Creature College Update 12 – The Frenetic Otter!

Creature College Update 12

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Welcome to Creature college Update 12

Sheesh, well it seems like a age since I managed to update everyone! So what’s been happening since our last update. Our big news was that our sample games arrived from China and our fabulous printer Wingo did an awesome job. The sample games look terrific and they arrived just in time for UK Games Expo where we managed to meet a bunch of our great fans and play some really fun games of Creature College. It’s also let us send copies out for review and we currently have two reviews pending with some more planned.

We’re now firmly into conventions season with several great cons planned over the summer. We’ll be at London Anime and Gaming Con on the 4th and 5th of July and Lavecon on the 11th and 12th of July, so come and join us for a game if you can! We’ll be playing demo games, running competitions and generally having a lot of fun!

We’re also now firmly in launch mode with a bunch of stuff happening in the background to get us ready for Kickstarter in late September. We’re working with our friends across at Ironbelly Studios in Montreal on our Kickstarter video, preparing the artwork for our stretch goals, working with our designer on our Kickstarter page, setting up distribution networks and basically figuring out the 100 other small details that will hopefully ensure that we’re “Not at home to Mr. cock-up” at any point during or after our Kickstarter campaign. 🙂

We’ve also been planning how we will share a stand at Spiel 2015, Essen with our fantastic printer Wingo which will be slap bang in the middle of our Kickstarter Campaign!

We went a little crazy with competitions in May/June. Not only did we give away our customary monthly competition prize (Kimberly Snelgrove) and ran three impromptu competitions on The Boardgame Group, but we also gave away over 40 prizes in our UK Games Expo competition.

As always we’d like to give a shout out for a couple of other Kickstarter initiatives that we think are worthwhile. Currently both are a little ways from their funding targets but they’re both really great projects. The first is Foe Hunters by Larry Lembke of Spellforge Games. The second is “For the Love of Spock” run by Adam Nemoy, Leonard Nemoy’s son who is trying to get the funding for a documentary about his fathers life in time to have it ready for the 50th anniversary of Star Trek next year.

Sample Copies of Creature College

We believed it was very important for us to have full production quality copies of Creature College to send out for review and to play with at conventions so we’ve worked very hard with Wingo to make it happen. Below you can see what the game actually looks like and what we will deliver to Kickstarter pledges.

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UK Games Expo

UK Games Expo was fantastic. We got to meet so many great people who really made the show for us. We ran many demo games and Creature College was very well received by everyone who played a game. It was great to meet all the brilliant folks from the Boardgame group, Katerina Demeanour, Ty Voyce, Declan Noonan, Matt Prowse and Dan Voyce for dinner and games on the Saturday night. A huge thank you as well to all our friends who pitched up at the stall to give us support with the best game of the weekend almost certainly being with Dan Macmillan, Garry Hewitt and the Northampton crowd. Also many thanks to Leon from Wingo who helped make it a great show for us and was kind enough to gave away dice to everyone who came to our stand! Perhaps the biggest star of the show for us though was Ty Voyce who made us a whole pile of *branded cupcakes*! Thanks again Ty…they were scrummy!

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The Kickstarter Video

We’re working on our video with the great folks over at Ironbelly Studios in Montreal and we can give you a sneak peak into some of the work that we’ve been doing with them to prepare for our Kickstarter.

Please back Foe Hunters!

Our friend Larry Lembke from Spellforge Games has launched his Kickstarter for Foe Hunters. This is a great game with some stellar reviews so go and take a look at it and help Larry make his funding target!

https://www.kickstarter.com/projects/spellforgegames/foe-hunters-a-cooperative-fantasy-deckbuilding-gam/widget/video.html

Well that about wraps it up for update 12. Thank you to all our brilliant fans for all the support and come and see us at one of the shows!

Creature College Weekly Update Week 10 – Competitions, Posters and Goats

Weekly Update 10

Don’t forget to subscribe to our news letter if you haven’t done so already and you’ll be entered into our monthly “Win a board game of your choice” competition. Just click here.

Welcome to our Week 10 News Round Up!

