a game yet where we weren't sure we were going to lose only to narrowly escape with our lives at least once! Each player is generally fighting their own battles and making their own choices of how to best use their resources to stay alive, so the loudest player telling everyone else what to do is not as prevalent here as in most coop games. Evan designed this one with his friend Cris Kelly about 6-7 years ago. We've been having a blast playing it ever since, and Ryan is helping put the finishing touches on it.

Evan got the chance to play the up and coming Fireball Island reboot. The original version helped form some of his lasting childhood friendships (they wanted to come over to play), and is at least partially responsible for his general nerdiness.

If you haven't already seen this, watch us show Mountain God's Revenge to Tom Vasel at 1:22:00. Ryan does the talking, while Evan's injured wrist does the setup!

Play-testing help needed!

Ryan and Evan have frequent playtesting sessions with occasional guest stars for After the Empire and several other games being developed currently. We get together to play-test these games on the regular, and we need to grow our pool of play-testers! So, if you're in the Portland area and are the type of person who is excited to play and give feedback on unpublished works-in-progress for the low low price of we'll buy you a fancy coffee, please go on the website and shoot us an email saying as much. Thanks!

Here's us on Monday having fun working on Mountain God's Revenge:

Gamestorm and here's another piece from Tomas O. Muir!

Yet another in our amazing series of invader cards by Tomas, to round out new additions to the base game invaders! His lighting skills really shine in this one!

Also, we had a great time at Gamestorm this weekend. We had lots of great feedback from play-testers on our new game, Mountain God's Revenge. We had the pleasure of playing After the Empire with one of our long time supporters, James Hampton, who's been playing throughout the evolution of the game and can give us great insights. After a long day of play-testing, Ryan went home and I was privileged to play a late night game or two with local design legends Tim Eisner (March of the Ants and Grimm Forest) and Ryan Spangler (Sol).

First, we three played Antiquity. This was my first Splotter game, so now I get what people were talking about. This game is everything I didn't know I wanted from Settlers of Catan: bigger, better, heavier, and more engaging. And, if you're not careful, you can totally mess it up! Can you accidentally spend all your wood, then have no way to get more necessary resources for the rest of the game? Yep. Don't spend all your wood, unless you already have a woodcutter who can get you more next turn!

Then, Ryan and I twice played Tak, a great abstract game in the vein of chess, checkers, and go. The first game and a half I was basically convinced that it was mostly blind luck and there was no way to know or plan what to do more than 1-2 moves in advance. But, eventually things gelled, and it's really quite a deep and engaging yet quick play experience.

After the Empire and general new stuff updates

Hi, everyone! We've been having a great time lately playtesting and developing our new lineup of games! We went to PAX Unplugged in Philly recently, which was awesome! We got to hang out with and bounce ideas off other awesome Portland-area designers Tim and Ben Eisner of Weird City Games, with hits like March of the Ants and The Grimm Forest, and Mohammad Ali, another up and coming designer! We pitched several of our new games and had significant interest from publishers. We are in early talks now with a publisher to work with us on what we're tentatively titling Mountain God's Revenge! It's a heavily themed abstract strategy game that will eventually have awesome art, rather than white hexes with black strips and red dots.

What about After the Empire? Yes, that's still our #1 board game baby! It was tentatively slated for a quarter 2, 2018 kickstarter by Grey Fox Games, known for awesome games like Champions of Midgard. They recently sat down to plan out their production calendar for next year and after deliberation have decided that to do it right and make After the Empire the best game possible, that timeline will be pushed back to quarter 4 of 2018 or early 2019. Obviously, we were very anxious and excited for the upcoming kickstarter, and this wait will be difficult for us. But, we are also excited for making sure After the Empire gets done well and is as amazing as possible. We have full confidence our friends at Grey Fox will do an outstanding job. So, we are truly sorry for the wait, but we believe it will be worth it!

What's been happening?

Hey everybody!

So, what's been happening? Lots! So, we've been subjecting After the Empire to some penultimate playtesting rigors by even more people as we get closer and closer to the final stages of getting the game ready! Believe it or not, that's actually leading to some down time for Ryan and Evan here at Portland Gamecraft.

