Sidekicking (design blog)

Asger & Daniel are two boardgame designers from Copenhagen. Neither of them are superheroes, yet both of them are sidekicks... On this blog they catalogue their designer diaries. There will be overall process oriented diaries, and there will be nitty gritty game design component fetischist focussed diaries. If any of this sounds interesting to you, subscribe. As of October 2017 the following games are either released, or to be released very soon: A Tale of Pirates, Panic Mansion, Iron Curtain, Gold Fever, Flamme Rouge, Frogriders, 13 Days, 13 Minutes and Ramasjang Rally. And then there are all the 2018 and 2019 titles we are forgetting or cannot disclose... :P

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On the viability of game design as a full-time job

Asger Harding Granerud
Denmark
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Hi all,
long time no see!

Today I’m celebrating my first anniversary as a full time game designer! I’m very happy about it all, and honestly don’t want to change a thing.

Not much was released in 2018, just a tiny expansion for Flamme Rouge. However, Daniel and I have another 8.5 games on contract that should release in 2019 & 2020, which will push us past twenty releases. I am VERY excited to share more about those games!

The reason I’m posting today, is to talk about making a living as a game designer. I had a twitter interaction three weeks ago with Jon Vallerand a new Canadian game designer whose first design should release this year (Cartographia). We continued it in direct messages, and quickly decided to try and make it into an interview of sorts. Effectively it became a living google doc where we wrote back and forth in a big jumbled mess. The readable version presented below should all be credited to Jon’s editing. Make sure to go follow him on Twitter @JVDesignsGames.

The reason we made it into an interview, was in the hopes that someone else out there would find it useful. If you do, then please do not hesitate to let us know. Even three words of praise may be what pushes us to make another one

The below is of course just my experience. Each full time designer has a different tale, and what works for me, might not even be an option for you. There are so many personal details that shape overall opportunity, that I can’t begin to claim any of this can be transferred 1-to-1 onto anyone else.

Quote:
We had a discussion last week were you said that you are a full-time designer, and that it’s “viable to make a living designing games”, which I was surprised by: I feel like it goes against the zeitgeist of “don’t expect to make money from your games”.

I know several people who have earned a living wage from game design in 2018, and none of them had games published prior to 2016. However, I also know people who have worked hard, and still haven’t gotten one of their designs signed. I don’t want to come off as insinuating it is easy, nor that a quick fix exists: I just want to say that it is doable.

What do you think is the difference between those two groups? Is it just luck or timing, or is it something those designers could improve on?

Luck and timing is a factor. It wasn’t a given that Flamme Rouge and its sports theme would find a publisher, nor that the publisher could make it a success.

I think the advice I would emphasize would be twofold:
- First and foremost, you have to look at your games as products. You could make the best children’s game in the world, but if it costs €1000 to produce it doesn’t matter. Effectively each game you are pitching is a business case for the publisher: if they don’t think they can make a profit, they are not going to publish it.
- Second, play the numbers and embrace rejection: don’t design 2 games, design 20; don’t pitch to 5 publishers, pitch to 25. These steps will hone your design skills, your pitching skills, and will build you a network.

Why do you think the perception that there’s no money to be made in games is so prevalent in the industry?

I think it is because a lot of people have that experience. They design a game, sell it to a publisher, and see a little money come into their account, but rarely enough to make a significant impact in their life, and sometimes even less than they had in expenses getting there.

Most games get 3-5K units printed, and then never get a reprint. On average you are probably earning 0.80 USD per unit (that number obviously varies wildly), so that won’t cut it unless you have a massive output. If you want to work on this full time, your ambition shouldn’t be to make a game that sells 3-5K: you need at least a zero after that. I haven’t tracked it precisely from the get go, but my guess is my games have sold around 200.000 copies in total so far, with Flamme Rouge as my breakaway leader.

Speaking of games as products, what do you do to ensure that your games are viable products?

At the end of the day, the question is if it has a place in the market, but none of us have a crystal ball. With 13 Days we knew that we wanted a game that could scratch our Twilight Struggle itch, but in 30 min. We guessed there were many other folks out there that perhaps didn’t have as much time as they wanted either. For other games, it can be spotting a similar niche, but it could also be a component, mechanic or other hook. Regardless of your hook though, you still have to make a good game.

Do you ever need to work on games that don’t excite you as much, just because they’ll sell or make good products?