So it’s been quite a week this week. Mostly it’s consisted of preparing files for our printer Wingo in China. This basically entails writing lots of instructions, checking through all the files and ensuring that we haven’t made any of those silly little mistakes that you notice later and think to yourself “Why didn’t I check everything through more carefully?” The last piece to this particular puzzle has been integrating all the feedback on the rules which was finished this morning. Now we’re in full publicity mode of UK Games Expo which happens at the end of this month. Mike Legan, our brilliant artist has been working on poster art which we’ll share later in the Newsletter and we’ve been working on some freebies to give away at the show. The other exciting piece of news is that it looks like we’re going to launch a little earlier than we originally thought. You’ve probably seen the odd piece where we’ve mentioned November but it now looks like we’ll be launching over the Essen Games Show in October!

We also have a winner for our April competition. Frank Auge won our $150(£40) prize and chose Cthulu Wars as his prize which is currently winging it’s way towards him! We’ll post pics of Frank with his prize as soon as we’re able to. We also published our first game review of Greenbrier Games’ Ninja Dice. You can read the review here.

Finally our friends Arthur and Veronica Critchfield launched their game Gruff on Kickstarter yesterday. We were able to drop in on their Skype launch event and have a chat with Brent whilst Veronica drew the most amazing Mutated Monster Goat mural in the background. We just want to say one thing:

BACK GRUFF NOW

Mutated Monster Goats….come on people! Joking aside this is a great game with fantastic artwork and a strong well play tested design. At only $25 for the bottom tier it’s one of the cheaper Kickstarters to back. It’s almost funded already. This will be a Kickstarter that you’re very pleased you’ve backed.

UK Games Expo, 29th – 31st May

So we will have stand 7 in the Library at UK Games Expo this year. We’re going to be playing the first sample version of Creature College, running competitions, collecting for charity (hopefully) and generally having a great time. We’ve started an event on Facebook and if you’re on this side of the pond (i.e. In the UK) we’d love to meet you and have a game!

UK Games Expo Event

Just look for our poster…you won’t be able to miss us!

Ninja Dice Review

We love Ninja Dice as a great little filler game for the end of an evening or to take with you on holiday. You can get Ninja Dice from Green Brier games. Read the review here.

Ninja-Dice

Back Gruff on Kickstarter!

This is a game that needs to get backed and then some. Not only does it have Mutated Monster Goats in it, reason enough to back it in our books, but it has fabulous artwork, a great design and compelling game-play. But don’t take our word for it, take a look at the Kickstarter video and the review video below.

https://www.kickstarter.com/projects/31839895/gruff-the-tactical-card-game-of-mutated-monster-go/widget/video.html

Well that about wraps it up for this week folks. Have a great week and we’ll have more exciting news next week!

All the best,

Orhan.

Ninja Dice by Greenbrier Games – Review

Ninja-Dice

Recently I’ve been playing Ninja Dice from Green Brier Games with my kids quite a lot so I thought it was about time I wrote a short review. Ninja Dice was a Kickstarter launched in 2013 and it rapidly achieved and then smashed its funding goal.

The first thing to notice about the game is that it’s production is lovely and very well thought through. The dice are large enough and the printing clear enough so that you don’t have to peer too closely to see the symbols, the little plastic Koku (Japanese coins) look and feel right and to top it all off it comes in a natty little square Ninja pouch!

To play the game the players in turn have to beat the “house”, in other words by throwing the black dice one person creates a “house of obstacles” that the next person clockwise (the active player) has to beat by rolling five white dice. To beat the house the active Ninja has to roll symbols that counter the house’s security. So..the house may have rolled two guards, four servants and two locks….the active Ninja would need to throw enough fights, sneaks or keys to match in order to beat the house. If the Active Ninja beats the house they get a koku for every dice they’ve beaten, an extra koku for beating the house and still another koku if they do it by sneaking past everything (no fighting). The active player can continue rolling any combination of dice until he either beats the house or the other players drive him out of time.

Now here’s the clever bit…where the dice fall matters! So when the active player throws his white dice all the other players also roll a single die with coloured symbols. If an arrow turns up this symbol has a horizontal line in front of it and any player with dice in front of that line can have a Koku stolen from them unless they’ve thrown an arrow catch symbol.

