Showing posts with label Board Game Preview. Show all posts
Showing posts with label Board Game Preview. Show all posts

Friday, September 26, 2014

Congress of Gamers Preview 2014: Austin Smokowicz


There is an unwritten rule (until now since I am writing it down in this post) that I do not do a game preview unless I have seen/played the game myself.  Excitingly for me, all the games that I know of that will be at the UNPUB ProtoZone at Congress of Gamers 2014, September  27th & 28th will be new to me.  Sadly that means I have no one to interview to get us all pumped for two days of board game playtesting heaven...or so I thought until I realized there was one game that will be in the UNPUB protozone that I have personally playtested in the past, my own.  So today one half of Dr. Wictz (Aaron) will interview the other half (Austin) about the games Austin is bringing to Congress of Gamers.  

Dr. Wictz:  Well Austin, I have known you since my freshman year of high school and I have seen many of your game designs over the years, including U.N. the Card Game. What new exciting game are you presenting at Congress of Gamers?

Austin Smokowicz: For this years Congress of Gamers I’m bringing the first in the ‘New Jersey’ line of games called Hoboken.  Players play as real estate developers building luxury hotels in the city of Hoboken, catering to the tourists coming to New York City.  Unfortunately the construction costs are too high for any individual player, so they must partner with each other to raise enough capital to complete construction, and negotiate over the ownership and profits of the new building.

Dr. Wictz: Where did you first show the game to Dr. Wictz? (I had to ask, apparently my questions are part of some sort of standardized form).

Austin Smokowicz: Huh? Where did I first show it to me? Well, I first playtested with some friends over the summer, but Congress of Games will be the first open-to-the-public testing of Hoboken.

Dr. Wictz: How has the Hoboken changed since you started playtesting it?

Austin Smokowicz: There were two major changes after that first playtest, one mechanical, and one componital. For the components, every round tourists are drawn from a deck as they enter the city and try to find a place to sleep. Because this deck is supposed to be random every round, I spent the entire playtest shuffling the cards! I decided no one should be stuck with that burden, and so changed it to chit pull, one simple shake of the bag, and you're good to go. On the mechanical end I had it so that once all of the hotels were available to be built, players drew from a hurricane deck that would end the game. But, I found that by then the game had already been won, and the extra deck drug the game out with little change in players positions.

Dr. Wictz: What inspired the current game theme, I mean New Jersey of all places, was New York City taken already? 

Austin Smokowicz: Well, NYC does have rent control…Honestly it was a mistake of geography on my part, I really thought it was by the beach, and thus the hurricane talk, and when I visited a few years ago I really, really, liked the street clocks.

Dr. Wictz: So you picked the name because you have trouble with geography, even after visiting the place, what next, a cattle ranch in central jersey?  

Austin Smokowicz: Well yes, but we’re here to talk about Hoboken.

Dr. Wictz: If you could see my face you would see a look of puzzlement.  So before you send our readers into a freezie by claiming all of Dr. Wictz games are set in New Jersey I am going to ask you a new question.  How did you get into designing board games?

Austin Smokowicz: I started back in middle school. In my first attempt at making a board game I tried to recreate the computer game Wolfenstein 3D using grid paper. And shortly thereafter I attempted to re-purpose my Stratego set to run football plays. If only I knew Space Hulk and Bloodbowl existed!  

Dr. Wictz: Why do you love making games, other than to profuse your love for New Jersey? (I always thought you would have some sort of grudge against Jersey, aren't you originally from New York state?) 

Austin Smokowicz:  Let’s go Buffalo, but I moved away many years ago. as for my games, nothing was intended to be in Jersey, just like everything else in Jersey, they ended up there. 

For myself, when it comes to the choice between being a consumer of content, or a creator, I’ve always chosen to be the creator. After a while it has become second nature to look at the world and ask ‘what can I make with this?’

Dr. Wictz: This will be your 3rd, 4th Congress of Gamers.  So at this point you must have some favorite past moment from previous Congress of Gamers?

Austin Smokowicz: My favorite past moment of Congress of Gamers came during the first time I attended. I spent the entire day in a room featuring unpublished games for a contest. And had a blast playtesting and discussing the games with their creators. It was only years later I learned that that event was the impetus for the Unpub network.

Dr. Wictz: What draws you to Congress of Gamers?

