Category Archives: The Barley
Goals for 2014
Posted by edpmarriott
2013 Was a great year for me. So I’ve decided to have some big goals for 2014. Normally on a Friday I review a game or post a Design Me challenge. But since it is still the first week of the year I’m taking this opportunity to share my goals for the rest of 2014. Let’s start with the Barley goals…
The Barley Goals:

In 2013 I brewed my first four batches of beer. They were an Amber Ale, Honey Ale, Oatmeal Stout, and Scotch Ale. I can do better than that, so my first Barley goal of 2014 is:
#1: Brew 6 Batches of Beer
I received the Northern Brewer Caribou Slobber kit as a Christmas present, so that will be the first brew of 2014. I will plan to brew it on the first day when the temperature is over 35 degrees since I brew outside with a turkey fryer.
Other styles of beer that I’d like to brew are:
- Hefeweizen
- Oktoberfest
- Pumpkin Ale
- India Pale Ale (for my hop-forward friends)
- Winter Warmer
In 2013 I named by beers after renaissance men. In 2014 I will be naming them (and hopefully labeling them) with board game related things. I am going to work on a Boards & Barley label that I can put onto the bottles and make them look more official. I’ll likely have way too much fun with that.
#2: Get away from brewing with kits
I have an awesome beer brewing store close to where I work. They have buckets of different types of barley and malt. I wish I had asked for a beer recipe book for Christmas. So my goal is to tailor at least three of the beers listed above to my own particular recipes. For example, I would likely soften the hoppiness of whichever IPA I want to brew so that it is more drinkable by people like myself who don’t care for overly hopped beers. So by getting away from using beer kits I can free myself to make the beer however I want it to be.
#3: Branch Out
This refers to my beer consumption. It’s easy to drink only the few styles or brands that I know I enjoy. So in 2014 I want to branch out and be willing to try many different styles of beer. I’ll be keeping a list of the beer styles that I enjoy throughout the year and hopefully have a sweet beer report at the end of 2014.
The Board Goals:
While the Barley goals are all something that I know I can accomplish on my own, board game goals are more dependent on other people. You need playtesters, publishers, artists, etc. With that in mind I am setting board game design goals that I believe I can accomplish without those other people. For example, I could set a goal of getting a game signed, but that would require a publisher to help me accomplish the goal. However, if the goal was to design a “signable” game, then that is something that I can accomplish on my own. Rule for life: set yourself up to succeed. So these are goals that I can accomplish without requiring publishers or artists.
#1: Print on Demand – The Game Crafter

POD FTW!
One big goal of mine is to put two games up for sale on The Game Crafter. Why would I want to do this instead of approaching a publisher? Because game design is all about fun. I think it would be a lot of fun to create a couple of games that people could buy directly without having to wait for a kickstarter campaign or for distribution or whatever.
So I want to take two designs, create my own original artwork, and post them to TGC. The first one I post will likely be Quantum Orcas. With the recent improvements to the design I believe the game is getting close.
To make the goal “achieveable” I plan to post one game to TGC in the first six months of 2014 and the other game in the later half of 2014. This is something I’m pretty excited about. I’ve used TGC to make prototype stuff, but never to sell my own games. It should be fun!
#2: A Heavy Game
While Scoville will be a “big box” game, the design of the game is quite simple in nature. In 2014 I want to design a really heavy game in the realm of the Uwe Rosenberg games. I want there to be a high level of player interaction and an intense decision space. I want each decision to feel uber important. And I want to spend a long time balancing cards/events/scoring options. Seth Jaffee recently posted an article about balance that will help me approach a heavy game like the one I want to design.
This is a tough goal since so much goes into big game designs. Fortunately I have two friends on board to co-design with me and I have a theme in place already. I’m excited to see how things develop throughout the year.
#3: Pitch a Game
I’ve never really pitched a game. Scoville sort of pitched itself thanks to the kind words of the awesome people at Protospiel-Milwaukee last March. My third boards goal for 2014 is to have a game that is pitchable, and to actually schedule a meeting with a publisher and sit down to pitch the game. This is one of the most interesting parts of being a game designer. Can you also be a salesperson? I hope to find out in 2014.
