It is always entertaining to go back and read my New Year’s post from the old year and see whether all those prognostications and anticipations have come to pass. And then, of course, we must ruminate on them, and figure out if we can learn any lessons about how things line up.
At the end of the day (or year, I suppose), I am quite happy with how things have turned out this past year. Probably more so than in previous years when I have lamented that I just didn’t get enough done.read more…
You’d think that designing and publishing the #1 game on Board Game Geek would make you feel all-powerful, like some sort of god in the Board Game Pantheon, but that’s not really the case. Generally, I feel like a pretty normal person simply leading a pretty great life. Which, on its own, is perfectly spectacular.
But there are moments where get a glimpse at this thing. This weird, magnetic force that reminds me, “Hey, you did this thing, and hundreds of thousands of people love it, and that’s pretty significant. It’s something to feel good about.”
It happens mostly at conventions, when I meet people who tell me how much Gloomhaven has meant to their family, or they ask me to sign their rule book, or I meet a luminary in the industry and they treat me as an equal (not that they wouldn’t necessarily treat everyone as an equal, but it’s still a good feeling).
Of course, there’s a dark side to this thing, as well. There’s a fine line between feeling important and feeling self-important – that you are better than everyone else. And that’s definitely not something to descend into, especially at conventions where your fans should be celebrated.
And all this is to say, there was a moment at PAXU. An important moment, but hopefully not too self-important. Where the was a line of people waiting to have their picture taken with a Frosthaven cosplayer, in front of a beautiful back-lit partition, underneath a giant, spinning box. When all our demo spots filled up as soon as we opened them, and I had just talked for an hour straight in front of hundreds of people like I don’t have social anxiety, because I was talking about the thing I was most passionate about.
In that moment, I looked around the convention hall and saw people wearing our silly Algox horns. From every point of view. They were inescapable. They had infested the entire hall, and it brought me the greatest joy.
We had conquered the convention.
Of course, that word “we” is incredibly important. I certainly didn’t conquer anything by myself. First of all, I’d still be running sad little demos on folding tables and chairs in a 10’x10′ booth if it weren’t for Price. And running conventions is just one of the myriad of ways he has strengthened Cephalofair Games and enabled me to focus on what I am good at. The man is a goddamn wizard, and that was never more apparent than at PAXU.
But there are so many other people too. We could not have found a better cosplayer. Monica from GeeksAGoGo as the Banner Spear was a powerful, life-injecting force at the photo booth, amping up the crowd and really getting into it. The whole photo booth thing was my biggest question mark coming into the convention, but she and her husband Bill demonstrated that I had nothing to worry about.
And then there was Tom Vasel, making sure the other big question mark – the panel – went well. He was very gracious to agree to get up there with me and make sure I stayed on topic.
Of course, there was also our superb convention staff, Justin, Hadley, both Tims, Matt, and Monique. And of course Chris, our event lead, who does such an amazing, professional job at every convention he attends with us. Not to mention Marcie and Kristyn, Price and my better halves, who not only support us in everyday life, but also absolutely killed it on the sales desk.
And at the risk of turning this into some sort of over-long acceptance speech, Talisman Sabre Terrain also needs a shout-out for making the greatest Gloomhaven 3D terrain sets I have ever seen for our demo tables.
But, anyway, if you can’t tell, attending PAXU just made me feel really happy and really lucky to have all these people supporting this great endeavor.
And now that our big announcement is finally out in the world, I hope to use theses blogs to go into more detail about the Frosthaven design process leading up to the Kickstarter in March. There is one more thing unaddressed, however, that needs to be discussed before I sign off.
I’ve been talking for some time about getting the Cephalofair Games web store launched before Christmas, and, well, Christmas is a week away. To put it plainly, that goal was too ambitious with everything we had going on with PAXU and Frosthaven and Jaws of the Lion. At the end of the day, we wanted to do it well, and doing it well is taking more time than anticipated.