I’m blessed to be an omni-gamer. I have my personal preferences, but generally I just really like playing games. I wish I would actually “know” which games would sell, but I don’t, therefore I try to make games that will make people happy. Sometimes that can be achieved by nuclear war, other times it will be jumping frogs, or shaking meeples around in a box.

The process of design is a creative outlet I enjoy immensely, in and of itself. Personally I don’t need additional motivation beyond that and the goal of spreading happiness!

On your personal experience:
When were you able to go full-time?

I went full time on February 1st, 2018. I had been designing games since 2012, and signed my first contract in 2014. By 2018, I had about 10 boxes on the market.

How much (if at all) did your experience at Games Workshop help you?

Personally, I think the Warhammer Community was much more influential in forming me as a game designer than my 2 year stint at Games Workshop HQ in Nottingham. I have been designing tournament systems, restrictions, campaigns, and scenarios for at least a decade before I started designing games, and I had been consuming other people’s work in similar veins.

And in terms of contacts in the industry, did either of those experiences help?

So far it has not made any difference. I have tried using some of them in the past, but nothing has come of it.

What does an average week look like for you as a full-time designer?

I co-design all my games with Daniel Skjold Pedersen, and have been doing so since 2014. From Monday to Wednesday, we meet and work from 9 to 16 (4PM). It is a mix of design, development of existing projects, prototype production, and publisher contact. Every other Friday we have a playtest session, the Superhero Meet-up, that runs from 16-22. Our time is generally scheduled around getting something ready for next Superhero Meet-up.

On top of that, we also have on average two or so impromptu playtest nights a month when we are in need or want to shorten the cycle. These are typically with other designers in the Copenhagen community. Some work also makes sense to do without Daniel and I having to sit together, so rulebooks, graphic design and other tasks may land outside the fixed hours. Conventions are also part of this, and often we end up working 16 hour days when there.

How do you and Daniel share the design responsibilities?

There are differences in what we do, but more from differences in ability: I can’t draw a stickman without being ridiculed, so Daniel does that. However, I can use the adobe suite, so I do that. This is often time consuming, so Daniel ends up writing slightly more rulebooks than I do. It just happened organically, we didn’t really plan it that way, and regardless of the task, we bounce almost everything up against each other.

How many games are you working on at any one time, on average? Are they at the same point in their designs?

On average, we have 3-5 active designs at any one time, in very different stages. At the highest, I know we have had meetings in the past where we covered issues on 10+ designs in one sitting.

How many playtesters are in your regular Superhero group, and how did you build that group?

Semi regular numbers probably reach 15-20, but on any given Superhero Meetup, we will have 4-8 of those attend. To start it, we bought a bunch of snacks, drinks, beer, and pizza and invited lots of our friends and network. Then we made a few one-time open invitations in board game groups in Copenhagen, and if people showed up they got invited to return.

With that testing schedule, how long does it take you to get a game from first prototype to a pitchable state?

There really is no formula. It can be days or years. Children’s games tend to be based on a single strong idea, and sometimes that is all you need to pitch a game. Generally the process stretches when complexity goes up, but even so bigger games can still be sold without being fully developed. Assuming it stands out and is already solid. No need to sink hundreds of hours into developing a cowboy game, if the publisher wants a space theme. If your core design is pliable enough, developing after the sale ensures you can merge the theme and mechanics.

Convention-wise, what do you prioritize?

Nuremberg Toyfair and Spiel Essen are the permanent fixtures in our calendar, though they are so close in the year that we might ditch Nuremberg going forward. Our ambition is to do a US-convention a year as well. Beyond that, we do attend others, but more as gamers than as professionals, though the blessing is that even that is considered work!

On the pitching process:
How do you handle relationships with publishers? The pitching process is already very stressful, I can’t imagine what it would be like if I knew my next meal depended on those contracts!

First, I don’t think they are stressful at all. Pitching games is the most stress-free sales I’ve ever done, simply because you aren’t actually selling anything. At best they are going to take a prototype, then they are going to take it home and test it multiple times, with people that weren’t even present at your pitch: the game has to sell itself. Now I’m not saying there is no skill involved in a pitch, but I just feel that knowing the game has to prove itself regardless of what I do and say reduces that stress.

