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How to Demo Your Game

One of my favorite things things that the Board Game Geek team does is broadcast live demos of recent or upcoming games at game fairs. So with Convention Season getting into full swing with Origins this week I wanted to provide a useful tool for all those fine folks who will be in front of the camera presenting their upcoming games.

Sometimes it seems like some people just don’t know how to demo their games. I recently witnessed a representative from a board game company telling someone about a recent release and it seemed like the guy had no clue how to talk about the game.

Using that as inspiration for this article, I present to you today the Demo Diamond! This handy guide walks you through your demo so that you can bring the relevant information to the viewer and so that you don’t waste time where you shouldn’t.

Demo Diamond

Demo Diamond

Demo Diamond Explanation

Introduction – 15-30 seconds

You should always introduce yourself or be introduced. The BoardGameGeek team always does this really well.

But this is also the time to introduce the game and tell us when it will be available.

Stats – 30 seconds

Briefly cover the player count, the playing time, the ages, and the weight of the game. This helps people know right away if this might be a game for them or their gaming group.

Also mention the type of game that it is. People want to know if it is a family game or a strategy game or a filler game or a war game or whatever.

Prime Time – 3 to 5 Minutes

This is where you can really make your game shine. We want to know all about the game. So tell us the theme, the objectives, how to play, how a turn or round works, show off the components (this can be a really big selling point!), and basically teach the game with just enough information to pique our interest.

We don’t want all the nitty gritty stuff. Hit the high points. Talk about the things that make it special. Make us want to learn more.

Since this is a demo, keep it brief. We don’t want rambling talk or jumping from one thing to the next. Focus on being coherent and flowing through the game. Try to have a stream of thought where you work through the details in a linear way:

Theme > Objective > How you win > How you play > How it ends

Stats Refresher – 15 seconds

Once you’ve worked through the gameplay it’s time to remind people about the stats again. So tell us the player count, the ages, and the play time.

Wrap-Up – 15 seconds

Time to be done. Remind us again what the game is and when it will be available. And it would be great to thank us for watching!

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I hope that this article can help you as you’re demoing your game! Let me know if you have other ways of doing it or if you think the Demo Diamond should be tweaked or modified.

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2016 Recap, The List, Looking Ahead

TheListImage-BoardsAndBarleyAt the start of 2016 I posted an article called “The List.” The article was a list of games that my gaming group owns but had not yet played. It was a pretty good sized list that grew throughout 2016. For the first half of the year I was regularly posting updates to The List and providing brief reviews of the games we crossed off. That tailed off a bit later in the year when I gamed less and lost a little interest in gaming due to life.

But here we are at the end of 2016 so I am providing one final recap to The List. Let’s take a look at how we did. Go back and visit the original article: The List.

The Final Tally

There are 57 games on The List, which does not include games like Great Western Trail, SeaFall, Grand Austria Hotel, and many more that were purchased along the way. I’ll leave those out for now since that’s too much to try and remember (I should have stuck with the regular updates).

Of those 57, 28 were played. 

So 28/57 means we played less than half of the games. Ouch.

Some games got traded before we played them. Others were just not interesting enough. Mistakes were made. Excuses rose to the surface. For one reason or another we didn’t do that great with The List.

This is kind of a downer and I don’t want downers to drown out the joy that I had through board gaming in 2016. So here are my top games from the year:

Top 5 Games of 2016

  1. pic2578828_mdOrleans: This was/is my favorite. I love how it all works together. I love how every decision seems like a good one and that everything you are doing moves you forward rather than backward. It works really well and flows smoothly. I think I might get the expansion for 2017.
  2. Pandemic: Legacy: I’m not a huge Pandemic fan. But this makes the list because of the great group of people I am playing it with. We’ve had a lot of fun trying to work through the ups and (mostly) downs that the game presents. We’ve come up with creative names, like Eko “Flavor-Crystal” Farts. Overall it has provided hours of great gaming time with great friends.
  3. Karuba: It’s so simple to teach and play. I’ve introduced it to a bunch of people and now my family collectively owns three copies between me and my brothers-in-law.
  4. Scythe: I only played once and I played poorly. However, it is obvious that this game has great depth and a truly immersive experience. It takes a special game to make you feel like you are in the game. This one succeeds at that.
  5. The Voyages of Marco Polo: True, classic, solid Euro. Really hit the mark for me. I LOVE the variable player powers. The dice placement works really well. Overall this is a game I can’t wait to play again.

