Archive for Industry News
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W. Eric Martin
• ICv2 has posted a list of the "Top ten tabletop game Kickstarters", including stats on each for the number of backers and the dollar amount per backer. Kingdom Death: Monster, for example, took in more than $370 per backer, while Reaper Miniatures' Dark Heaven: Bones took in "only" $193 per backer, but more than made up that difference by having 17,744 backers compared to KD:M's total of 5,410.
On his blog, Matt Forbeck explores why those projects were able to take in what they did, and the short answer is one that people would likely be able to determine on their own: All ten games feature plastic miniatures. More specifically, says Forbeck, "It has to do with the economies of scale of plastic miniatures." In more detail:
Casting metal miniatures is a labor-intensive process that involves pouring molten metal into a spin-casting machine that distributes the metal into hollow cavities cut into a vulcanized rubber mold. The molds wear out after a while, and you have to make new ones. The metal's a little pricey, but the rubber's cheap, so it’s a great way to make miniatures if you're making a few thousand or less.
However, if you can sell more than that many miniatures, you should make your figures in plastic instead, as the molds for these last virtually forever and the figures only cost pennies apiece. The trouble is that the injection molds for plastic figures are cut from steel, a process that costs thousands of dollars per figure rather than dozens. A small company can't afford to make hundreds of these molds at once, at least not without a huge cash influx.
And that's where Kickstarter comes in. If you can get your backers to pledge enough money to cover your steel molds, then you can give them lots of figures for their money. Better yet, if you bust through your initial funding goals, you can set stretch goals for new figures and toss them into the mix for either little cost (as low-cost add-on options) or bundle them in for free.
• U.S. publisher WizKids Games is holding a six-month-long "organized play event" for its HeroClix miniatures game line Star Trek: Attack Wing titled "The Dominion War". Here's a description of the setting and why players might want to participate:
In "The Dominion War", the Alpha Quadrant is in a time of struggle and chaos. The Jem'Hadar and the Breen Confederacy have established a presence for themselves in the Alpha Quadrant, and with the help of their recent allies, the Cardassian Union, they plan to conquer everything in their path. This engagement proves to be the most devastating ever fought in the Alpha Quadrant.
In the Organized Play program, stores carrying Star Trek: Attack Wing will host tournaments for players to challenge each other for dominance of the Alpha Quadrant. Players will collect a participation prize each month as well as compete for a new playable ship that will be offered only via the Organized Play events. The player with the best record over the six-month event will be bestowed the title of Fleet Admiral and awarded a special grand prize at the end of the program.
As noted in a May 19, 2013 BGGN post, WizKids Games plans to debut Star Trek: Attack Wing and its first eight expansion packs at Gen Con 2013 in August, holding tournaments at the time so that players can compete on fresh, unbroken ground.
• Designer/publisher David Sirlin will be hosting a tournament of his own at the Fantasy Strike Expo, a convention run by his own Sirlin Games near San Francisco that will be held June 7-9, 2013. Sirlin notes that in addition to holding tournaments for Yomi, Puzzle Strike, and Flash Duel (along with the video games Street Fighter HD Remix and Puzzle Fighter HD Remix, he'll hold demo games with the beta versions of his upcoming games Pandante ("a panda-themed gambling game based on lying") and Codex: Card-Time Strategy. Says Sirlin, "I've been working on Codex off and on for over ten years now and polishing its current form for about 2.5 years. It's my (non-collectable) answer to Magic: the Gathering, and it's the first time that the general public is going to be able to play it!" Sirlin has posted details about the event in the Fantasy Strike Expo forums.
• U.S.-based ACD Distribution has announced an exclusive distribution agreement with Polish publisher REBEL.pl in which ACD will serve as the sole distributor of REBEL.pl in the United States.
• Dan Hopper and Matthew K! at College Humor present a pictorial titled "If Your Childhood Board Games Were German". One example:
W. Eric Martin
The nominees for the Spiel des Jahres – Germany's "game of the year" award and the most influential award in boardgaming – were announced today by the jury of ten German journalists, and the three nominees are:
-----• Augustus, by Paolo Mori (Hurrican)
-----• Hanabi, by Antoine Bauza (ABACUSSPIELE)
-----• Qwixx, by Stefen Benndorf (Nürnberger-Spielkarten-Verlag)
The goal of the Spiel des Jahres, as described on the SdJ website, is to "promote games as a cultural asset to encourage gaming amongst family and friends". Are these the best choices to make that happen? At least ten people think so, but personally I'm stunned as I thought Inka and Markus Brand's La Boca was a shoe-in and have been saying so for months. Instead the list includes two smaller games – Hanabi and Qwixx – and only one game of the more traditional size. I had initially included Hanabi on my list of nominees, but then pulled it in favor of Wunderland as that game seemed to have the right stuff in addition to being a larger game. Shows what I know, although La Boca does appear on the list of recommended games for the SdJ category:
-----• Divinare, by Brett Gilbert (Asmodee)
-----• Escape: The Curse of the Temple, by Kristian Amundsen Østby (Queen Games)
-----• Hand auf Herz, by Julien Sentis (Zoch Verlag)
-----• La Boca, by Inka and Markus Brand (Kosmos)
-----• Libertalia, by Paolo Mori (Asmodee/Marabunta)
-----• Mixtour, by Dieter Stein (Clemens Gerhards)
-----• Riff Raff, by Christoph Cantzler (Zoch Verlag)
-----• Rondo, by Reiner Knizia (Schmidt Spiele)
-----• Yay!, by Heinz Meister (Noris Spiele)
This same jury also announced its nominees for the Kennerspiel des Jahres, an award that debuted in 2011 to honor games intended for connoisseurs and gaming experts, and those titles are:
-----• Bruges, by Stefan Feld (Hans im Glück)
-----• Legends of Andor, by Michael Menzel (Kosmos)
-----• The Palaces of Carrara, by Wolfgang Kramer and Michael Kiesling (Hans im Glück)
The jury included only two recommended titles at the Kennerspiel level and they are the widely praised Terra Mystica, by Jens Drögemüller and Helge Ostertag (Feuerland Spiele) and Tzolk'in: The Mayan Calendar, by Simone Luciani and Daniele Tascini (Czech Games Edition).