#4: “Finish” Some Lingering Game Designs
Coming up with a game idea and making a prototype are the easy part of game design. It’s the playtesting, modifying, balancing, and other stuff that make game design challenging. I have numerous game design concepts that I would like to “finish” in 2014.
“Finish” is an interesting word since, like most art, how do you ever know if you are actually finished with something. I like the rule of thumb where you could consider a game design “finished” if someone says they would buy it. So that will be my measuring stick for 2014.
I particularly want to finish three designs: Trading Post, Brooklyn Bridge, and Conclave. I think all three are unique enough to warrant my time and effort to “finish” them. We shall see!
***
So to recap, I want to brew 6 beers and design (or finish) 6 games. That works out to 1 brew and 1 board game every two months. I think I can do that, but I’d better get to work!
Did I leave anything off the list? Are there things you would like me to do in 2014?
Also, what types of articles would you like to see on this blog? I didn’t set any specific blog goals, but I plan to continue providing mediocre content on a regular basis. If there are topics you would like to see, please let me know!
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Posted in Game Design, Homebrewing, The Barley, The Boards
Tags: 2014 goals, board game, brewing, game design, heavy game, homebrew, Scoville
Monday Brews 12-30-13
Posted by edpmarriott
Welcome to the final Monday Brews of the year! Oh what a year it’s been. Last year this blog didn’t even exist. And now I have tens of readers a day. The three of you who keep refreshing the page are awesome!
But seriously, this blog has been a lot of fun to write and I sincerely thank you for taking the time to read it. I only hope that you’ve learned something about board games and beer. I’ll have a “2014 Goals” article later this week which will cover my big plans for 2014. But today is Monday, so let’s see what Boards and Barley I enjoyed in the past two weeks (I was traveling last Monday):
The Barley:
Alaskan Smoked Porter: I enjoyed this beer and the Paulaner while listening to bluegrass at an awesome local establishment. I think a full glass of a smoked beer is about twice as much smoked beer as I can handle. It was a pretty solid smoked beer, though.
Paulaner Salvator: I used to think I liked this beer, but I didn’t care for it during the bluegrass. I’m wondering, now, if the smoked beer beforehand wrecked my palate.
New Glarus Fat Squirrel: A local brew that was brought to a game night, this brown ale is an excellent cold weather beer.
Gray’s Bully Porter: Didn’t I mention a few weeks ago that I thought I was all Portered out? Oh well. This was also available at game night so I gave it a try. It was pretty good.
Central Waters Mudpuppy Porter: I love the name Mudpuppy. And the beer was pretty good, like the Gray’s. Unfortunately all these porters I enjoyed are all blending together and I can’t quite recall if one was better than the others.
Leinenkugel’s Snowdrift Vanilla Porter: Well, this one stands out from the other porters since it has the vanilla flavor. It also has a nice crispness to it. Or perhaps it stood out in my memory because I enjoyed it with my in-laws during our Christmas morning. Newton’s Oatmeal Stout: This homebrew of mine will sustain me over the winter. (4.2% abv)
Fleming’s Scotch Ale: This homebrew of mine will make me tipsy over the winter. (6.6% abv)
Sierra Nevada Celebration: They love a good IPA or Pale Ale over at Sierra Nevada Brewery. But this IPA isn’t so IPA-ish. It doesn’t seem as hoppy as some of those hop-forward breweries who push the limits of the IBUs in their beer. I think I liked it, but I’m not sure I would drink it again.
Monk’s Stout DuPont: The typography on the bottle is awesome! The beer inside in interesting. Made in Blegium at Brasserie DuPont, this is the first beer I’ve had from the brewery. I think I need to try it again before I really form an opinion, but I think I liked it.
The Boards:
Sequoia Grove: This was supposed to be an entry into the Dice Hate Me 54 Card Challenge. The premise is that you are a researcher of trees, otherwise known as a Dendrologist. Your goal in the game it to grow the largest, widest sequoia tree possible. You can add height and girth to the tree during the game. My entry worked and was playable, but wasn’t up to the high quality expected in the Dice Hate Me line of games.
Backyard Astronaut: This is my friend Adam’s entry into the 54 card challenge and it IS up to the high quality of the Dice Hate Me line of games. It is a fantastic game and I believe it has a real shot in the contest. Nicely done A-Game!
