We released our first game on kickstarter, and we need your help. Please share it, back it, dream about it and whatever else you feel you should be doing with it. Thanks!
We released our first game on kickstarter, and we need your help. Please share it, back it, dream about it and whatever else you feel you should be doing with it. Thanks!
There certainly aren’t many of us. I originally created it, because I was looking for a low maintenance way of keeping a journal of projects and designs. Honestly, not sure how much of a service I do to the cause as I work on things near daily and I seem to write weekly. LOL
I try to follow as many board game things as possible, in an effort to grow the community, however in the month+ I’ve had this tumblr I have like 13 followers? I got 13 likes on my Facebook page in about 20 minutes. Not sure this is worth the effort to be honest. Maybe if we all join forces.. and take over the tri-state area.
I’d been using a site called TheGameCrafter.com for building prototypes of a few games and I had always liked their miniatures, especially the zombies. I’m not really huge into zombies (movies, books, games, etc), but something about the pieces just seemed really unique as opposed to the standard pawns you see a lot in games.
Then about a month ago they announced a Game Design Contest for a map building game. Essentially, something where the game area changes for each game and can always be different. It was one of those rare moments when as soon as I read the contest details I said, “I need to use those zombies.” The more I thought of it, the more I realized Zombies may be getting tired, I needed a twist. Let’s make them friendly.
I had a blast making the game, it’s actually for sale in it’s current form on The Game Crafter, however we’re waiting on some quotes on large unit production and will likely be starting a Kickstarter project for it.
Thanks for asking!
Full component shot of Undead Escape. Just sent list to printer for quote. I think we’re going to Kickstarter this one first to get a hold on Kickstarter before we do a huge project.
I got my copy of Undead Escape over the weekend, and man does it look great. The prototype was fun, but this finished copy looks outstanding. The player cards and shards are something I was able to replicate using photopaper, but I didn’t really want to waste the paper for the mats. I should have, it was almost impossible to see some of the icons.
Not on the printed mats from The Game Crafter, everything looks great. Especially the pawns. I’ll take some pics tonight and get them up.
Also working on another game, a golf game. I wanted to do this a while ago, but the mechanics escaped me. I finally figured out a way to do it using dice for power and direction, including using a spinner mat for directional and wind speed. Going to be a lot of fun to drink a bit to much and play with friends.
So after a few days of not knowing which project to take on next, after finishing Undead Escape, I decided to make a war style takeover game. For some odd reason while I was designing the game board, something popped into my head.
Months ago I had told a friend I wanted to make a golf board game. He asked how that was possible and then I let it go, mostly because I had no idea how it would work. Yesterday I figured it out. I love golf and with the way I’m designing it, it’s another great fit for The Game Crafters map building contest.
I want to finish it quickly, because I’d like to get back to the war game also. :)
Very happy to announce that Super Awesome Ninja Game is officially available for sale from The Game Crafter.
Hyperbole Games (@HyperboleGames) is launching a prototype-sharing program for blind playtesting:
Unpub.net and Cartrunk.net fully support this program. Grant is on to something we wish we could have provided. Great job Grant!
Might have to get in on this.
I am a big fan of Tabletop. We’ve been having a weekly gaming group for months now, since even before there was a Tabletop to watch. It’s been a great release, and a necessary escape from reality. Thanks to Tabletop, I have greatly expanded my game selection. It started with picking up games the…
Very sad to lose someone so special to you, but it’s great that games have created a stronger relationship with another one.
Keep strong, much love.
Playing a board game with my friends or family. I designed a new one for my son and got it just in time for Christmas. I can’t wait to play it with him.
In light of our recent arrival of our awesome Hirst Art’s molds, I wanted to make an easy 123 step tutorial on how to make a passage way for a potential dungeon in your game.
FIRST you’ll need supplies…
Again, I am using Hirst Art molds to create this specific hallway but any other creative materials will suffice as well (paper grids, dry erase, etc… get creative with it!)
So like I said you’ll need a few household items,
1. A small amount of cardboard for a base & scissors to cut it
2. GLUE (Wood glue works best for the Hirst Art molds)
3. your molds & or homemade scenery
4. M&M’s or a snack always helps the creative process in my opinion *winkwink
Get on with it you say?! TO GET STARTED you will glue your floor tiles onto the base in the arrangement you desire.
