BoardGameGeek News

To submit news, a designer diary, outrageous rumors, or other material, contact us at news@boardgamegeek.com.

Archive for Juliana & Ariel

Recommend
67 
 Thumb up
6.05
 tip
 Hide

Re-Imagining The Murder Mystery Party with Crimes & Capers

Juliana & Ariel
United States
California
flag msg tools
Board Game Designer
Board Game Publisher
badge
Avatar
Board Game: Crimes & Capers: High School Hijinks
We have always loved murder mystery parties. The chance to play a fun role, interact with our friends, and solve a mystery was so much a combination of everything we loved that as kids we hosted multiple murder mystery birthday parties.

Hosting these same mysteries as adults...well, they were a ton of fun, but we couldn't help but imagine some things we would do differently: More puzzles, not fully scripted, and no guilty party lurking among the players, so we decided to make our own version with Crimes & Capers!

More Puzzles

The classic mystery party is generally one central mystery divided into different acts. During each act, players learn more about their own characters and are meant to reveal (or not reveal) certain bits of information so that everyone else can learn about each other. The act concludes once everyone has said all they need to say or after a certain period of time.

As designers, we wanted there to be satisfying solves over the course of the entire game. The central mystery is always present, but we want players to have concrete moments of victory and progress throughout the game — clear gates that they need to pass through. We find this so much more satisfying when an act ends, not because everyone said their whole script or the timer went off, but because the group has worked together to puzzle out the answers they need. Therefore, Crimes & Capers is divided into three sections, each with their own solves along the way:

• There is a classic "puzzle section" in which players encounter escape room-style puzzles that will resolve to words or phrases. These puzzles can be tackled together as a group, or players can divide them up and come back together with relevant information.

• There are three questions that must be answered in order to open the locked container and reveal more information. Players need to scan their own personal information and combine it with information from other players in order to determine those three numbers and open the container. This is where collaboration is key as no single player has enough information to determine a digit on their own.

Board Game: Crimes & Capers: High School Hijinks

• Finally, there is the grand mystery of the game. Players need to combine information from their own character, information from other characters, and the information that was revealed in the locked container. Only by really studying and understanding all of these elements will players be able to solve the mystery correctly.

Scripting

There are many different kinds of players. Some folks LOVE to dive into character and roleplay all night. They come in costume, maybe have worked up an accent, and will answer only to their character's names. On the other end of the spectrum are players who have no interest in role playing; they're just here to solve the mystery! In the classic mystery games, everyone is expected to roleplay because they need to say the lines that they have in the script. We wanted to change that.

In Crimes & Capers, each player is given a character and something that belongs to that character that is full of information they will need. In High School Hijinks, it's the notes that they passed in class during the day, while in Lady Leona's Last Wishes it's their personal diaries.

If a player wants to roleplay, the materials are very much written in character, and players can have a great time reading them out loud to the group. With that information as a basis, they can stay in character and discuss with the others to determine what truly went down.

If a player is just there to solve the mystery, they can gather the information from the materials and relay it to the group. There's plenty of relevant clues that they can share with the group, without needing to act like anyone other than themselves.

We love the flexibility this gives to groups so that they can truly enjoy the game in a style that best fits their dynamics.

Board Game: Crimes & Capers: Lady Leona's Last Wishes

Players Are Innocent

In traditional mystery parties, one of the players is generally the guilty party. They may find out in the beginning, or they may not find out until the third act, but at some point someone will be lying to everyone, making everyone's information suspect and potentially making that player uncomfortable.

We wanted to create a game that felt truly collaborative, a game in which players didn't need to worry about whether their friends were lying to them, so in Crimes & Capers, the players are never the guilty party, and their information is always true. In High School Hijinks, the players are the senior leaders of the high school cliques, and the suspects are all staff members. In Lady Leona's Last Wishes, players are attempting to discover where in the mansion Lady Leona hid her fortune.

In this way, players can relax and connect with their friends without the stress of wondering who might be lying — or suddenly having to lie yourself!

Board Game: Crimes & Capers: Lady Leona's Last Wishes
Creating the Worlds of Crimes & Capers

We were thrilled to show this proof of concept for Crimes & Capers to Scott Gaeta of Renegade Game Studios because of his history with the How to Host a Murder series. Scott and his team played the game and were excited enough by the format to commission three games — so then we needed to figure out three new worlds in which to set the games.

We knew that we wanted all of the worlds in the series to feel unique and distinct from one another. Furthermore, they had to be worlds that people would be excited to step into. We considered all sorts of different genres as you can see from this initial list — and we hope to do all of them one day!

