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Scoville on Kickstarter!

I was originally planning on posting an article about Decision Space in game design but certain events have caused me to postpone that article. It’s still coming at some point and I think it’s a pretty good article, but today I can’t help but share about Scoville.

Scoville has Launched!

If you are interested in the game and seeing the art or watching me in a video, then head over to the campaign page. The first 24 hours of the campaign saw 498 backers pledge $20,876. I am truly amazed at the response so far for Scoville.

Also, if you are a backer or are on Twitter, feel free to use this image as your avatar! The more we can spread the word, the more likely we will be at hitting our funding goal and the stretch goals.

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Designing vs. Publishing

On the Kickstarter page you’ll notice that two of the stretch goals are to add a 5th and 6th player. While some people might grumble that the Print and Play files have always had the capability for 6 players, why does the Kickstarter version only have 4 players out of the gates?

This is a great debate between designing games and actually producing games.

As a designer I could add whatever I wanted into my designs. It could have 2000 wooden bits, 500 cards, 100 modular boards, and so on.

A publisher would never sign a game like that.

So there comes a time when designers must start to think like publishers. In order for Scoville to be up to a 6 player game, it would require more Market Orders, more Recipes, more Player Screens, More Pawns, More Coins, and more Bonus Action Tiles. Each of those elements are things I could easily produce for the few prototype copies that I made. But their are actual cost considerations for a publisher to produce them.

So while it is easy for a designer to add whatever they want into a game, it ultimately takes real money to make it happen.

That’s the case with the 5th and 6th player stretch goals for Scoville. I hope you all understand.

Go Check It Out!

The artwork for Scoville was done by Josh Cappel, who is a pleasure to work with. I love his style and it is clear that he really brought the town of Scoville to light in the artwork for the game. Here’s a picture of the box:

Will you be the best pepper farmer and win the Scoville trophy?

Will you be the best pepper farmer and win the Scoville trophy?

I’ll be sharing more art with you here and on Twitter as the campaign moves forward. Thanks so much for checking out my game.

Goals for 2014

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

Beautiful raw ingredients!

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

You're going down, Trading Post!

You’re going down, Trading Post!

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!

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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!

Design Update 12-5-13

Every once in a while I like to step back and take a look at what I’ve been working on. Last night I was putting together some components with “final” artwork so I can make a gameplay video for Scoville and I realized that it had been a while since I made any prototypes. And that got me thinking I should step back and take a look at what I’ve been working on. Let’s start with the hottest Euro farming game ever…

Scoville

This game is currently preparing to launch on Kickstarter. That means that art is being worked on with a feverish pace. I’m not really an artist, at least in these terms, so I can’t say how much work actually goes into it, but it seems to be a lot. There are so many different components that require artwork (orders, recipes, boards, player shields, bonus abilities, bonus point tiles, box, rulebook). Each of these is no less important than any others.

My work on Scoville has been pretty minimal. I am, however, hoping to receive more final artwork so that I can put together a prototype copy with that artwork and make a gameplay video for the Kickstarter campaign. When I receive more artwork I’ll see if I can give you all a little teaser or two!

Brooklyn Bridge

I worked on this game one morning at BGG.con and made some awesome progress. I suppose it wasn’t progress as much as it was a breakthrough in the design. The game had previously been dry and lacking important decisions.

Brooklyn Bridge is a worker placement game where you send out your crew to obtain materials and build the bridge. You can also hire more crew. So far everything I’ve mentioned sounds like a re-theme of Stone Age. While elements of Stone Age are present in the design, the hook is that players not only place workers in a turn by turn order, they also remove workers and perform the actions in a turn by turn order. This adds a time dependence of when you activate workers each round. This is where the design differs greatly from Stone Age.

The breakthrough that I had at BGG.con was to incorporate public goals in the game, not dissimilar to the orders and recipes in Scoville. These goals would be for building different parts of the bridge. Pieces of the bridge should be built in a certain order and players earn bonuses for building them correctly. While Stone Age has it’s endgame scoring based on your game status (food track, # in tribe, etc.) Brooklyn Bridge scoring is based on how much your crew contributed to the bridge. I am plowing forward on this game and my goal is to have a playable prototype in January.

Dice Hate Me 54 Card Challenge

I am pretty excited for this contest. I know the awesome people from Dice Hate Me and it would be an honor to win this contest and get to work with them. For information on the contest itself go here.