As for the Kinderspiel des Jahres – the children's game of the year – the three nominees for this award are:
-----• Der verzauberte Turm, by Inka and Markus Brand (Drei Magier Spiele)
-----• Gold am Orinoko, by Bernhard Weber (HABA)
-----• Mucca Pazza, by Iris Rossbach (Zoch Verlag)
Well, hey, the Brands did end up on a nominee list, just not the one that I and many others expected.
The Kinderspiel winner will be announced on Monday, June 10, while the Spiel and Kennerspiel winners will be revealed on Monday, July 8. Congrats to all the nominees!
W. Eric Martin
• Ben Kuchera at The Penny Arcade Report riffs on the 2013 stakeholder report from Steve Jackson Games, highlighting the successful entry of the dice game Trophy Buck into the U.S. retail chain Walmart, with Trophy Buck being a reskinned (ha!) version of Zombie Dice with some play differences. An excerpt:
There is nothing stopping further versions of the game. Why not create a version that directly appeals to young gamers who like to play with princesses and place it near the dolls? One could imagine stores like Walmart stock four versions of the game in different portions of the store, selling them to different demographic groups, and no one realizing that everyone is playing the same game...
The fun bit is that, in digital versions of games, you can have your cake and eat it too. Imagine a digital version of a game like Zombie Dice, or Trophy Buck, that was designed for multiplayer. One player is enjoying eating brains, the other is trying to hunt deer, and they're both playing the same game against each other but on different screens. My kids aren't fighting over what game they want to play with each other due to mechanics, they want to play a game with certain characters or themes. Reskinning each game, and showing that version of the game's reality to each player is a powerful way to bring people together.
• On The Esoteric Order of Gamers, Peter Gifford (a.k.a. Universal Head) interviewed designer Martin Wallace about A Study in Emerald, due out in October 2013 in time for release at Spiel 2013. Kris Hall completed a Wallace interview of his own for Opinionated Gamers, and here's an excerpt:
After reading all of the Discworld novels (at least those published up until then) I decided to move on to Neil Gaiman, as the two had co-written a novel, Good Omens. I then started reading other Gaiman stories, including Sandman. I'm always looking for ideas for a new game and initially I thought Neverwhere was the best place to start – empire building in a fantasy underground London. The idea for Emerald actually came from another book, called The World That Never Was, a history of anarchism at the end of the 19th century by Alex Butterworth. The book is wonderful, creating a picture of desperate assassins, revolutionaries, and secret agents.
My initial thought was to attempt to make a game around this theme. The problem was that I thought the Americans would not want to buy into a game where you spend most of your time blowing up people – too many parallels with modern life. The solution was to make the targets into monsters – given that they seem to have no rights whatsoever. As I had recently read A Study in Emerald that gave me the "in" to create a slightly different universe. The background to the game is firmly rooted in Neil's work, but many of the characters populating this alternative reality are actual historical figures.
• Robert Gifford from the specialty furniture manufacturer Geek Chic appeared on the May 17, 2013 episode of the (U.S.) ABC television show Shark Tank to look for funding. The Geek Chic bit starts in the third segment.
• In contrast with Geek Chic, the octet of designers behind Cards Against Humanity have been happy to go it alone, shunning wannabe investors. A profile in Chicago Grid notes that "In the two years since its commercial debut, the game has sold nearly 500,000 copies, according to its owners." An excerpt from the article:
While would-be entrepreneurs chase venture capital funding and dot-com riches at incubators and startup boot camps around the city, the Cards team rejects investors, refuses to sell the game to retailers or license it to other manufacturers, and hasn't bothered to appoint a CEO, let alone create a management structure. Their business plan has the sophistication of a lemonade stand.
"Every time we sell games, we make more games," says co-founder Ben Hantoot, 26. The supply chain overseen by Hantoot, who manages Cards' manufacturing efforts and works as an animator in Los Angeles by day, has precisely three links: factories, Amazon distribution centers and customers.
• It's that time of year again, time to speculate on which games will be nominated for the Spiel des Jahres, the gaming world's biggest attention getter even though the award is based in Germany and "intended to promote games as a cultural asset to encourage gaming amongst family and friends and to provide an aid to selecting the best games from a wide range of products on offer". "Family and friends" – that's the key to keep in mind when guessing which games might be nominated. Anything too complicated – "complicated" being a relative term, of course – won't be considered for the award. My SdJ nominees are:
-----• La Boca (which I've been calling the SdJ winner since January 2013)
-----• Escape: The Curse of the Temple
For several months Hanabi, out in Germany from ABACUSSPIELE only within the past twelve months, was my third choice along with La Boca and Escape, giving me a trio of cooperative or partnership-based games. I've now played Wunderland a bunch the past few days and think that game's a shoe-in for a nomination given the solid mix of mainstream/gamer-friendly play and the cultural connection to Hamburg's Miniatur Wunderland. (That game also has a cooperative element in the gameplay, so I'm still focused on that apparently.) My take on Wunderland will be live on Opinionated Gamers in a few days, and I'll post an overview video once I've put one together.