There is also a Kanji symbol on the white active player dice that has the ability to multiply white dice that fall in front of it making it easier for the active player to beat the house.

Each of the die with coloured symbols on it has an hour glass symbol on one of the sides. Whenever one of these is rolled it is taken out of play and placed next to the house. All the players roll their dice at the same time as the active Ninja either rolls or re-rolls. Once the house is beaten or all the coloured dice have rolled an hourglass the round ends and the house and Active Ninja dice pass clockwise. Note that if all the hourglass symbols come up before the Active Ninja has beaten the house then the round immediately ends and the Active Ninja gets no Koku!

Once everyone has been the Active Ninja the turn ends and the next turn begins adding a sixth dice to the house which makes it harder to beat. A seventh die is added in the third turn.

This is a great space filler game…it takes about 20 minutes to play and is good fun but don’t try and overthink it! If I had any criticism at all it would be that if you don’t like luck in games then Ninja Dice may not be your thing. The game also has a “locations” expansion and a Kage Masters expansion (recently on Kickstarter) neither of which I’ve tried yet but they apparently add a lot to the game! So my recommendation 4/5, go and buy this game as a great little end of evening game.

You can find it here:

http://www.greenbriergames.com/main/

Creature College Weekly Update Week 9 – The Eagle Has Landed!

Weekly Update 9

Don’t forget to subscribe to our news letter if you haven’t done so already and you’ll be entered into our monthly “Win a board game of your choice” competition. Just click here.

Welcome to our Week 9 News Round Up!

So this week we’re more excited than a very excited person who’s just won the lottery and got engaged to Scarlett Johansson all in the same week! Creature College is winging it’s way piecemeal to Wingo Games our wonderful printers in Guang Dong Province China as I type! They’ll be creating 5 prototypes for us that we can send out to reviewers, use for marketing and, oh, I don’t know…play even. Mike Legan, our fantastic artist, is busy working on a poster for our marketing materials at UK Games Expo which we’ll share as soon as it arrives. We’re also working on several other games in concept but more on those in future months. We’ve been running our “Name a Creature” Competition in The Boardgame Group on Facebook this week and we’ve had some fantastic entries. Many thanks to Micheal Scott Matecha, Josh Tolpa, Matthew Roberts, Matt Prowse and Ryan Myers for their winning entries and to everyone who took part. We’d also like to give a shout for two games this week. Midnight Zombie Marathon, which has 17 days left to run on Kickstarter and Gruff, a tactical card game involving mutated monster goats which will start on Kickstarter 1st May. We also finished the back of our box this week and we’re very nearly finished with our rules. We hope to be sharing a .pdf later next week.

Last but definitely not least, we’ll be giving away a £80($120) of board games of the winners choice to whoever wins our April “Win a board game competition”, but to make it even more interesting, we’ll add an extra £20($30) to that if we can add another 30 people to our mailing list by the end of April! That’s right £100($150) of games to the winner of the competition in April if we can add another 30 people to the list.

The “Name a Creature” Competition

Well it has to be said that this was a storming success. Unsurprisingly the community on Facebooks The Boardgame Group rose to the challenge brilliantly and we’d like to say a great big thank you to everyone who took part. Thanks to you Snuze Mumblethump, Briney Hydrosnuffles, Ruby Rumblestone, Sparx Franklin and Singe Flappingsworth will all be immortalised on our cards. The competition was such a success that we’ll probably run another of these competitions in the not-too-distant future.

Baby Mer-Dragon

Midnight Zombie Marathon and Gruff

MZM and Gruff are two great Kickstarters. MZM is funded already and Gruff takes off on May 1st. Arthur has done a fabulous job with Gruff and it really is a phenomenal game. We highly recommend that you take a look at it when it launches….mutated monster goats….who’s not going to love that right?

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The Back of Our Box!

We shared the design of the front of our box a while ago but Will, our fabulous designer has done his magic with the back of the box as well. He’s created a fabulously sexy image design that we’re very excited about! Drop us a note and tell us what you think! Our rules should be out this next week and well share them with you as a .pdf file!