Best Expansion of 2016

pic2623383_mdA little shameless self-promotion never hurt anyone, right? My favorite expansion from 2016 was Scoville: Labs!

What I love most about this expansion is that it adds a great layer of control to the game.

One of the things people griped about with the base game was that it was too tactical and they didn’t have enough control with what they were getting and when they would get it. That’s why i designed the personal pepper lab.

With the lab you can control exactly what you get and when you get it. This allows for a greater level of strategy rather than the more tactical base game.

Plus, as a bonus it comes with a bunch of extra peppers, which helps with the other common gripe from the base game that players would run out of peppers.

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Image via BoardGameGeek.com user mpalframan (link)

Check out Scoville: Labs from your favorite local game store or your favorite online game store.

Honorable Mention Games of 2016

There are a bunch of other games I really enjoyed from 2016. My list above was capped at 5 to really highlight those games, but these games also deserve some attention.

  1. Covert: The highlight of this spy-themed cold war Euro is how you can create fantastic combinations of cards, which allow you to pull of some really great moves. The gameplay works well and the artwork is amazing.
  2. Potion Explosion: This was a hit with some of our wives, which means it’s a winner. I didn’t have high expectations for this game, but once I played it I realized that I wanted to keep playing. The part that sells it to me was the special abilities of the potions.
  3. Quadropolis: So clever and tight and unique. Decisions are interesting and the placement of your tiles matters SO MUCH! I really like trying to figure out the best placement for tiles relative to how other players are playing. There’s actually quite a bit of interaction here as well.
  4. SeaFall: I’m not sure yet whether I enjoy this game. However, the experience is really what you are paying for when you buy this one. This presents a fantastically immersive experience for gamers. Now all I have to do is try to figure out how to get out of last place before we are done with the campaign.
  5. Terraforming Mars: Use the Draft Variant. This is a really enjoyable engine building game (using “engine building” lightly). Players use cards and can create combinations that will help them get ahead. Without the draft variant this game wouldn’t make the list.

Looking Ahead to 2017

I’m not doing another “The List” type thing. That was too much effort to track and bother over.

Another mistake from 2016 was that my gaming group switched to once-a-month rather than twice a month. We will be going back to twice a month.

As for design efforts I have one solo design that I believe has great potential and one co-design that I believe has even greater potential. Development on these two games will be at the forefront of my efforts. It would be great if I could get another game signed, but that’s something that is outside of my control and, as such, is not a reasonable goal.

My 2017 convention schedule is sparse at this point. I’ll probably go to Protospiel-Milwaukee in the spring and Protospiel-Madison in the fall. I’ll definitely be going to Gen Con in August. I’d love to go back to Grand Con in September or BGG.Con in November. Those are both enjoyable gaming-focused cons. Maybe 2017 will be the year I finally get to Origins.

As for this website, I’d like to hear from you. Let me know what sorts of articles you are interested in reading. What would you like to see on this site? Do you want more random design efforts like the Design Me articles? Would you like more tutorials like the “How To Teach Games” type stuff? Or maybe more game design related content like blank card templates or usable vector icons? Please feel free to comment here or on Twitter and let me know what sort of content you would be the most interested in.

Thanks for reading! I wish you a great 2017.

