tag:blogger.com,1999:blog-9612010558217832172024-03-13T22:47:18.287+00:00Raku On The BoardMateusz Rakowski's blogAnonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.comBlogger39125tag:blogger.com,1999:blog-961201055821783217.post-37038765796496885422017-12-17T23:45:00.000+00:002018-01-13T18:18:46.422+00:00Publishing Advice #29: Do you need a business partner?<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/12/do-you-need-business-partner.html"><img alt="http://www.rakuontheboard.com/2017/12/do-you-need-business-partner.html" border="0" data-original-height="314" data-original-width="600" src="https://2.bp.blogspot.com/-cNmDpAC6P3o/Wjb0JxMJ_VI/AAAAAAAAAfg/2JWe8G-zfJMKC9raTw1_w3NwPPt9qcCjwCLcBGAs/s1600/Publishing%2BAdvice%2B%252329%2BDo%2Byou%2Bneed%2Ba%2Bbusiness%2Bpartner.jpg" /></a></div>
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Do you need a business partner? It's a very tricky question. All depends on your personality, preferences and circumstances. I can't really advice you, and the decision is solely up to you. I'm not writing today about pros and cons of having a business partner, neither trying to convince you to take on a partner or not. If you'd like to dig dipper, I recommend an excellent article by Jamey (Stonemaier Games) <a href="https://stonemaiergames.com/kickstarter-lesson-45-partnership/" target="_blank">Kickstarter Lesson #45: Partnership</a>. It's as I believe a good introduction to my article.<br />
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In this post, I'll just share my story, what happened recently in my life and how this is changing things around. It's going to be a very personal story. Maybe you will find it relevant to your situation. I'd love to see people being inspired to look from a distance on their lives and business and make the best decision possible.<br />
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I was self-confident that I could handle things on my own, at least most of them. I didn't consider a business partner very much; although, I was aware of benefits this kind of cooperation could bring. However, recently I asked my brother Jan to join me on this wonderful journey as my business partner. As a result, we are pushing all the board game stuff much more, and everything is starting to roll. That's a massive relief for me!<br />
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<span style="color: #0b5394;"><b>So how everything looked like?</b></span></div>
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Well, just imagine: having a big family, trying to find time to spend with your kids, help at home, a full-time chef job and then me trying to push board game things on my own. It looks quite scary, but I thought I could make it! But finally, I realised that it was too much for one person.<br />
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<span style="color: #0b5394;"><b>I struggled with few tough things:</b></span><br />
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<b>1. Different rota every week at my day job</b><br />
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I tried to build a good plan, set up some patterns and good working habits. But because of my job, it was impossible. Split shifts from time to time, morning shifts, then evening shifts. Different days off one week and then other days off week after. I like to be organised and stick to a plan - to the pattern I set up. My work made it impossible - that didn't work for me at all. Because of that, my efficiency wasn't as good as I would expect. I was getting a bit anxious about it. <br />
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<b>2. Office at home</b><br />
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It's impossible for me to have a separate office - so I have to work in my house. Here are some things that distract me when working:<br />
- My fantastic, beloved children always are looking for my attention <br />
- Constant noises generated by my amazing kids. They like to play very loud, argue with each other and believe me or not sometimes they cry.<br />
- Always there will be something to help in our lovely household. My wife is pretty good at not distracting me while I'm working; however, it happens from time to time.<br />
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<b>3. Tension in relationship with my wife</b><br />
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Because I was spending a lot of time working, my wife would get a bit angry with me. It was a tough time, and I can't blame her; however, this didn't help at all.<br />
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<b>4. Lack of time</b><br />
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This is the main issue really, which is hugely related to previous points. Jamey from Stonemaier Games works about 80 hours per week. He's very dedicated to giving his life to run Stonemaier Games. And that's how much effort you must put to be successful - I'm fully aware of this. I know that in my circumstances it's impossible. There is no way I can find 80 hours per week to push board games with a full-time job and busy household.<br />
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<b>5. Lack of supportive soul</b><br />
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I felt very lonely in all of this. There was no one to say: "Matt, you're doing very well" or "how's your next article, when are you going to publish it?" or "let's do this or that". I'm sure that not everyone needs this, but I'm a type of person who loves to work with others. I recognised that I bore this yoke on my own and that was too much. I felt very lonely in all of that.<br />
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<span style="color: #0b5394;"><b>Red Light</b></span><br />
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I realised I'm starting to feel worse and worse. I lost the joy of life, and my vital energy level was low like never before. Constantly tired and almost ready to give up. I recognised that I was sitting in the red zone way too long. (I wrote <a href="http://www.rakuontheboard.com/2016/10/green-and-red-zones.html" target="_blank">an article about green and red zones</a> - go and read it to see what I'm, trying to say). Generally, if a person sits in the red zone too long she can have a break down - I'm sure you know that's nothing funny. I was so close to this stage, and I thought I have to do something about it, or everything is going to end up quite horribly.<br />
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<span style="color: #0b5394;"><b>Going out of the Red Zone </b></span><br />
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Thank God, I realised my horrible state and understood I have to do something about it. Now everything looks like a brilliant plan, and it did work very well for me. However, at the time I was very stressed, and I didn't find these things very easy and obvious.<br />
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<span style="color: #0b5394;"><b>Solutions I used to leave the Red Zone:</b></span><br />
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<b>1. Couple months of break</b><br />
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My first move was giving myself a break - fastest and very efficient way to move out from the red zone and to look for more constructive solutions. I limited my board games to the minimum - to leisure activities like running a board game group or playing board games with my family.<br />
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<b>2. Business partner</b><br />
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That was the first thing I thought about after I left the red zone. I needed help. So I contacted my brother, offered him to join me and luckily he said yes! It's not only an extra pair of hands! He's a very clever person, and he already has great ideas. We are brainstorming quite often, and I found that so precious. He is my supportive soul and shares hours of work. Keeping my family happy will be much easier from now on. Most of the problems are sorted out already. Maybe new challenges connected with having a partner will arise with time, but I'm sure we can handle them!<br />
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<b>3. Changing job</b><br />
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Next step was finding a new job, so I did it straight away after my brother joined me. So my hours are sorted out. Job from Monday to Friday same hours every day. There are still some uncertain things, however, it's a way to go!<br />
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<b>4. New office</b><br />
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That's next step I will have to do. It's only a plan at the moment. Once I'll have an opportunity, I'll do it!<br />
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Please note that each step was followed by another one. Probably without first step the other steps wouldn't happen. Actually, I could see the second step after completing the first one. <br />
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<span style="color: #0b5394;"><b>So why I chose Jan?</b></span><br />
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<b>1. Trustworthy and reliable</b><br />
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He's my brother, and I trust him. It's crucial to me to work with someone I can rely on. To sleep well knowing that my business partner is trustworthy.<br />
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<b>2. Good communication</b><br />
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I remember when we played football together, we were communicating without words. I exactly knew where Jan is standing on the playing field and I could feel what he would like to do or is planning.<br />
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<b>3. He's different</b><br />
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Of course in a good way. He looks at things differently. So we can discuss various strategies, confront them and chose the most efficient one. We minimise the future risks regarding our board game business plan.<br />
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<b>4. Extremely systematic and consistent</b><br />
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This is one of his strongest attributes. His great attitude has a significant impact not only on our future business but affects me as well. It motivates me to work harder.<br />
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<b>5. I know his weak points</b><br />
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Is he perfect? My bro? ;P Of course, he's not. But who is? Most important I know what to expect from him. I won't go for details. The point is that I know where things can go wrong, how to prevent it and if something goes wrong, how to deal with it. It's obvious to me to not expect from my business partner to be perfect. I'm not expecting that from anyone because myself I'm far from being ideal.<br />
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Thank God, everything ended up being okay now. From now on it's gonna be a new better season for me. A greater one than any time in the past, even before I started to struggle. Anyway, It was very stressful time, and I thought it's necessary for me to share my story, hoping some of you can be encouraged, avoid my mistakes or deal with a similar situation straight away without suffering for such a long time.<br />
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Thanks for reading!<br />
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***<br />
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I know these things are very personal. But maybe you'd like to share your story if you went through similar hardships?<br />
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___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/10/green-and-red-zones.html" target="_blank">Publishing Advice #15: Green and Red Zones</a><br />
► <a href="http://www.rakuontheboard.com/2016/11/why-going-to-bed-early-could-change.html" target="_blank">Publishing Advice #18: Why Going to Bed Early Could Change Your Life</a><br />
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<br />Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com12tag:blogger.com,1999:blog-961201055821783217.post-23023103934056250862017-09-27T13:32:00.000+01:002017-09-27T13:32:20.917+01:00Meet us at Bristol Anime and Gaming Con<br />
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<a href="https://2.bp.blogspot.com/-upYoImkxMPw/WcuYyy9ct8I/AAAAAAAAAe0/124axfOoTHw1KJjTQ_NVBP6fPzS-wHILwCLcBGAs/s1600/Bristol_Anime_and_Gaming_con_poster_image.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="315" data-original-width="600" src="https://2.bp.blogspot.com/-upYoImkxMPw/WcuYyy9ct8I/AAAAAAAAAe0/124axfOoTHw1KJjTQ_NVBP6fPzS-wHILwCLcBGAs/s1600/Bristol_Anime_and_Gaming_con_poster_image.jpg" /></a></div>
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Personally, I'm a big fan of conventions. It's always a hectic time but very satisfying and fruitful. I love to meet new people and know their opinion about things I do. It's an opportunity to know better your fans, other designers, publishers, distributors and shop owners. It's not a place to make money but build new relationships and get new connections. But in the first place, I'm there to have fun!<br /><br />Another crucial thing about taking part in conventions is the fact that many positive and uplifting conversations during these events are recharging my batteries.<br /><br />On 7-8 October I'm going to take part in <a href="http://www.bristolanimecon.com/" target="_blank">Bristol Anime and Gaming Con</a>. I'll be playtesting my new design Krill (you can read a little about it on my <a href="http://www.rakuontheboard.com/p/designer-diary.html" target="_blank">Krill diary series</a>). My fellow designer Richard Buxton will be presenting his amazing game <a href="https://masterofolympus.wordpress.com/" target="_blank">Master of Olympus and definitely visit his blog</a>! <br /><br />Would you like to stop at our place and say hi? It would be great to have you there!<br /><br />See you soon :)Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-70940439733834140882017-06-27T21:06:00.001+01:002017-06-27T21:10:17.073+01:00Publishing Advice #28: Retail Margins and Kickstarter<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/06/retail-margins-and-kickstarter.html"><img alt="http://www.rakuontheboard.com/2017/06/retail-margins-and-kickstarter.html" border="0" data-original-height="314" data-original-width="600" src="https://2.bp.blogspot.com/-I5EzPPHZtr4/WVK56cnF7-I/AAAAAAAAAdc/mwgq3oENINI9Vtkj1xM21tFSlZ0A0T0BQCLcBGAs/s1600/Retail-Margins-and-Kickstarter.jpg" /></a></div>
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Kickstarter is the beginning of the sales chain. After your campaign finishes, you got traditional distribution. A healthy relationship with distributors and retailers is crucial. If you do not look after the post-Kickstarter tail, your product most likely will die, and you will lose a great opportunity to expand.<br />
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So why the post-KS tail is more important than Kickstarter campaign itself? Simply because KS is just a small part of your market. The biggest market is waiting for you!<br />
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<b>For instance: </b><br />
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<b>Scythe</b><br />
17 739 backers on Kickstarter<br />
100 000 games sold all together<br />
Less than 20% customers were from KS and more than 80% from traditional distribution.<br />
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<b>Viticulture</b><br />
942 backers on Kickstarter<br />
