Filtering by Category: Playtesting

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

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!

Spinshuffling into a new tomorrow!

Hey, Everyone!

I know 2020 has been not exactly the best time for people. Some things are pretty messed up and we would like to add our voices in saying Black Lives Matter. I’ve been lucky and privileged in life to have a roof over my head, healthy food to eat, and not be treated horribly or killed because of my physical appearance. Some of us are dealing with real problems right now, so I’m definitely not going to complain about how COVID-19 has slowed down production for After the Empire. I am glad we finally seem to be moving forward, though.


With the shelter in place orders over the last few months, not surprisingly, Ryan and I haven’t gotten much play-testing done. He’s been diving into his new day-job, and I’ve been spending most of my time taking care of a tiny human. My free time (after the ladies go to bed) has been spent mostly working on the solo mode for ATE and trying to learn and script an ATE mod for Tabletop Simulator. It’s not exactly professional looking, but it’s currently 70% fully-functional. The mod will be very handy for play-testing in a world where we’re not supposed to physically share space around a table. Hopefully, ATE will do well enough in the near future to require lots of playtesting for the expansion material Ryan and I are excited to dive into!

Lots of folks are fans of sleeving cards in their board games. I totally get it, as I am one of those people. The idea of spin-shuffling the Invader and Siege decks has caused some concern for the ability to do this with sleeves on, since the openings would be facing different directions and may insert into and rip open other sleeves. You could always keep the sleeve openings uni-directional and sleeve the cards randomly rotated, but this would never truly be random if the sleeve opening is always up. You could also rotate them randomly as you put them out, which works as long as you fix the opening direction as you clean up the piles. My preference is to randomly rotate and sleeve the cards initially, then simply spin-shuffle gently. You have to use a little finesse, but it’s really not very difficult. I have thus far ripped 1 sleeve in the hundreds (thousands?) of times this deck has been spin-shuffled. I swear it’s not designed as a dexterity game (although, you do have to balance the little troops on your walls)!

Here’s a video of how I do it. I hope it allays any concerns. And, of course, I’m happy to answer any questions if I make it look too easy and you have trouble once you actually try it yourself (like those fairground light-blocking metal discs…they make it look so easy!).

In other news, Tim Eisner and I (Evan) have been working on a party game together and I’m really excited about it. It’s actually fairly enjoyable when play-testing over Zoom meetings, which I think is a pretty tough bar to cross. So, hopefully you’ll be hearing more about that in the future.

Speaking of Tim Eisner (creator of games like March of the Ants, Grimm Forest, Tidal Blades, and more), he’s got a new game called Canopy on kickstarter right now! Go check it out! I got the chance to do some playtesting for Canopy and really enjoyed it!

If you’ve been following any of our other projects, then rest-assured that Ryan and I will be getting back on the game-design train as soon as we’re able to do so. Talking about it over the internet just isn’t quite the same as sitting at the table together. We’re still very excited for the tentative (still awaiting final contract) 2021 Origins release for Mountain God’s Revenge. And, we’ve had some promising conversations with publishers about a few of our other designs.

I hope this finds most of you well, safe, and with some happiness!

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

Post-Kickstarter at Portland Gamecraft!

Thanks again everyone for all the support during our campaign. We’ve been going back and forth with Grey Fox getting everything ready and finalized for After the Empire. We’re very excited to eventually get our final production copy, but we’re not quit there yet!

We really wanted to get a single player mode ready for the kickstarter, but there just wasn’t enough time to fully vet it and incorporate it into the campaign. But, rest-assured, we heard you folks who were asking for it and will have a solo mode up and running sooner than later once we can put it through its paces and make sure it’s awesome. Here’s a little photo of me winning by 1 point against the board (I affectionately refer to my solo mode opponent as Ivar, the Worst):

When we’re not working on After the Empire, we’re getting other games ready to pitch for conventions. You may recall Mountain God’s Revenge mentioned in the past and we’re happy to say that we’ve signed an early stages contract with a publisher to develop and make it a reality in 2021. More details on that as it gets closer.