As you see in my picture I left a square or two open to add different items as I wish later on…
AFTER THOSE DRY you can use a razor blade to cut out your platforms from the cardboard
Then you will have all of the tools necessary to design an awesome passageway with SkeleTONS of surprises for your party to embark through.
I recommend keeping the walls separate from the bases so that the DM can shift around the tiles in order to create the specific dungeon that He/She envisioned.
This is a very simple tutorial post regarding Hirst Art molds specifically, but I promise we will post some easy Cardboard, Foam, and Paint scenery soon!
Ask me if you have any questions at all, and don’t forget, you are in control of the world!
Craft on Ghoulies and Goblins!
So Friday, 5 of us got together and playtested Undead Escape. At first we found a few little things that while it made the game playable, made it a little slow. We made about 6 changes within the first 2 rounds of playing and continued on with the new rules.
A place for zombies to destroy newspapers, a safe zone for zombies that turns on and off depending on the current state of the game, some movement changes for the human and dropping the fires needed from 8 to 5, new player cards and a “bonus” for each one, no more metal plates.
Since I had created the game, it was decided I would be the human and the other four people would play against me. I was fine with this, and looking back, I loved it!
Here is the kicker, I lost. Yep, I lost the game, but man was it close! All but a few of the board items had been revealed. I had lit 3 fires already using newspaper and matches. Only 2 more to go and I had enough to light one of them. Two zombies were holding a newspaper each and another had both gas cans. Problem is, the zombies had destroyed the other 6 newspapers. I was on the other side of the board so I made a mad dash toward them.
I missed one of the newspaper zombies by about 2 spaces, he squeaked into the safe zone and I couldn’t touch him. This put the newspapers out of reach since they were both safe inside that area. I began my efforts to reach the zombie who was carrying something I needed.. I needed that gasoline!
I rolled, then she rolled, then me, then her. I was gaining on her and fast. 15 space separation became 10, then 6, then 4! I was almost there. She was about 8 spaces from the safe zone, boy would this be close. Then out of nowhere, the fourth zombie who had been in the opposite corner barricaded himself between the other zombie and me. I rolled a 7, had he not been there, I could have caught her. But alas, I had to go around him. After wasting two spaces going around him, I ended my turn 2 spaces away and she was out of my reach.
With only 2 spaces to go, she pulled out here D4, and as every happy zombie should, she got the 2 she needed. The game was over. The valiant effort I put forward was not enough. The zombie family was able to keep their factory, produce high quality undergarments at a great price and live happily ever after…. until next time!
My friends and I all love the hell out of Munchkin. We’d play for what felt like hours at a time (6 is the record I think). The only problem I have with Munchkin is the way it brings out the most horrible horribleness in all of us. The reason that game lasted 6 hours was because the second…
So The Game Crafter has announced a new contest, this time with the mechanic being Map Building. Whether it’s a one time build at the beginning, a progressive map build, or always changing, that is up to you.
It worked out for me as I had just finished making SANG the day before and was about to begin developing my new 8 Bit game. However, for some reason I had an idea that kept pushing against that game. It was to create a twist on zombie games. Why do zombies always have to be the bad guys??
The game is currently titled Undead Escape, however I’m not sold on the title yet. Undead Escape is a 2-5 player game, were one player is the human and the remaining players are zombies. These zombies are nice zombies that just want to be left alone, but the rage filled human just wants to set them on fire.
As the zombie, your goal is to collect items and prevent the human from being able to start at least 8 fires. If 8 fires are lit, the human wins the game.
Here is some of the art I finished already.
The below items are on .75" square shards that sit in the boxes above. Some items are in boxes (the back of the shard has a closed box icon). Once the box has been looted, it shows open on the map. Other more important items (not necessary to win, but certainly makes it easier) are hidden under steel plates on the floor. They can only be opened if you find a crowbar.
It’s getting crazy in my brain. I can’t focus on one game. I start designing one and all of a sudden I have like 4 new ideas in my head. In the short time I was working on SANG (honestly only took about 2-3 days since I knew exactly how it was going to work), I came up with 5 new ideas.
One is something that is very dear to me, as it brings back a lot of memories of my childhood. I’ll be naming it Wulfric’s 8-Bit Adventure. One is a card building game. I have another one that is a map building co-op game and the others I haven’t really put the mechanics in place, just a general concept.
I feel like I need a whole team of people working on art and concept for me so I can get all of this out of my head.