Here’s the issue I have… knowing them they are seeking something that is awesome and has a unique and flavorful theme. I unfortunately currently have neither. I guess I had better start cooking something up!

Quantum Orcas

A while back I mentioned that I would be putting this on The Game Crafter once I was happy with it. Unfortunately between BGG.con, Thanksgiving, and now the 54 card challenge I have not had time to work on this most awesome of games.

On the upside I have a plan for how to make the game better. Since the time after Christmas is usually a down time for a lot of things I should have time to finalize what I want the game to be. Then after I’ve played it at least 40-ish times I might feel comfortable posting it for sale on TGC. So those of you who love time traveling killer whales shouldn’t have too much longer to wait!

Conclave

Ah, Conclave… what to do about you. We’ve had a love/hate relationship so far and I imagine that will only continue.

So Conclave is my game design about getting yourself elected as the next pope. The game includes manipulation of the Cardinals by persuading and influencing their votes. The problem with the game is that it is only pseudo-fun for one round and the game lasts 4 rounds or more.

I have a solution that could make the game fun and more interactive without adding any length to the game but I have been avoiding it. If I sat down for a day or two and worked away on Conclave I think I could have something enjoyable. I’m hoping to get to this during the long hours of nighttime in January and February.

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That’s where I stand from a game design perspective. It’s always been fun for me to work on this stuff and I appreciate you reading about my design efforts. I hope to report back by the end of January with some awesome updates!

Monday Brews: BGG.con Recap

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.

Despite protoype art people were still interested in playing!

Despite prototype art people were still interested in playing!

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:

Pure gaming Awesomeness!

Pure gaming Awesomeness! (Apparently also pure gaming blurriness)

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…

Gift shop items that reassured me I was demoing Scoville in the right state!

Gift shop items that reassured me I was demoing Scoville in the right state!

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!

We got owned by a first-timer!

We got owned by a first-timer!

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.

How fast an you draw your rubber band six shooter?

How fast an you draw your rubber band six shooter?

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.

Scoville Coming Soon!

ScovilleKSHi Everyone! I’ve been having a bit of writer’s block lately and I finally realized why. It’s because with the Scoville Kickstarter launching soon my brain has been floating in hyperspace. I completely missed October. And I don’t think there’s been a night so far in November where I haven’t dreamed about the game of the Kickstarter or the artwork. I might be losing my mind.

Today is a Friday which would normally be a Review day or a Design Me day. But I’d rather write about Scoville and give you an update.

Art by Joshua Cappel

I couldn’t be more excited with the artwork choice by Tasty Minstrel. If you’ve read my board game reviews then you know I commonly list artwork as either a positive or negative for games. That’s because artwork is a big deal for me.

So when Tasty Minstrel told me that Joshua was on board I was elated. I love his style and the flavor that he adds to the game. Here are a couple of samples of his artwork. These are not images from Scoville. The first is from Garden Dice and the second is the board for Belfort:

That’s some awesome stuff. If you haven’t played Belfort you should really go check it out. And make sure you look for all the cool easter eggs on the main board!

While the prototype is basic and I have not added much artwork to it, I have had a vision for the artwork basically from the start. And if the funding hits a certain level then that vision will turn into reality! I’m so excited to see what Joshua does with the game!

Campaign Teasers

Well, unfortunately I can’t really say very much. But I’ve seen the KS preview and I can tell you things are moving along nicely! We’ve got a great lineup of stretch goals. I’m probably not supposed to say this and I might get in trouble for it, but Pepper Farming Meeples may or may not be one of the stretch goals. *wink wink*

I’m also probably not supposed to share this potential stretch goal (peppers instead of cubes). So don’t tell anyone! (or tell the world – this awesomeness should be shared!). Here is a quickly done example of what the peppers could look like. The colors aren’t perfect and I believe the platinum pepper may have a nice shiny coat, but don’t hold me to that!

Wouldn't you rather be planting these instead of cubes?

Wouldn’t you rather be planting these instead of cubes?

BGG.con

So that’s all I can share today. I’m hoping to be able to tease you with some artwork next week, but let’s not count on that. But for those of you who are attending the Board Game Geek Convention from the 20th to the 24th I will be there demoing the game basically all day and all night. If there are other games you are interested in checking out, then let me refer you to this geeklist:

Games to Demo at BGG.con

So if you want a demo I’ll probably be running them every hour on the hour. But if you miss the top of the hour, don’t let that stop you from checking it out! It’s gonna be an awesome time!