Speaking of Opinionated Gamers, editor Dale Yu polled the writers on that site and La Boca was the runaway choice for SdJ. As for Kennerspiel des Jahres, that award being aimed at more experienced gamers, the OG writers collectively chose Tzolk'in: The Mayan Calendar, which I think is a ludicrous choice given the relative complexity of the game compared to previous KndJ winners 7 Wonders and Village. My choice, despite not having played the game, is Michael Menzel's Legends of Andor, partly due to the general co-op vibe of my choices and partly due to my understanding that the game has gone over well in German gaming circles. I don't have a good feel for what else might get a KndJ nomination, but I'll go with Keyflower and Suburbia just to put out a few choices.
The Spiel des Jahres jury will announce the nominees for these two awards as well as for the Kinderspiel des Jahres on Tuesday, May 21, 2013, so you have a few hours to make guesses before then. What say you?
W. Eric Martin
• In a May 8, 2013 BGGN post, I linked to what I thought was the current issue of Portal Publishing's online magazine STORYonBoard. Turns out that wasn't the case due to the page layout on the STORYonBoard page of Portal's website, which hid the current issue in a tab I overlooked and didn't include that issue in its comprehensive list. Portal has now revamped that page, and to celebrate the improvement, let's look at issue #8, which is indeed the most current one. This issue includes a history of the Sharrash army pack from Neuroshima Hex! designer Michał Oracz, two NH! puzzles, and a new scenario for Robinson Crusoe from Robert Masson titled "The Naturalist".
• Game reviewers Greg Schloesser and Ben Baldanza have taken over as editor and managing editor for Counter Magazine, a quarterly print publication that features articles and game reviews, and in an article on The Opinionated Gamers, Schloesser details the challenges of keeping print alive.
• Jess Nevins' article in the Los Angeles Review of Books on The Classic Horror Stories, a 2013 collection of H. P. Lovecraft's major stories, is not specifically game-related, but it might still prove of interest as a way to explain the proliferation of Cthulhu-based games over the past three decades:
Lovecraft was the first author to create an open-source fictional universe. The crossover, the meeting between two or more characters from discrete texts, is nearly as old as human culture, beginning with the Greeks if not the Sumerians. The idea of a fictional universe open to any creator who wants to take part in it is considerably newer. French authors like Verne and Balzac had created the idea of a single universe linked through multiple texts, and following them, the dime novels and story papers of the late nineteenth and early twentieth centuries had established the idea of ongoing fictional universes, but those universes were limited to magazines published by the original stories' publishers. It was Lovecraft who first created a fictional universe that anyone was welcome to take part in. Both during his lifetime and immediately afterward, other authors made use of Lovecraft's ideas and creations in their own stories and novels. Lovecraft's generosity with his own creations ultimately gave them a longevity that other, better writers' ideas and characters did not have.
And later comes this smile-snatcher:
Lovecraft did not create cosmic horror. He recreated it. Lovecraft desacralized cosmic horror, reinterpreting it through the lens of modern scientific theory and removing its Victorian moral assumptions. What Lovecraft created was a specifically twentieth century idea: the universe as an empty, materialist one, in which there is no spiritual meaning to any actions and in which human existence is not significant in any way. This idea has been enormously influential on creators of fantastic fiction, and is Lovecraft's lasting legacy.
• BoardGameTravel.com is a new company that aims to combine – as you might expect from the name – gaming and travel. Its inaugural trip, "Cardboard & Sun 2013", takes place on the Greek island of Paros, "located in the middle of the Aegean Sea, and home to Alea Apartments, our board game-filled hosts for a warm, relaxing holiday". Alea Apartments? How fortuitous is that!
Of particular interest for gamers might be the guest appearance of designer Touko Tahkokallio on the trip, along with a limited-edition production of his game Thermopyles, which is otherwise playable online at Board Game Arena for those unwilling or unable to head to Greece in late August 2013. A trip to Lapland, Finland is scheduled for early 2014.
• In 2012, Mayfair Games brought Nichelle Nichols (a.k.a. Lt. Uhura) to its stand at Gen Con to celebrate the release of Star Trek: Catan. For 2013, Mayfair is repeating the trick by having Walter Koenig (a.k.a. Ensign Pavel Chekov) on hand to autograph items, particularly copies of the game depicted at left.
• In its May 13, 2013 issue, The New Yorker has a profile by Raffi Khatchadourian of Falafel, the highest ranked backgammon player in the world. An excerpt:
He is committed to backgammon, which is his main source of income – to the extent that he can find wealthy people who want to lose to him in cash-only private games. There are more of these than one might expect, but not a lot. Finding them and hanging on to them is a skill...
He can make ten thousand dollars in half an hour playing backgammon; he can make many times that in an evening—and he can lose it all just as easily. The money comes and goes. Currently, he has no home. He has no driver’s license. Until just a few months ago, he had no cell phone, no bank account, and no credit card. Pretty much everything that he owns can fit into a large black suitcase.
Unfortunately, the online segment is only a teaser for the full profile, which is viewable in full for subscribers or in the print magazine at libraries and elsewhere.