For many who have requested replacement parts, it is clear that our customer service has been lacking in the last couple months, and we need to focus on fixing that before offering to sell more things, and especially before the Kickstarter launches. It is being fixed, but it takes time. Right now, we are looking at a deadline of end of February to get the web store up, and looking at the whole picture with all the information, that feels much more like an achievable goal.
So that’s another thing to look forward to in the new year, but for now, I hope you have a great Christmas, even if it is without Gloomhaven merch!
We’ve ramped up the number of conventions we have booths at this year, and even when I am not working the booth at a convention, these events have slowly become more of a social experience for me, which is very strange. Sure, there is game playing, but there seems to end up being a lot more social activities that don’t involve games.
Which is great, but I will admit it is nice to finally have BGG.Con come up – a convention that is all about the gaming. Sure, one day was mostly dedicated to play testing and waiting over half an hour for a table at a restaurant, but still, plenty of gaming. So I just want to briefly go through some of the game highlights I experienced at BGG.Con last week. Unlike most convention reports, this will be mostly positive. I’m not sure if I was just so happy to be playing games that the experience was colored in a positive light, but I didn’t really play any terrible games, and played a lot of good ones.
So I started off the week-long adventure at Tabletop Network, which was a design conference scheduled for the few days before BGG.Con. I am not a great public speaker, but I agreed to give a talk about designing unique experiences (key takeaway: design unique experiences). I ended up kind of dreading getting up and giving the talk as the time approached, which wasn’t a great way to start the week necessarily, but, at the same time, I got to meet a lot of cool new people and become better friends with others, so it was still worth it. And my talk didn’t turn out too bad.
The last event of Tabletop Network was a “Shark Tank,” where 25 designers got up in front of a panel of board game publishers and pitched their game in 3 minutes. In was entertaining, but one game really caught my intention: Shinjuku. It was kind of pitched as a simplified hour-long 18XX with no currency. And while it turned out to not really resemble an 18XX at all, it was still quite fun. It kind of reminded more of Bus, in that you were laying down track and shops so that you could transport customers to where they wanted to go and score them.
The next day I started my full board game bender with Zoocracy, which was quite average. My friends were like, “Do you want to play a game with area control and negotiation?” And I declared those were two of my least favorite game mechanics, and sat down anyway. So, given my bias, I guess it was okay? There were lots of different dials to turn, which was nice, but the biggest disappointment was how suddenly the game ended. Anywhere between the 5th and 8th round, a random card flip can end the game immediately, which is just too much variance.
We then moved on to a game of Pictures, which was very fun. Basically, players are trying to recreate a randomly chosen photography out of a display of 16, but the materials they have to use to recreate it are strange and hard to work with. Things like a pair of shoelaces or 4 sticks and 4 rocks. It is madness, and you get really annoyed when the other players can’t figure out that your jumble of misshapen wooden blocks is supposed to represent a deer licking a child.
And then we went heavy with a game of City of the Big Shoulders, which was also pitched as 18XX-like, if you like worker placement instead of tile placement. This was super-heavy and interesting, and I liked it quite a bit, though after 4 hours, we had to call it at the end of the 4th round (it’s supposed to last 5). Which, you know, is like any good 18XX, but I had things to do. I really liked the worker placement mechanic, and how players created spots where a company could go to pay the money directly to the player to get stuff. Sometimes your company wouldn’t even need what you were selling, but it was a great way to get money directly out of the company coffers. My only issue was that some of these actions felt way better and got way more money out of the companies than others, and players received them randomly, so chance had a bigger effect on the outcome of the game than I would have liked.
So now let me tell you about a game called First Contact. This was actually the only game I played twice at the con because it was so…different. Players are divided into two groups – humans and aliens – and the premise is that aliens have come down to earth and need specific things to power their spaceship, but they can only communicate in their own strange language. So then you basically set about playing a game of Codenames with a 5×5 grid of items, but the clue givers are speaking a different language. And so the humans main goal is just to figure out what the aliens are saying, while the aliens are trying to use what they think the humans have learned to point them in the right direction. It is bonkers, and you need to try it.