45,000 games sold all together<br />
A bit more than 2% customers were from KS and about 98% from traditional distribution.<br />
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I'd like to thank Jamey for posting his stats on his blog: <a href="https://stonemaiergames.com/2016-behind-the-scenes-stakeholder-report-for-stonemaier-games/" target="_blank">2016 Behind-the-Scenes Stakeholder Report for Stonemaier Games</a><br />
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<a href="https://4.bp.blogspot.com/-vbE9UOPo26A/WVKx_e03uEI/AAAAAAAAAdM/8CiOjcqr1KAWchfyxH7RbN0FnIgPde00wCLcBGAs/s1600/chick.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="382" height="200" src="https://4.bp.blogspot.com/-vbE9UOPo26A/WVKx_e03uEI/AAAAAAAAAdM/8CiOjcqr1KAWchfyxH7RbN0FnIgPde00wCLcBGAs/s200/chick.png" width="105" /></a></div>
<b>Just a birth</b><br />
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As you see, Kickstarter can be just beginning of the life of your game, so you want to do everything to establish a <b>healthy relationship with distributors and retailers</b>. To do so, you have to understand and know <b>retail margins, and how the whole traditional publishing chain works</b>. Like you and me, distributors and retailers want to make money, and you have to leave space for everyone.<br />
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Dave Salisbury wrote an excellent post on <a href="https://www.facebook.com/groups/ukboardgamesKS/" target="_blank">UK Tabletop Kickstarters Facebook group</a> to help us, creators to understand the whole thing!<br />
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<b>Here's what he said:</b><br />
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OK, so I'm going to break down retail margins for you all, as I referenced this in another post and I realise that some of you may be coming from a different reference point.<br />
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I'm going to sell an imaginary £24 game through my brick and mortar store. Because I am VAT registered, whenever I sell a VATable product, I have to charge the VAT on it. So if the MSRP on that game is £24, the VAT on it was £4. I pay that £4 to HMRC when I do my VAT return.<br />
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Esdevium has a regular margin structure that equates to 35% of the MSRP. So on an individual £24 boardgame, I will have bought it in at £13+VAT. £13 is referred to as the Ex VAT price, because when Esdevium sells it to me, as a VAT registered company, they must legally charge me the VAT. But I claim that VAT back when I pay HMRC their VAT on the sale, so that VAT is only charged at 20% on the final sale price. It's a bit confusing if you aren't used to doing it.<br />
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Now, if I take case quantity from Esdevium it makes their life easier, and thus I get a 10% additional margin discount plus I get a loyalty rebate that increases my margin to roughly 45% (or £11+VAT).<br />
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So, when I am buying through any other source other than Esdevium, I need extra margin breaks to make dealing direct appetising.<br />
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If you are not VAT registered, then you can ignore the VAT. But I cannot. And neither can Esdevium when you find yourself supplying them (at the much greater margin). The VAT means that I'm frequently looking at hitting a price point of 50% of whatever you are MSRP'ing your product as.<br />
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Now, the success of your tail - getting your products into retail or distribution - will often be the thing that establishes your MSRP. Think of it this way: if your game is *only* ever sold via KS or almost exclusively sold via KS, then the KS isn't giving backers a 20% reduction on MSRP. It's basically selling it without the VAT. If you expect a 20% MSRP bounce AND a VAT add, you are potentially pricing yourself out of the post-KS product tail.<br />
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The thing that frustrates me is that I do not want to back a product that will reach retail via distribution unless I have to. But like your regular backers, if a distribution is going to sell me that £24 game for £11, I don't want you selling it a year ahead of release to me for £15 and thinking you are giving me a deal. If you sell it to me and retailers like me at the price we'd be paying for a comparable product through distribution, then you are securing that long tail for your product if that tail exists.<br />
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Not every fledgeling will fly. But together we can give them the best possible chance.<br />
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***<br />
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<a href="http://www.fanboy3.co.uk/" target="_blank"><img alt="http://www.fanboy3.co.uk/" border="0" data-original-height="200" data-original-width="200" height="200" src="https://3.bp.blogspot.com/-oEgjHJtPl7U/WVKwvSwiL3I/AAAAAAAAAdE/ufFOBU6_07g7iOHEPeILkut0qmGNegbzwCEwYBhgL/s200/fanboy3.png" width="200" /></a></div>
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Dave Salisbury is an owner of a great play store <a href="http://www.fanboy3.co.uk/" target="_blank">Fan Boy Three</a> in Manchester. Thank you very much for this useful information!<br />
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If you got any questions, feel free to leave a comment!<br />
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___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/09/deceptive-funding-goal-levels-in.html" target="_blank">Publishing Advice #12: Deceptive Funding Goal Levels in Kickstarter Campaigns</a><br />
► <a href="http://www.rakuontheboard.com/2017/02/kickstarter-retail-pledge-levels.html" target="_blank">Publishing Advice #22: Kickstarter Retail Pledge Levels</a> Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-36372306793613469332017-06-21T17:19:00.002+01:002017-06-26T14:19:13.291+01:00Publishing Advice #27: How to Get People to Talk About Your Game?<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/06/HowtoGetPeopletoTalkAboutYourGame.html"><img alt="http://www.rakuontheboard.com/2017/06/HowtoGetPeopletoTalkAboutYourGame.html" border="0" data-original-height="314" data-original-width="600" src="https://1.bp.blogspot.com/-T1H5uIKBZmg/WUqVeNOtZwI/AAAAAAAAAcc/PMHufqpGIvUpwMhnn8CDBxJ7MWlKebUqACLcBGAs/s1600/Publishing-Advice-%252327-How-t.jpg" /></a></div>
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How can you stand out with your <b>"best game"</b> in the world when there are more than 1000 new games published every year? Competition is horrendous. There are loads of incredibly good games out there. Everyone knows that to succeed as a publisher, you need an outstanding game, not just very good but outstanding. But can this guaranty your success? Not really - there is much more in it! You need to do your homework, but now I'll write about something different! About something which will help you to stand out!<br />
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We all know that word of mouth is the best marketing tool out there. Most likely we don't trust commercials, banners or we are just fed up with them. But if your friend will tell you about a game or recommend you one - then I'm sure you'll believe him/her, and you'll be interested or at least curious why your mate was so excited. So you want to make people talk about your game. But how?<br />
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This year at UKGE I went to a seminar: How to Market Games. It was an eye opener to me. I always thought that an amazing game would make people talk about it. And it's somehow true, but it's not the only truth.<br />
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So what I learned is word <b>"Remarkable"</b>! Yes - just remarkable. People want to talk about extraordinary things. So what you need is something remarkable!<br />
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Ok, let's cool down now. So my game have to be remarkable, right? That's not the point. You need <b>SOMETHING remarkable</b> about your game, project or yourself! It doesn't have to be your game itself. Just give people reasons to talk about your game!<b> </b><br />
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<b>Examples of remarkable:</b><br />
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<b>1. Artwork of your game</b><br />
I'm sure you know <a href="https://stonemaiergames.com/games/scythe/" target="_blank">Scythe from Stonemaier Games</a>. I think almost everyone heard about this games at least once from their friends! The artwork and worldbuilding by Jakub Rozalski is a real masterpiece. I can easily say that's something remarkable and one of the reasons that people talked about the game so much!<br />
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<b>2. Mechanic of your game</b><br />
<a href="http://ledergames.com/vast/" target="_blank">Vast: The Crystal Caverns by Leder Games</a> has a very interesting mechanic. I was talking about this game a lot in my board game group, and I know that other people did as well. The game is not only asymmetric. Each role (fraction) plays completely different - it is like few mini games working together forming one great game. This mechanic is something remarkable.<br />
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<b>3. Your story</b><br />
Here is one of the hits, <a href="https://www.explodingkittens.com/" target="_blank">Exploding Kittens</a>. On Kickstarter, more than 200 000 bakers brought the game to live. But that is just the beginning. In one year they sold over 2,5 million copies of the game. As in many cases, there were few things extraordinary about this project. But what I wanted to show you is that your story can be remarkable. Elan Lee was a lead game designer at Microsoft for its Xbox project (he designed 'Halo'), and after he had left Microsoft, he started running several companies mainly in the digital gaming industry. Then suddenly he decided to create a card game?! That is not what you would expect from one of the top game designers in the digital game industry! That is something remarkable - everyone was curious what's going on, why would he go for a card game?!<br />
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<b>4. Your blog, podcast, name</b><br />
And here's another example from Exploding Kittens. Matt Inman is the owner of super popular <a href="http://theoatmeal.com/" target="_blank">The Oatmeal</a> webcomic and humour website. Around the world, people love his style and sense of humour. His website and style became something remarkable. People were spreading the word very quickly about Exploding Kittens knowing that with Matt in the team the game is going to be incredibly funny.<br />
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<b>5. It can be almost anything</b><br />
For instance an amazing video, theme of the game, soundtrack - anything!<br />
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<img border="0" data-original-height="1139" data-original-width="1600" height="227" src="https://1.bp.blogspot.com/-FB7o6B4eMFg/WUqZtuFoSXI/AAAAAAAAAco/jA_mjVD2sJkEjM7j4kybUp_puwPqWRNFgCLcBGAs/s320/milka_purple_cow.jpg" width="320" /></div>
<b>Purple cow!</b> <br />
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At the seminar speaker showed us a good example of something remarkable. When you drive your car and see cows on the field, they won't attract you in any way. They are just ordinary boring cows. Why would you want to talk with you friends about brown cows? Imagine now what would happen if you would see a purple cow on the field? I bet your reaction would be WOW - purple cow! You would start talking to your friends about the purple cow you saw - that's amazing. <br />
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A purple cow is a part of <a href="http://www.milka.com/" target="_blank">Milka's</a> branding - a chocolate confection company. It's not the quality of milka's chocolate which makes me talk about it but the purple cow. Personally, when I'm looking for chocolate - the one with a purple cow on the packaging makes me more curious about it. And the brand is more recognisable as well.<br />
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So if there are so many excellent games out there, how are you going to make people talk about your game. Think about something REMARKABLE!<br />
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***<br />
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Do you know remarkable elements of other board game projects? Maybe you got an extraordinary thing in your project? I'd love to hear from you!<br />
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___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/07/publishing-advice-6-regularity-in.html" target="_blank">Publishing Advice #6: Regularity in Running a Blog</a><br />
► <a href="http://www.rakuontheboard.com/2017/01/writing-designer-journal-diary.html" target="_blank">Publishing Advice #21: Writing Designer Journal / Diary</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-90051625905622588862017-06-08T18:15:00.000+01:002017-06-08T18:16:48.784+01:00Publishing Advice #26: Facing Haters part 2 - Open Letter to Fans<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/06/facing-haters-part-2-open-letter-to-fans.html"><img alt="http://www.rakuontheboard.com/2017/06/facing-haters-part-2-open-letter-to-fans.html" border="0" data-original-height="314" data-original-width="600" src="https://1.bp.blogspot.com/-iFg5bDYmCPw/WTmEnCQNydI/AAAAAAAAAb0/VWiXMW3JGcEZ0f-qqYGpbQbKlzDRbmZmACLcB/s1600/Publishing-Advice-%252326-Facing-haters.jpg" /></a></div>
<br />
Constructive criticism, again, is a very helpful and healthy thing. All professionals always appreciate honest opinions as they're extremely useful. But now and again we have "privilege" to hear rude opinions regarding our games without any reason or explanation. Or experience cruel behaviours towards our personas. <br />
<br />
A while ago I wrote about facing trolls and dealing with hate as a designer. And the best thing you can do is to ignore them and give your time to your fans - people who deserve it! Read <a href="http://www.rakuontheboard.com/2016/09/publishing-advice-10-facing-haters.html" target="_blank">Publishing Advice #10: Facing Haters</a>. <br />
<br />
But now I will talk how fans can help us: designers and publishers in facing haters.<br />
<a name='more'></a><br />
<br />
<b>Open Letter to Fans</b><br />
<br />
Designers and publishers are vulnerable to hate like any other human beings. Yes - they are humans! Because they are creating games for the public, that doesn't mean they have to deal with these aggressive and destructive people, and definitely, it's not part of their job.<br />
<br />
I know many publishers who decided to stop reading any forums, reviews because of trolling. Dealing with hate can be a nightmare. It is stressful and demotivating. I went through these unacceptable behaviours of haters, so I know what I'm writing about! Unfortunately, back then I didn't know how to deal with them.<br />
<br />
Sadly, designers can't help themselves! When a designer gets involved in a discussion with trolls, only one thing he's doing is feeding them. They are starving and need food. They need to crush others dreams and build their sense of being someone important. But if you - fans, such a great and supportive people will stand up and defend a designer, haters will shut up. A troll can attack one person, but if ten people defend the creator, then a hater will have no chance.<br />
<br />