Viticulture: Other than some cards being more valuable than others I think this is a pretty enjoyable worker placement game. It won’t take the place of Stone Age, but this is definitely a game I’ll play again. I like how you have to “save” some workers for the winter phase of the game.
Qwirkle: This game has made many a showing in 2013 and I imagine it will be the same in 2014. It is easy to teach and understand. It plays quickly. And if you have the travel size you can take it just about anywhere!
Compounded: I’ll write more about this game in tomorrow’s article. Over Christmas I was able to teach this to a new player and she won the game. It is easy enough to understand, it has a lot of awesome interaction and the theme is great! If you haven’t played it I highly recommend picking up a copy.
Dam It! Redux: You can learn more about my beaver game on it’s page. I tried reducing the game for the Dice Hate Me 54 Card Challenge and I succeeded… sort of. I successfully reduced the game to 54 cards. The game worked and the few playtesters that I played with said it was fun. But as a designer I knew it just wasn’t quite there. So I didn’t send this in. On the upside I do think this is something that I can finalize and put for sale on The Game Crafter.
Le Havre – The Inland Port: I received this for my birthday back in August and finally got to play it. It is a very interesting game of resource management that I royally lost. I’ll probably trade this game since it doesn’t get played very often. It just seemed like it was an abstract game in the Le Havre theme.
Agricola – All Creatures Big and Small x2: This game, however, had the awesome feel of Agricola. It was tight. It was nerve wracking. It was a nice mental battle. And it has the nice elements of Agricola without the fiddly cards and the need to feed your family. I’ll be keeping this one and I hope to play it again soon.
Kingdom Builder x2: I was able to set up and play a 6 player game of Kingdom Builder. The house rule for this is to add two more kingdom boards so that it is a 2 wide by 3 high board. Since all the scoring conditions are shared there is no real disadvantage to anyone by bumping it to six players. I hope that Queen Games has a few more expansions up their sleeves for this one.
Ultimate Outburst: My mom got me this game for Christmas because 1) I don’t own it, and 2) it’s not like all those thinky games I have. We played it together as a family and it was actually quite fun. We played men vs women and the women won. The big downside to the game was that its from 1999 and the information on the cards reflects that.
Tenzi x20: A while back I bought Farkle Party at a thrift store but it had no dice in it. (It had jewelry). I wanted the dice for prototyping purposes. My mom bought me Tenzi because instead of just 40 dice, it is also a game. You must roll your dice so that they all come up the same value. First person to get all their dice the same wins. It was a very thoughtful gift and I am happy to have the dice for design purposes. Thanks mom!
Carcassonne – The Discovery: This is an interested take on the Carcassonne world. You only have four followers and you don’t get them back right away when something is finished. That’s because you can remove them before their thing is completed, or simply wait and never remove them. I’m not sure if I liked it so I’ll have to play it again.
Scoville: I played with my family and was able to play with “final” artwork that I had printed out. While I didn’t have all of the final artwork I had enough to realize that it’s gonna be awesome! Hopefully the art can get wrapped up so we can launch the Kickstarter campaign in January, but at this point I’m not holding my breath.
The Little Prince x2: This is one of those game I was happy to get at GenCon this year. The gameplay is awesome. However, I have no nostalgic connection with the book on which the game is based, so I would prefer a retheme. Make it about colonizing Mars or something like that.
Euphoria: The second Stonemaier Game on the list and another worker placement game. This time your workers are dice and their values matter. I’ll definitely play this again as the first play was steep with learning. Overall I thought it was fun and I think that will be the case after a second play.
Designer’s Corner:
I have recently been making excellent strides in the design department and I owe it all to the 54 card challenge. That challenge really lit a fire under me and I tried as hard as I could to come up with something worthy of the challenge. I now have a new mechanic that I plan to utilize to the fullest in a future game design. It may or may not be awesome, but it is at least innovative.
Also I designed a card game version of Scoville that plays quickly and has the feel of Scoville. I already have it prototyped and I’ve soloed it twice. The next step is to put it in front of my friends for their analysis. I’m really excited about it.
I also worked on Quantum Orcas. It is now a better game, which wasn’t hard to achieve. I added oceanic wormholes (think of them as eddy currents) that open up the game quite a bit. I also changed things up a bit to eliminate the All-or-Nothing nature of ties. I’m hoping to submit my friends to this one as well. This is a game I would probably put up for sale on The Game Crafter, but probably not pitch to publishers. We’ll see where it goes.