We’ve also been designing another one of Ryan’s new ideas. Working title is Grime. Here’s a sneak peek of me mopping the floor with Ryan below:

Evan has been working on one of his ideas using pieces from Khet. It was originally intended to be a dexterity game with elements of play inspired by The Lost Vikings, but is quickly becoming a strategy exploration puzzle game. Here’s the prototype:

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!

After the Empire at Rose City Comicon!

Hi Everyone!

So, sorry this was a little last minute! But, we were at the Rose City Comicon today, and will be there again tomorrow starting about 10am, and perhaps even Sunday. Come find us in the board games room and play a game or two (lots of other cool games in there, too!! Special thanks to our friend Ben Eisner for helping get us setup there!

Also, in recent news:

Ryan did an interview with Nick from Board Game Expose here!

Then Ryan did an interview with Lizzy at Board Game Spotlight here!

Help us get the word out and put a little spice into the mid-campaign lull! Tell everyone you can think of to check out the kickstarter! And, if you’ve played it, tell everyone about your experience!

Thanks!

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 at PAX West!

Come join us to play a demo of After the Empire if you’ve never had the chance or if you want to try it again! The Kickstarter goes live September 3rd! We’ll be in the First Look section of the board game area Friday evening, all day Saturday, and likely the first part of Sunday. If you can’t find us, just send an email and we’ll make sure to point you in the right direction!

Click here to see the list of all the other awesome games in First Look!

Hopefully, we’ll see some of you this weekend in Seattle!

After the Empire at Origins!

We were busy this past weekend in Columbus, OH demoing After the Empire! It’s always a fun convention, as it falls on the same weekend as the Pride Parade, which runs right past the convention center. We got a another chance to hang out with the awesome Grey Fox Games folks and do some more development work with them. Check out Alex from Grey Fox discussing ATE here at about minute 7:00. The timeline for the kickstarter is still not set in stone at this point, but sometime in the next few months is the plan. Here’s what our demo setup looked like:

While we were there, we also had the opportunity to sit down with a few other publishers to take a look at our zombie game, a fishing game, our hex map adventure combat game, and moved things forward with the likely publisher of Mountain God’s Revenge, which is getting close to being our second officially signed game!

A Surprise Quasi-Interview

We were recently contacted by a group working on a game creation centered story-telling project for a large sporting goods company. They had lots of questions regarding the creation of games. I’m modifying the format to fit this blog, but here’s generally what was asked and answered if you find such discussions interesting:

1) Take us through what you think makes a great game and perhaps some key considerations that you make.

Maybe I'm pigeon holing your company here, but I'm assuming they're looking more for a physical game, like basketball or hopscotch, whereas we create tabletop board games. I've never created a more physical type of game and don't see myself as a great story-teller. That being said, there are inevitably some overlaps between the two disciplines. Off the top of my head, these might include:
- must balance excitement of possibility with frustration of randomness
- must reward skill and practice while not turning away new players (unless high level competitive)
- minimize 1 off rules and exceptions for smoother and more consistent common sense gameplay
- minimize player elimination or waiting times in longer contests (games lasting >15-20 minutes)
- setting limitations and parameters up front is important

I'm sure there are many more, but I'm not sure I quite understand the specifics of what you're looking for. Also, some games are quite popular despite breaking 1 or many of these rules, so they're more general recommendations rather than game design commandments. So, hopefully that helps.

2) What brings people together and allows them to bond around a set of arbitrary rules?

This very much differs depending on the game. You'll notice the sort of folks that come together to play a heavy Euro board game do not have high cross over rates with folks who come together to play basketball. So, the answer is game and genre specific. The only common denominator is perhaps exactly what you said...something brings people together around a set of arbitrary rules. Depending on the game and genre, these might include: drive for excellence, competition, community, finding tribe, interest in game subject or theme, enjoy physical exertion, enjoy mental exertion, tradition and history, drive for notoriety, drive for money, healthier alternatives to other activity choices, feeling able to express self in the game's context.

2) Why do people continue to invent games when, surely, there must be enough out there already?