Austin Smokowicz: I enjoy the people who attend, the location is great, you can’t beat the price point for entry, and I get to play a lot of great published and unpublished games.

Dr. Wictz: Any shout outs to your most dedicated game testers (cough  cough, wife, design partner, etc.)?

Austin Smokowicz: I would like to thank my supportive wife Rebecca, and her good friend Zhanna, who while having never played any of my games likes to be recognized for these sorts of things. 

Dr. Wictz: Is that all? (cough, cough)

Austin Smokowicz: Oh, umm, yes, I forgot to mention my good friend and design partner Aaron Honsowetz. Without whom I would still be sweeping the streets of Trenton…. I mean...

Dr. Wictz: Anyway, If someone wishes to follow you and your game designs where can they go to learn more? (I know, I know, we are in essence interviewing ourselves, but its on the form so I have to ask it).

Austin Smokowicz: If you want to follow me (and Aaron), congratulations, you have. You can check out our profile, twitter, and facebook page through the links on the right side of this web
page.

Wednesday, June 18, 2014

Chantilly2014 UNPUBMini Preview: Mike Karg


If you have not picked up your tickets for the upcoming UNPUB Mini at the Game Parlor in Chantilly, VA (in northern Virginia just west of D.C.) on June 21st, do not worry, you do not need no stinkin tickets to attend.  The event is free, so just show up and you will be rewarded with the latest board games from over 10 designers (including Dr. Wictz) ready for play testing.


To give you a taste of the upcoming excitement, I invited designer Michael Karg to talk about the games he will be demoing at the UNPUB Mini. I first met Michael at the 2013 Congress of Gamers UNPUB Protozone where I playtested his game Boondoggle.


Michael Karg:  You broke the game then, but I have fixed it and am looking forward to letting you try to break it again.


Dr. Wictz: Can you give people a quick run down on Boondoggle.


Michael Karg:  Boondoggle is a road construction game set in a corrupt city. Resources are bought and sold on a volatile market, players can become honchos of a particular resource and there is a great deal of shenanigans going on.


Dr. Wictz: And is Boondoggle the only game you are bringing?


Michael Karg: I’m also bringing Aesop’s Gambit, a card game with poker elements and characters of fables facing off in various predicaments.


Dr. Wictz: How has Boondoggle changed since you started presenting it at UNPUB events?


Michael Karg: I have edited and streamlined it since last year. Hoarding of the limited resources was a problem and rather than completely eliminate that possibility, I added a twist that sharpens the strategy and makes the final round much more competitive. Plus, I added Bus Lanes, which offers another route option and also eliminated a paralysis-by-analysis bugaboo.


Dr. Wictz: What inspired the theme for your games?


Michael Karg: The word “boondoggle” was the starting point. It’s a funny word and a pervasive problem –think Silver Spring Metro Transit Center for Maryland folks. A boondoggle is a project that takes on a life of its own with a bloated budget, no end in sight and no easy way to end it. The Concorde jet was another one –billions spent on an impractical project before it finally killed. Wonkish folks should also look up the “sunk cost fallacy”.


As for Aesop’s Gambit, after playing Pacific Typhoon, a WWII card game, I wanted to play around with that central mechanic of card play in a completely different arena. Besides Aesop, I threw in some Beatrix Potter and Wind in the Willows. Savagery and brute force may win, but sometimes the humble and clever slay the dragon.


Dr. Wictz: What are you hoping to learn about your games at the UNPUB Mini?


Michael Karg:  I want to constantly refine them so that game length goes unnoticed because everyone is fully engaged at all times and loving it. That’s a real challenge to pull off with unambiguous rules and mechanisms, but it’s fine to try.


Dr. Wictz: What piece of advice would you give first time designers attending their first UNPUB Mini?


Michael Karg:  Listen and observe. Take in as much as you can about what playtesters are saying and doing during your games, and do the same when you’re playing other prototypes. I love to learn how other designers think and see their own games, and how they evolve.


Dr. Wictz: How did you get into designing board games?


Michael Karg: I love to take things apart, which is the only way to learn how to create something. I love Agricola and in asking myself why I like it so much, I began to see how the theme and mechanics working together so beautifully. It’s a habitable world with difficult choices and a sense of humor, and it is endlessly playable. Reverse engineering like this can be as much fun as playing the game itself.