So please, <b>don't leave your favourite game designers or publishers alone and stand up against hate</b>. Let's together send trolls back to their caves where they belong! If you see someone trolling on a forum or Facebook - tell him off! Don't stay silent!<br />
<br />
***<br />
<br />
Did you ever silence a hater? What do you think about standing up to defend someone else?<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/09/publishing-advice-10-facing-haters.html" target="_blank">Publishing Advice #10: Facing Haters</a><br />
► <a href="http://www.rakuontheboard.com/2016/12/deceptive-love-in-game-design.html" target="_blank">Publishing Advice #20: Deceptive Love in Game Design</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-48413392773656867462017-05-31T09:18:00.000+01:002017-05-31T09:21:55.933+01:00Publishing Advice #25: Playing vs Playtesting<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/05/Playing-vs-Playtesting.html"><img alt="http://www.rakuontheboard.com/2017/05/Playing-vs-Playtesting.html" border="0" data-original-height="314" data-original-width="600" src="https://3.bp.blogspot.com/-xq-confbxVY/WS55iKetL6I/AAAAAAAAAbk/PJ4AElaZZr8hOgPXVtONVOb6UHGocdbTQCLcB/s1600/Publishing-Advice-%252325-Playing-vs-playtesting.jpg" /></a></div>
<br />
As you probably noticed, quite often I'm writing about being efficient and productive. As a father of six plus one on the way with a "normal" job, my time resources are very limited. All that forced me to think more about time management! <br />
<br />
And as you probably already know (especially if you are reading my blog), playtesting is one of the aspects where you can waste a lot of time.<br />
<br />
And I'm often seeing that some designers and publishers are advertising their games as playtested 100 times or even 1000 times. But that can be quite misleading as not everyone understands what playtesting means.<br />
<br />
Did you ever think that <b>playing a prototype doesn't mean playtesting it?</b> Are you really playtesting your prototype? Actually, it's critical to distinguish these two things. Let's then have a better look on this!<br />
<a name='more'></a><br />
<br />
<b>Playing a game</b><br />
You can play a game for different reasons: <br />
<br />
- for fun<br />
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- to spend time with family and friends<br />
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- to learn new mechanics<br />
<br />
- to seek inspiration<br />
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- to win the game<br />
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- to relax<br />
<br />
- etc. <br />
<br />
There are hundreds of reasons why you might play a game. They might be conscious or unconscious. You can play published games, and you can even play your prototype. When you and other people are playing a prototype, that doesn't mean you are playtesting it!<br />
<br />
<br />
<b>Playtesting a prototype</b><br />
So when we can say that you are playtesting your prototype (not just playing)? It is very simple - you have to know which element of the game you are testing or what are you checking! <br />
<br />
For example, you can be<br />
<br />
- Testing chosen single mechanic in the game. Looking how the game works as a whole. A designer is looking for downsides and how to improve them.<br />
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- A bigger picture. Every now and again designer wants to have a closer look how all elements work together.<br />
<br />
- Checking the balance of certain elements of the game, for instance, the balance between action cards and movement cards. <br />
<br />
- Testing which emotions are stirred. Do you want the players to concentrate on their moves and think a lot, or you want them to laugh and stay relaxed, or maybe you want them to bid, talk a lot or argue?<br />
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- Checking if the players are bored and why! Find the reason and start working on it.<br />
<br />
- Checking why it takes so long to finish the game. Try to answer the question why it takes so long and which mechanics and elements of the game are responsible for that!<br />
<br />
- Looking for bugs and holes in the game.<br />
<br />
- Testing newly added, changed or replaced element or checking how's the game working after removing an element. After you recognise a problem, try to resolve it. One by one playtest each solution. Recognise if applied changes are working as expected. Are they spot on or do you need to get rid of them and try something else?<br />
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- And more<br />
<br />
<br />
Make sure you <b>plan your playtesting session</b>. Make notes during and after playtest, and then do some changes if needed! <br />
<br />
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<b>Change ONE element of the game at the time!</b><br />
<br />
You can check few elements during your playtests - that's no problem! But please remember to change one element at the time. If you start changing multiple elements, you'll get lost. <br />
You have to name the issue you found, address it and then fix it!<br />
If you name the issue, but then if you can't address it, and you'll start to change few elements, you will have no clue which one caused the problem. Even worse, there is a big chance to damage things that are already working very well. The goal is to fix up not working part of the game without messing up already balanced one; however, sometimes you might have no choice.<br />
<br />
I hope you enjoyed this article. I found myself just playing games I supposed to playtest many times in the past. It's an obvious thing, but very easy to forget about! I'd like to again thanks, Ignacy Trzewiczek for inspiration! <br />
<br />
***<br />
<br />
Did you find yourself playing your prototype instead of playtesting it?<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/12/game-testing-in-schools.html" target="_blank">Publishing Advice #19: Game Testing in Schools</a><br />
► <a href="http://www.rakuontheboard.com/2017/05/Four-Types-of-Playtesters.html" target="_blank">Publishing Advice #24: Four Types of Playtesters</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-60415354610637519742017-05-09T19:33:00.000+01:002017-05-09T19:34:34.638+01:00Publishing Advice #24: Four Types of Playtesters<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/05/Four-Types-of-Playtesters.html"><img alt="http://www.rakuontheboard.com/2017/05/Four-Types-of-Playtesters.html" border="0" src="https://4.bp.blogspot.com/-MVwYRZ0Y9wo/WRDezPjLtTI/AAAAAAAAAa4/6gICyfshBLYX51coB556cM4KlXpWW3GkwCLcB/s1600/Publishing-Advice-%252324-Four-Types-of-Playtesters.jpg" /></a></div>
<br />
About two weeks ago I had a privilege of taking part in Ignacy Trzewiczek's conference about board game design. Having a chance to listen to one of the most experienced and respectful board game designers is the best way to learn new things and avoid mistakes! A significant part of the speech was dedicated to playtesting prototypes. And a big part of it about categorising playtesters. I never thought that different types of playtesters are helpful in various stages of the game development. And sometimes certain kinds of playtesters can be even harmful. Here's what I learned:<br />
<a name='more'></a><br />
<br />
<br />
<b>Four types of playtesters:</b><br />
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1. Silent playtester<br />
<br />
2. Creative playtester<br />
<br />
3. Crazy playtester<br />
<br />
4. Mathematicians<br />
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<b><br />1. Silent playtester</b><br />
Someone who's quiet and patient. He's ready to play the very first unbalanced prototype over and over again without mourning. It's the stage of the game development when the designer has no clue how's the game is going to look like. Silent playtester is perfect at this point because they are not influencing your vision. At this stage, you want to avoid people who will rush you with millions of ideas. They can in a significant way change your vision. Most likely your partner will be this kind of person. For me, it's my wife, for Ignacy it's his wife, and for many other designers, it is their partner as well.<br />
<br />
<b>2. Creative playtester</b><br />
As you got the cornerstone of your game and you have a rough idea what is your goal, you move to the next stage and start inviting creative playtesters. They will give you hundreds of great ideas. Probably 80% of them will be rubbish, and you'll chuck them away, but 20% will be worth testing.<br />
<br />
<b>3. Crazy playtester</b><br />
After your game is tested and you feel it is almost ready, it's time for the next group. When you playtest your game with smart, intelligent and clever players, everything looks like your game is well balanced. But then suddenly a crazy playtester sit to the table, and he plays your game the most stupid possible way. You would never expect anyone to have such a stupid strategy, but hey, he wins the game. And then another one. It's like winning Carverna by collecting only wood - non-stop! These testers help to find holes in the mechanic and eliminate "golden" strategies to win the game.<br />
<br />
<b>4. Mathematicians</b><br />
Mathematicians are useful at the last stage of board game design. They can help you to balance the numbers, amounts, etc. in the game.<br />
<br />
I hope you enjoyed this entry and please have a look on <a href="https://boardgamesthattellstories.wordpress.com/" target="_blank">Ignacy Trzewiczek's blog</a>.<br />
<br />
***<br />
<br />
To be honest, I never categorised my playtesters, but new lesson learned. How about you? Do you categorise you playtesters?<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/09/publishing-advice-11-stages-of.html" target="_blank">Publishing Advice #11: The Stages of Creativity in Board Game Design</a><br />
► <a href="http://www.rakuontheboard.com/2016/12/game-testing-in-schools.html" target="_blank">Publishing Advice #19: Game Testing in Schools</a><br />
► <a href="http://www.rakuontheboard.com/2016/12/deceptive-love-in-game-design.html" target="_blank">Publishing Advice #20: Deceptive Love in Game Design</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-2476946315722755562017-04-24T13:45:00.001+01:002017-04-24T14:04:42.627+01:00Mateusz at Pyrkon 2017 - Biggest Polish Fantasy Convention<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/04/Pyrkon2017PolishFantasyConvention.html"><img alt="http://www.rakuontheboard.com/2017/04/Pyrkon2017PolishFantasyConvention.html" border="0" src="https://1.bp.blogspot.com/-S4vPXy9lzwk/WP3xKG8QeTI/AAAAAAAAAaM/A1l7565YSS8tp0GP6LLOeIG0rWwTRCX0wCLcB/s1600/Pyrkon-2017.jpg" /></a></div>
<br />
A last minute info! <br />
<br />
I'm visiting Poland to bring Krill prototype to the biggest Polish fantasy convention <a href="http://pyrkon.com/2017/" target="_blank">Pyrkon</a>. Come along and say hi! It will be lovely to meet you and have a quick play with you in my new game. Very exciting! <br />
<br />
You can find me at my fellow publisher's stand - company Let's Play. Let's play is known from their game <a href="https://boardgamegeek.com/boardgame/208670/labyrinth-paths-destiny-third-edition" target="_blank">Labyrinth: Paths of Destiny</a>.<br />
<br />
See you soon.Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-86493863898476431682017-04-13T20:41:00.000+01:002017-04-13T20:52:40.445+01:00Krill Diary #2: Prototypes for Playtesting<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/04/krill-diary-2-prototypes-for-playtesting.html"><img alt="http://www.rakuontheboard.com/2017/04/krill-diary-2-prototypes-for-playtesting.html" border="0" src="https://4.bp.blogspot.com/-cwUjgmXCU5o/WO-zEHH-KcI/AAAAAAAAAY0/4BM8FYYHM-4nGHBoCyaIbDEnwRNJ8zwtQCLcB/s1600/Krill%2BDiary%2B%25232%2B-%2BPrototypes%2Bfor%2BPlaytesting.jpg" /></a></div>
<br />
It's obvious that proper prototypes are crucial in game playtesting. The same game can provide players different experiences depending on how the prototype is made. That's why I'm always trying to make the best prototypes from the very beginning. <br />
<br />
Today I'll write about Krill prototypes which I made for playtesting and blind playtesting, and below you can find a short tutorial how to create a prototype like mine. I know that every designer has their own favourite method of making prototypes for their games that suit their needs; however, I'm sure that you'll find this article useful.<br />
<a name='more'></a><br />
Please note that these prototypes are not for reviewers. The version of the game for reviewers is going to be printed by my manufacturer to ensure that the prototype is exactly the same or as close as possible to the final product. In another entry, I'll explain why that's so important and how you can achieve that. And I'll add some pictures of that prototype.<br />
<br />
<br />
Now here's how I made Krill prototypes and how they evolved! <br />
<br />
<b>Krill had four prototypes</b> (excluding one I'll print for reviewers):<br />
<br />
<br />
1. The raw version prototype<br />
<br />
2. First, playtest prototype<br />
<br />
3. Second, playtest prototype<br />
<br />
4. First, blind playtest prototype<br />
<br />
<br />
<b>1. The raw version prototype</b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<img border="0" src="https://4.bp.blogspot.com/-pCDuT1oEFAI/WO-zu-oQiPI/AAAAAAAAAY8/DrlwrmKuMFsF-yEtiJ87xDu7pU-TxB-fQCLcB/s1600/Krill_raw_prototype.jpg" /></div>
<br />
Before I invest a significant amount of time in creating a solid prototype, I want to ensure that the game is worth it. Not from every idea you can make a good game.<br />
<br />
I created this prototype to play it myself only or eventually with my wife and kids. The game at the beginning was unbalanced, and a lot of rules sucked, but it was enough for me to know if the game has potential or not. I would say that's typical for any game at this point. <br />
<br />
As you can see, the very first prototype is very simple and small.<br />
<br />
<br />
<b>2. First, playtest prototype</b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<img border="0" src="https://4.bp.blogspot.com/-dvWfzBXKmhg/WO-0Z6pPuzI/AAAAAAAAAZE/ll1Sv8pw58MC0Lqv1gh3dlrZ2RzvP06VQCLcB/s1600/Krill_first_prototype_playt.jpg" /></div>
<br />
After playing the game few times, I need a better prototype. I made sure that new Krill prototype looks good. It was time-consuming to finish it because all tiles were hand drew by my children and me. I didn't print them. But this kind of prototype is very convenient for one reason: you can make changes very quickly. I had many empty tiles, so if I needed, I could add new tiles in seconds.<br />
<br />
I used this prototype to give it to my friends to playtest.<br />
<br />
<br />
<b>3. Second, playtest prototype</b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<img border="0" src="https://1.bp.blogspot.com/-ptIU3Wq0tIM/WO-0qVcmpHI/AAAAAAAAAZI/JcBoeTjHcxYARbg4ZPXlVQrB8Lw5mO1wACLcB/s1600/Krill_second_prototype_play.jpg" /></div>
<br />
I needed more prototypes because I was giving them to school to playtest. I had to make about ten prototypes, so I didn't want to draw them all. Another reason for a new prototype was that I wanted it to reflect more the theme of the game - krill swarms in water. Children are very imaginative, and definitely lack of any art would push them off. At this point, I didn't have the artwork done, so I had to create it myself. <br />
<br />
On the internet, I found some photos of krill swarm and water. I put them together to create the tiles. I printed them in nice glossy thick paper and stuck them to a mount board using double sided carpet tape. I think they look good enough! For game board, I used white foam board, and I drew squares using a black permanent marker. The foam board is very easy to cut, and it looks very nice. I ordered some wooden meeples, and the prototype was ready to go. Children at the school said that prototypes were awesome quality. :)<br />