Roaring 20s - Set in the decadence and deceit of a 1920s party.
Alice Tea Party - Alice in Wonderland theme with all the characters from the classic.
High School Stereotypes - Breakfast Club/Mean Girls/Whichever era we go with, everyone loves going back to HS and taking on a stereotype.
Pantheons - The Greek, Norse, Hindu, etc. pantheon of gods has gathered to solve a mystery.
Fairy Tales - Classic fairy tale characters unite a là the film Into The Woods.
Upstairs/Downstairs - Step into a world filled with posh landowners, scheming maids, butlers who know too much, and clever heiresses.
Circus - Run away to a circus where every performer has their specialty...and their secrets.
Animal Kingdom - Each guest takes on the role of an animal, from gruff gorilla to dandified flamingo.
Music Awards Show - So. Much. Drama. Everyone from the hottest rapper to the too cool indie songwriter to the straight-laced classical musician is going to have to work together.
Superheroes - In a world of powerful mutants and super-sized villains, all the heroes will need to come together to save the world.
The Mall - The goths at Hot Topic, the gamer bros at Game Stop, the intellectuals at Barnes & Noble (generic versions of course).
Video Game Archetypes - Generics of beloved video game characters (think our version of Wreck It Ralph)

The worlds we chose had to be places with multiple clear and distinct characters. Players would all need to fit together in the story, but at the same time be easily distinguishable from one another. Further, it had to be a world that was easy to understand, just from looking at the box and the materials. We wanted our players to be able to understand exactly what sort of world they were getting into at a glance.

Ultimately, we worked with the team to decide on our final three: a 1990s high school, a turn of the century upstairs/downstairs manor, and a music awards show. We filled each of these worlds with wildly different personalities, allowing players to create memorable characters.

We further fleshed out the worlds by adding in costume suggestions, playlists, and themed food-and-drink recommendations so that everyone could feel like they were stepping into these fabulous worlds when playing the game.

Playtesting a Party Game in a Pandemic

We initially conceived of the mechanisms for Crimes & Capers in 2017. We pitched the game to Renegade in January 2020. By March 2020, contracts had been signed, loglines had been approved, and we were ready to start creating and testing this modern reimagining of the murder mystery party.

And then...all parties were brought to a very abrupt end.

By the time the games were ready for testing, everyone was fairly familiar with video chatting as a main form of social interaction. This led to an unexpected silver lining: an abundance of players who were interested and available for testing! So many groups of friends were dying for something to do that was different from a zoom happy hour or movie watch party. They craved an activity that would bring them together, at least mentally and emotionally, since they couldn't be together physically. Additionally, players had a much easier time getting groups together now that they could invite their friends and family from all over the country.

From gallery of StayAtHomeWerewolf

We sent our players Dropbox links with specific instructions about anything that might need printing or cutting. We quickly learned how many people don't have printers at home (or used to rely on the one at work). If some members of the group had a printer, they would be the ones to solve those puzzles.

A few puzzles needed to be in physical form, and for those we would ask our printer-owning playtesters to tilt the camera down, if possible, so that we could see their process of solving it. On the other hand, a lot of puzzles were able to be transformed into Google slides so that players could manipulate the pieces together in real time. It was wonderful to see people collaborating together to solve the puzzles, just as they would if they were in a room together.

From gallery of StayAtHomeWerewolf

Players also adapted their note taking. Information is key to solving these games, and players needed to find ways to track everything together. Some groups appointed a specific notetaker to share their info with the group. Others collaborated on Google docs in real time, digitally inputting everything they needed so that all players could follow along.

Of course, to be safe and thorough, we also found some pods with 4-6 players and had them play the game all together in the same space just to be sure that wouldn't create any unforeseen problems. (It didn't.) The games worked so well over digital that we ended up creating codes for the final boxes. With these codes, players have the option to assemble a group in person OR over video chat. As long as one person purchases the physical copy of the game, they will be able to share their codes with the other players, who will then access digital files so they can all play the game together online. We love that this opens up the possibilities for players far and wide to enjoy the game together.

We are really excited about the way these three changes have reshaped the murder mystery party. Our playtesters have been having so much fun with the games, and we can't wait to see them out in the world!

Ariel Rubin and Juliana Moreno Patel

Board Game: Crimes & Capers: And the Winner Is... Dead
will hit the U.S. market in February 2022
Twitter Facebook
9 Comments
Tue Nov 9, 2021 1:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
78 
 Thumb up
7.25
 tip
 Hide

Designer Diary: Escape Room In A Box: The Werewolf Experiment

Juliana & Ariel
United States
California
flag msg tools
Board Game Designer
Board Game Publisher
badge
Avatar
Board Game: Escape Room in a Box: The Werewolf Experiment
Escape Room In A Box: The Werewolf Experiment is a 60-90 minute cooperative game in which 2-8 players solve puzzles, crack codes, and find hidden clues to thwart a mad scientist's plot to turn them into werewolves.

The Idea

After playing our first escape room, we were instantly hooked. We loved challenging our brains, immersing ourselves in a narrative, and working cooperatively with our team — but of course, we have always loved at-home game nights, too. We wanted to host an "escape room" at home, but at the time, we could find nothing on the market that would allow us to do that. This was truly surprising as we knew there had to be a lot of crossover between the escape room enthusiast community and tabletop gamers.

Neither of us had ever designed a game before (unless you count "BOOM!", an economics lesson in the guise of a [terrible] game that Juliana made in sixth grade), but we were both incredibly passionate about escape rooms and tabletop games, so we decided to try our hand at combining the two. We had both worked as writers in the film and television industry previously and were eager to bring that sense of narrative and drama to a game.