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Win £80($120) of Board Games of Your Choice

Just for April and to celebrate finishing Creature College and sending it to the printers we’re doubling our normal monthly prize from £40($60) to £80($120). This means that one lucky winner will get to choose £80($120) worth of games! Not only that but if we manage to add another 30 people to our subscriber list by the end of the month we’ll top that up to £100($150)!

Win a Boardgame Banner April

Well that’s it for this week folks. Have a great week and get your friends signed up to the Newsletter!

All the best,

Orhan.

Creature College Weekly Update Week 8 – A Blast From The Past

Weekly Update 8

Don’t forget to subscribe to our news letter if you haven’t done so already and you’ll be entered into our monthly “Win a board game of your choice” competition. Just click here.

Welcome to our Week 8 News Round Up!

Well, here we are…only six weeks to go until UK Games Expo and getting perilously close to beginning our sample printing. Just the back of the box to polish, two and a half more battle cards to produce and our rules booklet to design and we’re there! To celebrate we’re offering double our monthly prize so in April you can win £80($120) of games of your choice…ever wanted to have that really big game? Well now’s your chance! If you’re not subscribed to our news letter go ahead and do so and you’ll automatically be entered into this draw and every draw until we launch in the Autumn. We’d also like to give a shout out for Midnight Zombie Marathon, a game currently on Kickstarter. This looks like a great little card game to use as a 30 minute filler and at $15 for US pledgers, well worth a try! We’ve backed it and Aaron will be creating some pledges for those outside of the US that want to pledge – they only need $1500 so help us get them over their funding target! The rest of this week’s update is really a bit of a blast from the past…looking at Creature College from it’s inception to where we are today. We’ll be releasing some of our embarrassing early prototypes and game scribbles and also the first picture of what the game looks like in play.

Win £80($120) of games in April!

Tell your friends, call out the majorettes and the tumbling clowns (even the scary ones that look a little like the ebil clown from the horror movies) and shout it from the parapets (if you happen to have a parapet, otherwise your front porch will do). We’re giving away £80 ($120) worth of games of your choice in April. Some lucky person in some far flung corner of the globe will be getting a mitt full of goodies and all they have to do is subscribe to our newsletter here.

April Special

Midnight Zombie Marathon – Help us get these guys over their target

We’d really like this game to succeed. It looks like fun and it’s very nicely produced. I guess it’s their first game and Aaron and guys at Arche Nemesis Games LLC have obviously put a lot of work into getting the look and feel right. So head over to Kickstarter and give these guys some love. Let’s get them over their funding target!

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A Blast from the past!

So…how did Creature College start out? The morning after a drunken dinner party and feeling rather hung over but having foolishly agreed to create a game for my mates…this happened:

Notes

Yes…these inane scribbles were the first thoughts that made their way onto paper and roughly described the first version of the game. It took about a day to produce Creature College v 0.1 and at that point (before we’d encountered the sweaty armpitted monster of copyright) it was called “Mad Scientist”. I remember having my wife and friends sat around a table cutting out hastily produced cards and tokens. The result of the first version looked something like this (actually this is something like the third or fourth version but the 1st version was too embarrassing to photograph!):

Before

It’s interesting that many of the elements of the game actually did make it through the process of play testing, but a lot of mechanics and items didn’t as well. Money went, we had a points track at one stage and that went too…in fact most of our play testing involved removing things! The first game was a real stinker…it took about two hours to play and was about as exciting as searching your bogeys for little brown bits (I’ve never done this….honest). However through countless play tests and many iterations we’ve dragged the game kicking and screaming into a sleek starship of a game that’s fast paced (45 minutes) and fun with plenty of “oh you didn’t just do that!” moments. This is what it looks like now just prior to our first sample print run:

After

If anyone is interested in game design and has some questions regarding how we’ve got to where we are then by all means drop me an email at orhan@happyottergames.com. You can read more about our story in the event magazine for UK Games Expo when it comes out and we may reprint the article on or website depending on permissions. Have a fabby week everyone! Orhan.

Creature College Weekly Update 6 – Dellcon, Competition Winners and Box Art Sneak Preview

Weekly Update 6

Don’t forget to subscribe to our news letter if you haven’t done so already and you’ll be entered into our monthly “Win a board game of your choice” competition. Just click here.