And I’ve got big plans for 2014. I’ll have an article on the 1st about my Boards & Barley goals for the year, so you can look forward to that.
***
There you have it… the final Monday Brews of 2013. What Boards and Barley did you enjoy over Christmas?
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Posted in Dam It, Monday Brews, Quantum Orcas, Scoville, The Barley, The Boards
Tags: beer, board games, Christmas, game design, Monday Brews, sequoia, smoked beer
Monday Brews: BGG.con Recap
Posted by edpmarriott
It’s Monday and there are two inches of fresh snow on the ground in Madison this morning. But I am back from BGG.con and am happy to provide a special recap version of The Monday Brews for you! My BGG.con experience was awesome, so let’s not delay in the telling of tales and sharing of stories in the Monday Brews.
The Barley:
While I was at BGG.con I only had a few brews. The hotel bar had a very small selection so I basically skipped the Barley portion of the week. I did sneak in a few brews and here they are…
Shiner Bock: This seemed to be the staple both at the bar and available in the coffee shop. So I had a couple of these. Unfortunately the $7 per bottle price tag was a little steep for me so I didn’t have more. This isn’t what I would consider a great beer, but it’s from Texas, so that counts for something, I think.
Sierra Nevada IPA: This was the on tap beer for the “Cash & Carry” food section offered at the convention hall. My awesome publisher was kind enough to purchase one for me while I was demoing Scoville. I’m not an IPA guy, but it hit the spot.
Some Texas IPA: While having an entertaining evening at the hotel bar before heading to a party I was able to enjoy some other Texas IPA. I have no idea what brand it was and neither did the waitress. Oh well.
The Boards:
In a typical week I play between 2-7 games. In last week’s BGG.con week I played or taught 36 games! I’ll be recapping each BGG.con day with the games I played.
Wednesday…
On my flights I got in my first two games of the week. Those were Ascension and Le Havre. I can’t sleep on planes so having these games helped pass the time. I arrived in Dallas around 2:15 and headed straight to the convention. Since I was there to demo Scoville I immediately went to the demo area and set it up. Table D6 in Demo Land would be my home base for the next four days.
Scoville Demo x4: Wednesday afternoon/evening I was able to run four demos of Scoville. I had already visited the exhibit hall and snagged one of the last five copies of Glass Road. I’m glad I didn’t wait to get one. My big mistake while running demos was not documenting who played them. Gil Hova has a great recap article on BGG where he links to all the players who he played with and I wish I could have done the same. At least I learned something. After four demos it seemed people were liking the game. I was pleased with that.
Glass Road: After leaving the demo hall I found the Tasty Minstrel guys in the Jonsson room and we sat down to punch and play my copy of Glass Road. Seth had already played so he was able to teach us. I was already a little brain burned from the 4 Scoville demos so I didn’t play a very good game, but I’m glad to have bought a copy since I think it is fun and interesting and short enough to make regular visits to my gaming table.
Bang! The Dice Game: I like Bang and think it’s a fun game, but with player elimination I think it’s a little too long. Enter the dice version. I played this with Chris Kirkman of Dice Hate Me, Darrell Louder of Compounded and UnPub fame, Michael Mindes of Tasty Minstrel, and Scott King of game photography awesomeness. I’m not typically much of a social gamer and my face usually gives everything away. But since this is a dice version I was able to help my team lose quickly instead of dragging things out. I’m tempted to pick this up.
One Night Ultimate Werewolf: I had never played Werewolf before. In fact I feel really bad that I always thought people looked really goofy when playing. I blame that on ignorance. The new One Night Ultimate Werewolf not only has really nice looking artwork, but it’s a lot of fun. With the same group as Bang The Dice Game we had one particularly funny moment when the reader, who shall remain nameless, was reading the part about the “Troublemaker” and instead of reading down into the rulebook like for the previous players he lifted his head while reading the troublemaker portion and gave himself away. It was really hilarious when we all lifted our heads and started laughing.