Downtime!? Not really. Actually, we've been busy working on lots of new designs and having fun playtesting them all:

What's this monstrosity? It's a secret...unless you can read Evan's chicken scratch on paper scraps for a game he's wanted to make for well over a decade. This one's going to take some time, so you might not see it any time soon unless you live in Portland and come by one of our playtest sessions.

Here's a lighter weight physical strategy game prototype we're excited about that's pretty darn unique. We're getting ready to bring it with us to PAX Unplugged in Philly next month. It'll be a little less stark white by that point...but probably not too much!

Here's another one we've been fiddling around with for about a year now! A big thanks to the gentleman who was still up with us at 3am Sunday morning at Gen Con.

And, of course, we're still playing lots of After the Empire and dreaming big for our release with Grey Fox Games next year! Thanks to Thomas for getting me out to Guardian Games in Portland this weekend to play a couple more rounds with him. It's always a pleasure to get destroyed by a fledgling upstart! I've played this thing well over 300 times, and you still kicked my butt twice in a row! We also met Jonas and Anders, who put up tough competition and provided some great feedback! I forgot to take photos!

Of course, there are lots of other ideas and things on the horizon for Portland Gamecraft, but rest assured, our primary focus is making our first game the best game it can possibly be. We're very excited to be working with Grey Fox, and we're very excited that they're helping to make one of my favorite games ever become a reality!

GenCon50 and beyond!

Well, we're finally recovering from a crazy sleep-deprived weekend in Indianapolis. There were so many amazing games and people there, it was almost too much. Our highlights were meeting up with Grey Fox's Shane and Josh, seeing our good friend's The Grimm Forest hit #1 on the hotness list, 7 minutes of heart-pumping mech-battling video-game action, meeting the incredible and friendly Margaret Weis, play-testing one of our currently unnamed projects, hanging with some hometown friends, and of course, playing After the Empire with friends both old and new.

We are very excited for the direction After the Empire has taken since working with Grey Fox, and we are looking forward to finishing it up and finally getting it out to all of you mercifully patient folks! We promise it's even better than before and hope you like it as much as we do!

As always, if you're in the Portland area, just get in touch with us if you want to join in on our playtesting sessions to help us make our games even better!

He says his friends will get it!

We weren't the only table with games going in this bar. This was an intense moment for the future of our nation!

3am never felt so good!

Final playtest board and Gen Con 50!

We're stoked to be at Gen Con 50 this year. It'll be our first, and we think we're jumping in on a good one!

Since signing on with Grey Fox for publishing, we've been working hard and focusing on making After the Empire the best possible game we can now that they're taking care of all the marketing and other heavy lifting. This has enabled us to make some really good changes, improve the experience for the first time player, and clean up a few things that had always felt just a little bit off.

The base game design is ready to go and we're excited to show it to Grey Fox for final approval, as well as all the last minute play-testing with you in case we totally missed something! We don't have a booth, so be on the lookout for us or just shoot us an email if you'd like to meet up and get a sneak peak or play-test. Here is our last play-test board by Print and Play in Vancouver, WA before Grey Fox helps us clean it up and make it all shiny, professional, and otherwise amazing!

It's official - Grey Fox Games will publish After the Empire!

Okay, enough with the suspense. Over the weekend at Origins, we officially finalized what is a very momentous and life-changing agreement for our little design company. We're more than ecstatic to be working with the wonderful folks at Grey Fox Games to publish After the Empire!

This is not only an incredibly great turn of fate for our first offering from Portland Gamecraft, but it comes at the perfect time. In the last several months, we've been spending a lot of our time getting ready for all the logistics of manufacturing, warehousing, distribution, shipping, advertising, sales, promotion, graphic design, final touches, Kickstarter preparations, fulfillment, etc. Basically, all the stuff that we don't really want to do and that takes energy away from actually working on the game itself. Now, we can focus more on exactly what we love doing: working diligently to finish up development and make After the Empire the best darn game we can! So, when it comes out next year, you will be able to enjoy it even more than ever before! And I can't think of a better partner to take care of all that other very important stuff than the Grey Fox team, whose know-how and experience will help us make After the Empire really shine!

We can't wait to be sitting on local game store shelves along side the likes of Champions of Midgard! So, get your finest noble robes, stone-working gloves, sturdy swords, and well-laid battle-plans ready...After the Empire is heading your way!