Welcome to our Week 5 News Round Up!

We’re late this week! I know, I know….the weekly round up normally goes out on a Saturday so what have we been doing with our time? Well as always it’s been a mad busy week, we were fortunate enough to go to Dellcon at the Dellhouse in Malvern, UK over the weekend which meant that instead of writing newsletters we were out enjoying ourselves playing a lot of cool games including Creature College. Our hosts, Kevin and Elizabeth, were fabulous and I can recommend the Dellhouse if you ever want to organise a gaming weekend with friends! We’ve also been working on an article for the UK Games Expo show magazine. It’s all about being a virgin games designer in a cruel world! You’ll like it! Actually our world really isn’t cruel at all, it’s pink and fluffy and filled mostly with cuddly things albeit some of them having huge pointy teeth.

We’ve finished our box art as well and we’ll be giving our wonderful WordPress followers and Newsletter subscribers a sneak preview below! We also have another competition winner! Scott Randel won our March competition and will shortly be the proud owner of a copy of Invasion from Outer Space by Flying Frog Productions. Way to go Scott! We’ll be giving away a game every month until we launch in the Autumn so tell your friends to subscribe to our Newsletter and let’s share the love!

Box Art from Our Fabulous Artist

As an exclusive treat for our News Letter subscribers we’re giving you the first peek at our cover art. We haven’t built all the design pieces around the cover art yet so you’re seeing it pre-production! Drop us a line and let us know what you think!

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It’s just possible you may spot one or two of our other characters and creatures that we haven’t yet released any information about!

Dellcon

We’d like to give a shout out for our friends Kevin and Elizabeth at the Dell House in Malvern. They hosted Dell Con 2015 last weekend. We met some cool people, nearly got blown off the top of the Malvern hills (I had to actually hold my hat on), played more games than I can remember including Terra Mystica (my favourite), Suburbia, Alea Iacta Est and Ticket to Ride Europe, and play tested Creature College. I can recommend the Dell House to anyone who is organising a weekend away with their games group.

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Competition Winners February and March

Kris won our February competition and sent us a picture of her holding her winnings! Scott Randel took the prize for our March competition and we’re looking forward to seeing a picture of him playing it with his friends!

Kris + King of Tokyo

Have a great week and a safe and happy Easter everyone and we look forward to updating you again after Easter!

All the best,

Orhan.

Creature College Week 3 Update – Tackling the Rules

Weekly Update 3

Welcome to our Week 3 News Round Up

As always it’s been another really busy week! We were very pleasantly surprised at the beginning of the week to be contacted and invited to attend a mini-con called Dragondaze which takes place in Newport, Wales on the 19th of September 2015. We’d really like to give a shout out for Dragondaze as all the proceeds from this event go to help Bernado’s young carers, a really worthwhile cause. We were also very fortunate to be introduced by our media studio to the folks at Greenbrier Games, they have a wealth of experience in launching Kickstarter campaigns and had a lot of very good advice. We’re looking forward to having a closer relationship with Greenbrier as we move closer and through our own Kickstarter campaign.

Ninja Dice

Greenbrier also have a current Kickstarter campaign for an expansion to their Ninja Dice game. You can find the Kickstarter page here. They’re a great company and this is a very slick game so head over to Kickstarter and give these folks your support!

Design Work

It’s been a huge week for design work. Our incredible board game design ninja “Will” has been hard at work and has completed the designs for our mission cards, ability cards, research lab cards and game boards. We’ll be sharing some of this design work in our monthly news letter so go ahead and subscribe if you haven’t done so to get an inside view of the world of board game design.

February’s Board Game Competition

Our board game competition this month was won by Kris Kosche from Germany. As soon as she’s decided we’ll tell you what game she went for! If you missed it don’t worry, there’s another chance to win this month. All you need to do is subscribe to our newsletter and you’ll be automatically entered into the draw.

Rules Booklet and Cover Art

So we’re taking a big step towards a finished game this coming week as we’ve started the box artwork and we’re working on the rules booklet. Nearer to our launch date we’ll release our rules on our website as a downloadable pdf. Until then we’ll be releasing snippets of information or if you want to find out exactly how the game plays come along and find us at one of the conventions listed in our events calendar, we’d love to see you!