Different Approaches to Game Design

I’ve been messing around with half a dozen designs lately and I seem to be stuck on each and every one of them. The only design that is making progress is a co-design with a friend of mine. So I’ve been thinking about mixing it up to try some different approaches to designing game. Today I wanted to present four approaches that you can use as a starting point. I am going to try each of these four approaches over the next month and see if I find inspiration.

Theme First

One of the most popular ways of starting out a game design is to choose a theme that you think is interesting.

This is a wide open way to design. You could choose to design about paratroopers rescuing chickens stranded on Antarctica. You could design about scuttlefish escaping sea urchins.

Going Theme First allows you to choose whatever you want the game to be about. Once you’ve chosen the theme you can then begin to consider the mechanics that might fit with the theme.

I personally like Theme First design. I like to picture myself immersed in the theme wondering what ways I can bring the theme together and make it feel like a grand experience.

Mechanic First

This is probably the other most popular way of designing a game. The designer might come up with a really interesting way to play a game. This could be a new component, a new way of using a component, a new combination of mechanics, or other things that haven’t been done before. Or you could pick a mechanic that has been done before and add a twist.

Once you’ve figured out your main mechanic and made it playable you can try to figure out what type of theme might fit with your mechanic.

This way of designing assures the designer that their game will utilize a gameplay mechanic that they like.

Scoring Condition First

This is a lesser used way of designing games. Some abstract games are designed with the scoring condition as the driver for the design.

This is essentially a specific variant of Mechanic First design, but with the end-game in mind. Designers choose how they want the scoring to work. Then they will fill in the design with the mechanics and slap on a theme if necessary.

This is something that I’ve been wanting to do but have not found a scoring condition that I like enough to build a game around.

Component First

This is a tough one to do because most designers don’t design around a “final product” type component. But there are times when a designer may make a game from the components that they have available.

When designing component first you would often choose a component or components that you really want in your game. Then you would choose a theme or mechanic that will work with those components.

This can be pretty awesome if you have a great component in mind. If you want to go with this approach it is probably best to be innovative and use either new components that haven’t been used in games before or to utilize existing components in new ways.

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There are, of course, other ways to get started with a game design but I think these four ways are a great starting point to get you thinking about your game designs. If you have other ways that you think are important, please share them in the comments section. Thanks for reading and have a great Thanksgiving (If you are in the US) or a great weekend around the rest of the world.

Non-Gamer Game Night Guide

I recently had a “non-gamer” game night with some neighbors of mine. It’s a great opportunity to be able to get together with people who don’t normally play hobby games. I love it when they play a game and then realize that there are more interesting things than LIFE, Monopoly, and Sorry.

I had tweeted a request for gaming options to see what people would recommend and I was inundated with great ideas. Thank you to those of you who replied to my tweet. Because I got so many results I thought I would bring all those suggestions together into this article to help you host a “Non-gamer” Game Night!

Invite some people!

You can’t have a game night without the people. (Well, you can since there are a lot of solo games out there, but I prefer playing games with other humans beings). So the first thing you’ll want to do is invite those neighbors of yours, or co-workers, or general acquaintances, who may or may not be interested in playing games. Bribe them with snacks or beverages. Tell them whatever you need to tell them to get them in the door.

Once they are there, here are two things to avoid:

  1. Don’t overwhelm them with the depth of your gaming knowledge. Just let them know you like games and wanna hang out with them for a while.
  2. Don’t go all crazy with the lingo by using words like “Meeple.” It may turn some people off. Use layman’s terms like “pawn” or “player piece.”

Did Someone Say “Snacks”

I usually like to have cheese and sausage and Peanut Butter M&Ms for game night. These are pretty safe foods, though the cheese and sausage should be accompanied by napkins to help the finger-lickers in the group have a more hygienic way of cleaning their fingers.

I have a general rule for game night snacks: nothing juicy, nothing sticky, nothing crumbly. 