Thursday…
I woke up early to head to the coffee shop and grab a strong caffeinated beverage and worked on some game design until the exhibit hall opened at 10. After a quick walk through the hall including purchasing the new Ticket to Ride: Nederland, I was back in Demo Land for more Scoville. Here’s what the gaming hall looked like:
I was able to run 4 more Scoville demos before I realized that I was hungry. After snagging some food I joined up with the awesome Benny Sperling and his wife Jax for some non-Scoville gaming. It was a nice break.
Trains: I’ve played Trains a few times so far and I think I enjoy it. I like that it has similarities to Dominion, which makes it accessible. But I dislike that it is so similar to Dominion. While having the board gives an extra dimension, there are often turns where you can’t do anything. And that’s not due to having a lot of waste in my hand because I ended with only 4 waste cards. I’m hoping that upcoming expansions pull this game further from Dominion.
Mai-Star: This is a game about geisha and guests by the designer of Love Letter. On your turn you can either place an advertiser or a guest. Advertisers let you entertain better guests. Guests let you have special abilities when played. This is a light and interesting game that’s played over three rounds. I’d play it again but it’s not something I would buy.
Scoville x3: After Mai-Star I hustled back to the demo table where people were waiting. I not only taught them the game, but also two other groups after them. Overall I demoed Scoville 7 times on Thursday.
New Bedford: I was fortunate to know someone who had brought a print and play version of New Bedford by Nathaniel Levan and Oak Leaf Games. It is a game about a whaling town, which is a cool theme. Your goal is to send out boats to capture whales. But the coolest part about the game is how the town itself actually gets built. Players have worker placement spots where they can gain resources or money, or build buildings. Buildings can then be used as worker placement locations. Head to the Oak Leaf Games website to learn more. My first impression was that it was a very entertaining game and I am looking forward to playing it again!
Embarrassing Moment Nominee: In case you are unaware there is a designer with the name Alan R. Moon who designed a little game called Ticket to Ride. You might have heard of that game. It’s the one in Target with the sticker that reads “Over 2 Million Copies Sold.” Yeah, the guy is sort of a celebrity in the industry. Well, he happened to be standing near my demo table and I had to walk over and introduce myself. That was the cool part. The embarrassing part was that I immediately mentioned how I had an awesome idea for the contest that they ran last year and I started to go on and on about my idea a new Ticket to Ride. Then in my head I froze and realized that the poor guy probably gets bombarded by hundreds of ideas all the time and he probably doesn’t want to hear one from some dude that he just met. I basically told myself to shut up, thanked him, and walked away feeling like an idiot.
Friday…
Friday was a down day for Scoville with only 5 demos, but when I wasn’t demoing I was connecting with people in the UnPub Proto Alley or schmoozin with publishers.
Scoville x5: Friday’s Scoville demos were the first to have a repeat player. I thought that was pretty cool.
Compounded (With possible expansion): I love Compounded and I had the opportunity to play it with the publisher and a few others in the UnPub area. The designer was demoing it with a possible expansion that I thought made the game more interesting. I won’t mention any details about the expansion because there’s nothing official, but they wouldn’t go wrong by adding it to the game!
Double Impact: This was a prototype that I would PNP immediately if I could get my hands on the files. There was just something about the game utilizing worker placement and very interesting decisions that I found fascinating. I was also drooling over the brilliant iconography. The designer was at the table and the other player was annoyed with me fawning over the game. While the game needs a little tweaking, it has a very promising future.
Belle of the Ball: I backed this game on Kickstarter nearly on artwork and graphic design alone. I finally got to play it and I am very happy to report that it was also a very good game. The Belle cards add a lot of “take that” type of action to the game, but also allow you to increase the awesomeness of your party. I’m looking forward to this one arriving next year!
Round Trip & Enqueteur by David Short: David is a Tasty Minstrel Games alum with Ground Floor and Skyline having already been published. So it was a pleasure to meet him and play some of his prototypes. Round Trip is about getting yourself to your gate at an airport. It utilizes a mancala mechanic, but does so in a more interesting way because of the interaction between other players and the cards you are trying to score. I was pretty impressed with the state of the game considering it’s only a few months old. Then we played Enqueteur, which is a very nice step up from Love Letter. It plays similar to Love Letter but adds some interesting complications to the game. David is doing some awesome designing right now and I wish him the best!