<br />
<br />
<b>4. First, blind playtest prototype with almost final artwork</b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<img border="0" src="https://1.bp.blogspot.com/-KP_DgKqS-Hg/WO-0-inWBHI/AAAAAAAAAZM/B6JOlK8OoS4k7Sye9JRECEG7EridrRH0QCLcB/s1600/Krill_first_prototype_blind.jpg" /></div>
<br />
The blind playtest prototype is the most important one. It gives a designer a chance to test different aspects of the game. Krill blind playtest prototype has all the final artwork, and the rulebook finished. In this photo, special tiles are missing because they weren't finished when I was printing this prototype, but they are ready now. I didn't add miniatures; I'll add them to the prototypes for reviewers. The general idea is to make sure that the prototype reflects the final version as much as possible for a home-made prototype. <br />
<br />
<br />
<b>When I am blind playtesting the game, I'm looking for feedback on: </b><br />
<br />
- The mechanic and gameplay<br />
<br />
- The artwork<br />
<br />
- The rulebook<br />
<br />
- The materials and usability. Of course, materials used are different from the final product, but I still can receive feedback about the size of the tiles, etc.<br />
<br />
<br />
<b>How did I make my blind playtest prototype</b><br />
<br />
<br />
<b>Materials:</b><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<img border="0" src="https://4.bp.blogspot.com/-SL4leDkbAZg/WO-2-uQvUHI/AAAAAAAAAZY/6AQcPSVmUcMZv_0Kpp1Fzw8apX1gd8dsgCLcB/s1600/tools.jpg" /></div>
(I forgot to add white foam board in this photo, find a picture in the link below)<br />
<br />
<br />
- Coated Glossy paper 100 gm<br />
<br />
- <a href="http://www.artdiscount.co.uk/paper-board/board/mount-board/studland-mount-board-cream-core-a1.html" target="_blank">Thick Mount Board</a><br />
<br />
- <a href="http://www.hobbycraft.co.uk/west-design-white-foam-board-a2/574236-1001" target="_blank">White Foam Board 5 mm</a><br />
<br />
- <a href="http://www.boardgameextras.co.uk/item.php?id=1&name=+meeple&cat=1&sub_cat=1#.WO-2nYWUdPg" target="_blank">Wooden Meeples</a><br />
<br />
- <a href="http://www.hobbycraft.co.uk/swann-morton-number-3-scalpel-handle-and-blades-set/624778-1000?pn_rty=%20ymal" target="_blank">Surgical scalpel</a><br />
<br />
- <a href="http://www.ebay.co.uk/itm/like/322310551789?chn=ps&adgroupid=33676502101&rlsatarget=pla-271883398075&abcId=893836&adtype=pla&merchantid=107454413&poi=&googleloc=1006567&device=c&campaignid=707291931&crdt=0" target="_blank">Double sided carpet tape</a><br />
<br />
- <a href="http://www.hobbycraft.co.uk/30-cm-steel-ruler/615276-1000?pn_rty=%20ymal" target="_blank">Steel rulers</a><br />
<br />
<br />
<b>Making Tiles</b><br />
<br />
First I created a simple template to put all tiles together on A3 size file. Then I did print all the tiles on nice A3 glossy 100 gm paper and stuck it to the mount board with double sided carpet tape. After that, I used the ruler and surgical scalpel to cut the tiles. Very simple.<br />
<br />
<br />
<b>Making Game Board</b><br />
<br />
I printed the game board on two A3 glossy 100 gm paper sheets. The game board is too big to fit the A3 format, that's why I had to use two paper sheets. Then I stuck it to the white foam board again with double sided carpet tape. I cut the edges with a scalpel and a ruler.<br />
<br />
<br />
For more detailed photos go to <a href="https://www.flickr.com/gp/rakuontheboard/g8vg7n" target="_blank">Krill Board Game Playtest Prototypes gallery</a>!<br />
<br />
<br />
<br />
***<br />
<br />
<br />
Do you have any helpful tips on board game prototype making?<br />
<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/12/game-testing-in-schools.html" target="_blank">Publishing Advice #19: Game Testing in Schools</a> <br />
► <a href="http://www.rakuontheboard.com/2017/01/writing-designer-journal-diary.html" target="_blank">Publishing Advice #21: Writing Designer Journal / Diary</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-38211045006281423242017-03-11T12:49:00.000+00:002017-03-11T12:49:16.007+00:00Krill Diary #1: Introduction<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/03/krill-diary-1-introduction.html"><img alt="http://www.rakuontheboard.com/2017/03/krill-diary-1-introduction.html" border="0" src="https://1.bp.blogspot.com/-1B9iExWAcMM/WMPj4kQLMlI/AAAAAAAAAWk/xOBxDha6bWsKKTJ1uvmHmLJEUBU26Y7qwCLcB/s1600/Krill-Diary-%25231--Introductio.jpg" /></a></div>
<br />
It was a beautiful evening; my children were hanging around looking to do something interesting. We needed a good plan how to finish the day! There was a little vote, and yes, everyone chose movie Happy Feet 2! It was probably a millionth time I watched it; however, the movie was still enjoyable. <br /><br />During the film, Magda asked me a question: Daddy, why you won't design a board game? <br /><br />As going back to design and publishing was on my mind for a while, I did like that idea!<br /><br />It sounds like a good thing to do Magdalena! So what's your idea? - I asked<br /><br />Maybe create a game about krill! - she answered<br />
<a name='more'></a><br />And this is how everything began! A start of a tile-lying, strategy tabletop game about krill clans trying to rule the sea! Maybe you think that it's going to be a kiddy board game, but I didn't want to create a children' game! I enjoy designing more complex games; however, I wanted my older girls Magdalena and Wiktoria to be able to have fun with the game as well. <br /><br />How to make this game challenging to adults and playable to kids aged 10+ was my first challenge. The second one was to keep the game short so it will take up to 30 min to finish. The third one was to balance the luck factor. I don't like games when bad luck can destroy the whole fun. I firmly believe that game should be fun; even when everything goes wrong!<br /><br />Recently I wrote an article about <a href="http://www.rakuontheboard.com/2017/01/writing-designer-journal-diary.html" target="_blank">keeping a Designer Journal / Diary</a>. I'm very keen to share with my readers all things I learned. And here you are - this is the first article from my Designer Diary series. I will share with you all, everything I went through regarding design, preparation for Kickstarter campaign and publishing Krill and why the game looks like it looks! I hope you will find my articles interesting and useful!<br /><br />
<br />
<b>Topics I am going to cover in Krill Diary series:</b><br /><br />► <b>Development of mechanic </b><br /><br />
How from a very first unbalanced prototype the game turned into a good working engine. I'll discuss the rules I changed and the reason why they didn't work. I'll tell you about times of euphoria and about times when I was devastated. One day I loved my game, and the next day I thought it's absolutely rubbish and hated it. How did I get to the moment when I could say the game is ready to go! I want to give you a chance to read about the whole process!<br />
<br /><br />
► <b>Development of prototype</b><br /><br />
With detailed pictures, I'll show you how my first prototype look like and the final prototype version from a manufacturer. I will share with you tips how to create good looking, even first prototype. I'll show you which tools I use when I am making my homemade prototypes.<br /><br /><br />
► <b>Playtesting</b><br /><br />
How did I test Krill? Who played the game? I'll explain why you can't trust your family and friends regarding testing your prototype. Why I chose a school to test my game. I'll write about meeting with other designers, attending board game group and great playtest meetups at Chance and Counters - board gaming cafe in Bristol. Why connections with right people are so important.<br /><br /><br />
► <b>Development of artwork</b><br /><br />
I'll write about cooperation with Marek Roliński, very talented illustrator of Krill board game. With examples, I'll show you stages of illustrations for the game - from the first concept art to the final box cover. The things I did right and wrong. And how to work with such gifted artists respecting their time and dedication. How to avoid miscommunication. And I will talk about the value of double-checking.<br /><br /><br />
► <b>Development of rulebook</b><br /><br />
I'll explain how I started writing the rulebook for Krill; I'll show versions I made and the final version. Why rewriting and testing of the rulebook is crucial. Why I value so much proofread. I'll talk about cooperation with skilled video reviewer, and talented proofreader Dan King (<a href="http://www.gameboygeek.com/" target="_blank">GameBoyGeek</a>).<br /><br /><br />
► <b>Few more topics in future</b><br /><br />
I'm planning few more topics; however, I'm not ready to write about them at the moment because a lot of things are still in progress. I'm planning to share with you things like cooperation with manufacturers, development of miniatures, KS campaign itself, fulfilment, distribution, etc.<br /><br /><br />***<br /><br />Which of the topics are most interesting for you? Maybe you'd like me to write about something else regarding Krill?<br /><br />___<br />Also, join <a href="https://www.facebook.com/groups/KrillBoardGame/" target="_blank">Krill official Facebook group</a> to discuss the game, ask a question and share your thoughts!<br />Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-10530675168331672752017-02-24T16:33:00.000+00:002017-02-24T21:02:03.084+00:00Publishing Advice #23: BoardGameGeek Microbadge Submission Process<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/02/BoardGameGeek-Microbadge-Submission-Process.html"><img alt="http://www.rakuontheboard.com/2017/02/BoardGameGeek-Microbadge-Submission-Process.html" border="0" src="https://1.bp.blogspot.com/-XL-VoSeDyV0/WLBGOz9fOzI/AAAAAAAAAUY/FM0AWjPdwuoCCWtK7_BRPdoMZT3gvZJhQCLcB/s1600/BGG-Microbadge-Submission-Process.jpg" /></a></div>
<br />
BGG Microbadges are one of those little geeky things. They won't sell your game or promote it. To be honest, I can't see them making much difference in how are you going to do with your game. However, they are meaningful to active BGG users. Even only for this reason, it's worthy to submit a microbadge of your game or company so your fans can display it under their avatar.<br />
<a name='more'></a><br />
Probably most of you know quite a lot about BGG; however, not everyone submitted a BGG microbadge before. If you never did it before, you could find this article useful. Why not submit your microbadge straight away instead of waiting for someone else to do it for you?<br />
<br />
In this entry, I'd like to share my experience how I got Raku On The Board fan Microbadge. If you like my blog and you'd like to show me your support, get a <a href="https://boardgamegeek.com/microbadge/40837">Raku On The Board fan Microbadge</a>.<br />
<br />
Oki Doki - let's start!<br />
<br />
<br />
<b>Microbadge Submission and Approval Process</b><br />
<br />
<b>1) Check if microbadge of your game/company already exists</b><br />
<br />
If you are reading this article, probably not. But check it in case, it doesn't hurt!<br />
<br />
<b>Searching Microbadges:</b><br />
a. Go to your BGG profile<br />
b. Click "Buy microbadges". You'll find it on the right-hand side to your avatar<br />
c. Type in the "Search Microbadges:" your microbadge's name and click search.<br />
<br />
<br />
<b>2) Microbadge Design</b><br />
<br />
Before you submit your microbadge, you have to prepare the right file. Each microbadge must follow special design requirements. Here's <a href="https://boardgamegeek.com/wiki/page/Microbadge_Design_and_Submission#design">BoardGameGeek Design Guide</a>. Read it carefully, please. I designed my microbadge on my own, and it's quite simple. If you can't do it yourself, you can ask someone for help on BGG <a href="https://boardgamegeek.com/thread/1260144/microbadge-submissions-design-and-feedback">Microbadge Submissions, Design, and Feedback</a> thread.<br />
<br />
<br />
<b>3) Peer Review</b><br />
<br />
Without peer review, your microbadge will be rejected. I like this idea. It stops poor or not compliant with BGG rules submissions - admins are already very busy. Creators after feedback can improve and correct their microbadges and post them again in the same thread. Repeat till microbadge has a green light to go!<br />
<br />
For peer review, you need to post your microbadge on <a href="https://boardgamegeek.com/thread/1260144/microbadge-submissions-design-and-feedback">Microbadge Submissions, Design, and Feedback</a> thread.<br />
<br />
<b>I suggest adding to your post:</b><br />
<br />
● Ask for feedback, tips and any questions you got<br />
<br />
● Your microbadge image<br />
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There are two options to add an image to the thread:<br />
<br />
<i>First option:</i><br />
To add an image to the thread first, you have to upload the image somewhere to get URL for it. The best place is your BGG personal gallery. Don't forget to add it to your gallery in 16 x 16 pixels. Then copy your image's URL and add it to your post typing [IMG]url of your image[/IMG]<br />
<br />
For example:<br />
[IMG]https://cf.geekdo-images.com/images/pic3354451.png[/IMG]<br />
<i><br /></i> <i>Second option:</i><br />
Add your microbadge image to you BGG personal gallery in 16 x 16 pixels and then copy your image's ImageID.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://3.bp.blogspot.com/-AW9Cv8KrcuE/WLCHSFQHwdI/AAAAAAAAAVU/y0psxpAH6jUZOjpRmbEt9zbvPHZ4ZXolwCLcB/s1600/ImageID.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="125" src="https://3.bp.blogspot.com/-AW9Cv8KrcuE/WLCHSFQHwdI/AAAAAAAAAVU/y0psxpAH6jUZOjpRmbEt9zbvPHZ4ZXolwCLcB/s320/ImageID.jpg" width="320" /></a></div>
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<br />
<br />
<br />
<br />
<br />
<br />
Then to add your image to your post click Insert Geek Image and paste your ImageID. It will look like that [ImageID=xxxxxxx].<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-nsNxd2SloWc/WLCJRY_KhKI/AAAAAAAAAVg/fFWvAqFdfNokqfbMCapy-427GXoVLXixgCEw/s1600/Insert-Geek-Image.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="144" src="https://4.bp.blogspot.com/-nsNxd2SloWc/WLCJRY_KhKI/AAAAAAAAAVg/fFWvAqFdfNokqfbMCapy-427GXoVLXixgCEw/s320/Insert-Geek-Image.jpg" width="320" /></a><a href="https://1.bp.blogspot.com/-n8N3j44yycU/WLCJfToCe2I/AAAAAAAAAVk/JtY3irmoXVAL1Ls6-GdX2lQXF4rnd_MLwCLcB/s1600/Enter-ImageID.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="130" src="https://1.bp.blogspot.com/-n8N3j44yycU/WLCJfToCe2I/AAAAAAAAAVk/JtY3irmoXVAL1Ls6-GdX2lQXF4rnd_MLwCLcB/s200/Enter-ImageID.jpg" width="200" /></a></div>
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<br />
To make sure your image stays it it's original size add at the end original so it will look like that: [ImageID=xxxxxxx <span style="color: #cc0000;">original</span>]<br />
<br />
For example<br />
[ImageID=3354451 original]<br />
<br />
● Logo of your game or company<br />
It will help other designers to give you the best possible feedback about your microbadge design. They can see whether your microbadge well reflects your company's/game's logo.<br />
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● Name<br />
<br />
● Mouseover text<br />
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● Grouping description<br />
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● Group and Subgroup (Category and Sub-category)<br />
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● Thank people for their help<br />
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<b>4) Submitting a microbadge</b><br />
<br />
You're almost there! After you got a green light from users in the Submissions, Design and Feedback thread, you can finally submit your microbadge.<br />
Go to <a href="https://www.boardgamegeek.com/microbadge/create">Microbadge Create Tool</a> and fill the simple form.<br />