Second, my next meal isn’t dependant on that contract at all. If I sign a game today, I’m not going to be paid for it for 2 or 3 years. Right now I’m living off the work I did the past 5 years, not the work I’m doing tomorrow. Moreover, it is a numbers game: lots of games, more meetings, and even more pitches. But what you get most of all is refusal: I think Daniel and I pitched ~120 times total, across 26 meetings, just at Spiel Essen 2018.

How do you handle pitching multiple publishers, and the delay while they have prototypes?

We pitch to lots of publishers at once, and we never do sell sheets. At most, about 10 different publishers have had the same prototype of one of our designs. That being said, we try to avoid that these days, not out of concern for the publishers, but because we don’t want to make that many prototypes!

If a publisher then offers to sign a game, we tell them they will have to wait 4-6 weeks. We immediately inform all other publishers with prototypes of the deadline, and then wait. This process is fully transparent and we have not received any pushback from publishers.

And have your ever had to deal with simultaneous offers?

Yes, twice. We asked both companies for draft contracts, and looked through those. Though the details of the contract matter, they still cover 95% the same concerns in slightly different ways. We are not looking for a bidding war, we are much more interested in the second thing we ask them for: their vision for the product.

Also, it is much more important if they have the right partners, if they answer emails, all the intangible stuff that doesn’t go in the contract. Each game you design is a tiny lottery ticket financially: so many factors go into its final success that are completely out of your control. Therefore, I think the most important part an established designer can start focusing on is developing relationships with the best publishers. They will possibly impact the success of your game more than you will.

You said you design 30 games, of which you get 10 published, 1 of which is actually getting you long term money. Could you elaborate on that process?

First off, that is just a rule of thumb: Daniel and I are trying to track our work, and even when we succeed, our numbers aren’t exactly massive enough to be statistically significant, but 30-10-1 sounds right over a two-year period. I’ll try and look into it later in the year, and see if there are any trends. I also suspect our hit rate is going up.

You also talked about selling directly to customers: is that something you have experienced? Is that something you plan on doing?

A fully different topic, where we’re moving away from game design, towards publishing. Right this minute there aren’t any plans to do so, but if there was a project too niche to fit into traditional publishing, I would consider it. I do believe designers have a possibility of reaching their audience directly, and when doing so you probably need to sell a 10th to make a living.
Thank you SO MUCH for reaching the end. Do consider leaving a word of encouragement and a thumb, if you enjoyed the read, both Jon and I would really appreciate that.

If you have any follow up questions, please don’t hesitate to pose them. Who knows, they might be edited into the interview at a later stage

Kind regards
Asger Harding Granerud
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Fri Feb 1, 2019 6:08 am
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Going full time!

Asger Harding Granerud
Denmark
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Early Flamme Rouge prototype
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Microbadge: 13 Days fanMicrobadge: Flamme Rouge fan!Microbadge: 13 Minutes: The Cuban Missile Crisis fan!Microbadge: LudologistMicrobadge: Flamme Rouge fan
Back in 2014 I started the boardgame distribution company Spilbræt.dk with the backing of two investors from up North. There has been highs and lows. Not all tasks involved in running a distributor have been my core competencies, but the company has ended each year in a plus, and is currently stronger than ever. Right this moment I have had my last official work day in the company! I’ve spent the last six months preparing the transition and the last four training my replacement.

As of now, I am officially freelance designing games on full time. Less than three years ago I still talked to friends and family about my game design as a hobby that might earn me a little side income, even if I secretly hoped it would become much more. I hadn’t dreamt that day would arrive so soon.

In many ways the journey here has been long coming. Not just the gaming that started from I was in kindergarten, but also in my professional life. I was just 20 when I first moved to Nottingham UK to work for Games Workshop, my then all consuming hobby. I did so to become a game designer, and also applied for a job doing just that. The same hobby gave me lifetime friendships, but also provided ample opportunity to playtest, tweak and house rule GW games. I often say I did 15 years of game design in this manner, before I even started designing my own games.

Today I am here, and though it isn’t a given it will succeed I feel confident it ought to. Considering how risk averse my wonderful wife Malu is, I am repeatedly humbled by how calmly she has supported every move.

I will, as always, be designing games with Daniel, and there are still huge news coming that I can’t wait to tell you all about! Finally a big thank you to my regular gaming group for putting up with crazy ideas.

Happy gaming
Asger Harding Granerud
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Wed Jan 31, 2018 1:40 pm
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Take a Walk on the Game Design Side - A Spiel 2017 Preview

Daniel Skjold Pedersen
Denmark
Copenhagen
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As I type this I have the Lou Reed classic playing in my head. "Doo doo doo doo doo doo doo doo doo".