Pitch Car: After leaving the gaming hall a few of us decided to play a quick lap of Pitch Car which was set up in the open area. The track setup is shown below. It was pretty epic. What wasn’t epic was how I played. Despite that it was a fun way to cap off the night!
Saturday…
I started Saturday early since I wanted to get in as many demos of Scoville as I could. But it would turn out that my gaming day would begin with something called Dart Gun Desperados a.k.a. Rubber Banditos.
Rubber Banditos: This is a crazy cool game by Steve Avery, who co-designed Nothing Personal with Tom Vasel, who you may have heard of. The idea of the game is you are trying to gain money with your people. But you’d better beware or you’ll get shot by an opponent. And the shooting was done with real rubber band shooters. You would actually shoot rubber bands at your opponents figures. While I ended with no money, the gameplay itself is what made the game for me. The best part is the gun fight where you duel with an opponent. Steve was awesome to meet and talk with and I look forward to enjoying a brew or two with him in the future!
Scoville x5: One of the highlights of the convention was that I got to play Scoville with both Seth and Michael from Tasty Minstrel. It was interesting to see the strategy of how they played. And it was also very nice after the closing ceremonies when TMG gave me the okay to wrap up the demos. With 22 demos under my belt I increased my number of plays significantly. And I can honestly say that I did not get sick of the game. Thank you to all who played the game. I am honored and humbled by your kind words.
Going, Going, Gone: Appropriately enough the very last game I played was Going, Going, Gone. This is an action auction game where players try to bid on five different auctions at the same time. We were playing an adult version that featured some of the Shiner Bock that I mentioned above and we were taught by the spunky Betsy Ross. It was sheer fun, unless you kept getting beer spilled on your arm.
Embarrassing Moment Nominee #2: I have an issue with dragging out stories and Saturday night was one of those moments. I was trying to tell the story of how I met a publisher at GenCon 2 years ago and failed to pick up the check and then how I met another publisher 2 years ago and submitted a crappy game, and how ultimately those are the two publishers I am now closest with. It’s actually a really cool story but should only take about 5 minutes to tell instead of fifteen. Afterword someone with clout in the biz said, “That was the longest story ever!,” but with mildly stronger language. I felt bad about wasting their time. If you ever want to hear the story I’ll be happy to practice a short version before telling you the story.
My BGG.con experience wrapped up with the I’m Board With Life crew who were throwing a party in their rooms. We had an exceptional bartender for starters, but I was also able to meet Quinns from Shut Up Sit Down. That was pretty cool, especially since he said Scoville sounded interesting! I also had an inspirational moment about greater stuff in life when chatting with the wife of one of the I’m Board With Life guys. She helped me gain perspective on life in Central America and I am afraid to say that we in the US don’t have the right understanding of Latin American culture. If I took nothing away from BGG.con other than that conversation, then it still would have been worth it. I couldn’t thank her enough for her honesty.
Other Awesomeness:
BGG.con is a fantastic convention. I love that it is singularly focused on board games. I love the intimate feel where it’s like you’re all part of a family. And I love that there are so many amazing people who attend. I met so many of you and I’d love to list you all but I know I would forget some. Needless to say, BGG.con is great for networking and socializing with really awesome people.
I also enjoyed the exhibit hall since it wasn’t like fighting for survival the way the GenCon exhibit hall can feel at times. It’s so casual and you can just chat with people and make lasting connections. I particularly enjoyed my conversation with the awesome couple behind MeepleSource.com. They had a great booth and they offer awesome stuff to spruce up your games.
I specially want to thank Darrell Louder for his time contributions to run the UnPub Proto Alley. While I did not have the chance to participate, I understand what an awesome venue it can be for aspiring game designers. It offered the chance for designers to get and give feedback for prototype game designs. That’s the same way that I first got Scoville to the table in front of other designers. I’m not sure if there is a better way for networking and bettering your designs than things like UnPub. So make sure you thank Darrell when you get a chance. He’s an awesome dude.
My only regret of the convention is that I did not get to play most of the Hot Essen Releases. These included Amerigo, Lewis & Clark, Machi Koro, Concordia, Caverna, Nauticus, Russian Railroads, Nations and Madeira. They were sitting so tantalizingly close to my Scoville demo table.