• Let's close with a fun segment from The Mythical Show featuring the "Most Complicated Board Game Ever". (HT: Tanya Cook Thompson)
W. Eric Martin
• On the one hundredth anniversary of H.G. Wells' Little Wars, the first known publication of rules for combat with miniatures, The New York Times featured an article by Mark Wallace in its Sunday Book Review that detailed the history of Wells's creation and its influence on the world of gaming as a whole. (HT: Chris Kovac)
While miniature war-gaming has never been able to claim a place in the mainstream, it has influenced almost everything we think of as gaming today. By the middle of the 20th century, war-gaming had not only added new sets of rules for armies of many periods, but it had inspired a new kind of richly complex board game, like Axis & Allies
. Entirely novel face-to-face entertainments emerged from the same lineage. The game designer Gary Gygax, in a foreword to a 2004 edition of the book, credits Little Wars
with influencing his own set of rules for medieval-period miniature wars, Chainmail
— which in turn became the basis of a slightly less obscure role-playing game: Dungeons & Dragons
• Speaking of Dungeons & Dragons, Deadline Hollywood reports that Warner Brothers has acquired the rights to make a movie based on D&D. From the article: "The studio is actually quite far along in the development of the project, as it will use a script by Wrath Of The Titans and Red Riding Hood scribe and Frank Darabont protege David Leslie Johnson. That script, Chainmail, was acquired last year as a free-standing project, based on an obscure game that was also hatched by D&D designer Gary Gygax before he and Dave Arneson launched D&D. It is being retro-fitted to fit the much bigger game creation." Why would anyone care about acquiring the rights to D&D as opposed to making a fantasy movie without that branding? What does D&D bring to the table in terms of an audience or source material? As I speculated on Facebook, perhaps WB wants to create an Orchid Thief-style movie-within-a-movie that explores the creation of D&D, its fantasy worlds that come to life for players, and the interaction of Gygax and Arneson, but somehow I don't think is what's coming to the screen.
• Portal Publishing has released issue #7 of STORYonBOARD, its online gaming magazine. This issue includes an overview of the Firemen army for Neuroshima Hex!, two N. Hex! puzzles, and a report from the Portal-centric convention PORTALkon. You can download this issue and previous issues (or read them all online) from the STORYonBOARD page of the Portal website.
• On New Statesmen, Robert Florence explains why board games matter and more specifically why he feels video gamers are going from digits to cardboard. An excerpt:
...I think the main reason why so many video gamers have started board gaming is that it feels like board games are part of the whole indie movement. Look, almost every board game is an indie game. Most board games are created by one person, and that one person is trying to come up with new ideas, or new spins on old ones. When you have a question about some element of the game, you can often just ask the designer. He'll be on Twitter or something, probably, and will be happy to have you pestering him about a rule clarification. The creator is a human being, not some corporate machine. The indie sector, in video gaming and board gaming, is full of people who are doing what they do for the love of play. Are they making fortunes? No. They're just people like us, who know that games are important. They're the types who understand characters like Eco's imperilled Foucault's Pendulum trio. They would follow that path with them, with us, because hey, this is fun. Games are worth it, whatever the cost.
• Graphic designer Peter Gifford – better known to many as Universal Head (but not this universal head) – has created a new website titled "The Esoteric Order of Gamers" to collect his many rules and summary sheets, along with articles, reviews and other game-related writings, in one location. Here's how he describes the site:
The Esoteric Order of Gamers is a place for the few who, in a world of ephemeral, digitally-driven entertainment, still revel in the feeling of tearing the shrinkwrap off a new game; of breathing in the sweet smell of fresh ink; of the weight of quality gaming components as they sit heavily in the hand. Those people who are strangely impelled to improve their gaming experience by dint of hard graft coupled with the sensitive touch of a master craftsman, and who continually seek to beautify these precious objects. In short, those dedicated to high standards in their tabletop gaming!
In the months to come I'll be adding instruction sheets for build-your-own foamcore box inserts; articles and photographs to help paint your game figures; more reviews and blog posts of interest; and of course always expanding and perfecting the huge collection of premium summary sheets that help you get into and enjoy your gaming faster. Players can comment on each game and make suggestions or corrections for the sheets, and of course engage in discussions about the articles.
The EOG is all about high quality, useful content for the kind of gamer who really loves immersive, thematic games. And there are many more plans on the horizon...
I'm a fan of EOG simply because it contains the word "esoteric" in it, and what lies hidden at the base of "esoteric"? That's right – Eric. (My wife, then girlfriend, once created a poem using every word that she could think of that rhymed with "Eric", including "esoteric", "xeric" and "dysenteric". One for the ages...)
• On the Vsauce YouTube channel, Michael Stevens tries to answer the question "Why do we play games?" The talk includes a definition of games that mostly matches what we use on BGG in terms of what's in the database, although we do allow for competitions (his term) such as Take it Easy! and BITS. (HT: James Davis)
W. Eric Martin
• Voting is open for the annual Deutscher Spielepreis, an award run by Spiel convention organizer Friedhelm Merz Verlag that allows gamers from around the world to vote on five titles. Your top title receives five points, your second choice four points, and so on. Games released within the previous twelve months are eligible for voting, and votes will be taken through the end of July 2013. The top ten titles in terms of points received will be ranked, and more than one hundred games will be given away to those who participate in the voting process.
• German publisher Pegasus Spiele has announced a distribution deal with French publisher Matagot in which Pegasus will distribute recent Matagot titles Kemet and Room 25 in Germany and Austria. The press release announcing this deal includes the following line: "As their first game in France Matagot will publish the board game classic Junta." That's a bit of an oddball line given that the rest of the press release is solely about Pegasus distributing titles for Matagot, but in this case I suppose the licensing will flow in the other direction. After all, earlier in 2013 Pegasus released word that it would publish a new edition of Junta, with August being the target publication date. This edition is announced as having rules only in German, so presumably Matagot will have a French edition. Pegasus' Michael Kränzle has solicited advice on a new edition of Junta from BGG users, so perhaps a separate English-language edition will also be making its way to store shelves.