<br />
<b>- Group</b><br />
<br />
Here's place to choose a relevant group for your microbadge. Below I suggested groups you'll use for games, publishers and blogs.<br />
<br />
For board game:<br />
Group: Board Games<br />
Sub-group: it's common sense<br />
<br />
For publishing company:<br />
Group: Board Game Related<br />
Sub-group: Publishers<br />
Sub-sub-group: it's common sense<br />
<br />
For blogs, vlogs, podcasts, reviewers:<br />
Group: BGG<br />
Sub-group: User and User Content Fandom<br />
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<b>- Grouping description</b><br />
Most likely it's going to be the same as "Name". Grouping description is important when there are few microbadges about the same game, publisher, etc.<br />
<br />
For example<br />
Raku On The Board fan<br />
<br />
<b>- Wiki Description</b><br />
Add description about your game or company. I added a very short description of my microbadge.<br />
<br />
For example<br />
Fan of Raku on the Board blog!<br />
<br />
<b>- Name</b><br />
It's common sense<br />
<br />
For example<br />
Raku On The Board fan<br />
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<b>- Mouseover text</b><br />
It is a text which will show when someone will move their mouse cursor over your microbadge. Usually, it will be the same as name.<br />
<br />
For example<br />
Raku On The Board fan<br />
<br />
<b>- Image</b><br />
Upload your microbadge image in 16x16 px resolution (png, gif or JPG)<br />
<br />
<b>- Note to the admin (required)</b><br />
This part is critical! You must paste here the link to your post in Submissions, Design and Feedback thread. Without that, your submission will be rejected! Also, it's a good place to thank admin for reviewing your submission.<br />
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<b>Tutorial: how to get a link to your post?</b><br />
a. Go to your post.<br />
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b. Click on the marked area. In my example, it's "<i>Posted Mon Jan 16, 2017 3:01 pm</i>".<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-AQPrRZNFp0I/WLBMCclfEzI/AAAAAAAAAU4/ETwaI1ZSkx0XemBZ9B4w4tt2B5-VCd2FgCLcB/s1600/Link-to-the-post.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://4.bp.blogspot.com/-AQPrRZNFp0I/WLBMCclfEzI/AAAAAAAAAU4/ETwaI1ZSkx0XemBZ9B4w4tt2B5-VCd2FgCLcB/s1600/Link-to-the-post.jpg" /></a></div>
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c. Copy the URL from your browser.<br />
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d. Paste it in "Note to the admin (required)" field.<br />
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Once you are sure everything is ok, press submit! Congratulations - you have done it! Now, most likely you will have to wait few week before it will be approved. My microbadge was added after 2 weeks.<br />
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For more details read <a href="https://www.boardgamegeek.com/wiki/page/Microbadge_Design_and_Submission">BGG Microbadge Design and Submission wiki page</a>.<br />
<br />
Please note: this tutorial is useful for adding microbadges to BoardGameGeek only. VideoGeek and RPGGeek have a different submission process.<br />
<br />
***<br />
<br />
If you found my article useful or have any questions, leave a comment. If you would like to add something, let me know! Maybe you added a microbadge after reading my article? Share it here!<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/05/boardgamegeek.html" target="_blank">Publishing Advice #3: How to Use BoardGameGeek</a><br />
► <a href="http://www.rakuontheboard.com/2016/06/publishing-advice-4-how-to-promote-your.html" target="_blank">Publishing Advice #4: How to Promote Your Project on BoardGameGeek</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-55476533400935347722017-02-17T00:41:00.001+00:002017-02-17T00:43:38.845+00:00Gaming with Kids #5: I Don't Wanna Play with You! Really?<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/02/i-dont-wanna-play-with-you-really.html"><img alt="http://www.rakuontheboard.com/2017/02/i-dont-wanna-play-with-you-really.html" border="0" src="https://2.bp.blogspot.com/-b_0LExSwRUE/WKZEoyytxdI/AAAAAAAAAT8/l0RTOmR2mvQ9sn7Peqg0tloGNgyPUSDMwCLcB/s1600/Gaming%2Bwith%2BKids%2B%25235%2BI%2BDon%2527t%2BWanna%2BPlay%2Bwith%2BYou%2521%2BReally.jpg" /></a></div>
<br />
My children have so many cool things to do. Drawing, playing on tablets or consoles, watching movies, and they got a big room filled up with toys. Sometimes board games are not their number one choice, and I respect that. Often when I offer them a lovely board game evening, they will just say "<b>NO</b>". Especially Key Stage 2 children. And that's OK. But does it really mean they don't want to play?<br />
<a name='more'></a><br />
Do you have the same problem with your children? First, and most critical step is to answer the question why your kids don't want to play board games with you at the moment? I made a little self-check list to help you in that task!<br />
<br />
<br />
<b>So why they say "No"? </b><br />
<br />
<b>1. Resistance</b><br />
<br />
Resistance in our children is healthy and essential. It helps to keep our kids safe, and it is vital in their personal development. If they are not going too far, it's important to accept and respect their choices in this case. If this is an issue, after you show them your acceptance, they may want to play.<br />
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<br />
<b>2. Having interest in something else</b><br />
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And that's OK. They have right to do something else. They even might not realise that they are missing loads of fun. There's nothing better in the world than playing board games with you, right? However, don't be surprised when they change their mind.<br />
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<b>3. Wrong games</b><br />
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By now you should know what kind of games are enjoyable for your kids. But if you are new to board games you might have boring ones in your collection! Do some research and get different types of board games. For example, my children love engine builders and worker placement.<br />
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<b>4. You are horrible person to play with</b><br />
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Maybe it sounds cruel, but it might be the case. Look closer how do you play board games with your little ones. Look at the questions below, and if you answer "yes" to one of them, you might find a reason why your children say "no". And it might be a good idea to work on yourself.<br />
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<b>Are you:</b><br />
- crazy about your game?<br />
- not allowing them to touch the game?<br />
- not allowing them to help cleaning up after you finish?<br />
- easily getting angry?<br />
- not helping your children to make their best moves?<br />
- not accepting their stupid choices? (from our perspective of course!)<br />
- every time winner?<br />
- not congratulating your kids?<br />
- bored when it's their turn?<br />
<br />
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<b>5. A bad day</b><br />
<br />
Maybe they don't want to play just today, or they feel tired. It happens! Let them do something else. They don't have to play board games every time you want, right?<br />
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<b>Give them a chance to change their mind</b><br />
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Sit down with your partner or anyone else who's happy to join in and start setting up and play a game! Show that you enjoy it, even if your children are not playing. Sometimes when I do so with my kids, they will come around and look how we play and/or ask to join. It's normal that children are curious why adults have such good fun. Sometimes it works, and sometimes it doesn't. Anyway, give it a try!<br />
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***<br />
<br />
Do your children like playing board games? How often they say "NO" and what is your advice? Let's share our experiences!<br />
<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/12/children-in-adult-gaming-groups.html" target="_blank">Gaming with Kids #3: Children in Adult Gaming Groups</a> <br />
<br />Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-6959285645624342762017-02-02T15:04:00.000+00:002017-02-02T15:10:10.986+00:00Publishing Advice #22: Kickstarter Retail Pledge Levels<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/02/kickstarter-retail-pledge-levels.html"><img alt="http://www.rakuontheboard.com/2017/02/kickstarter-retail-pledge-levels.html" border="0" src="https://4.bp.blogspot.com/-QIQiY00D3NA/WJNH_wx6KvI/AAAAAAAAASM/0qFojcVt5q4s4Hz3rA37rJvCZabuoneTwCLcB/s1600/Publishing-Advice-%252322-Kickstarter%2BRetail-Pledge-Levels.jpg" /></a></div>
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Attracting potential backers and convincing them to pledge a game is a tough task. There are many different factors which we have to consider when preparing a marketing strategy so our game can be funded - in the best scenario in first 24 hours. Retailers can significantly help us to achieve that goal. It's important to remember about them when creating our pledge levels and overall strategy!<br />
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James Hudson from <a href="http://www.druidcitygames.com/" target="_blank">Druid City Games</a> asked Dave Salisbury (owner of <a href="http://www.fanboy3.co.uk/" target="_blank">Fan Boy Three store</a>) what he wanted to see in a Kickstarter Retail Pledge Level. Here is his response.<br />
<a name='more'></a><br />
***<br />
OK, so here we go.<br />
<br />
When I back a Kickstarter as a retailer, here are three things I want. It's often a bit of a juggling act as to how many of the three I get, and I am often prepared to compromise. But the better my three targets are hit, the more attractive the project is to me. I'm going to list them first, and then I'll come back to them in order for a more in-depth analysis<br />
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<b>1) Price</b><br />
<b>2) Exclusivity</b><br />
<b>3) Longevity</b><br />
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<b>1) Price</b><br />
<br />
As a UK based games store I usually enjoy a 35% margin on most single games I order rising to 45% for case quantity. Buying in the UK I would usually get that carriage paid. That is exclusive of sales tax - Value Added Tax or VAT, at 20% - which I have to put on every product at the point of sale included in the MSRP.<br />
<br />
So for a game that retailed at £40, I would be paying around £21.50 for a single copy or £19.50 for case quantity. As you can see, a quick rule of thumb for me is my buy price including shipping is around 50% of my final sell price.<br />
<br />
Including shipping. Shipping can be tricky transatlantic.<br />
<br />
<br />
<b>2) Exclusivity</b><br />
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The more exclusive your product is, the less likely I am to see it deep discounted on release. This is a pretty big one for me - I retail backed KDM because it wasn't going to go into distribution on a 20% margin because I know that margin won't be eroded immediately on release.<br />
<br />
Now, that is not to say that I won't back your game if you are planning to put it into distribution. That is win-win for me because, in theory, I'll be able to order ones and twos through regular channels once the game comes out. But what I do not want is the distribution to be selling me a better deal before you ship me the copies I have already paid for. That happens more than I would like.<br />
<br />
Like any other Kickstarter backer, I want my product first. Because I want you to think of me as a valued partner.<br />
<br />
<br />
<b>3) Longevity</b><br />
<br />
If you are kickstarting a game, I want it to be a success. I want you to make money selling your game, and I want to make money selling your game. One and run? I'm less interested in doing business with you. I want to meet up with you at the GAMA Trade Show or GenCon; I want to stock your next game and your expansions and see you grow into a Fortune 500 company.<br />
<br />
The thing is about companies like Fantasy Flight, is that they all started somewhere. They were quite literally like you once. And I was there when they were. This is what you buy into when you enter the gaming industry as a professional; you become part of a network of stores, distributors, artists, writers, designers, publishers and fans who are all there for one another and who understand the needs of the other parts of the supply chain.<br />
<br />
If I am backing your product, I don't expect to be palmed off with an inferior copy.<br />
<br />
Stores like mine, like demo copies. Slap demo copy on it and massively discount it for me alongside my regular KS.<br />
<br />
I need to be able to reorder your game when I sell out. I am happy for distribution to take their cut - I understand it will be bigger than my margin, but that's fine so long as you treat us all with respect.<br />
<br />
If you offer your game at a discount to Kickstarter backers, I expect you to indicate the full MSRP of the final release on your KS. Otherwise, people think that your $40 game is a $40 game when maybe you didn't factor in everybody else's margin or tax, and it was really a $60 game. If it becomes a harder sell for stores post campaign, we won't forget. We can't. Just like you, if we get our maths wrong too many times we go spectacularly out of business.<br />
<br />
<br />
<b>In an ideal world I would have this:</b><br />
<br />
- Case quantity<br />
<br />
- 50% margin<br />
<br />
- Free shipping<br />
<br />
- Any stretch goals<br />
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- Demo Copy<br />
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- Know that your product would be available via distribution at some point in the future for reorders<br />
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- Know that I would have it before it came through the general channel.<br />
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- A listing as a stockist on your web page<br />
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- Regular updates on your subsequent plans<br />
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***<br />
<br />
Thank you very much, James and Dave, for such valuable insights!<br />
<br />
<br />
<br />
Do you add Retail Pledge Levels in your KS campaigns? If you are a retailer, what makes you back a project?<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/05/crowdfunding-blog-kickstarter-lessons.html" target="_blank">Publishing Advice #2: Crowdfunding - Blog & Kickstarter Lessons by Jamey</a><br />
► <a href="http://www.rakuontheboard.com/2016/09/deceptive-funding-goal-levels-in.html" target="_blank">Publishing Advice #12: Deceptive Funding Goal Levels in Kickstarter Campaigns</a> Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-79273889470572438092017-01-19T21:13:00.000+00:002017-01-19T21:16:49.695+00:00Publishing Advice #21: Writing Designer Journal / Diary<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2017/01/writing-designer-journal-diary.html"><img alt="http://www.rakuontheboard.com/2017/01/writing-designer-journal-diary.html" border="0" src="https://1.bp.blogspot.com/-ZlSE0cd1pSQ/WIEqnCDR9TI/AAAAAAAAAQg/zSPE1P6kFDAcNSqrNNexwvufZj-OWYmxQCEw/s1600/Publishing%2BAdvice%2B%252321%2BWriting%2BDesigner%2BJournal%2B-%2BDiary.jpg" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
People were writing diaries and journals from hundreds of years. It was an excellent way to record their efforts, feelings, events; to tell a story of their lives and to help themselves to remember important things!<br />