Cheetos and similar foods are particularly bad because of the residue they leave behind on your fingers. The residue can easily be transferred to your precious game components. And when the typical game costs $40-$50 you just don’t really want to see Cheeto dust coating the cards. There was one time where someone wanted Chicken Wings. I almost uninvited them.

So pick out something dry and clean, like the aforementioned Peanut Butter M&Ms, or perhaps some Red Vines. Finger foods that can be popped into your mouth work well.

The (Gate-way) Games

So you’ve got the “non-gamers” in the door. Excellent work. (Note, I put “non-gamers” in quotes because deep down inside of us all we are all gamers even if we don’t know it). Now it’s time to get the right game to the table.

With non-gamers there are a few things you should consider when choosing the game:

  1. Are the rules easy to teach?
  2. Is the game easy to play?
  3. Does the game take a long time?

The first two mostly go together. You’ll want a game that is pretty simple to teach and play. Games that offer players only a few limited choices are usually good options. The third one is important because you typically don’t want to lose your audience in a 60+ minute game. It would almost always be better to player three 20 minute games.

This is where the tweet came into play. I wanted to get opinions about games that work well for non-gamers. I got a bunch of replies and here are some of the best games that I think fit my criteria for a non-gamer game night, in order of most recommended first:

  • Ticket To Ride – Classic gateway game. Build train routes. Three choices on your turn (Take Cards, Take Routes, Build connections).
  • Lanterns – A lovely game with a simple rule set. Play a tile, people get cards. Try to get the right sets of cards.
  • Camel Up – Qwirky theme and artwork. Players take one of five actions (Roll a die, Guess the Winner, Guess the Loser, Place a bid, Place Oasis/Desert)
  • Carcassonne –  Another classic gateway game. Place your tile and possible a player pawn. Do the best with the tiles you draw.
  • Codenames (And/or Codenames: Pictures) – A great party game where two clue-givers try to get their team to guess the correct words (or pictures). Great with larger groups.
  • Splendor – Basically a theme-less game, but the gameplay is simple and rewarding. On your turn you either 1) Take Gems, 2) Reserve a Card, or 3) Spend Gems to earn a card.
  • No Thanks – It’s a light card game about getting the right numbered cards. Try to get cards in sequence without gaps or you’ll get too many points. You don’t want points.
  • For Sale – Another light card game. This has two phases. Each is pretty simple to play.
  • Sushi Go – The easiest card-drafting game. Players are dealt a hand of cards. They choose one, play it, and pass the rest. Then they draw from the cards that they received. This continues for three quick rounds.
  • Love Letter – Very light and easy to understand yet full of interesting gameplay. On your turn you have a card in your hand already, you draw another, choose one of them to play and follow the instructions. You want to be the last person standing.
  • Qwixx – A light dice rolling game where players try to cross off numbers from 2 to 12 or vice versa. Easy to teach and quick to play.

There are some honorable mentions that are pretty good choices, but I couldn’t recommend them before any of those in the list above. These included

  • Bohnanza (Sometimes the “Bean Fields” idea confuses new players and some of the rules are just a little too much to remember for first timers)
  • 6 Nimmt (Haven’t personally played it so I couldn’t put it on the list)
  • Las Vegas (Haven’t personally played it so I couldn’t put it on the list)
  • Time Stories (I think this is probably too heavy and I haven’t personally played it so I couldn’t put it on the list)
  • Quadropolis (This was close to making the list)
  • Tokaido (This was also close to making the list)
  • Diamonds (Haven’t personally played it so I couldn’t put it on the list)
  • Rolling America (This probably could join Qwixx above but I haven’t played it so I didn’t want to put it on the list)
  • King of Tokyo (The special ability cards can make this a little more complicated than I’d like for non-gamers)
  • Forbidden Island (I don’t like co-op games for non-gamers)
  • Paperback (Fun deck builder, but deck building isn’t something I would push on non-gamers)
  • Libertalia (Very fun game but a little too deep for non-gamers)
  • Hanabi (Meets the criteria but it’s so thinky that I’d rather have something slightly easier for non-gamers)
  • Colt Express (Way too heavy for non-gamers)

Final Thoughts…

It is important to be patient with non-gamers. We gamers seem to grok new game rules pretty quickly and it is easy to take it for granted when new gamers or non-gamers don’t understand things. So take your time. It takes hearing something three times before it really sticks. Usually after I teach the rules I do a quick recap.