• Ranjita Ganesan in Business Standard, the online version of India's daily newspaper of the same name, profiles Mumbai Board Gamers. An excerpt:
Recently, Prashant Maheshwari chanced upon what has turned out to be the secret to a happy marriage. He stores about 50 of these secrets in cupboards and shelves around his Agripada residence now. "Every couple runs out of things to talk about at times. Whenever that happens to us, my wife and I pick out a board game to play," Maheshwari confides...
Maheshwari's wife Radhika was not always thrilled by the recreation but was coaxed into trying it. "Ours was an arranged marriage and board gaming just sounded like a strange hobby. But it grows on you." She is an avid player now and part of the group whose numbers have swelled from 20 to 200 since last March.
(HT: Jason Matthews)
• And in a mainstream publication from the other side of the world, The Gazette in Montreal, Canada profiles Randolph Pub Ludique, "a gaming pub on St-Denis St. in the Quartier Latin" that the article describes as "the only place in Montreal where you can sip a mai tai while playing one of more than 1,000 board games". More from the article:
The best part is, you don't have to choose which game to play or read the rules. For a $5 entrance fee, staff members known as "game counsellors" will choose a game tailored to your taste, skill level and party size.
"It's a nice concept," Eva Tracqui said. On a recent Sunday night, the 22-year-old was playing a board game called Catch a Falling Star
with her boyfriend, Clarence, and friend Nagehan, who was visiting from Toronto. The last time any of them played board games was when they were kids, but after a friend suggested the idea, Clarence searched online for venues in Montreal. The Randolph pub popped up first.
"It's perfect because I wouldn't say to my friend, 'Hey, let's play board games,'" Tracqui said. "It's not cool. They'll be like, 'Let's just have drinks or do shots.'" Randolph is a good balance, she added.
Because drinking or doing shots is cool, gotcha. (HT: Marie-Ève Lupien, formerly of FoxMind and appearing as a ricochet robot during Randolph's Halloween 2012 activities)
• In mid-2012, Stephen Conway and David Coleson – hosts of the podcast The Spiel – released a 40+-minute documentary titled "Made for Play: Board Games & Modern Industry" that details "every aspect of the manufacturing process: the technology and machines, the many detailed steps, and the hundreds of people that are involved in the production of a single game". The Spiel is now selling DVDs of that documentary with subtitles available in English, French, Polish, Spanish and Swedish. For those who haven't seen the documentary, you can still watch it online at Vimeo.
W. Eric Martin
• The annual Mensa Mind Games event was held April 19-21, 2013, in St. Louis, Missouri and the line-up of Mensa Select winners – that is, the five games rated best by the 300 or so attendees, all of whom played some number of the 54 games being judged – is top-notch compared to the hit-or-miss nature of years past. The 2013 Mensa Select game are:
• Forbidden Desert (Gamewright)
• Ghooost! (IELLO)
• KerFlip! (Creative Foundry Games)
• Kulami (Steffen-Spiele/FoxMind)
• Suburbia (Bézier Games)
Congrats to all the winners!
• As covered on the ABC television subsidiary in Rochester, New York, U.S. Senator Tom Coburn (R-OK) is protesting a federal grant for $150,000 received by the National Museum of Play for an exhibit titled "Game Time!" As noted in Coburn's Waste Book 2012:
A diverse range of America's games and puzzles will be on display in the new 4,200-squarefoot wing built with taxpayer funds. "[G]uests will become pieces of a giant game board as they move through the exhibit to learn about the history of board games, card games, puzzles, and more public amusements such as electromechanical coin-operated games, pinball machines, and products for home or public game rooms such as foosball and hockey," according to the museum...
"eGameRevolution" is the museum's display of the nation's video games, from Atari's Pong to the Guitar Hero on an Xbox 360. A number of artifacts decorate the exhibit, including "rare and unique artifacts like Computer Space and a Nintendo NES gray cartridge." "Visitors will be able to view notes and drawings from legendary game inventors."
Museum officials do not want to just play with taxpayers' hard-earned dollars. They hope the exhibit will "tell the story of the evolution of play and how it has affected both children and adults."
Wait – is this an advertisement for the "Game Time!" exhibit or a protest of same? Hard to tell from the way it's described in Coburn's report...
• Ye olde U.S. magazine Popular Mechanics highlights "10 Alternative Board Games", including King of Tokyo, Elder Sign, and Lords of Waterdeep, about which one player says, "It's like Monopoly, but with swords!"
• Quintin Smith from Shut Up & Sit Down writes at great length on video game site Kotaku about the physical awesomeness of tabletop games, along with their power to inspire more commitment in you as a gamer:
Take my Netrunner
decks. They represent my first experience getting into a collectible card game, and it didn't take long for these things to begin a kind of emotional osmosis. Technically, Netrunner
is a "Living Card Game", meaning Fantasy Flight's new model of not releasing random booster packs but set, monthly expansions.
That's a fitting moniker, because my decks are alive. They're not just picking up scuffs and whatever microscopic flecks of me whenever I touch them. They're absorbing every one of my failures and victories, and all of the time I spend with them.
My game nights are powerful things now, and they're getting stronger. And stranger. Last weekend I got six people together to play the epic WW2 swear-a-thon that is Memoir '44: Overlord
, but my friend also brought two backpacks of his girlfriend's military equipment. We played wearing wobbly helmets and camo trousers of impossible size. Why? Because it was funny, mostly, but also because when you augment a game's components to such a ridiculous extent, you can't help but share something, and remember that game for the rest of your lives. And as a gamer, I'm not sure there's anything quite that priceless.