Thanks to everyone who took the time to play a prototype of Scoville. I am humbled that so many people were willing to sit at a table and play a prototype when all the Hot Essen Releases were just mere feet away. BGG.con was a fantastic experience and I’m very much considering going back next year.
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Monday Brews: 11-18-13
Posted by edpmarriott
It’s a good news – bad news Monday here at Boards and Barley. First, the bad news: the Scoville Kickstarter campaign is being moved to mid-December. We’ll all just have to be patient a little longer. Now the good news: I’ll be at BGG.con demoing Scoville and meeting a lot of you awesome people this week!
That’s right. It’s gonna be a slow week on Boards and Barley because I’ll be down in Dallas enjoying some full on boards and barley with fellow designers and gamers and publishers. It’s gonna be awesome!
Never-the-less, today is Monday so I present to you the Boards and Barley that I enjoyed last week:
The Barley:

Rasputin rounds out the lineup of stouts.
Newton’s Oatmeal Stout: My own oatmeal stout is a decent homebrew. However, it is gonna have some competition soon as I recently bottled my scotch ale, which will be named after Sir Alexander Fleming.
Lost Coast Eight Ball Oatmeal Stout: This is a pretty good oatmeal stout, expecially since it doesn’t have that “homebrew” characteristic that my beer possesses.
Bell’s Special Double Cream Stout: A straggler from the 6-pack I purchased was thoroughly enjoyed. I find this double cream stout to be very drinkable.
North Coast Old Rasputin Russian Imperial Stout: It was a strange week for me barley-wise. I only had stouts. A few years ago that would never have happened. I do believe my beer palate is maturing! Unforunately I enjoyed this brew after those other stouts and so I only went for half the bottle. But if you want something potent then I would recommend anything that says “Russian Imperial.”
The Boards:
Cable Car: This is one of the best games to get a game night started. The strategy is light. The decisions are few. The screwage is immense. It has everything to get people into the gaming mood. And since it plays quickly, Cable Car makes it to the table relatively frequently. Fun game!
Last Will: I played this at our board game night as well. And I lost badly. I am usually pretty good at this game, but I made a HUGE error on the very first turn and really botched things. Plus, the Old Friend wasn’t available for me as the first player in the first round. That really hindered my game. But despite my pitiful performance this is a game that I love playing. It is a really awesome design.
Compounded: I taught Compounded to four family members over the weekend and the consensus was that they loved it. One of them is a chemist so it was right up her alley. My older brother, who isn’t really a gamer, dominated everyone by getting some compounds completed really early. If you have yet to check out Compounded, maybe it’s time to pick it up!
Kingdom Builder: We played Kingdom Builder with the Crossroads expansion. It is a great expansion and I love the new “objectives” to strive for during the game. This is a really enjoyable game for me as it is light enough to keep my wife interested, yet deep enough to make me care on every turn.
Dungeon Roll: I played this solo and had a decent game… or so I thought. I fought hard to get those 19 points only to learn that that only makes me a Village Hero. I must be doing something wrong since I barely ever score in the 20s. Oh well. Also, if you haven’t seen it, there is a Winter Heroes promo pack on Kickstarter right now for a super low price. But hurry up since there’s less than 24 hours to go!
Designer’s Corner:
As I mentioned last week I’ve been in the designer doldrums lately. This time of year is usually so busy for me that I brain rarely gets a spare moment to work on hobby stuff. However, since I’ll be down at BGG.con this week I’m going to bring my notebook and idea box to see if I can come up with anything for my current games or possibly to come up with a few new games. I’ll keep you posted.
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So those are the Boards and Barley that I enjoyed last week. What did you enjoy? And will I see you at BGG.con?
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Posted in Monday Brews, The Barley, The Boards
Tags: beer, board games, idea box, Monday Brews, oatmeal stout, stout
Oxides and Acids: A Review of Compounded
Posted by edpmarriott

A game that I received via Kickstarter that has brought enjoyment to my gaming group recently is Compounded. This game was designed by Darrell Louder and published by the excellent Dice Hate Me Games.
In Compounded you are essentially a lab manager taking care of different experiments. Your objective in the game is to earn the most Atomic Points (AP… Note: this is the type of AP that you want!). Atomic points are earned by completing compounds. Each round consists of the following four phases:
- Discovery Phase: Players obtain new elements from the draw bag based on their Discovery research level.