Dr. Wictz: So you really enjoy making board games?


Michael Karg: I enjoy the freedom of creating little worlds. I get to make up the characters, the rules and the story with the challenge of making it all familiar. The homemade, arts-and-crafts aspect is a big part of the process for me. Using wood and markers and glue reinforces the tactile nature of board games. The solid, physical aspects of board games are often not as appreciated as much as they should, but subconsciously, I think they make a big difference. I enjoy the raw, visceral nature of my games as well as seeing that handprint in other designers’ prototypes.


Dr. Wictz Any shout outs to your most dedicated game testers (cough  cough, wife, gf, etc.)?


Michael Karg: I have to thank all of the dozens of people who have played my games so far, but especially, my wife, Chris, who is always brutally honest in her critique.


Dr. Wictz: Thank you Michael for taking the time to talk with me.  If you want to learn more about Michael and his games you visit his website http://www.michaelkarg.com/ or follow him on twiiter @michaelkarg.

Monday, June 16, 2014

Chantilly2014 UNPUBMini Preview: Matthew O’ Malley


We are only a few days away from an UNPUBmini at the Game Parlor in Chantilly, VA (in northern Virginia just west of D.C.) on June 21st.  The event is free and has over 10 designers (including Dr. Wictz) bringing their latest board game designs for play testing.  To give you a reason (as if you needed any more) to stop by for an afternoon of board gaming heaven I invited board and video game designer Matthew O’Malley of Black Oak Games to stop by and give us a preview of what he is bringing to the UNPUBmini.



Dr. Wictz: So what are you bringing to the Chantilly UNPUBmini?



Matthew O’Malley: I'll be showing  Knot Dice.  I created custom dice that attach side-to-side to form Celtic knot designs for use in puzzles, art creation, and in several different games. Right now I'm testing a cooperative game, a partnership game, a full competitive game, and a real-time game.

Dr. Wictz: How as Knot Dice changed since you started presenting it at UNPUB events?

Matthew O’Malley: I first presented my Knot Dice at UNPUB 3 in 2013. Since then, I've designed several new games to play with the dice, and have improved the games' rules.

I've done away with some of the more complicated game ideas, and developed others that require just as much strategic thought but are far simpler to explain and play.

I'm excited about a new game that can be played with my Knot Dice which was inspired by Ben Rosset, another game designer I met through UNPUB.  Knot Partners (working name) has each player working on two tableaus, one with the player to the left and one with the player to the right.  The setup creates some interesting decision points.

Dr. Wictz: Why do you have so many different game variations you can play with Knot Dice?

Matthew O’Malley: The different variations of the game grew out of the original development of games for the dice. Since it started as more of a puzzle-game, I was always thinking about different ways I could use the dice, and I came up with a lot of game ideas. My hope is that once the dice are out in the wild, other designers will come up with new games to play with them as well.

I want to release the dice with several different games because they appeal to different playing styles:

-Kells is a cooperative game that has the whole table working together.
-Square Knot is an individual competitive puzzle-game.
-Knot Partners is a game in which you are sometimes partnered with one player and sometimes partnered with another, which adds a bit of a social element.
-Knot So Fast is a high-speed dice-rolling individual game.

Dr. Wictz: What inspired the theme for Knot Dice?

Matthew O’Malley: The Celtic knot theme was originally inspired by a friend of mine, Campbell Maloney [http://alphabetgallery.com/], a graphic designer who created an alphabet formed by shapes cut out of circles and then rotated. I spent a lot of time tossing ideas back and forth with him, and came up with the idea of making some puzzle games using Celtic knot designs.

The Celtic knot tradition has always fascinated me -- I love the look of the illuminated manuscripts from centuries ago as well as modern interpretations of it. It doesn't hurt that I've got a fair bit of Irish ancestry, and play Irish fiddle (along with other types of music).

Dr. Wictz: Does that mean I can talk you into bringing your fiddle to the UNPUB mini?

Matthew O’Malley: Sorry, I won't be bringing it to this one. I don't want my memorizing fiddling to distract people too much from talking about the games

Dr. Wictz: Looking at Knot Dice it sort of reminds me of your game video game Celtic Knots.