I would ask in return, why do people keep writing books? Surely, there are enough books. Your real question is, why do people create when we have everything required for living? For us it started with a basic knowledge of what was out there and the desire to play something a little different, the whim and will to try to make it ourselves. Our first game was initially just for us to play and a fun exercise to accomplish, but eventually we realized others might really like it, too. Many other reasons could include: money, notoriety, sense of accomplishment/acceptance, a need to express oneself in a medium of preference, a feeling of duty or pleasure as it may improve the lives of self or others, sense of purpose/meaning, desire to shape self-identity.

3) What drives game development - culture, environment, beliefs?

Yes, plus self.

4) How do you take action and test an idea?

Again, this will vary greatly depending on the game. General rules are: set intention, ideate, shape to restrictions, make sure it answers or fulfills intention, update, start with the minimum work/money necessary to create a working prototype, test it with self to find flaws, update, test it with trusted groups to find flaws, update, repeat until it's the best you think it can be, test with outside groups, update, repeat until it's the best you think it can be. There are more specifics depending on genre/game and whether you intend to just play it yourself at home, want to sell it to the public, want to sell it to another company, etc.

PAX Unplugged

We had a great time at PAX Unplugged! We showed lots of people After the Empire, and some of them wrote or spoke a little bit about it. We made Eurogamer’s best 5 PAX Unplugged games list, and Eric from Punchboard Media along with Jake of Draft Mechanic had some nice things to say on the podcast. (Edit: in case you´d like to skip directly to After The Empire conversation, it starts at 01:17:09…thanks I.M).

We had a couple meetings, and we’re still looking to be on track for the first quarter 2019 kickstarter for After the Empire through Grey Fox Games. Let this young gentleman’s double fist pump show you how excited we are:

We also had some very productive meetings with publishers on a couple of our other games, like Mountain God’s Revenge, 3 Ways to Die (working title), and even my old little family game Big Fish River got a little bit of love. And of course we spent some quality time with our good friend Tim Eisner (watch for his new release Tidal Blades to come out).

Big things are happening!

PAX Unplugged 2018 First Look Preview!

After the Empire will be making a special appearance at this year’s “hot games” first look! The wonderful crew at PAX Unplugged will be showing our upcoming medium-heavy euro game, currently looking at a 1st quarter 2019 kickstarter launch through Grey Fox Games.

If you’re excited to try it out, check out all the details here and be sure to find After the Empire on the list and give us a thumbs up! Last I checked, we were #5 below the post. So, come on down to Hall A this Friday starting at 10am. We’re not sure when they’ll need to make room for other games throughout the weekend, so if you missed it and really wanted to check it out, send us an email and we can probably setup another play for you or at least tell you when we’ll have it back in first look.

We’re very excited, please come by and take a look! Just keep in mind it’s still a prototype!

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:

Game Design Weekend!

We had a great time with many other great local designers this weekend, like Tim Eisner (The Grimm Forest & March of the Ants), Ben Eisner (Dungeon Hustle), Ryan Swisher (March of the Ants), Ryan Spangler (Sol: Last Days of a Star), Taran Kratz (Helionox), and others you'll hopefully hear about sooner than later! We play-tested and critiqued tons of our current board game projects, and of course squeezed in a game of Magic. Everyone was great and generous with their time, helping play-test and work on development issues with other design projects. We had some great feedback for After the Empire, and got to pull out an ancient design from 6 years ago. Ryan Swisher and Ben & Tim Eisner were kind enough to cook-up delicious food for the pack to keep us gaming all day and night. We also had a really fun break-out session game design challenge of sorts, where randomly selected groups of 3-4 designers were put together to work with some drafted components and randomly selected mechanics. While we were mostly working on our design chops, strengths, and weaknesses, we actually had a couple promising game designs come out of that experiment! Thanks again to Chase Van Epps and Print and Play for providing the components for us! Here's the one my group was working on that turned out surprisingly playable and interesting:

We While we're not spending weekends hanging out with awesome designers, we're busy working on our games. Here's my photographophic wife helping me play-test a few little tweaks on After the Empire and critiquing my color saturation and lightning choices for some newly printed cards:

Here are a couple good friends helping us continue to develop our more abstract design, Mountain God's Revenge:

We hope you all had a great weekend filled with gaming, too!