- Study Phase: Players place or move their claim tokens, which indicate the compounds that they are claiming.
- Research Phase: Players take elements from their workbench and place them on compounds.
- Lab Phase: Players score any completed compounds and deal with any lab fires.
The game lasts until someone reaches 50 atomic points or when someone has 3 of their 4 research levels topped out or when the research field can no longer be filled.
Throughout the game players are trying to complete compounds that will be beneficial for them. Beneficial refers to the type of research that they will gain when completing a compound. Let’s take a look at the examples in this image:

The compound in the middle, Hydroxylamine, will award 6 atomic points (upper right corner). The player completing the compound will also be able to increase their “Discovery” experiment level (Blue indicator next to the score). Also, the player completing the compound would receive a Lab Key token, which they could use later in the game to obtain the first player marker. The compound on the left awards 5 points, a bump in the “Research” experiment level, and causes volatility in the lab (red flame icon in the lower right corner), which is like a lab fire. The compound on the right awards 6 atomic points, a bump in the “Study” experiment level, and safety goggles, which can be really useful!
As players complete compounds their abilities will increase. That nature of the game allows things to ramp up really well throughout the game. Here are my thoughts:
Here’s What I Like:
Science and Theme: You’ve gotta give it to the designer and publisher. This is not a typical theme and I imagine some people would find it dry because there is no boring looking renaissance man on the cover. However, the theme is so perfectly integrated into the game that you almost forget that don’t realize Hydrogen Oxide is, in fact, water! Everything thematically works really really well in this game.
Graphic Design: Normally I list that I enjoy the artwork in a game. This game is a little different. There is actually very little artwork. Rather, the game is nearly all graphic design. Even the box cover isn’t your typical fully painted work of art. So why is this in the section of things I like? Because they pulled it off beautifully. In a game like this there’s just no need for gaudy, over the top artwork. This is a streamlined product that looks really nice.
Gameplay: I really enjoy how this game works. It is similar, in some respects, to Scoville in that each round of the game is made of different phases. I enjoy that each round is discrete and you have to work to maximize what you can do during your turn while hoping you’re doing a better job than your opponents.
Here’s What I Dislike:
Luck: Since drawing elements during the discovery phase is a luck mechanic, it can make things a little frustrating if you are unable to draw what you need. This issue is minimized, however, by your abilities as they increase throughout the game. While luck is present, it becomes less and less as the game goes on, which is good.
Flame Token and Draw Bag Components: This is more of a gripe than something I dislike. I wish the flame tokens were slightly larger so they would be easier to grab. I understand that their size makes them fit really well onto the compound cards, so I can forgive that. The draw bag is also slightly too small. We swapped it for a draw bag from VivaJava and the VivaJava draw bag worked much better.
Designer Perspective: What Would I Change?
First, you should be aware that I have not yet played the game with the Chemical Chaos or Journal expansion cards. As a designer I would like to drop some of the symmetry from the game. I’m not sure how it would work, but I like the idea of having different starting conditions or abilities for each player. Perhaps Player 1 could start with a bumped Discovery level and fewer elements. Perhaps Player 2 could start with a bumped Research level. Those options for asymmetry wouldn’t work very well. A better option would be hidden objectives. Like someone could be an Oxide collector where they try to get a set of three different oxides for bonus points. I think that could be fun as it helps to steer your long term strategy in the game.
Beer Pairing:
While I have not had this particular brand of beer, I cannot think of a better partner for Compounded than Element Brewing Company. And the beer I’ve chosen for this pairing is the Dark Element.
According to the website, Dark Element is strikingly viscous and creamy on the palate with citrus fruit and chocolate cream. It sounds like a delicious beer that would pair well with Compounded!
Overall Rating:
I really think this is a fantastic game. The game flows nicely, minimizes downtime, maximizes strategic decisions, and, most importantly, is a lot of fun. But then as a bonus you can learn stuff while you’re playing! I can’t wait to play Compounded again. I’ll rate this game a 9 out of 10 on the BoardGameGeek scale:

Excellent game. Always want to play it.
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Posted in Board Game Reviews, The Barley, The Boards
Tags: awesomeness, board game review, chemistry, compounded, dice hate me, elements, science