Project X

We’ve made some great leaps forward on Project X in the last few weeks but we’re on a little bit of a hold now as other work takes priority to prepare us for UK Games Expo in May. Keep an eye out here though as we will be releasing more information about Project X as the year moves on.

Creature College Week 2 Update – Anime Con and Designs

Weekly Update 2

Welcome to our week 2 news round up

It’s been another exciting week for us here at Happy Otter Games. The highlight of the week has been an invitation to take part in London Anime and Games Con on the 4th and 5th of July. That finishes up our round of games conventions that well be going to starting with Dellcon in March and finishing just before our Kickstarter goes live with Essen. For more details take a look at the events page on our website. Come and find us at any of these conventions and we’ll be happy to play a game with you!

Art & Design work

Our design work has come on leaps and bounds this week. We’ve now finished the design for our mission and ability cards and our designer has started work on the research lab cards. We’ve  officially finished over half the design work and we’re well on the way to hitting our end of April target for having a ready-to-print game. Our artist has been working on the Plasma Canon battle card towards the tail end of the week and this weekend is a milestone as we start work on the box design.

Play-testing

With the completion of much of the design and artwork we’re ready to going into our final phase of play testing where we share the game more fully with an extended group of play testers. At this late stage the game plays pretty flawlessly so we’re expecting this to be mostly small alterations to balance more than anything else. There are two play testing groups we know of that have volunteered to help with this final phase but if you’re in the UK and you’re interested, let us know!

Project X

We can’t tell you much about project X other than we saw some of the first footage from the studio we’re working in with in Montreal and it blew our socks off! We can’t wait to show you some teasers but that will have to wait until the summer!

The monthly competition

February’s win a board game competition is nearly over but it’s not too late to enter! Just subscribe to our news letter and you’ll be entered int a draw to win a board game of your choice up to a value of £40 ($60).

So You Want to Build a Board Game? – Episode 2 – Game Design

Grumpy Cat

So welcome to the second of my articles on building and self launching a board game. As I mentioned in my previous article I’m in the process of creating an publishing a board game called Creature College through my new games company called Happy Otter Games. I thought it would be interesting to share what I’ve learnt so far. In doing so I realise that I’m in a group of very talented and experienced game designers who I’m certain have infinitely more experience than me but I hope that these articles may encourage first time game designers who are looking to self publish and wanting to read about other people’s experiences.

I still remember a fateful gaming evening some time last July when I was sat around a table with a group of friends a little bit worse for ware mostly due to an excellent bottle of something that should have come with a health warning. The discussion some how came around to designing games and one friend said “Orhan, you’ve been playing games for years, why don’t you design one.” I suppose it’s the way life works that often a whole set of circumstances come together to drive you down a certain path. I’d always steered away from game design largely due to the costs of publishing but had recently been backing a lot of projects on Kickstarter and it occurred to me that here might be a new way to make my game design dreams a reality.

Anyway, to cut a long story short the next morning i found myself sat at my computer staring at a Power Point slide waiting for an idea to pop largely unbidden into my somewhat hungover head. I’d worked at a video games company for a while and had read a lot about video game design (I can recommend “A Theory of Fun for Game Design” by Koster and “Flow” by Csikszentmihalyi) so I knew enough to know that I needed a plan. I wanted to make a game with that was:

  • Fun to play – I’d seen games get horribly bogged down in clever mechanics, very smart games but you played them with gritted teeth. I wanted my game to be fun for a wide player segment.
  • Quick – I wanted you to be able to play the game in 45 minutes
  • Bidding Mechanic – I’d always liked games with bidding mechanics. I like the “Aw! You didn’t just bump me!” factor
  • Easy to learn – I wanted the game to be simple but have depth of play
  • Balanced – We’ve all played those games where you rapidly find that there’s one strategy that’s very hard to beat. I wanted my game to have several strategies that were all equally effective at positioning you for a victory
  • Theme – A very strong and fun theme with artwork that made people smile