Game design is more mundane than a walk on the wild side but this year's Spiel in Essen, Germany is going to be wild.

It will be my 5th consecutive Spiel. I drove in as a noob in 2013, and though no publishing deals came out of those initial meetings, I met so many friendly and welcoming people. I was energized. It spurred me on. Thank you!

Each year since has felt like a step up, or rather into being a genuine part of the board games world.
13 Days, A Tale of Pirates and Gold Fever was signed around Spiel '14.
Frogriders, 13 Minutes and Shaky Supervillains at Spiel '15.
Iron Curtain and more unannounced and secret stuff at Spiel '16 (Panic Mansion in between).

Board Game: A Tale of Pirates
Board Game: Shaky Manor
Board Game: Gold Fever
Board Game: Iron Curtain
Board Game: Flamme Rouge: Peloton
Board Game: Frogriders
Board Game: 13 Minutes: The Cuban Missile Crisis, 1962
Board Game: 13 Days: The Cuban Missile Crisis, 1962


This Spiel is going to be wild. Asger and I have five brand new games releasing, and then there is 13 Minutes and Frogriders from just earlier this year. And let's not forget 13 Tage - German 13 Days - which is a big deal. That is a lot of games to demo and support. With only five days until the show kicks off I can feel the anticipation building. I look forward to seeing my games on the tables all around the halls and in particular the smiling faces above the tables. Throughout the week we will be at publisher booths helping out as much as possible. Do come by and say hi! Also, we'll go to Motel One in central Essen on Friday night to hang out and play some games.
From gallery of megalomane


I try not to look to much at the above schedule because I fall into the trap of thinking "well this surely looks like a fun and relaxing time". I vouch for fun, but relaxing not so much. One major part of why I go to Essen is left out: the meetings. All 23 of them.

This Spiel is going to be wild. We have meetings Wednesday through Sunday with little time to rest in between. I am glad I know the shortcuts between halls, and where not to go to avoid major congestion. And now suddenly the Air Berlin bankruptcy is a major hazzle. We had to re book our return transfer which means we'll be leaving earlier than anticipated on Sunday which means we had to push even more meetings into already busy days.
If you see a blonde Scandinavian running around in the halls like a madman it is probably Asger.

This Spiel is going to be wild. We'll pitch 9 new prototypes. In the lot there are children's games, family games and games for the more experienced crowd. I feel like talking about a few of them that excites me the most right now.
Milky Way Resort is a rewarding points combo game of sending tourists to destinations in space. It's a humorous mix of retro and futuristic with a gameplay that has proven engaging for both casual and experienced players.
Winds of Magic is the first in a series of games that tie card drafting and movement together. On offer is a puzzly core experience I have not seen in other games.
Rising Sands is our next big box game with sandtimers. This was on top of our to-do list as soon as the street date for A Tale of Pirates was confirmed.
Offroad Rally is the last game I will talk about here. It's a racing game that takes over the entire tabletop space. Offroad plays up to 8 without dragging (though chaos is a guarantee). And there is a solo mode with AI opponents each with their own personality reflected in the gameplay.


To everyone going to Essen next week: have a good time and take care. Remember that gaming is for everyone.
Daniel
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Fri Oct 20, 2017 1:14 pm
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13 Minutes - scratch that 13 Days itch in 13 Minutes. How far can we push it?

Daniel Skjold Pedersen
Denmark
Copenhagen
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Note: This designer diary will also enter the BGG news feed shortly.

13 Minutes is a 2-player micro game with tough decision, recently released by Ultra Pro and Jolly Roger Games.

When the big brother to 13 Minutes, 13 Days, was released last year Asger and I wrote a 13 chapter long designer diary. In that spirit this piece will be 13 short almost anecdotal stories about what 13 Minutes is and how it came to be.

Board Game: 13 Minutes: The Cuban Missile Crisis, 1962


1. What is 13 Minutes?
The 13 second pitch is that 13 Minutes is Love Letter meets 13 Days.

2. No really, what is 13 Minutes?
The slightly longer story is that it is a 2-player micro game set at the height of the Cold War, during the 1962 Cuban Missile Crisis. In the game you want to flex your superpower muscle and dominate battlegrounds but - and there is a but - if you push your agenda too far you may trigger nuclear war, so be careful.