TooManyGames (then known as the East Coast Gaming Expo) was formed in 2003 as an event focused on bringing classic gamers together to have a special occassion dedicated to classic game playing and collecting.
Brawl/Melee tourney’s, Yugioh and more!
I’M GOING THIS TIME AND HOPE TO SEE SOME OF YOU THERE~!
Reblogging simply because I know the owner of TMG and I want to support her.
In celebration of International Dice Day (which is one of the few made up holidays that’s relevant to my life), here’s a picture of some of the dice I brought home from GenCon in 2010, when I decided to begin testing the theory that you can not have too many dice.
That is a beautiful sight.. I need more dice..
I got a lot done last night on SANG.. I managed to finish up the board design, the box wrap, and even changed the back of the card. Only thing left to do is to write up the instruction manual which shouldn’t take to long as it’s really not that in depth.
I wasn’t sure about the board design, as I’m hypercritical of my own work, but after getting feedback from some friends and also the guys over at TGC, I’m confident my son will love it, how could he not, it has a loop-dee-loop!?
So, I decided to take a break from making the Kung Fu’d game, so I could focus my attention on Super Awesome Ninja Game (SANG) for my son for Christmas. He asked me one day to make a ninja game and I got his ideas and I think overall it’s a great concept.
I have all of the cards designed. The box sticker shouldn’t take to long and instructions are pretty straight forward. You battle against other players as you progress through the board to collect coins. Battles are played via random card flipping, similar to old school “War” … this was by his design and I have to admit I’m stoked to incorporate such a simple and memorable mechanic into a game like this for him.
The board design, this is what usually vexes me. I really considered using gear mats to create an endless randomness to the board layout, but decided that for a 6 year old, it might just be to much to put on his shoulders for playing. I think the end result will be simply creating new boards and allowing people to buy them as an expansion (different themes, different locations, etc).
Let’s hope I can get it done by Christmas (or even his birthday which is 2 days after Christmas).. Once I have a design down on the board I’ll share that.
I really love this website. The idea of being able to create your own card or board game is daunting at a minimum. However, TGC makes it very easy, with video instructions and templates for those who need them. They also have a very strong build process that includes being able to proof your product online.
The community is second to none. I mean seriously, talk about a great group of people. I’ve been doing graphic and web design for over 15 years, so creating the art is never really a problem for me, however sometimes the way I see things and the way other people see them isn’t always the same. I know, with confidence, I can share projects and ideas with this community (especially chat) and not only will they not steal my idea, but they will help me make it better.
If you want to create a game and don’t want to break the bank, try out TheGameCrafter.com. With it’s Print on Demand service, you can order just one or put it online for sale and make some extra money on your game.
So I had a terrible weekend. A couple weeks back one of our two cars threw a rod. The repair shop quoted us like $7,000 to do the repairs, about $4,000 more than the almost paid off car is now worth. Having knowledgeable friends, we decided to purchase an engine and do the work ourselves. After nearly the whole weekend, we determined Chrysler designed the car to only allow the Engine and Transmission to be dropped from beneath while on a car lift. An engine hoist we had, a car lift we did not.
It simply wouldn’t work, so we put the engine back back together reconnecting the entire cooling system, harnesses, hoses, etc. To spend a full weekend on the car and not have it complete hit me pretty hard in the feels. I was down. I still don’t know what I’m going to do with this hunk of metal that barely moves.
This morning however, I was surprised to see as I caught up on Tumblr, that Wil Wheaton reblogged something of mine about a game I designed after being inspired by Table Top. Not sure why I feel Wil Wheaton is the ultimate person to validate my efforts in board game design, but I do. So deal with it.
Originally I blogged about the game to hopefully inspire people to design their own game the same way Mr. Wheaton and his show inspired me. Makes me feel like it was the right thing to include him in my next game. If you don’t follow his Tumblr, you should. It’s right there –> WilWheaton.tumblr.com.
So my question to you is, have you ever been inspired to do something you never really expected you would do? If so, please share.
Really, it is new. Probably less than 2 or 3 months old at this point. A group of us got together to play some table top games, after seeing a few episodes of Table Top, hosted by Wil Wheaton, with a slew of random guests and fellow players. I think the first game I played with the group (I missed the first week), was Lords of Waterdeep. I won. By a lot. It was a fun game, made even more fun by the company in which it was being played.