So with a starry eyed gaze I started to put pen to paper. 24 hours later after much coffee and many disapproving stares from my wife, I had my first prototype! A creature themed game inspired by movies like Monsters Inc. and Despicable Me. The idea was fairly straight forward, you bid for creatures to collect sets which earned you points for the creatures and the sets. You could then battle with the creatures to win victory points. Sounded simple enough, all I needed now were some willing victims on which to inflict the brilliance of my creation! Fortunately, depending on who’s point of view you were taking, we had friends staying over the weekend who were up for a game (they needed somewhere to sleep and knew which side their bread was buttered on!). 🙂

So we leaped straight into Creature College…It was dreadful…the game play was slow and laborious, the combat was stilted, the special ability cards regularly imbalanced play and there were at least two ways that you could be cul-de-sacced into a position where you could never recover. My game was a stinker.

Despite a discouraging start I made a couple of adjustments and tried again with my board games group. Worse…one of my group nearly died of internal hemorrhaging and another threatened to lock me in a room for a month with a complete set of Justin Bieber’s singles. These early set backs forced me to step back and take a good long look at what I was doing and I discovered two things – My game was far too complicated and it was too arbitrary. Antoine de Saint Exupery, a 20th century poet and writer said “Perfection is attained not when there is nothing left to add but when there is nothing left to take away.”

Taking this maxim to heart I successively removed complexity from my game. Creature cost went, victory points on the creatures went, creature money generation went, special cards went. This process took about six months with play test after play test but slowly my play-testers helped my drag my limp and listless disaster of a board game into a sleek and fun roarer of a game. Play was brought down to my 45 minutes, battles were quick and had the gotcha element that I was looking for and the bidding produced some great “I hope you die in an unfortunate yachting accident!” moments. The introduction of the mission system where each player had a secret target of creatures to collect also gave the game an added feeling of purpose.

The other thing that I did is I successively cut down on the randomness of game events. The game still has enough randomness in it to make it fun and unpredictable but not so much that you feel you can’t plan effectively.

So what have I learnt so far?

Keep it simple – Always ask yourself whether core game mechanics can be made simpler…if they can, do it providing it doesn’t significantly take away from a players fun.

Listen to other people – My play testers had some of the best ideas in the game. Their help was invaluable in getting the game right.

Don’t reinvent the wheel – there are a lot of tried and tested game mechanics out there that work really well. Novelty is great but not at the expense of playablity and fun.

Keep fun at the center of what you do – if it isn’t fun…don’t do it!

Control – put the control of the game in your players hands, make them feel that a clever strategy will deliver them victory and that they’re not cast on the winds of fate!

I think the Creature College is a pretty good game now. I’m just about to start sharing it beyond my group of 20 or so alpha testers and I’ll let you know how I get on. You can follow the progress of our project at http://www.happyottergames.com/.

As always I look forward to your comments and feedback.

You rock Board Game Geek Community!

Orhan.

Indy Board Game Art

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As you probably know if you’re here, Happy Otter Games is embarking on publishing it’s first game, Creature College, this Autumn via Kickstarter. So I’m going to preface all of these articles with the predicate that I’m learning as I go along and we’ll have to see whether my efforts are more or less successful than others.

I’m also going to predicate these articles by saying “I love games”, it’s my passion, I’ve been playing board games, RPGs, card games, video games and pretty much any other sort of game I can get my hands on for over 35 years. Building a board game and publishing it, if you’re doing it right, is a phenomenal amount of work. On top of my normal job I probably spend at least 20 hours a week working on Creature College. Don’t even begin down this path unless you have a passion for games because you’re going to need that passion to sustain you when you’re looking at a piece of design work that you just can’t get right at 2:00 AM in the morning!

Our game has been in development for just over a year now and I thought it might help others who are about to start down this path if I wrote about some of my experiences along the way. You might think that starting this series with an article about art is a little eccentric, what about the design of the game? What about the mechanics? What about play testing? I agree with you, all these things are important, very important but….

Now I know that different people tick in different ways however the first thing many people probably judge a game on is whether or not it looks engaging. I’m fairly certain that the majority of us will have been in a games shop or on Amazon browsing games. Sometimes we’ll have been on Board Game Geek and found a top rated game were interested in but often as not I’ll just browse for something that looks interesting and the first thing that normally catches me is the artwork.