Remind people that you are getting together to have fun and hang out. Don’t make winning the only thing. Try to avoid back-stabbing play and certainly don’t go after any one player. Make them feel welcome and give them a chance for victory. If they win it will put good vibes in their head and they’ll be more likely to come back for another game night.

So there you go. Get your non-gamer friends in the door, choose some appropriate snacks, and get the right game on the table! Let me know what you do to help your non-gamer friends enjoy an evening of cardboard.

How To Make A Quad-fold Board

When designing games it often becomes helpful or necessary to have a quality prototype, which often includes a quad-fold board. There are easy ways to do it, like taping a few pieces of paper together. And there are more difficult ways to make them. I usually only make them when I would rather have it fold to fit in a box. Today I want to share my method for producing a decent quad-fold board for your game design purposes.

Components

Here are the components I use when making a quad-fold board:

  • Matte board (I buy bulk scrap matte board at Hobby Lobby since it is so inexpensive)
  • Photo Paper (I use Kodak Glossy Photo Paper)
  • Glue Stick (Or adhesive of your choice)
  • Tape (I prefer masking tape)
  • Rotary Cutter (I use this one)

The methods in this article are based on the fact that I have a 12 inch rotary cutter that cannot cut through two pieces of matte board at the same time. If I could cut through two matte board pieces at a time then I would probably use a different method.

Methodology

My assumption here is that you already have artwork you’ve created. If you have the artwork ready, then here are the steps I follow to make my quad fold boards…

Print the Artwork

When I work with larger sized images I usually print them from either MS Publisher or MS Powerpoint. Publisher will require you make a larger template, but that is pretty easy to do. When you print this way you will print on several sheets of paper.

Once they are printed I will cut off the white margins for all the interior edges that will join up together. You can see an example of the cut photo paper above in the image with the glue stick.

Glue the First Two Pieces

Depending on whether you want your board to fold with the artwork out (unusual) or inward (common) you will either have to do one or two of these procedures respectively.

As I mentioned earlier, you will do this once if you don’t care that your artwork folds outward. If you prefer your artwork to fold inward, then repeat this process with the other two pieces of your quad-fold board.

Before moving on I always like to check how smoothly the board folds. Here’s my example:

IMG_6571

Completing your Board

With a set of two pieces taped together you are now set to complete your board. This step is pretty simple. With all four pieces laid out, flip them all over together. Make sure they go into the correct places when flipped. You don’t want to flip them where they are but rather flip them and swap them horizontally. Before I start I put a piece of tape in the corners that line up in the middle of the board. This helps me know that I have the pieces together the right way.

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With them in the correct locations, all you need to do is apply two more pieces of tape as seen here:

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Completed Quad-Fold Board!

And there you go! You now know how to make a quad-fold board for your game designs. Just keep in mind that if you would prefer the artwork to fold inward then do the “Glue the First Two Pieces” process twice. Then flip them and use only one piece of tape on one of the seams.

Here’s is my completed board for this article:

And here is the quad-fold board I made for a high quality prototype of Scoville using Joshua Cappel’s artwork:

Another Option

If you are not equipped with printing capabilities or if you would prefer to not do this on your own, then feel free to utilize The Game Crafter as they can create a quality quad-fold board for you. You just upload your artwork in the correct size and pay a little money and they’ll make your board and mail it to you.

They have the following options available:

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So how do you make your quad-fold boards? Do you use a different method? I’d love to hear if there is a better way (I’m sure there is).

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