And did I say that you only play 5 cards per game so each decision matters a lot?

From gallery of megalomane
Board Game: 13 Minutes: The Cuban Missile Crisis, 1962
Board Game: 13 Minutes: The Cuban Missile Crisis, 1962

The evolution of a cover. I am only responsible for the leftmost

3. Sitting by a pool
When 13 Days was funded on Kickstarter back in July 2015 I was vacating in Italy. I celebrated by the poolside but not with a glass of red wine as you would expect. In my hand I had 13 blank cards and 13 red and blue cubes. And a pen.

Half an hour later I had figured out how to translate the 13 Days experience into a micro game setting and sketched the basic cards for the first prototype of 13 Minutes.

From gallery of megalomane

Designing the easy 80 percentcool

4. Why 13 Minutes?
The idea of making a micro game version of a political card-driven game had been buzzing in the heads of both Asger and I for some time back then. We like to push game genres into new territories. 13 Days did just that as a 45-minute distillation of some of the nail-biting and tense moments from epic political games like Twilight Struggle.
13 Minutes is pushing that genre quite a bit more. We wanted to see if it would float.

5. Brinkmanship
Stakes are high in 13 Minutes. This is no different from 13 Days. The game is all about brinkmanship. It is a balancing act of cunning play and a tug-of-war of brute force.

You want to dominate battlegrounds to gain Prestige, but each time you add Influence to a battleground you draw that card closer to your side of the table. Doing so is great because at the end of the game cards on your side will be all yours if no one dominates. But then again it is not great at all because all cards have a coloured DEFCON symbol. If you end the game with 3 of the same colour you have triggered nuclear war and lost the game.

6. First origin
I use my notes app on the phone all the time. A lot of that is for game related stuff. For me it is a useful tool to get thoughts out of my head but coincidentally it also allows me to track the first note I have for 13 Minutes. It goes:

"13 Days with only 13 cards (and cubes). 5 US, 5 USSR and 3 neutral.
Played cards become battlegrounds.
Command: Add influence - move card closer to your zone. Remove influence – move card away from your zone.
Suspense: Endgame reveal – you may trigger nuclear war!"

And then some more stuff that didn’t end up in the game.

From gallery of megalomane

An early prototype when events were all symbols

7. Why so obsessed with the number 13?
As any designer can tell you working under constraints often bring creativity. We set up constraints for ourselves all the time. Sometimes arbitrary (e.g. what if you couldn’t talk?), but most often from experience (e.g. is that rule necessary?) or production concerns (e.g. we need to limit the components to one deck of cards.).

With 13 Minutes the framework was integral to the core idea. How could a micro game in the world of 13 Days ever have anything other than 13 cards and 13 cubes to each player?

8. Building a political world map
The “map” in 13 Minutes is an abstraction – but an important one. It serves two main purposes.
First of all it underlines the global nature of the crisis. In the beginning there is only Cuba – one battleground on the table. As you play cards and do actions those cards become new battlegrounds. Though Cuba is still the most important battleground (double Prestige points) you’ll learn that your resources are limited. You will have to pick your fights with care.

9. A living DEFCON track
Secondly, the “map” is an evolving DEFCON track. Controlling cards left and right is not a problem until you consider the implications.
You are walking a tightrope. Too strong actions in one area may tip you over and be the final push to nuclear war.

10. How Cuba was born
Looking at the game now one would think that the Cuba card – the one facedown card – was introduced to the game by flipping a card to hide information. Actually, what happened was the reverse. In the beginning all cards were played face down to hide their DEFCON colour. It was sort of a memory game inside the game that was totally unnecessary. Losses due to nuclear war would come at a higher rate in those early playtests and players did not appreciate the lack of control. The obvious solution was to play cards face up, and thus Cuba was born to retain some uncertainty.

From gallery of megalomane

Notice all the facedown cards on the table. Cuba is everywhere and nowhere

11. The devil is in the detail
What I am most proud about in the game are two details that enhance the core experience of brinkmanship.

I) The player who dominates the most military (orange) DEFCON cards at the end of the game gains 1 extra Prestige. It is a little reward worth going for. But there is one extra orange card in the deck so the odds of going broke on the DEFCON is considerably higher. Value and risk go hand in hand.

II) The Cuba battleground awards you 2 Prestige. Another reward you should fight for. But then Cuba will likely go into your sphere of influence and push you to play a more cautious game. Here again value and risk go hand in hand.