Just recently I was both interested and touched by an individual who was brave enough to post a synopsis of why they felt their game had missed it’s funding target on Kickstarter. They’d done many of the right things, play tested for hours, built a small community, sent the game for reviews, advertised…In many ways they deserved their Kickstarter to be a success. Their game had a farming theme and many of the cards were obviously rural in nature, animals, places, that sort of thing.

The artwork was shockingly dreadful. Essentially it consisted of photos with a Photoshop artistic filter smeared over the top. It’s a testament to the quality of the other work that this individual did that he managed to make any funding at all on Kickstarter and here’s the point, had the artwork looked and felt engaging…had he thought about the artwork and design he might well be delivering his games to people right now.

I’m going to major on artwork in this article *not* graphic design. Aren’t they the same thing I hear you cry! No…absolutely not…we’ll come to this in a later article but one thing I’ve learnt in my journey is that you can’t assume that your artist can also provide your graphic design, they are different skills.

There are several obstacles the budding game designer has to overcome when looking for the artwork:

  •  Art Style – what art style should your game have, cartoony, epic myth, grunge, Steam Punk. Whatever you choose should be in keeping with the theme of the game. For instance a Steam Punk style probably won’t work terribly well in a game about cute cuddly animals but will probably be fine in a game of battling Victorian airships. Choose an art style that matches your theme well.
  • Reference Material – Whether you happen to be a talented artist or you’re hoping to find or hire someone, reference material will help a lot. Find images, styles and fonts that match the artistic style that you want for the game. You won’t be able to use any of these materials directly unless they’re royalty free but they’ll provide a great resource for developing your own artwork.
  • Finding an Artist – You may be an artistic genius yourself (and be honest with yourself here) but likely as not you’ll need to find an artist. There are lots of good internet locations where artists hang out but a couple are the Board Game Geek forums and CG Society. Make sure that you take a good look at other work the artist has completed and that they can create artwork in the style you’re looking for. Also remember to do the legal work…agree a price then sign a contract that specifies that the copyright to the artwork transfers to you. You can find standard art contracts at various places on the Internet
  • Payment – unless you happen to have an extremely talented an altruistic friend who you’re working with, you’re going to have to pay for artwork. Remember here that good artwork takes time, hours of time, be realistic in what you’re expecting to pay. $100 per picture is way too much $10 is an incredibly good deal. $20-$30 per picture is probably about right. Ensure you have enough budget to cover the artwork for your whole project.
  • Time – Don’t expect to have all your artwork completed within a week. If the artwork is great artwork expect it to take months and plan accordingly. At the same time however, make sure you set a schedule with your artist and encourage them to meet that schedule. Ensure that you agree a payment schedule up front and stick to it making your payments regularly. Losing an artist due to a disagreement could set you back months and be very costly.

So now you have your artist and your starting on the artwork, what next? Think about the artwork for your game and have a cohesive view of how it all fits together. The way I achieved this (and I know I can be a bit of a sad puppy this way) is that I put all my artwork requirements and descriptions into two or three excel spreadsheets so that the art work I wanted had a set of descriptions and resources ready to send to my artist. Then brief your artist with a detailed description (no more than a paragraph of text) and reference images.

If groups of characters or other actors (ships, monsters, killer 50ft high robots, etc.) have a specific theme then give the artist very strong guidance on theme. Numerous games do this well but taking a leaf from a massively multi-player game the race themes in EVE Online are worth taking a look at as an example of how to do this well.

Agree up front with your artist how you want to work. I’ve found that the artist producing a couple of concepts for each piece of artwork really helps you visualise the end piece of art work. Also be very positive about your artist’s work, even when it doesn’t go quite the way you want. Always remember that brilliant art is hard and every piece from a good artist is probably praise worthy even if it doesn’t fulfill your vision for the piece of artwork. Gentle guidance is almost always better than a harsh word.

I hope this short guide has been useful for people, if it has I will probably do the next episode on Graphic Design. I’d love people to add their own experiences and please do critique.

Orhan.