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From time to time people are publishing designer journals to tell stories of their creations! So creator journal is not only a personal thing but a mixture of designer's efforts, progresses, struggles, issues, lessons learned, successes, thoughts and emotions but focused around his idea or project. Often designer journals are for the public to help and teach others and to promote the game, and on this kind of form of creator's journaling, I'll focus now!<br />
<a name='more'></a><b><br />Why should you keep a designer journal?</b><br />
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<b>1. Journals help you look at a bigger picture and focus on the goal</b><br />
<br />
When you are so concentrated on the details, sometimes you can miss what your goal was, how do you want your game to look like. Did you plan to design a very simple game with 30 min gameplay and you just realised that the actual prototype is very complicated and it takes 1 hour to finish the game? It's just a simple example but gives a brief feeling what I'm trying to say. Keeping a journal or diary can help you to stay on track with your concept while you are working on some details. As there are more and more changes, it's very easy to forget what was the goal.<br />
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<b>2. Journals help you remember your mistakes, so you can learn from them and improve</b><br />
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Always when I'm writing things down, I remember them better or at least I recall that I wrote about them! I can always go back there! I guess I'm not alone here. When you write down your mistakes and struggles, and how did you overcome them you have a bigger chance you'll get it right next time.<br />
<b><br />3. Journals can help and teach others</b><br />
Adding value to the life of others is crucial. By sharing what you went through, people can learn from your experiences and mistakes. And of course, by helping others, you help yourself!<br />
<br />
<b>4. Journals help you create buzz around your game</b><br />
If something is interesting, I'm sure you love reading about it. When you discover new things about the great product, you get even more excited! So you wanna know even more! That's a closed circle. Give your fans chance to learn more about your game, the development process and engage them! Give them an opportunity to know your game better and boost their excitement. If you don't keep the excitement on good level sooner or later, it will be gone.<br />
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<b><br />What to remember when writing designer journal?</b><br />
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<b>1. Write a compelling and entertaining story!</b><br />
Everyone love great stories! Give your fan what they want. It's not an academical dry designer journal. We want to write a drew reader stories. This kind of stuff makes people come back. That sort of writing creates excitement around our games!<br />
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<b>2. Be honest</b><br />
Being real is the most important thing. Like every human being, we are not perfect. So don't try to look like that. By being honest, you build trust. When a reader sees your mistakes and things which went wrong he can resonate with you in some way. Your reader will know that like everyone else you fail from time to time, and that's OK. You are a human being, not a robot!<br />
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<b>3. Write to teach</b><br />
Give people a reason to read your posts. If someone learns from your diary, he will recommend it to others. It will help others and will help spread the word about your game as well.<br />
<b><br />4. Chronologically</b><br />
Put everything chronologically, so you and your readers can follow your thinking and reasoning.<br />
<br />
<b>5. Add photos and images</b><br />
Show your readers how did your first prototype look. Show then the final version. The artwork is an important part of your game! You can show them as well photos of playtests, etc. <br />
<b><br />6. What to include?</b><br />
- Tell about questions, issues, and problems you had<br />
- Explain your decision-making process<br />
- Explain your reasoning process<br />
- Describe design concept, idea and goal<br />
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<br />
Ignacy Trzewiczek's <a href="https://boardgamegeek.com/blogpost/3581/designer-diary-making-stronghold-ii" target="_blank">Designer Diary: The Making of Stronghold II</a> is a great example! You can learn from it; you can feel what Ignacy was going through, how the whole design process was hard work! It's very detailed. And it's written like a good book! I love it!<br />
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And more <a href="https://boardgamegeek.com/blogcategory/19/designer-diaries" target="_blank">Designer Diaries on BGG</a><br />
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***<br />
<br />
Did you ever write a diary? What do you think about that idea?<br />
<br />
___<br />
Also, read:<br />
► <a href="http://www.rakuontheboard.com/2016/08/publishing-advice-8-challenge-yourself.html" target="_blank">Publishing Advice #8: Challenge Yourself and Design a Better Game</a><br />
► <a href="http://www.rakuontheboard.com/2016/09/publishing-advice-11-stages-of.html#more" target="_blank">Publishing Advice #11: The Stages of Creativity in Board Game Design</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-26744226733083384622016-12-28T19:38:00.001+00:002016-12-28T19:56:35.434+00:00Publishing Advice #20: Deceptive Love in Game Design<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2016/12/deceptive-love-in-game-design.html"><img alt="http://www.rakuontheboard.com/2016/12/deceptive-love-in-game-design.html" border="0" src="https://3.bp.blogspot.com/-0KTbZyUBPu0/WGQR3oiVC_I/AAAAAAAAAQM/1yIvM2Wf-rkuFSZyKFHJqb-cVKhbtQQ3gCPcB/s1600/Publishing%2BAdvice%2B%252320%2BDeceptive%2BLove%2Bin%2BGame%2BDesign.jpg" /></a></div>
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It's natural that mother loves her baby. And it's quite common that creator loves his creation! While loving a child will be fruitful and will bring a lot of joy, loving our inventions will give us nothing, or even worse - can be harmful! I'm not saying to hate our designs! I'm not stating that liking what we are doing or what we created is bad! I'm writing about a kind of love which stops us from making better games.<br />
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<b>My old RPG system</b><br />
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When I was a youngster, I was a big fan of traditional RPGs. I was a very imaginative person. One of the greatest things I started as a child was my RPG system which I was creating for 15 years! For the most of the time, we were playing the game 1-2 times per week. Years and years of testing! I loved it! It was my "beautiful" baby!<br />
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About year ago, I destroyed everything I made during those 15 years! Why would I do that?<br />
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<b>Reasons I decided to get rid of my game:</b><br />
<br />
1. I realised that my RPG system and the whole universe didn't change that much in that 15 years; there was a very slow progress, my universe was not growing. <br />
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2. I felt the whole system bounded me. I couldn't go beyond it! I wanted to start creating new things without any influence from my old system.<br />
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3. I knew I could create something way better.<br />
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It's not easy to get rid of the fruit of your hard work! It was painful; I felt a bit devastated! I felt like throwing away a part of me. But no one said it's gonna be easy!<br />
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<b>The draft of destructive love: </b><br />
<br />
1. The designer creates a game. He accidentally fell in love with it! <br />
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<i>Be aware that everyone is vulnerable to "falling in love", so just keep that in mind.</i><br />
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2. The mechanism of the game doesn't work that well. The game needs significant changes to fix it, make it more playable and ready for further testing and improvements. <br />
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3. The designer loves his game, and unfortunately, he loves not working mechanic as well. He believes in it, and he is 100% sure that the mechanic is enjoyable and working. He doesn't want to change the mechanism but prefers to do small changes in other places to keep it as it is, or he's trying to modify it slightly. He's finding excuses why the actual mechanic is great and fun. He's trying to sort out the issue without touching the root of the problem. Maybe his real problem is his love?<br />
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<i>Remember the love can be incredibly strong and blind!</i><br />
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4. After weeks the game is better, but it's still quite in the same place. Other parts of the game improved, but one causing the problem is still there!<br />
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<b><br />So how I can deal with this love?</b><br />
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- Have a distance to your game, don't worship or love it. <br />
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- If something is not working, don't be afraid that you will lose something if you get rid of it or change it. You can always come back to the old version if you wish!<br />
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- In my experience when I change something to my beloved game, most of the time the new thing is much better, I'm more than happy with the results.<br />
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- Stay always on track of your love level - when it happens you'll be ready!<br />
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<b>Ooh, I didn't tell you yet what happened after I throw away my old game, didn't I? </b><br />
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I know it sounds strange, but something clicked in my head! It's like I'd released some space on my personal hard drive. I don't wanna glorify that throwing things away will change your life, but I feel it was helpful. Maybe it's my subjective feeling, but I think saying to my RPG system "bye" was one of the things that helped me in my board game design and writing this blog! And I have a full head of new ideas for games and much much more. Actually, I don't have enough time to work on all of my ideas! <br />
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***<br />
<br />
Did you ever get rid of something you loved? Leave a comment if you wish!<br />
<br />
---<br />
<br />
If you enjoyed my post, you could like my other articles about <a href="http://www.rakuontheboard.com/p/publishing-board-games-advice.html" target="_blank">Design and Publishing</a>!Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-78727523164601490662016-12-22T19:22:00.000+00:002016-12-23T10:49:20.470+00:00Gaming with Kids #4: How to Play Games Having 2-year-old Child<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.rakuontheboard.com/2016/12/how-to-play-games-having-2-year-old.html"><img alt="http://www.rakuontheboard.com/2016/12/how-to-play-games-having-2-year-old.html" border="0" src="https://4.bp.blogspot.com/-Dm2d7gaG_uk/WFwlo4kX2sI/AAAAAAAAAP0/3wrqTtmX1ikQZJjX2UmrGbGg-fiTWAikgCLcB/s1600/Gaming-with-Kids-%25234.jpg" /></a></div>
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I guess you had many exciting games with your family and friends. In the peaceful environment, you had a great time. That's such a simple life! But did you ever have a child coming around in the middle of play to start messing up? Did you have to deal with a little board game destroyer?<br />
<a name='more'></a><br />
How would you handle a situation when your 2-year-old little one is trying to join the game and play with you? I used to go through this a year ago and soon it's going to happen again when Sara is two! When I played games with my wife and the older children, the 2-year-old Bartlomiej was doing everything to join us! Of course, you can imagine that saying NO would lead me to a battle which I was not going to win! But there are ways to let him à la join.<br />
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The goal is to help your little one to be part of your play <b>without disturbing the actual game</b>. And you want to be sure that your child won't be bossing you and vice-versa. If you give him some attention from time to time, he or she should be more than happy.<br />
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<br />
<b>So what do you need?</b><br />
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A box with a set of spare elements:<br />
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- Extra big wooden pieces<br />
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- Extra board<br />
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- Extra big tokens<br />
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- Anything else you can find useful<br />
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<span style="color: red;"><b>Because of the choking hazard give your children only safe and big enough elements, please. </b></span><br />
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Every time you child want to join, let him sit down at the table and give him some of your additional elements you saved for this occasion. The child will feel that he is part of the game and it's going to be an excellent introduction to board games. He can play with those elements how he wishes. <br />
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<b>Keep your child engaged</b><br />
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- Give your child some attention. Without it, he will be bored after a short while!<br />
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- Congratulate him a good play. Talking with your kid will show him your interest in what he is doing and prove him that's meaningful and good.<br />
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- Interact in his play! From time to time move his meeple, put tokens on the board. <br />
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- Don't give him all things from the box at once. Try to rotate those elements so that he can have something new all the time. That will keep him busy for longer.<br />
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You can do it all while playing your "serious" adult game. You might need to train a bit your multitasking skill, but it's possible and definitely worth it! If you don't keep you child engaged, soon he will be interested in your game again! <br />
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***<br />
<br />
I found the whole method quite useful, and I'm very curious how that works with your little ones! Maybe you got any other tips you'd like to share with us?<br />
<br />
---<br />
<br />
If you enjoyed my post, you could like my other articles about <a href="http://www.rakuontheboard.com/p/gaming-with-kids.html" target="_blank">Gaming with Kids</a>!Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-51892518139655690152016-12-16T21:58:00.000+00:002016-12-16T21:59:32.282+00:00Gaming with Kids #3: Children in Adult Gaming Groups<br />