• The German game designer association SAZ (Spiele-Autoren-Zunft e.V.) is protesting the refusal of the Fachgruppe Spiel e.V. – the federation of the game companies in the Association of the German Toy Industry – to recognize game designers as "originators", that is, as creators of work, and therefore to discuss contract matters with SAZ serving as a representative for game designers. From the press release:
The initial point was discussion papers on the subject of Minimum Standards in Contracts and a Code on matters of intellectual property rights regarding games, which the SAZ had presented to the Fachgruppe Spiel, the federation of the game companies in the Association of the German Toy Industry. The SAZ represents more than 400 game designers from Germany and other countries and is their representative organization.
The Fachgruppe Spiel principally puts the game designers' status as originators into question and thus rules out any further objective, factual discussion with the SAZ, within the meaning of § 36 UrhG (German Copyright Act). This is all the more bewildering since the member companies of the Fachgruppe Spiel continuously enter into contracts with game designers regarding the rights of use of their works, thus de facto acknowledging their authorship; and the companies also demand relevant declarations of authorship from the game designers. That shows that the reality looks different.
The legal opinion Games and the Protection of Intellectual Property Rights reduces the argumentation of the Fachgruppe Spiel to absurdity. In the open letter, the board of the SAZ calls on the Fachgruppe and its members to reconsider their position and to return to the negotiating table. It is clear that without the game designers and their works, the companies would have little basis with which to conduct business.
To gain support for its efforts, SAZ has posted a petition that asks the Fachgruppe Spiel to "[a]ccept game designers as authors and the SAZ as a negotiating partner". The petition has gained more than 3,600 supporters since its launch on April 8, 2013. For more background on the protest, and lots of back and forth between German designers about exactly what's going on with German law and SAZ's representation of designers, check out this thread on BGG started by SAZ press representative (and designer) Ulrich Blum.
Wed Apr 24, 2013 10:00 pm
W. Eric Martin
Steve Jackson released his annual stakeholder report for Steve Jackson Games in mid-April 2013, with the bottom line coming early in the report: "We were profitable in 2012, on the highest gross ever: just over $7 million, a $2.5 million-dollar increase over 2011!" What's driving sales for SJG? The usual suspect: "The Munchkin line, including the Munchkin Quest boardgame, accounted for about 75% of our sales. Munchkin is now available in 15 languages, with two more licensed." Elsewhere in the report:
-----—"Sales of dice games stayed strong, accounting for 8.35% of total sales. Zombie Dice was our #4 item, ranked by dollars."
-----—"We raised nearly a million dollars with the Ogre Kickstarter (more on that below). That was a dramatic upward tweak to gross sales, but if we hadn't been working on Ogre we would have shipped Castellan and more Munchkin in 2012, so the Kickstarter income was not as huge a distortion as it might first appear." And then this on Ogre: "If it were sold at a normal gaming markup over print costs, it would probably go for around $400, but retail for the base set will be $100. And it will be at least seven months late, and it totally wrecked the 2012 schedule and is impacting 2013, and it just about drove Phil Reed and Sam Mitschke mad as they managed the project, AND we may very well lose money on it when all is said and done."
-----—"In January 2012, our test of Munchkin in Target stores went system-wide. Almost every Target store now stocks Munchkin. And some are testing Munchkin Zombies! Later in the year, Trophy Buck passed its sales trial at Walmart and is now in most Walmart stores.... This re-skin of Zombie Dice was specifically aimed at the mass market, and it is selling well!"
So what will you see from Steve Jackson Games in 2013? This line from SJG's "Priorities for 2013" in the stakeholder report should come as no surprise: "Ship a lot of new Munchkin releases in a variety of formats." This year SJG has already released Munchkin Easter Eggs, the Munchkin Bookmark Collection, and Munchkin Game Changers (a collection of out-of-print boosters that's available exclusively through the Barnes & Noble bookstore chain until 2014); additional Munchkin releases in the works include Munchkin Holiday Surprise (another Barnes & Noble exclusive that will be available at all retailers in June 2013), Munchkin Zombies Decay d6 (June 2013) Munchkin Boxes of Holding 2 (July 2013), Munchkin Apocalypse: Mars Attacks! (Q3 2013), Munchkin Pathfinder (Q4 2013), Munchkin Dragons (2013), Munchkin Level Playing Field (2013) and Munchkin Kobolds Ate My Baby! (Q2 2014). The stakeholder report also mentions an as-yet-unnamed expansion for Munchkin Apocalypse and another expansion (presaumably #4) for Munchkin Zombies.
Aside from the march of Munchkin, which will undoubtedly consist of more than what's summarized above, SJG also plans to release the aforementioned Castellan (June for the U.S. edition, July for the international edition), Chez Guild (Q3 2013), Ogre Pocket Edition (2013) and – last but not least by any measure, including weight and length – Ogre Designer's Edition (2013). Additional items mentioned in passing include a Zombie Dice dice cup and a "school bus" expansion for that same game.
For all the invective directed at Munchkin on BGG, Steve Jackson and company clearly understand and deliver to their market – that market just happens to be present in small quantities on this site. And I had seen Trophy Buck in Walmart a few months ago while looking for something else – naturally I survey the game shelves at whatever stores I visit – and I hadn't thought about its presence as being yet another intrusion of hobby games (however light) into the mainstream market, but indeed it is.