We had a few more game nights after that, playing more Lords of Waterdeep, some Settlers of Catan, Munchkin, Risk – always a classic, and a few more.
At this point I decided I wanted to make my own game. So I did. I drew it out, colored it in, I was fairly precise with the layout, in fact, the original first draft, is the current game board. The placement of the islands in the map are exactly the way they were, with the lone exception of combining two smaller islands to make one larger one to keep the sides even.
After coming up with a game play strategy with a couple of the guys, I started using my graphic skills to create some cards. It wasn’t a long process, but we finally started getting to the belly of the beast. Game balancing and playability. Would this play poorly? I was worried, I won’t lie. I put a lot of work into both the gameboard and the cards, honestly probably over 100 hours over the course of many weeks. Last thing I wanted was to see this thing flop at the hands of 6 hardcore gamers looking to find ways to make it falter.
The original play test happened with only 3 people. While the gameboard can be broken down to a smaller version, we decided to play the whole board. We figured out some additional rules during game play and determined some weaknesses and how to address them. The important thing was, it played great.
The oddity about the game is that it is dry erase. I had to basically mount my prints in a cheap Target frame, so we could use dry erase on the plastic front. It’s dry erase so you can track your islands hit points, taunt the other players, and possibly even write your own island names and channels. I’d be lying if I didn’t say we had an epic battle that lasted many rounds before I finally conquered “The Chain of Doom”, a 6 island system along the top of the board.
We did determine that more cards (not just some of the existing ones, but new cards altogether) should be added. I printed them up and got them ordered, along with some resource and order of play cards. During your turn you have a sequence you must follow, for instance you have to build before you can attack and you can only fortify an island at the end of your turn.
The problem with Island Conquest is that it’s a large board and it’s dry erase. Not to mention, there are so many parts and pieces, the cost is prohibitive in single order format. I’d have to buy them in bulk, probably close to 1,000 units, to make it affordable for sale. We paid $100 for all of the cards and pieces, I printed the game out. The game board is 20" x 30", the game printer I found can only handle 18" square, in a quad-fold format. We paid an average of 10 cents a piece. Originally we had close to 900 parts. I’ve since cut that back to about 580. Still, through this company we’d be looking at $75 alone for the pieces and I’d still need a box and the board. We’ve gotten some quotes from a manufacturer in China, to create everything for about $15 a unit, which would afford us to sell it at a reasonable price. Perhaps a KickStarter project will need to be set up soon for this.
Now, one game would not really convince me it was a new love affair. I would expect there to be more. It is after all, an affair, not a fling. While I waited for the parts and cards to arrive for the first go around, I had started designing a second game. Delta Recon. It’s a turned based board game that uses cards to give the player their values and missions and dice to determine moving and the randomized value. It was the first game I would be able to design and have created and boxed and keep affordable.
This game is printed on demand, and sells for $39.99. I’d like it to be less, but after paying the company their portion, plus parts, it comes out to about $35. Sadly, adding the board and box instantly add about $15 to the cost. You can find Delta Recon here.
Two games in 2 months, maybe it is a love affair. But wait, there’s more. My son, who is into all things boy right now, asked me to make him a game about ninjas. I wanted to keep the cost on this one down so I decided to make it strictly a card game. It will come in a larger box, as I plan on using the back of the box as a “game board” in a sense. This will allow the players to track progress and health, without adding the cost of a $10 game board. This also provides the advantage of being able to purchase add-on packs later, that can then be stored together in the larger game box.
The game, out of the mind of a 6 year old, is named Kung Fu’d. I have had more fun designing this game, than any other game so far. It has been an absolute blast. It’s also my first attempt at creating a Co-Op based game, where all of the players work together to battle a deck of villain and boss cards to continue their way toward completion. They may win, they may lose, but they’ll do it together.
For a sneak peek at Kung Fu’d, please visit the Work in Progress. Scroll down to see some of the images and be sure to check out our homage to the man who started it all, Wil Wheaton.
After playing the many of the great games seen on TableTop, as well as a slew of others, we decided to create our own. Nothing against Catan, Lords of Waterdeep, Munchkin or any of the many others out there, but something about making your own adds a whole new level of excitement and appreciation.
Not sure what happened to the pictures in this.. they show on my one machine and not on another. I’ll post them below.
I think it’s awesome that Mr. Wheaton put together such a great channel to show what true gaming is. I think it’s even cooler that he posted my submission on the TT Tumblr.