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<a href="https://1.bp.blogspot.com/-CyMscCUBiqY/WFRie1-5SdI/AAAAAAAAAPg/1r0ROYFn0tsxgH73TqjznUyXw-5KRfcKgCLcB/s1600/Gaming%2Bwith%2BKids%2B%25233%2B-%2BChildren%2Bin%2BAdult%2BGaming%2BGroups.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="288" src="https://1.bp.blogspot.com/-CyMscCUBiqY/WFRie1-5SdI/AAAAAAAAAPg/1r0ROYFn0tsxgH73TqjznUyXw-5KRfcKgCLcB/s400/Gaming%2Bwith%2BKids%2B%25233%2B-%2BChildren%2Bin%2BAdult%2BGaming%2BGroups.png" width="400" /></a></div>
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Board game groups give an excellent opportunity to play new games, meet amazing people and have lovely relaxing evenings! You can play there all sort of games! From quite light and easy to more challenging brainers.<br />
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A while ago I started running a Board Game Group in Thornbury, England. It's definitely a group for adults, and most of the games we play are not suitable for children. Anyway, I started thinking about my kids! Is there a place for them in the adult tabletop gaming group and how they can benefit from it? And on the other hand how not to upset other people and make sure they can fully enjoy their time? I'm aware that children's level is lower than adults and playing with them can be annoying. How to balance that?<br />
<a name='more'></a><br />
I still thought it's worth giving a try! I started taking my two oldest daughters (aged 7 and 9) to the meet-ups, and I am very encouraged with the results!<br />
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Here's how it worked for my girls. I divided the whole process into few phases. Please note that I described how the whole thing looks at the moment; however, I'm sure that my girls will improve in a few months' time!<br />
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<b>Phase 1: Yay, I'm going out with Daddy today!</b><br />
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First couple meetings they were running around, hiding, playing with dolls and ponies, gaming on tablets, etc. They didn't think about board games, but they liked it because they could go out with daddy! They did enjoy their time there. When we offered them to play with us a simple game they didn't want to because they are quite shy! <br />
<br />
But the most important thing is that they saw dad and other grown-ups playing board games. They realised that tabletop games are not only for children. If adults can enjoy them, that means they have to be fun! They can see board gaming as a way to spend free time with friends and family! And it's absolutely fine that they didn't even play a single game.<br />
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<b>Phase 2: Would you like to join us?</b><br />
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After a month or so my daughters became familiar with other people and bored with running around. When we offered them to play with us, Magda (9) was happy to join the game, Wiktoria (7) would join from time to time. They started to play with us simple games like Night of the Grand Octopus, Boss Monster, Ave Caesar, Pitch Cars, Codenames, etc. I was very happy to see them playing!<br />
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<b>Phase 3: Daddy, can I play with you?</b><br />
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After three months my little princesses started asking us if they can join even heavier games. I didn't allow them to play more complex games yet because I think it could be a bit too much for them at the moment. And too much to handle for the rest of the group!<br />
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I see a vast improvement in their attitude and gaming skills! I'm sure sooner or later they will start playing games like Stone Age at a competitive level!<br />
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<b>Respect other board game participants</b><br />
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Most of the players are coming to play board games in a competitive manner! They are not there to look after kids. I know it might sound horrible, but I don't want to destroy the night! Little people will slow down and bring the game to the lower level.<br />
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So when I'm taking my children, I'm having that in mind.<br />
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<b>What I think is alright and what's not:</b><br />
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- Make sure that all players are OK to play with a child. Be very sensitive about that! Even when they say it's alright, that don't have to necessary mean, that they are happy to play with children. Maybe they just want to be nice?<br />
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- Invite children to play fillers or very easy games where their decisions won't affect other players (like Splendor).<br />
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- Invite your kids to join more challenging games once they are familiar with the game or they are quite used to that kind of games.<br />
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- Do not make an adult to play only with children. I think in a group of 4 players one child is maximum. When there are more players, then it's OK to have more children at the table.<br />
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- Make sure you have some games or toys to keep kids busy when they can't play.<br />
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- Once your child is getting better, you don't have to worry about above. And you might be surprised how quickly they can learn!<br />
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Of course, these suggestions are for standard board game groups. If you got more children in your group, most of the issues are sorted out as they can play together! <br />
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*** <br />
<br />
What are your experiences with kids in adult board game groups? Do you take your little ones there?Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-59214277461643466422016-12-07T10:40:00.001+00:002016-12-07T10:41:20.191+00:00Publishing Advice #19: Game Testing in Schools<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-Qieey2oVMAM/WEfmviEC5TI/AAAAAAAAAPA/SfJ8WaNIGow8WKSvLJh_f83C86F1dgonACLcB/s1600/game-testing-in-schools.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="452" src="https://4.bp.blogspot.com/-Qieey2oVMAM/WEfmviEC5TI/AAAAAAAAAPA/SfJ8WaNIGow8WKSvLJh_f83C86F1dgonACLcB/s640/game-testing-in-schools.jpg" width="640" /></a></div>
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It's obvious that game testing is an essential stage in the board game development. I don't need to convince anyone to agree with this statement. Great feedback from different groups of people is crucial and will help us to ensure that our game is best possible! For family and children games one of the most relevant group is children!<br />
<a name='more'></a><br />
And it's very hard to make people play in your game, especially when there are so many opportunities for playtesters To convince so busy people that it's worth giving up their time to play your game and provide you with a detailed feedback can be tough!<br />
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It's even more tricky to get your game tested by children! However, schools are very helpful and making our life much easier! Kids' point of view will be honest and will give you a chance to improve your game! <br />
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<b>Schools are great!</b><br />
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Yeah, that's so true! Schools are great, indeed! I decided to test my new board game in one of them. I designed the game for children from the age of 10, so I felt it is vital to know the kids' opinion! It was the first time I've done it, and I had no clue how it's going to work! I went to the school and spoke with the head teacher. He was very kind and keen to help me with the project. It's an exciting and beneficial cooperation between a school and an author/publisher. <br />
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<b><br />Why it's interesting for schools:</b><br />
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1. A new exciting activity for children in the school:<br />
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- Introduces modern board games to the young people<br />
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- Make parents aware of modern board games as well. They may start spending their family time playing tabletop games.<br />
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- Playing board games boosts children IQ. More in my article <a href="http://www.rakuontheboard.com/2016/08/gaming-with-kids-2-board-games-great.html" target="_blank">Board Games - A Great Tool to Train Your Brain</a>.<br />
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2. Allows children to take part in the development process of the game:<br />
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- Enhance their creativity: encourages children to create their games<br />
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- Helps them to understand the development process<br />
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3. Extras for school:<br />
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- I feel it is a good practice to support the school with a donation of a few copies after printing the game.<br />
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<b>Why it's attractive to the author/publisher</b><br />
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1. A large group of children will play the game:<br />
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- Receive a significant number of independent feedback from young people you don't know<br />
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- Receive feedback and discuss results with the teacher<br />
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- Find out the appropriate age group for the game<br />
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- Test the game's rulebook<br />
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- Make a better game<br />
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2. Marketing aspects:<br />
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- Let children and a teacher know the game, expand your potential market<br />
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- You can get support from the school when game is released<br />
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- If the board game is great, it might be recommended by schools<br />
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- You can ask teachers for a quote to help you promote your game<br />
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- Marking your game as “tested in the schools” works like a verification of your game!<br />
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<b>Importance of the prototype</b><br />
<br />
First of all, be aware that the schools are busy. If you want the school to play your game properly, you must make their life as easy as possible! I know it is very time-consuming, but it's worth it! Teachers will appreciate your hard work!<br />
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<b>Before you go to speak with the teachers make sure:</b><br />
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- Your game is playable<br />
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- You got well-written rulebook ready. Print it yourself in full colour! Don't expect teachers to do that for you!<br />
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- You have some basic artwork ready for those prototypes<br />
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- Print and Play is a big NO! You have to make the prototypes! It should be sturdy and well made. Don't do a cheap crap but good quality one.<br />
<br />
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Usually, there will be about 25 children per class. If you designed your game for four players, then you should create six prototypes so that the whole class can play at once! If you want your game to be played by two players, make ready a little more prototypes.<br />
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<b>Power of a great questionnaire</b><br />
<br />
While handing your prototypes to the school, you should already know what you are looking for, why you spent so much time and money by putting them together. Teachers and children most likely are not the board game experts and do not expect from them to give you a good feedback without your help. Again, you have to make it straightforward! By creating a simple and easy to fill form will provide you with exactly what you are looking for. Of course, print them for the school as well!<br />
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<b>Few simple questions I decided to put in my questionnaire:</b><br />
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1. Age group?<br />
2. How would you rate the game in terms of support for child development? (from 1 to 5)<br />
3. What skills the game helps kids to develop?<br />
4. How would you rate the rulebook - is it understandable for an adult? (from 1 to 5)<br />
5. How children enjoy the game? (from 1 to 5)<br />
6. Ability to play the game without adults help? (from 1 to 5)<br />
7. Counting the points at the end of the game without adults help (from 1 to 5)<br />
8. What makes the game difficult for children?<br />
9. Any suggestion and comments?<br />
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Make sure to include any relevant questions, concerns which will help you to improve and develop your game. Spend some time and think about it.<br />
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<b>Two models of testing games in schools</b><br />
<b><br />1. During the school time</b><br />
Usually the best option for short, quick games (max 30 min gameplay with setup). <br />
<br />
Pros:<br />
- More children involved<br />
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Cons:<br />
- Time limits can prevent from knowing the game better<br />
- It might be hard for you to attend the testing sessions<br />
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<b>2. After school time</b><br />
Usually the best option for long games (above 30 min gameplay with setup).<br />
<br />
Pros:<br />
- More time to get to know the game better<br />
- You have a pretty good chance to take part in the testing session. You can make some notes; however, you shouldn't interrupt the session!<br />
<br />
Cons:<br />
- Fewer children involved but more interested in board games.<br />
- You will need to do some promotion to convince kids (or their parents) to stay after school.<br />
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***<br />
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Did you ever test your game in schools? Please, share your experience with us!Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-40639109109298850932016-11-29T18:35:00.000+00:002016-11-29T18:36:34.250+00:00Why Giveaway Prize Draw?<br />
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<a href="http://www.rakuontheboard.com/p/giveaway-prize-draw.html" target="_blank"><img alt="http://www.rakuontheboard.com/p/giveaway-prize-draw.html" border="0" height="393" src="https://4.bp.blogspot.com/-Gn8moSK9NAc/WD3JY1VE3eI/AAAAAAAAAOs/KsuYev0FgOgPHe05BziTeuPU_YW5Kc64gCLcB/s640/Raku-Prize-Draw-700x370-blo.png" width="640" /></a></div>
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Building a blog awareness is a very tough task. I found it extremely hard and I think I'm not the best in it! Anyway, I'm not giving up!<br />