W. Eric Martin
• As a tribute to Todd Breitenstein, co-owner of publisher Twilight Creations and designer of Zombies!!! who died on March 24, 2013 due to complications from cancer, U.S. distributor ACD Distribution will, according to a press release from the publisher, "donate all of the profits from sales of all Twilight Creations' games from March 24th through April 12th  to the Todd Breitenstein Benefit Fund. In addition, ACD Distribution will match whatever amount is raised in this way as an additional contribution to the fund."
• And in an unrelated benefit, the Planet Comicon convention being held in Kansas City the weekend of April 6, 2013 is holding a raffle for the Hero Initiative, which benefits comic book creators, and five winners of the raffle will play Stronghold Games' Space Cadets with geek icon Wil Wheaton, who will serve as the spaceship's captain.
• Do game cartons have to be boring? Apparently not – at least not to Steve Jackson Games which posted the image below in its March 27, 2013 Daily Illuminator:
Note the festive addition of blood splatter and a decaying head to what would otherwise be a drab and uninteresting cardboard box. Now as lovely as they may be, we didn't do this just to liven up warehouses with the rotting visages of the living dead. It's really just to make our cartons easier to spot at a distance. And that helps us make sure the games you want end up where they're supposed to: your FLGS!
All of our games will be undergoing a similar makeover as new printings ship.
• If you design a game, but no one ever plays it, does the game make a sound? Jason Rohrer won the tenth Game Design Challenge – with the theme "Humanity's Last Game" – at the annual (video) Game Developers Conference (GDC), with an acre of land on the moon serving as his prize. He titled the design A Game for Someone, and he created and tested the game solely on a computer that played against itself. Then, as described in an article on Polygon:
[H]e set about manufacturing it. Rattling off a list of board game materials that would be unlikely to last the intended passage of time (wood, cardboard, aluminum, glass), Rohrer ultimately decided to make the game from a resilient metal. He machined the 18-inch by 18-inch game board and the pieces future players will use out of 30 pounds of titanium.
Rohrer laid out the game's rules diagrammatically on three pages of archival, acid-free paper, hermetically sealed them inside a Pyrex glass tube — which were then housed inside a titanium baton — and set about burying them in the earth.
The game is now embedded somewhere in the Nevada desert. Rohrer's not exactly sure where, as he plotted out available public land far enough away from roads and populated areas, hoping to find a suitable, desolate location to hide the game. He buried it in the desert himself, he said, turned around and walked away from the game's indistinguishable resting place.
Attendees at the GDC each received a set of 900 unique GPS coordinates – more than one million unique locations in all – and one set of coordinates marks the true location of the game. (HT: That other Eric Martin)
• Old news, but new to me – and now perhaps new to you as well. On the 2012 Magic: The Gathering Cruise from Seattle, Washington to Alaska, designer Richard Garfield gave a roughly one-hour presentation on the nature of luck and its use in game design. (It's interesting how Garfield seems surprised by what appears on the screen during his talk. "What's this caption down here? Ah, yes, that's where I'm at in this talk...")
Hey! WTF?! That is NOT the floating earth dice thingie avatar; it's some stupid wiener self-promotional game cover! Imposter! Guards!
Hello there! My name is Matthew D. Riddle, and I put my initial in the MIDDLE like normal people. You may know me from such films as "Fleet" and "being occasionally humorous in Chit Chat". I am taking over (part time) writing of this here crowdfunding round-up space until I either blow it and Eric fires me or... well, most likely that one. I am not nearly as talented or well-informed as Eric (Editor's note: You forgot handsome! —WEM), but I am nearly as snarky. I do tend to get a bit wordy though, so this crowdfunding round-up might be worse, but at least it will be longer!
Now, to the games!
• Queen Games is back and is using Kickstarter to give a young, new designer a chance, with Speculation from Hirk Denn. It is nice to see Queen taking a risk with an unknown desi... oh wait, THAT Dirk Henn. NVM. Check it out here: (KS link) Being touted as an overhauled version of one of Dirk's early designs, Speculation appears to be an interesting take on stock and commodities. I, for one, enjoy the intra-Dirk company names used in-game. The golden calf is all grown up into a raging, shiny golden bull (or maybe it is his fahza). Either way, I wonder if there is not a little iconoclasm on modern societies' worship of the almighty dollar...or it might just be a pretty sweet cover and a not-so -ubtle reference to a bullish market. Check out the game description:
Speculation is a game by Dirk Henn for 3 to 6 players. Players try to enlarge their fortune in an ever fluctuating market by trading shares at the opportune time to get the biggest possible profit. The player who was skilled and lucky enough to have the most money at the end of the game wins.
Oh, the MOST money wins... Better get the game mechanisms updated on the BGG page as it appears no more dice are to be used in the new edition. Anyone who has played the original have any thoughts on that?
• Guzunganator! From another big time publishing house (or not) comes Weather Wars: Battle for the Guzunganator from first timers Daniele Bergeron and Doug Murphy. (KS link) It is a lighter game aimed at kids and families. The gameplay does not appear to be anything terribly fresh or interesting, BUT it has a Guzunganator, cute kitschy art, and family-friendly humor at a decent price point. Weather Wars just ran a play from KS Funding 101 – the BGG contest – and got a nice response. I enjoyed the KS video as well; it was very sincere and straightforward. Did I mention Guzunganator? I am pulling for this one. Here's an overview of this title:
Weather Wars: Battle for the Guzunganator is an original card game for 2-4 people, ages 8 and up, and takes about 20 minutes to play. It's designed to be family-friendly, but with enough strategy for adults to enjoy repeated plays. Each player is trying to recruit 100 power worth of animals to their side to take control of the Guzunganator, a machine that can control the weather. Each turn, players play an animal card to recruit one wacky animal to their side. Stronger animals are better, but finding the right combination is key to capturing the Guzunganator. But watch out! If a player plays a Season Change, all your careful planning could be undone in an instant.