If my goal was to have as many unique experiences with games as I could this convention (and, given the nature of my talk, I was certainly open to that) then The Mushroom Eaters certainly put another tally on the board. The actually game play was a little lackluster and overstayed its welcome – basically players collectively moving along this track, dealing with random events to try and earn points – but the experience, man, the experience. The theme of the game is that we are all on a mushroom trip, and to convey this as much as possible, we all wore 3D glasses, staring at psychedelic cards and a board that folded out in this cool way as we progressed down the track, getting weirder and weirder as we went until we were deep in the weeds of nonsense, trying to ride out the waves of intense experience. I don’t think I’d play it again, but I’m glad to have gone on the journey once.
I suppose I should also briefly mention my play of Kauchuk, even though we played it wrong. It was also certainly unique, with its use of rubber bands on a peg board. But the module we played barely felt like a game and more of an abstract puzzle. I ended up a little disappointed.
The next day, after some play testing, I spent some time playing Winsome games, which started with Northern Pacific, a decidedly silly game. It is a 20-minute “filler” game for the 18XX train people crowd. It is very simple – on your turn you can either place one of your cubes in a city, or you can move the train in one direction down a constantly forking path. If the train lands in a city where you have a cube, you get two back, and the game ends when the train reaches the end of its path. That’s it. It was an interesting thought exercise, and it was over quickly, even though we played it twice. Oh, I guess I played two games twice…
Then we moved onto a real Winsome title, Pennsylvania Railroad, a game of owning stock in train companies and building them up as much as possible before a payout is triggered and you get more money to buy more stock. It was fun, though I realized I was not going to win about 1/3 the way into it. Still, I fought on, built up infrastructure, and had a good time hanging out.
After that, I decided to check out the hot games room and got into a game of Terramara, because it was the only thing available (the hot games room was very busy, if you can believe it). It was a solid worker placement game with some cool things going on, like sending your workers into future rounds to collect more resources, but then you wouldn’t get them back until the end of the round where you sent them. I felt there was a little imbalance in the various tracks, though, mainly the military track seemed pretty lackluster. It was a good time, but I can’t help feel I would have had a better time playing Agra, also published by Quined Games.
I’ve discussed the Unlock games before, but I just wanted to call out that I finally played my copy of the Alice in Wonderland adventure, which I have brought with me to every convention over the last 6 months. It finally happened, and it did not disappoint. I don’t want to spoil it, but they did the single coolest thing I’ve ever seen an Unlock game do at the end of this one.
The next day it was back to the hot games room to see what additional trouble I could get myself into. I found myself in a game of Marco Polo 2 and really enjoyed it, even though I got crushed by someone who had played it before. I believe I have played the first Marco Polo a couple times in the past, and I have vague memories of thinking it was all right. I’m certainly not the best judge you could ask, but if you did ask me, I would say that Marco Polo 2 felt significantly better than the first.
Then a friend recommended I try out The Magnificent, and a table was open, so I sat down and did just that. This was probably my biggest surprise of the con, as I hadn’t really heard anything about it up until that point, and it was actually quite good. In a nutshell, you are dice drafting to build up your circus and put on performances, but there were a lot of different interconnected mechanisms to make everything feel like it was working together. It felt good when you pulled off a big show and got lots of points and money. The actions were tight, but by the end, you felt satisfied that you had accomplished a lot.
Which wasn’t quite the case with Cooper Island, a game that gives you a million things to do and absolutely no time to do it in. More than any other game, Cooper Island felt like work. You were constantly stressed about the impending end of the game and how you were possibly going to get everything done that you wanted to. I would almost suggest it should be longer, but the game was already super-long. It just is what it is, and there were certainly satisfying parts to it, specifically the tile placement on the map to generate resources, but it was harsh.