12. So did we push it too far?
The first reviews suggest no. This is both pleasing and upsetting.
Pleasing obviously because we want to make games for an audience that is larger than two.
Upsetting because a part of me wanted to cross over that threshold. At least all this has sparked a new project that used to be a standing joke with us – 13 Seconds.devil

13. How to play
Are you tired of reading rulebooks?
Dan King also known as the Game Boy Geek has done an most excellent Rules School video. I point all new players towards his instructions.

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Sun Aug 6, 2017 9:48 am
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Looking back at 2016, looking ahead towards 2017

Asger Harding Granerud
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Early Flamme Rouge prototype
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Microbadge: 13 Days fanMicrobadge: Flamme Rouge fan!Microbadge: 13 Minutes: The Cuban Missile Crisis fan!Microbadge: LudologistMicrobadge: Flamme Rouge fan
UPDATED 28/02-2017 WITH NEW INFO ON RELEASES & DELAYS

Hi all,

In 2016 Daniel's and my game 13 Days: The Cuban Missile Crisis, 1962 reached market and was thankfully well received by most of you. So much that the game saw 3 printings in 2016 alone. My solo design (it predates 13 Days) Flamme Rouge also released. We've got high hopes for both games come 2017, and they are already signed for several new languages next year. A big thank you to all of you who played and shared your experience with the two games.

Off the BGG radar we had a children's game released called Ramasjang Rally. It is a Danish game based on a popular Danish TV show for children. Moreover we designed an educational game for high schools that was print and play, and also based on an educational/political TV show. Daniel has actually been involved in a slew of other serious games, but I cannot account for them (as was I back in 2012-14).

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While 2016 was great 2017 is looking to be an even more exciting year for us. At this point we have a lot of new titles lined up for release next year. Delays may happen - and have struck us before - but fingers crossed that what we have experienced so far is outliers.

Our games scheduled for release next year are (all names are WIP titles).
We will talk much more about release dates, publishers etc. when we are allowed to.

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Temple Tilt - A children's game / fun and light family game that you should be able to play without even breaking the shrink wrap! It is a physical dexterity and time pressure puzzle, that has so far really caught the attention of adults too. At this point we believe that the trick to children's games is to marry a simple and engaging game play. Temple Tilt does that perfectly. The pre-production components look fantastic. We haven't seen art samples yet.
Tentative release: Q3 2017

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Frogriders - In some sense a classic family (euro) game that plays in just 20-30 min due to the nice flow state players fall into. The game tricks you into believing the session was longer. In the game you are leaping frogs like in classic peg solitaire. Except here you collect the leaped frogs, and may use special powers or build and trade towards sets. Both artwork and the minis are just wonderful.
Tentative release: Q1 2017
Publisher: Eggertspiele

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A Tale of Pirates - Admiral was set to release in 2016, but was ultimately pushed back for final final development. It is a new type of real time coop game that we like to call turn based real time. It avoids the complete stress of games like Escape, while maintaining the tension and need to work together provided by time constraints. It is also our first step into the cross over APP world. Did I mention the 3D pirate ship you maneouvre? With all these innovations it is no surprise that the game has been in development for 2,5 years. The high seas can't match the high hopes we have that you will all love this as much as we do!
Tentative release: Q3 2017
Publisher: Cranio Creations

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13 Minutes: The Cuban Missile Crisis, 1962 - If you thought 13 Days as a distilled Twilight Struggle was a neat idea, wait until you see this. 13 Minutes is a Love Letter style micro game, where you draw a card and play a card. Except this is only for 2 players and has really, really hard choices given the low component count. Plus you can BLOW UP THE WORLD if you are not careful - just like in 13 Days!
Tentative release: Q1 2017
Publisher: Ultra Pro / Jolly Roger

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Iron Curtain - This takes the above micro game concept, and beefs it up to a full meaty, and very difficult gamer's game. Using 19 cards this time and some cubes that is. I haven't done a ton of research mind you, but I think this could be a contender for meatiest game versus component ratio. I think you'll love it, and I'm loving where the artist is taking the 90's retro look at the moment. Still Cold War themed in case you did not guess that by the title...
Tentative release: July 2017

