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2013 in Review
Welcome to 2014! Today I wanted to look back on my experiences in 2013, point out some highlights and mention some stats from the blog. (Unfortunately WordPress won’t send me one of those fancy Year In Review stats thingies since this blog is not quite 1 year old).
January 11th: Scoville Playtest #1
It was nearly one year ago that I playtested Scoville for the first time. I had been working on it a lot and had just had a breakthrough that made it ready for testing. At the time I had no idea that Scoville would make 2013 what it did.
The playtest went really well. Of course there were tweaks to be made. But the overall feeling coming out of that playtest was, “Holy cow… there’s a lot more game here than I thought!” I playtested Scoville 6 more times in January.
Protospiel-Milwaukee
I took Scoville to Protospiel-Milwaukee and it was well received. I even got Ryan Metzler to play it! I also got to meet Grant Rodiek, Matt Worden, and Chevee Dodd. If you like game design at all you should be following those three awesome gentlemen on Twitter.
If you want to learn more about my Protospiel experience check out my article: Protospiel Recap
Shortly after Protospiel Tasty Minstrel Games requested a copy of Scoville for evaluation. I obliged, of course, and sent them a copy ASAP. Overall it seems it was definitely worth it to attend Protospiel! Special thanks to Chevee Dodd for his kind words in his recap article: Weekly[ish] Update – 3-15-13
Bellwether Games Interview
One of the highlights of 2013 was being interviewed by Bellwether Games. They interview a designer a month and it was a privilege to join those ranks! You can read the article here: Ed Marriott Interview
TMG Announces Scoville
By July I had signed a contract with Tasty Minstrel Games for Scoville. They announced the deal on July 21st and I was so happy to be able to tell the world! I wrote this article, which includes an awesome logo revision for TMG, about the contract.
Boards & Barley Stats & Stuff
I started Boards & Barley last January with the intent of writing about home brewing and game design. It ended up being heavily tilted toward game design, but I don’t think that’s a problem. Here are the monthly viewership stats:

Overall the site was visited by 90 different countries (that still boggles my mind!). Here’s a look at the map:

22 countries viewed B&B once in 2013.
The top five most viewed articles were these:
- Prototype Art: Cubes in Inkscape
- Prototyping Techniques Applied to Scoville
- Monte Carlo Simulations for Game Design – By Adam Buckingham
- The Benefits of Pretty Prototypes
- Prototype Art: Icons in Inkscape
Apparently people really like reading about prototyping. I’ll definitely write more about that.
The most clicked items were these:
- Scoville PnP Files on BGG
- Spotlight On Games Components List
- Inkscape Cube Art via the Prototype Art: Cubes in Inkscape article
- Tiles from Print & Play Games
- Boardgamizer.com
And the top referrers (other than Twitter and Facebook) were:
But 2013 Was All About the People
While it was great that I signed my first game contract and wrote a bunch of stuff and got some people to read it, the real highlight of 2013 was getting to meet so many awesome people in the game design community.
At Protospiel-Milwaukee I met a bunch of awesome designers. I owe them all at least two PBRs each!
At GenCon 2013 I met about 30 designer/publisher people I had not already known. Thanks to everyone who was willing to sit down and spend their precious time playing my Scoville prototype. Also thanks to Matt Worden for inviting me to speak on the Protospiel panel.
At BGG.con I met another 15 people I had not already known. Thanks to all those who were part of the 22 Scoville demos that I ran during the con. Thanks for taking the time to play my prototype when all the hot Essen games were only a few tables away.
Here is a big list of awesome people I met throughout the year (or that I had previously met and got to hang out with again during 2013) (I likely missed a few of you. For that I am terribly sorry!):
Chevee Dodd, Grant Rodiek, Matt Worden, James Mathe, Scott Metzger, Matt Loomis, Carl Klutzke, Eric Jome, JT (The Game Crafter), Brett Myers, Kane Klenko, Espen Klausen, Ryan Metzler, Steve Dast, Peter Dast, Francois Jolie, Neil Roberts, Scott Starkey, Michael Mindes, Seth Jaffee,Ken Grazier, Jason Tagmire, Nolan Lichti, Kevin Kulp, Tom Vasel, Eric Summerer, Chris & Suzanne Zinsli, Jay Treat, Cole Medeiros, Robert Couch, AJ Porfirio, Eric Leath, Mike Mullins, Jeff Large, Kevin Nunn, Don Beyer, Patrick Nickell, Adam MacIver, David Chott, Darrell Louder, Ted Alspach, Ben Rosset, J. Alex Kevern, Benny Sperling, Jax Sperling, Matthew O’Malley, David Miller, Rob Lundy, Michael Coe, Corey Young, TC Petty III, Andrew Tullsen, Chris Kirkman, Jamey Stegmaier, Ben Pinchback, Matt Riddle, Alan R. Moon, Gil Hova, Andy Van Zandt, Dan Manfredini, Rael Dornfest, Scott King, Matt Leacock, Matt Wolfe, Randy Hoyt, Scott Morris, Quinns (SUSD), Colby from Plaid Hat, Norman from Big Game Reviews, Mike Eskue, The I’m Board With Life crew, Brian Frahm, Chris Darden. And there are some many more of you on Twitter that I am looking forward to meeting in person!
Special thanks to Chris Kirkman of Dice Hate Me games for being willing to evaluate a game from an unknown designer.
Special thanks to Michael Mindes and Seth Jaffee of Tasty Minstrel Games for being willing to accept a game from me and for the contract.
Special thanks to Grant Rodiek, Matt Worden, Chevee Dodd, and Brett Myers for your awesomeness at Protospiel-Milwaukee and your willingness to share so much info on the game design community.
Special thanks to my level 1 friends Jeremy Van Maanen, Adam Buckingham, and Ben McQuiston for being willing to playtest my games, whether good or bad, and for telling me the truth about how good or bad they are.
Most special thanks to my wife Erin for putting up with my piles of chits and cubes and cards and paper scraps all over, and for submitting to the earliest and worst playtests of all my game ideas. Love you babe!
2013 was an amazing year and I can’t wait to see what 2014 will bring! Tomorrow I will post an article about my designing and brewing goals for 2014. Thanks for reading!
Monday Brews: 12-16-13
Can you smell it? No, despite copious amounts of buffalo chicken cheese dip this weekend that’s not the smell I’m thinking of. I’m referring to the smell of Christmas. My days lately are filled with the wrapping of presents, driving to see Christmas lights, and the over indulging of Christmas cookies. Yes, my house has smelled like a full-on bakery lately, which is pretty awesome. The downside is that the Christmas season usually gets really busy so I don’t get to game as much as I would like. Never the less, I managed to enjoy a few Boards and Barley this week. Check them out:
The Barley:
Samuel Smith’s Oatmeal Stout: I enjoy the Samuel Smith beers. The IPA is even a very drinkable IPA for a malty (non-hoppy) guy like me. Fortunately a friend had several from a specialty pack that we could enjoy. And enjoy them we did!

Chocolatey and delicious!
Rogue Chocolate Stout: This was a decent chocolate stout. I am not sure the style is my favorite, but I did enjoy drinking this one. I don’t normally buy these types of bottles because they cost more than a 6-pack. But I bought one for the Board Game Day that we had, and then proceeded to forget to bring it to Board Game Day.
Samuel Smith Nut Brown Ale: I also enjoyed this offering from Samuel Smith. Delicious.
Sierra Nevada Porter: I had this porter during an awesome Christmas Party where we have a Christmas cookie contest. It went well with the ham and potatoes that were part of the meal. It also went well with some of that buffalo chicken cheese dip that I mentioned above.
Lake Louie Milk Stout: This is a solid milk stout from a local brewery. Despite that I find I am already Stouted and Portered out and I am longing for warmer weather so I can properly enjoy a lighter beer.
Uncle Zeke’s Belly Warmer Imperial Cherry Stout (Homebrew): My friend Mike is a homebrewer and offered some of this cherry stout during the Christmas cookie party. It was a very nice stout. The level of cherry in the beer was just about perfect. It was neither too cherry nor too absent. Nicely done Zeke!
The Boards:
Lewis & Clark: I loved it! It was our first play and I thought it was a really enjoyable game. The weight didn’t feel too heavy, but the decisions you have to make get pretty intense. I loved the interesting combos you can make between your cards. I can’t wait to play this game again.
Backyard Astronaut: This is a Dice Hate Me 54 Card Challenge entry for my friend Adam. It played well and we were able to provide good and hopefully useful feedback. I’m looking forward to playtesting it again for him.
Farmageddon: The Honorable Grant Rodiek‘s game is pretty fun. In fact, it is my favorite “take that” game out there. On your turn there’s this immense feeling of helplessness with the crops on your own planted fields. The game is almost more about how can you prevent other players from doing awesome things. I merely try to scrape together a few measly points when they come my way. Very fun game! I recommend you pick this one up for Christmas!
Russian Railroads: I played this for the first time yesterday and really enjoyed it. I thought it worked really well and I had a dominating performance. I do have one issue with the game, which I mentioned to my friend Jeremy at the time. If players diversify and attempt all three tracks equally they will likely lose. I would almost recommend that people playing for the first time agree to eliminate one of the bottom two tracks. The bottom line for me, though, was that I really enjoyed the game and I hope to play it again soon.
Designer’s Corner:
I am pleased to announce that I came up with what I think is a really cool mechanic that I plan to use for the 54 Card Challenge. I don’t want to give anything away right now, but I plan to do so after the contest has concluded.
It has been difficult for me to participate in the challenge because it has limited me in ways that I don’t normally limit myself. When I design games I typically come up with a theme and then add mechanics to make that theme fun as a game. With this challenge all you have are cards. So I cannot just add mechanics unless they only use cards. So I have been trying to come up with a few new ways to utilize cards and I think I’ve done just that.
Now all I need is a new theme that will work well with the mechanics. And then I need to prototype it, playtest it, and send it off as my entry!
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Have you been enjoying any Boards or Barley?
Design Me: Press Your Luck
It’s been a while since I posted a Design Me article. I blame that on awesome things like Thanksgiving and BGG.con. But today I’m back with a new Design Me challenge.
As a reminder I do these Design Me articles to exercise my brain. Like soccer players exercise their bodies during practice I think it’s important that if our brain is what we use to create things, then we should exercise our brains.
Using Boardgamizer.com, this is what it came up with for today’s challenge:

At least it didn’t choose zombies!
Abra CadAlien
Abra CadAlien is a mini game for 2-4 players using only cards. The goal of the game is to cast the right spells in the right order into the sky to eliminate the aliens that are approaching Earth.
Each player is a witch or wizard with their own special book of spells, or grimoire. These are specialized player decks composed of different cards. Each card shows two different spells that can be used. During your turn you will cast a spell from one of your cards into the pool of Aliens set up on the table. Your spell will have a certain effect given the type of Alien you are facing. To determine whether or not your spell succeeded you can “drop” the rest of your cards from above the table. Each card dropped will work like a coin flip. To be successful you will need to have a greater number of “heads” or “tails” based on the spell that was cast. Some cards will be “heads” on both sides and others will be “tails” on both sides.
So the press-your-luck aspect comes in from dropping the cards while using spells. The more spells you use, the fewer cards you have to drop.
Components:
- Alien Deck – 16 double sided cards
- Spell Decks – 9 double sided cards per player (36 total)
- Rulebook
Alakazam! – How to Play
Poof! I just created some artwork. The game setup includes taking 9 of the alien cards and placing them in a 3×3 grid for 2 players or 16 cards in a 4×4 grid for 3-4 players. Players are working toward eliminating the aliens. They will have to work together toward the goal, but there can be only one winner. The first person to eliminate 5 aliens in a 2p game or 6 aliens in a 3-4p game is the winner.
The idea is that you will cast spells that allow the aliens to be grouped in certain patterns. Those patterns are required for you to be able to eliminate them. The spell cards are two sided. One side is green and the other is purple in the examples below. If you cast a green spell, for it to succeed you will need to have more green sides land face up during the card drop. If you cast a purple spell, then you will need more purple sides to land face up during the drop.
Each turn you can continue to cast spells and work toward your goal on the turn as long as you keep having successful card drops. Here are two examples of spell cards that manipulate the alien cards:

You’ve got to get the Aliens in the right order before they can be eliminated. These cards would help. (Book icon from game-icons.net)
There will be other cards in the player’s grimoire (deck of spell cards) that can be used to eliminate an alien once certain conditions have been met. The idea is that on your turn you may cast a manipulation spell to get aliens where you need them, and then cast an elimination spell to eliminate an alien. You can keep casting spells as long as you keep having successful card drops. If your card drop fails you must undo one of your cast spells from that turn.
The grid will be composed of aliens of different types on different color backgrounds. For simplicity this image shows two types and two colors:

The Alien grid that must be eliminated! (icons from game-icons.net)
The idea is that your spells will manipulate and rearrange the grid to get the aliens right where you want them. Once you’ve got them in the right spots you can cast an elimination spell that allows you to capture one of them. Once the required number have been captured by a player the game will be over.
Your Designer Perspective…
What did I miss? Is this a concept that could work? Are there any glaring holes in the design? Anything broken?
These are some of the best questions you can ask other designers at designer prototype events like Unpub and Protospiel. I like to ask them of myself and step back to take a birds eye view of my game designs from time to time. That’s all part of these game design exercises! Thanks for reading.