The thing I don’t like about auction games is that it’s hard to get a handle on exactly what something is worth the first time you play it. If this gets me 4 points at the end of the game, and every $5 is a point, I guess I should be bidding something less than $20? Q.E. turns that uncertainty about what your money is worth into the heart of the game. Other people decide what your money is worth, and the game is figuring out what they have decided. It is painfully simple – over a series of rounds, you can bid whatever number you want for the companies up for auction, but at the end of the game, whoever spent the most money automatically loses. What do people think is a lot of money? $1000? $1 trillion? Every game and every group is different.
I played Taverns of Tiefenthal because I was pretty sure my wife would like it. She really liked Quacks of Quedlinburg. I just eyeballed that spelling. I’m not going to look it up, because the fact is that I do not like Quacks. It’s a random mess of a game with few meaningful decisions. I was not expecting to like Taverns either, but I wanted to give it a shot, and I ended up being pleasantly surprised. It could have been the company, but I had a pretty great time. There were way more decisions to be found in how to use your drafted dice and what to buy. I’d definitely like to try this again with some of the modules that add even more depth.
I cannot speak to whether Factory Funner is more fun than the original Factory Fun, but I can tell you that I enjoyed my experience with it. I know there are many people who really like the game, but I never bothered to learn what it was about until someone pulled it out late Saturday night. It is just a very clever but simple spatial puzzle game where you have to progressively add more and more machines to your factory and make sure all their inputs are supplied and their outputs have somewhere to go. I definitely want to play this some more.
The last game of the con came early Sunday morning. I had failed to get into an 18XX game all week, and then… well, I played Rolling Stock, another game that certainly shares DNA with 18XX, but was also decidedly different. To explain this game would take a whole other blog of equal length. There are so many strategies to the game and so many ways to fail. It has invaded my brain and remained there, like a good 18XX, so I think I enjoyed it. If only these type of game were shorter, I could explore them to the full extent they deserve.
But, alas, it was time to go back to the real world, at least for a week. The last convention of the year, PAX Unplugged is next week, and hopefully I’ll get to play some more cool stuff there, but there is a booth and all that. I certainly won’t have time for an 18XX, but we’ll see what happens!
This will be a quick update, as I’ve already discussed this at length in my last post and the comments of that post, but I just wanted to make the name of the new mass market Gloomhaven game official.
We’ve been zeroed in on the title for a while, but we wanted to make sure the stores we were trying to get the product into were also on board with the name. So we had some meetings in Essen with a couple big box retailers, and they had no notes on the name, so now I’m making it official!
I can’t yet say anything on what stores it will be available in when it comes out, but whether we are able to secure those deals doesn’t change the fact that it will also be hitting normal hobby distribution in quarter 3 of next year as well.
The title “Jaws of the Lion” refers to the specific mercenary group – based out of the Sleeping Lion, naturally – players will be embodying. And I also wanted to formally introduce you to the new fourth member of the Jaws, the human Voidwarden:
After a near-death experience with the Void as a child, which scarred the left side of her body, the Voidwarden made it her duty to protect others from a similar fate. Being touched by the Void has left her with more than just physical scars, however. She can channel the power behind the Void to manipulate the thoughts and actions of those around her. She can also offer powerful boons to her allies, but those boons usually come at a terrible price.
Anyway, I’m really excited to be working on this project. All the art and everything else is coming out amazing, and I think it is going to be a real game-changer, bringing a lot more people into the world Gloomhaven who may have been turned off by the commitment required by the original game, while it will also add a bunch of great new content for existing fans.
Jaws of the Lion!
I’ve been trying to crack this problem of getting Gloomhaven to a wider, more casual demographic for a while. Around this time last year I was working on a Gloomhaven card game. Something simple in a small box that would feel like Gloomhaven, even if the mechanics were totally different. I remember play testing it at a convention, and somebody told me that it felt a lot like Splendor, which was enough for me to pack it up and never look at it again.
What I eventually realized was that a watered-down card game with the same name was never going to capture people like Gloomhaven has done. The only thing that would capture people like Gloomhaven is Gloomhaven.read more…