Matthew O’Malley: After I developed the Celtic Knots mobile game, I was driven to find a physical manifestation of the idea. Originally, I was focused on the puzzle aspect, and thinking about flat wooden puzzles with the knot pieces, possibly double-sided to get more patterns out of a set. But I couldn't get enough designs out of them, so I moved on to cubes, which became dice, which took me to far more interactive games (rather than individual puzzle-solving like in Celtic Knots).

Dr. Wictz: I notice on twitter you were exploring trying to make your game out of different materials, like cardboard squares, why did you decide to stick with the dice?

Matthew O’Malley: As far as dice versus cardboard cutouts, I've just gotten to the dice first. I do have plans in the works for Knot Cards and Knot Tiles, with game ideas emphasizing the strengths of each of those components, but the dice were my original idea and they appeal to me so much that I want to carry that idea through to production before spending too much time on the others.

Dr. Wictz: How did you get into designing board games?

Matthew O’Malley: I had a job with a relatively long commute, and after trying to occupy my time with various other activities or creative endeavors, I discovered that I could use that time thinking up and developing board game ideas. So I spent several years coming up with games that were far too complicated and took far too long to play, didn't have enough interesting decisions, or just weren't that fun. It wasn't until I started attending UNPUB events that my designs evolved enough for me to consider publishing them.

Dr. Wictz: Why do you love making board games?

Matthew O’Malley: I love making board games for so many reasons. I love bringing so many different elements together to craft an experience for a group. It's like directing a play or a movie, but the end result sometimes is a much more interactive experience, and can create some great stories about time spent together with friends.

Dr. Wictz: What games have you published thus far?

Matthew O’Malley:  I have two tabletop games being published in the near future, Diner (by Dice Hate Me Games), which has already been successfully Kickstarted and will be released this summer, and Battle of Wits (by Game Salute) which will be released as part of The Princess Bride set of games.

Dr. Wictz: Is it harder to get a video game published or a board game?

Matthew O’Malley: My experience with getting a video game published was relatively painless, though I did have to hire a developer for a good deal of the programming work. Once I found a reliable developer, the process moved pretty smoothly, and the process of actually releasing the game on the mobile stores wasn't too difficult.

The part of the process that I did not consider enough was support for the game, particularly on the Android platform. The iOS game is still basically the same as when I released it (besides some minor bug fixes), but the Android game required constant development work to keep up with new devices and OS changes, and I couldn't afford to keep it on the market.

As far as whether it's harder to get a video game or a board game published, I think it depends greatly on your skills and your method of publishing. If you are a developer, it would be pretty simple to publish a mobile game. If you can acquire some nice art assets, it can be relatively easy to self-publish on a print-on-demand site like Drive Thru Cards or The Game Crafter. Or, going the traditional publishing route, if you can find a publisher who is really interested in licensing your game, you can pass it over to them.

But of course, you have to put in a huge amount of time first getting the game ready for publishing. And once it's ready, you have to spend a huge amount of time on the actual publishing process.

Dr. Wictz: What is your favorite memory from past UNPUB minis?

Matthew O’Malley: I have to say when a store clerk told me that Star Dice (a game I was showing at the time) would be perfect to take out and play with kids at their school outreach activities. I think anything that appeals to kids has that "fun" factor that's so hard to nail down.

Dr. Wictz What are the positives to attending an UNPUB mini versus a larger board game convention?

Matthew O’Malley: I get much more of a chance to talk with the players at a smaller event, and to play other designers' games - and the players I think also get more of a chance to talk with the designers and find out about the game design and playtesting process.

Dr. Wictz:  Any shout outs to your most dedicated game testers (cough cough, wife, gf, etc.)?

Matthew O’Malley: My most dedicated game testers are my wife and my kids, and they help immensely with getting the ideas ready to show to other people - and they don't just say that they like everything I show them. I also have a great group of friends which was originally a game night group that I rope into testing my games as often as possible.

Dr. Wictz: Thank you Matthew for stopping by.  If you want to learn more about Matthew’s games you can follow him on twitter @BlackOakGames, facebook, or go to his website www.blackoakgames.com.  Or, if you are in the area, you can stop by the UNPUB Mini at the Game Parlor in Chantilly Virginia on June 21st and meet him in person.