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Shaky Supervillains - This is probably the most crazy project of them all! It is a dexterity game. A coop dexterity game that is Where you're throwing meeples around, trying to catch them mid air. Shaky is going to divide players. I am 100% certain some people will hate it
Shaky is a unique game and proved to be a very easy sell for us. We had publishers fighting over this last year.
Tentative release: Postponed to 2018

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Gold Fever - This is a Daniel solo design that I pitched and sold for him, because I liked it enough that I couldn't help it (this has happened since with other friends). It predates our cooperation like Flamme Rouge does, but has been extra delayed The game is designed to be played in the back of a car or in an airplane. You dig for gold in your personal cloth bag one piece at a time, push-your-luck style. The trick is that you may also add pieces to the other player's bags, affecting their odds. Very clever children's game, or light filler for adults! It is actually a spin-off game of a larger big box game Daniel is still working on. More on that later.
Tentative release: ?
Publisher: Lautapelit.fi

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Flamme Rouge expansions - Certainly a 5-6 player expansion, maybe more in that box or two separate boxes. Not finally decided yet.
Tentative release: Q3 2017
Publisher: Lautapelit.fi

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So those we all the games heading out onto shelves next year. We have other games lined up for 2018 and 2019 release plus a half a dozen or so games still under consideration at publishers. And last time Daniel and I met for an afternoon game design session (3.5 hours) we made varied progress on 7 different NEW projects to come. So expect lots of news from us in the year to come.

I'm VERY excited to re-visit this post in a years time. And I hope I have to plan ahead and dedicate hours to make it happen (or perhaps make Daniel do it ).

Happy gaming and have a lovely 2017!

Regards
Asger Harding Granerud
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Sat Dec 31, 2016 6:48 am
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The #RoadToEssen

Asger Harding Granerud
Denmark
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Early Flamme Rouge prototype
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Microbadge: 13 Days fanMicrobadge: Flamme Rouge fan!Microbadge: 13 Minutes: The Cuban Missile Crisis fan!Microbadge: LudologistMicrobadge: Flamme Rouge fan
Hi all,

First a quick update: Jolly Roger Games (Ultra Pro) expect 13 Days to be sent off to the printer shortly. My guess is that shortly means within 2-4 weeks. Jim has already announced on the KS page that he is expecting a small delay on the December delivery.


In other news Daniel and I are working full steam ahead on other projects. We've got 5(6) new games lined up for 20+ publisher meetings coming this Essen (October. Going to be some busy days there!

Below you can see the raw email pitches/teasers we've sent out. Quite different audiences than the 13 Days crowd

I'll let you know how it goes.

Regards
Asger Granerud
@asgergranerud

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Frog Fessors / Compete with your fellow faculty members to collect the most impressive collection of rare frogs! During the game you can swap, sell or lick the frogs, to gain one use or permanent powers. It is a family game (based off the classic ‘Peg Solitaire’) for 2-4 players ages 10+ that plays in 45 min.

Shaky Supervillains / Are you also tired of those pesky Superheroes always flying in to save the day? Join the team of Shaky Supervillains today, and help FINALLY attain complete WORLD DOMINATION!!! In this crazy cooperative dexterity game for 2-4 players (ages 8+, 30 min) players throw meeples up in the air, then try to catch some but let the rest fall into their secret lair (the game box ).

Tourist Yahtzee / All the major tourist attractions of Germany (Country/City) packed into a simple game that uses the classic yahtzee mechanic (5 dice, 3 rolls) and 50 ‘postcards’. The game transforms all the world’s travel guides into a game that can be played with any 5-year-old, and fits in any bookstore, tourist office and design store (2-5 players, 20-30 min). Play Tourist Yahtzee to prepare for or relive your treasured holiday experiences.

Princess’ Hairdo / The fashion changes all the time, and it is almost impossible for an honest princess to stay up to date. In this childrens’ game (age 6+, 10-15 min), 2-4 hairdressers compete to solve a physical puzzle the fastest. Each player gets a princess with 5 coloured strings attached to the head. A card is flipped showing the latest trend, and whoever first completes the new hairdo gets the point!

Finger Puppets / You are the puppet master so put on a hand of finger puppet minions and aim to be the first to complete your secret mission in this light family/party game (ages 6+, 3-6 players, 15 min). Players use their hand of finger puppets to simultaneously bid by displaying a number of minions. Highest unique bidder may swap a minion with another player. The hook is that you may only swap visible minions, so players throw silly hand signs to properly defend their most valuable assets.
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Mon Sep 21, 2015 12:51 pm
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