• Rookie publisher Five24 Labs is trying the "this thing + that thing" approach with Area 1851. Cowboys and Aliens! (KS link) Five24 Labs has enlisted the aid of KS vets Game Salute to aid in bringing his creation to reality. Last time aliens and cowboys got together, even Han Solo and James Bond couldn't make it any good, let's see if Justin Blaske can do better.
It's the 1800s and aliens have landed in the Wild West, interrupting settlers on their way to Oregon. The aliens want genuine human artifacts and willingly trade dangerous technology for common household goods. A curious tribe of Native Americans have camped near the town and joined in the trading as aliens and humans begin tinkering with each other's gadgets, creating amusing contraptions and spectacular failures.
Area 1851 is an exciting new tabletop game in which players roll dice, tinker with your gadget cards, and deal with random events while trying to prove that they are the best tinkerer in town.
FWIW, I do think the title is catchy and the gameplay sounds solid. What two things are going to get melded next? Presidents and goats? Post an idea or two below.
• If you are looking for a project with a fresh and unique theme, check out Protect or Infect from Manual Games. (KS link) At this point, funding is off to a slow start. The zombie gaming market is crowded and the price point of Protect or Infect is daunting considering the stark absence of the obligatory awesome minis – at least there is no evidence of said minis, even though minis are mentioned in the component list. This kind of game is not my thing, so a few of you zombie types take a look and let me know if there is anything new or neat going on here. The KS video is totally worth checking out though. Pretty funny sketch, then (I hope) purposefully ridiculous overreactions during gameplay.
Protect or Infect is a turn-based strategy board game set in the early stages of a zombie outbreak. This game takes place several weeks into the infection at a point when the zombies seem to have the upper hand – not only in numbers but also in mutated ability. Four humans surviving together have taken refuge in a countryside manor. On the run, down to just knives and pistols, and being stalked by countless zombies that are leading a monster directly to them, the survivors hold themselves up and wait for rescue within the halls of the zombie manor.
The game pits a team of four survivors against a team of zombies; each team consists of at least one player per side with up to four players on each team. The game takes place on a grid-based game board detailing the basement, first floor, second floor, and grounds of an abandoned manor.
• Now for a game that also does NOT have awesome minis to go with an unwieldy name C.O.A.L.: Combat-Oriented Armored League. (Indiegogo link) It does have cool steampunky art and the theme is BEGGING for awesome robot minis, but in the meantime Dast Work srl did put together a really sharp set of components, but the gameplay does not seem to actually allow for minis per se – too bad! Check it out:
In a world where computers have never been invented and coal is the most precious resource, a group of brave pilots board their armored steambots, take their place in the pilot seats of these thirty-feet-tall, steam-powered fighting machines, and drive them into fierce arena battles.
This is C.O.A.L.: Combat-Oriented Armored League, a two- to four-player card game with a steampunk setting. C.O.A.L. uses an original game mechanism that combines resource management, bluffing, and memory to simulate the heat of a real battle. The game includes four steambot models – each with its own features, attacks, and defensive maneuvers – and eight different pilots, which have special piloting abilities of their own.
C.O.A.L.: Combat-Oriented Armored League includes customized rules for two-player games, for battles with three or four players, and for two-vs-two partnership games. Deck-building rules are included for advanced players who want to combine parts to build different steambot models. Duels are quick, typically ending in about ten minutes.
I trolled BGG to see what might be coming down the pipes and possibly covered in future wrap ups.
• Eagle-Gryphon Games recently announced the component heavy Francis Drake and I hear that could be hitting KS soon.
• Crash Games (those wily KS vets) are setting to launch Paradise Fallen: The Card Game soon.
• Indie Boards and Cards is back with more Flash Point (and minis!) in Flash Point: Fire Rescue – Extreme Danger. (KS link)
• 5th street Games is running a campaign for Baldrick's Tomb as we speak. (KS link)
• Greater Than Games (Dice Hate Me) is busy setting up its 2013 releases, and I know I am looking forward to VivaJava: The Coffee Game: The Dice Game. Mmmmmm, colons...
• Expedition: Famous Explorers is facing a slow climb (see what I did there) despite being a Wolfgang Kramer design. Will it reach the summit? (KS link)
• Zombie House Blitz from Jeremiah Lee is entering its final days, will it make it? (I hope so!) (KS link)
• Jolly Roger Games and Philip duBarry have hooked up but so far it is not much fun on this Family Vacation. (KS link) Family games often have a tough go in crowdfunding, but maybe they will have a late surge and end up having so much fun they'll be whistling "Zippity Doo Da" out of their...
• Minion Games will be back with new titles soon, but meanwhile James Mathe has a very interesting new kickstarter centric endeavor called Kickin' It Games).
Going, Going, Gone!
In closing, I would like to take a quick look back at a highlight from previous crowdfunding news updates. One of the biggest projects EVER recently hit 0 hours remaining. Dungeon Roll from Tasty Minstrel Games killed it with nearly 11,000 backers. I had a brief exchange with TMG's Michael Mindes about the reason for the project's success:
Existing audience and people that trust me. An attractive game with a $15 price point. Awesome backers.
I have always appreciated Michael's openness with the "behind the scenes" goings-on of a rapidly growing publisher.
That is it for now, so thanks for reading! If you have any complaints/compliments/bribes, let me know via Geekmail or comment below.
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