The game had to have a werewolf theme because we first met playing the game Werewolf, and it is still one of our all-time faves. Plus, we needed a narrative that didn't involve the players physically being locked in a room, but that would instead focus on unlocking something. Being poisoned by a mad scientist who has the antidote locked away made perfect sense.


Board Game: Escape Room in a Box: The Werewolf Experiment


The Development

We set about figuring out how to shove all our favorite things from an escape room into a box. We wanted a wide variety of puzzles that would let different people shine at different moments and include unexpected reveals, fun surprises, and physical interactions.

We wrote down a list of every sort of puzzle we had ever encountered in an escape room as well as ones we just thought would be fun. This was the start of our "puzzle compendium", which we are still adding to today. (It now has hundreds of ideas.) We then went through to pick out which puzzles would fit in the box, serve the theme, and (most importantly) be fun! As much as possible, we strived to have puzzles that would lead to an "A-ha!" moment, that glorious second when the solution clicks in and you solve the puzzle, rather than tasks that you have to plow through to get the answer.

We get frustrated very quickly when we encounter bottlenecks in escape rooms. Everyone standing around watching one person solve something is less than fun, so when we were creating our map for how the game would flow, we made sure that there would always be multiple things that need solving throughout the game. The game starts with a number of puzzles, and as you work through them, you unlock gates that give you access to more puzzles. This generally keeps a good flow to the game where it's not an overwhelming amount of information but there is still enough for everyone to feel involved.

Additionally, we wanted each puzzle's answer to be used at least once if not more in the form of meta puzzles. This would ensure that only groups who had correctly solved the initial puzzles could move on.

After we had mapped out and written everything, we set about creating a prototype. The first one was an Amazon box with papers glued on top. Ariel is proficient in Photoshop, so she created the early designs while Juliana focused on sourcing and costing out the various elements. Ariel's husband even got involved, drilling holes into the tins in his metal shop, literally bleeding for our work!


Board Game: Escape Room in a Box: The Werewolf Experiment


Playtesting

This game was truly made in playtesting. Our first group to go through took over two hours, even with generous hints along the way. It was WAY too hard! Over the course of playtesting, we watched carefully and worked hard to take out anything that was overly frustrating. We asked ourselves, "When do people stop having fun, and how can we fix that?" Of the hundreds of groups that we have seen, no two groups solve the box in the same way and we continue to be surprised, so we had to learn which problems were outliers and which ones affected the majority of groups.

Additionally, we learned hard lessons like "people don't read". If you just tell them something, they will likely ignore it. If, however, you cue them into it with design and repetition, they are more likely to pay attention. Simple things like having the border on all the puzzle papers match and be distinct from the border on the answer sheet made a big difference.

We tweaked puzzles endlessly, added puzzles, and killed puzzles we adored. (We learned the hard way that us loving a certain kind of puzzle does not mean everyone else loves it, too.) Because of the interwoven nature of the design and the meta-puzzles, making one small change would often reverberate throughout multiple portions of the game, so there was a lot of redesigning.

Massive playtesting also helped us eliminate leaps of logic. Just because something made sense to us and felt well clued, we had to eliminate or change it if it was not making sense to the majority of players.


From gallery of W Eric Martin


Kickstarter

Preparing for and running a Kickstarter is a job unto itself. We did crazy amounts of research — the blogs of Jamey Stegmaier and James Mathe were particularly enlightening — and work before and during the campaign.

Once we came to a point where our playtesters were consistently having an awesome time with the game, we sent it out into the world for reviews. We reached out to reviewers two months before launching so that they would have plenty of time to play and produce a review that could post on day one of our campaign. As first-time creators, we knew we would need the stamp of approval from known personalities in order for our project to succeed. While we'd heard that 3-4 reviews would be sufficient, we ultimately ended up getting sixteen and are grateful for all the audience that brought to our page.

We also focused a ton of attention on PR. We had a budget of $0 for marketing the game, so ads were out of the question. Reaching out to any outlet we could think of that might cover an escape room or a tabletop game, we made sure to personalize every single inquiry and specify exactly why their audience would be excited to learn about our game.

All of our hard work truly paid off when our Kickstarter funded in just fourteen hours. Ultimately, we raised over $135,000 with more than two thousand backers. We had clearly found an idea whose time had come.


Board Game: Escape Room in a Box: The Werewolf Experiment


Licensing

After the Kickstarter, we took numerous meetings with toy and game companies. We received several offers and ultimately signed with Mattel. Their games team is so smart, passionate, and all-around awesome that we couldn't be happier to have found a home there — and having manufactured the first three thousand boxes independently, we also couldn't be more thrilled to have them take over so that we can get back to our favorite thing: designing more escape room games!

Ariel Rubin and Juliana Patel


From gallery of StayAtHomeWerewolf
Twitter Facebook
4 Comments
Mon Nov 27, 2017 1:05 pm
Post Rolls
  • [+] Dice rolls