Thursday, January 16, 2014

UNPUB4 Preview: Ben Rosset


For some reason you are still not yet excited for UNPUB4 (www.unpub.net) then you need to check out my next interviewee, the Ben Rosset.  You know...designer of Nevermore Games' Mars Needs Mechanics and Dice Hate Me’s Brew Crafters.  After salivating over what Ben is bringing to UNPUB4 you can also check out my interview with Alf Shadowsong & Kiva Fecteau and Josh Tempkin who will also be demoing their games at UNPUB4.   But enough with this chitter chatter and onto the main attraction.
 

Dr. Wictz:  Mr. Ben Rosset could you give the readers a quick overview of the games you will be playtesting at UNPUB4?

 

Ben Rosset: I'm still working on getting 4 or 5 different games ready and not entirely sure what I'll be presenting. I'm working feverishly to have Homebrewers ready. Its a stand alone prequel to Brew Crafters, my upcoming game from Dice Hate Me Games. That's my number one priority right now. I will also be bringing Brew Crafters the Travel Card Game with me. Its a 54-card version of the full Brew Crafters that plays in 20-30 minutes. It was inspired by Dice Hate Me's 54-card Unpub challenge. In non-beer related developments, I may also bring Stranded, a wilderness survival game that I've been working on for a couple of years, as well as Building the British Royal Navy, an auction game about building ships for the British Navy in the 19th century.
 
Dr. Wictz: From my understanding only Stranded has been presented at other UNPUB events, how has Stranded changed since you started presenting it at UNPUB events?
 
Ben Rosset:  I've recently redesigned the way players gather resources in Stranded. I'm very excited about the changes I've recently made and looking forward to getting it in front of a few publishers.
 
Dr. Wictz: What inspires the themes in the games you are taking to UNPUB4?
 
Ben Rosset: I'm always inspired by topics that interest me or by everyday events. For Stranded, I was camping with friends, and we got on the topic about surviving in the woods if we somehow got lost. Building the British Royal Navy was really inspired by my old Axis and Allies days. I've always had an interest in the history of the British Navy. And Brew Crafters (and all the derivative games) was originally inspired by a tour I took of Dogfish Head Brewery in 2012.
 
Dr. Wictz: How did you get into designing board games?
 
Ben Rosset: I was hanging out with a good friend who I played games with all the time, and he was showed me a game that he and a couple other friends started working on. I thought that was the coolest thing---up until then I had never thought about designing my own games. I went home that night and started thinking about ideas. That was about 6 years ago. I've been a designer ever since.
 
Dr. Wictz: Why do you love making board games?
 
Ben Rosset: First, I love the challenge of seeing what I can create. This is my creative outlet. I don't paint, draw, dance, or write, etc. So designing games for me is a way to engage the rational side of my brain, but also to balance it out with the creative side. To put it succinctly: It makes me happy.
 
Second, I love sharing what I've created with other people.
 
Dr. Wictz: You have attended a number of UNPUB conventions, what is your favorite moment from a past UNPUB?
 
Ben Rosset: At UNPUB 2 (January 2012), a playtester bought my prototype from me on the spot because he loved it so much. That was really cool. Its part of what gave me confidence that I was a good designer.
 
Dr. Wictz: How does UNPUB compare to other game conventions you have attended?
 
Ben Rosset: UNPUB is so focused on unpublished games, so its very different from everything else. The great part about UNPUB is the opportunity to connect with other designers and publishers, people really engaged in the industry. Its an intimate affair (even though its growing rapidly, which is great).
 
Dr. Wictz: What draws you the most to UNPUB?
 
Ben Rosset: Hungry, motivated people attend. Hungry designers and hungry publishers. Its a great match.
 
Dr. Wictz: Any shout outs to your most dedicated game testers (cough  cough, wife, gf, etc.)?
 
Ben Rosset: I had a lot of wonderful playtesters for Brew Crafters, but the game was immeasurably helped by Kevin Barefoot, Lauren Kologe, Eric Handler, Clyde Wright, and Chuck Hughes. I can't thank them enough.  I'd also like to give a shout out to the Table Treasures Game Design Group in the Baltimore/Washington DC area. I probably wouldn't have 2 published games today without them.
 
Dr. Wictz: Thank you very much for talking to me today.  If you want to learn more about Ben Rosset and his games you can follow him on twitter @BenRosset or connect with him on Boardgamegeek: user name rosset37 .