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So I thought I should try something simple that will help me with that hard task and at the same time will be fun for me and others! So I had an idea to launch a simple Giveaway. I'm very curious how everything is gonna work! It will be a great lesson for me, and I hope great pleasure for my readers!<br />
<br />
So I wanted to do it extra simple. To join the person have to subscribe to my blog only - so simple. And I added an extra prize draw for those who will help me spread the word by sharing it on Facebook and Twitter! I got quite great games to attract people. I did some other things and let see how it works out! <br />
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There is another great thing about it as well! I feel it is a good self-check. Let see how I'm doing...<br />
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Anyway, if you would like to <a href="http://www.rakuontheboard.com/p/giveaway-prize-draw.html" target="_blank">join the Prize Draw you can do it here</a> and if you would like to help me spread the word about it, I would be overjoyed!<br />
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Wow, I feel a bit excited about it! <br />
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Good luck friends!Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-31983776730585434662016-11-23T12:32:00.000+00:002016-11-23T12:32:38.797+00:00Publishing Advice #18: Why Going to Bed Early Could Change Your Life<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-A0dtyvGBaOs/WDWKXJe10fI/AAAAAAAAAN0/F1YYqUVAbYI_4CUB5U34H0qbzftl-_nqgCLcB/s1600/Publishing%2BAdvice%2B%252318%2BWhy%2Bgoing%2Bto%2Bbed%2Bearly%2Bcould%2Bchange%2Byour%2Blife.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="363" src="https://4.bp.blogspot.com/-A0dtyvGBaOs/WDWKXJe10fI/AAAAAAAAAN0/F1YYqUVAbYI_4CUB5U34H0qbzftl-_nqgCLcB/s640/Publishing%2BAdvice%2B%252318%2BWhy%2Bgoing%2Bto%2Bbed%2Bearly%2Bcould%2Bchange%2Byour%2Blife.png" width="640" /></a></div>
<br />
Why I'm writing about going to bed early on a board game design and publishing blog? That might sound quite strange but trust me and read this article to the end! A good sleep will have a significant influence on any part of your life, even on board gamer's life (I know that sounds weird)! It is a must for fellow designers and publishers as creativity and productivity are vital for us!<br />
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I was wondering why I used to be always so tired and dull after sleeping 10 or 12 hours; my effectiveness was close to zero, I had negative thinking that nothing is gonna work, I was grumpy and annoying for surrounding me people (sorry family!). I knew I was doing something wrong or I am gravely ill!<br />
<br />
Then I noticed that after few days of going to bed at 10 PM, I'm fresh. I have the great feeling I've done loads of excellent work during the day, and I believe in what I am doing. I'm open to new ideas, and I can see much more than before. It is an 180-degree change!<br />
<br />
And I know that's nothing new - my mum told me that when I was one... ;) But I didn't listen.<br />
<br />
<br />
<b>The benefits of going to bed early:</b><br />
<br />
1. You could be more productive and creative<br />
<br />
2. You could make fewer mistakes and stay focused on the task<br />
<br />
3. You could be less stressed, worried, pessimistic and depressed<br />
<br />
4. You could be nicer to other people<br />
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5. It can help you to maintain your health. The list of health benefits can be long, and I'm sure if you are very interested you will find the right article online<br />
<br />
6. You could get up early to see the sunrise (and do some more work)<br />
<br />
<br />
I'd like to encourage you to <b>try it for a week and see how it's going to work</b>! Every day you need to be in bed before 10 PM and for better results don't use any computer or mobile devices 30 minutes before sleep. And don't eat one hour before you go to bed! So are you going to give it a try?<br />
<br />
<br />
***<br />
Please let me know in a comment if you tried it and how did it work for you!Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-80439160423413056092016-11-16T12:28:00.002+00:002016-11-16T13:04:12.041+00:00Publishing Advice #17: Countries With a High Rate of Missing Parcels and Long Delays<div class="separator" style="clear: both; text-align: center;">
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I believe in treating all people equally. Everyone should have the same access to board games from any place in the world. However, life proves that there are a lot of things making that impossible. One is the shipping! <br />
<a name='more'></a><br />The business plan for running a publishing company and Kickstarter projects is to make a profit. No one is working hard on their projects just to lose cash! Whether you are traditional publisher sending games to your customers or when it's time to send your KS campaign rewards to your backers, the last thing you would expect is losing your games in delivery! A lost parcel can kill your profit or even cause a loss. I know it's horrible, but the reality is that it is much better for you to avoid customers from some countries or charge them extra for shipping than taking the risk. I feel very sorry for fans living in those countries, but unfortunately, we can't help!<br />
<br />
I spoke with Andrew from <a href="https://www.gamesquest.co.uk/" target="_blank">GamesQuest</a> to discuss the subject. GamesQuest is a fast growing company. Very reliable fulfilling shipping partner. They fulfilled many Kickstarter campaigns. Let see how the whole thing looks from their experience:<br />
<br />
<br />
<b>Russia</b><br />
<br />
- 25% parcels missing<br />
- Tracking is not available (it is available for business only)<br />
- Weeks or months of delay at customs<br />
- It is highly recommended to avoid sending parcels to this country<br />
<br />
<br />
<b>Brazil</b><br />
<br />
The terrifying thing about shipping to Brazil is flat import tax of 60%.<br />
<br />
- 5% parcels missing without tracking<br />
- 60% flat import tax<br />
- Tracking is very expensive<br />
- Can be six months of delay at customs<br />
- It is highly recommended to avoid sending parcels to this country<br />
<br />
<br />
<b>United Emirates, Argentina, Brunei, Colombia, Peru, Puerto Rico, Ecuador, Urgugwai</b><br />
<br />
- 2-5% parcels missing without tracking<br />
- Couple weeks of delay<br />
- Quite expensive<br />
- It might be a good idea to avoid<br />
<br />
<br />
<b>Greece, Hongkong, Malaysia. Taiwan, Indonesia</b><br />
<br />
- Standard 1-2% parcels missing without tracking<br />
- Can be a week delay<br />
- Can be expensive<br />
- If your customer is happy to pay a little bit more for shipping and ready to wait a bit longer I don't see a problem to send a parcel there.<br />
<br />
***<br />
<br />
Thank you, Andrew, for your insights and useful data! That is very kind.<br />
<br />
And a little bit from me<br />
<br />
<b>Italy</b><br />
<br />
I heard some problems about Italy. One lady was very curious why her grandmother's parcels always are delivered on time and are never missing while she so often had some problems. She discovered that her grandmother always had a baby Jesus on her parcel. She said she have no more missing parcels since she started doing that. Did anyone try that method?<br />
<br />
<br />
<b>Africa</b><br />
<br />
There are not many parcels sent to this region! GamesQuest sent couple items to Africa, and they didn't have any issues however I heard that some people had some problems. Did anyone have customers from Africa and what is your experience?<br />
<br />
<br />
Do you know any good tips or any other country where you had any problems?Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-19853397452763944162016-11-09T13:14:00.000+00:002016-11-09T13:18:34.027+00:00Publishing Advice #16: Reach Storytellers and World-Builders<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-4HLGCiyHDng/WCMfsjCSW5I/AAAAAAAAAME/YSQjRveGaxsIqkLorY0k-e1pOH0Yg1_mwCLcB/s1600/writer-1129708_640.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="409" src="https://2.bp.blogspot.com/-4HLGCiyHDng/WCMfsjCSW5I/AAAAAAAAAME/YSQjRveGaxsIqkLorY0k-e1pOH0Yg1_mwCLcB/s640/writer-1129708_640.jpg" width="640" /></a></div>
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Every human being has his strengths and weaknesses. There is no point of denying that truth, and we are better to find others who can fill the gap of our weaknesses. Of course, that don't mean that board game designer can't have a tremendous talent in world-building, storytelling and character making; however it happens very rarely! And sometimes you might not have enough time to do everything yourself!<br />
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<b><br />So why we want to reach those very talented people? </b><br />
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It's all because we don't want to create something average but something <b>extraordinary</b>! A mixture of a talented designer with a great world creator can strike us with something simply beautiful. <br />
<br />
I'm aware that not all games need a unique and complexed storyline and theme. I understand that in abstract games, any theme can work, there's no need for a complexed story behind; however, the storyline definitely will add value. But in some games, the storyline and the whole invented world is real meat. And people will appreciate that little big detail.<br />
<br />
Everyone know <a href="https://boardgamegeek.com/boardgame/169786/scythe" target="_blank">Jamey's board game Scythe</a>. Jamey started working with Jakub Rozalski to create the game in <a href="https://www.artstation.com/artist/jakubrozalski" target="_blank">Jakub's original 1920+ Universum</a>! I'm sure the game would succeed anyway; however, the beautiful world where the game is placed in had a significant impact on popularity! It became not only a board game but a piece of art as well. <br />
<br />
<b><br />So where to start? </b><br />
<br />
Search, search and search! Reach talented people! Most of them are writers. An excellent example of a famous writer and genius world inventor is J. R. R. Tolkien! But you don't have to reach the most famous people! Many smaller authors will be more than happy to work with you. Read their books and see if you love them!<br />
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<br />
<b>What are we looking for in the author's work?</b><br />
<br />
- Original set up<br />
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- Advanced Universum<br />
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- Mythology<br />
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- Great Stories<br />
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- Interesting Characters<br />
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- Details<br />
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- And all the geeky stuff!<br />
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<b>Show them respect</b><br />
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Please, always respect those creative people and their hard work! Some of them spent all their lives working on their amazing world, writing complex mythology and all other stuff. <br />
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If you like someone's invited world, <b>don't expect to and ask the author if you can use his work for free</b>! I'm not even explaining why; it's common sense to pay someone for his hard work, time, talent and dedication!<br />
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If you feel that the authors work is not for you, that doesn't mean it's bad! Don't go around criticising him and what he has created everywhere you can! It's wrong! However, you can personally suggest them where you see room for improvement.<br />
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***<br />
Who's you favourite author, writer or artist? Which Universum you would like to see in a board game?<br />
<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-17178838936612488892016-10-27T13:29:00.000+01:002016-10-27T13:49:24.281+01:00Publishing Advice #15: Green and Red Zones<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-ged5XODJSjk/WBHvpK9cKJI/AAAAAAAAAKQ/onMFyHvzyPgGAuONmhUnGBVSacS67YJjQCLcB/s1600/Green%2Band%2BRed%2BZones.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://4.bp.blogspot.com/-ged5XODJSjk/WBHvpK9cKJI/AAAAAAAAAKQ/onMFyHvzyPgGAuONmhUnGBVSacS67YJjQCLcB/s320/Green%2Band%2BRed%2BZones.png" width="320" /></a></div>
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There is quite a lot written about Green and Red zones. Some people will add a Yellow, Blue or Purple zones. There are available long psychological articles and books on the subject. I really, do not want to go there. However, I'd like to write about this from the perspective of a board game designer/publisher using quite a lot simplifications. This article will not be a scientific analysis but more my personal view. Anyway, awareness on the subject is crucial. It will help to maintain our stamina, to work in a peaceful, joyful and efficient way. Otherwise, we can start hating our hobby, passion and finish with a breakdown.<br />
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<b>Green Zone</b><br />
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Personally, I need a safe, comfy place and freedom to be creative. This kind of environment where I know I don't have tight schedules, I don't need to rush anything, the place where I don't have to do anything now gives me peace of mind. I know that nothing will happen bad if something will have to wait! The place where I can rest when I need it. It helps me to enjoy what I am doing and very helpful in avoiding mistakes as well.<br />
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However, it is worth pointing out that staying in Green Zone all the time will stop our growth. We want to go forward, learn new things and be better in what we are doing!<br />
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<b>Red Zone</b><br />
<br />
Sometimes I go to Red Zone when I want to learn/try something new, or I need to speed up with some work or just do something I don't feel particularly strong in, or scary, or I need to take the risk. A little step away from my comfort zone. And I quite like it when it's my choice to do so. I know it will be good for me! But I don't like it at all when I'm forced to go there because of the circumstances!<br />
<br />
Generally, Red Zone mobilises our body, brain and mind to work intensively. So I'm fully aware that Red Zone can be very fruitful for me if under control or devastating if I would stay there for too long. I have done both! And definitely, I don't recommend the second one!<br />
<br />
<br />
<b>Example<br />In Red Zone for a short time</b><br />
<br />
A great example for entering Red Zone for a short period can be working with a Chinese manufacturer. Instead of working with people from your country you decided to take the risk. New people with a different way of thinking, behaving, different moral standards, misunderstanding possibilities, connecting with people with various English level, etc. can be risky and stressful. A lot of mistakes can occur, but in the end, it might be a great experience; you can learn a lot about other people from other nations and their culture and help to make things better. You can find out how to do business with them. All this can benefit you in various ways!<br />
<br />
<br />
<b>Example<br />In Red Zone for a long time</b><br />
<br />
Now imagine you had a successful campaign on the Kickstarter. You choose to manufacture the board game with the help of deceptive company from China. A lot of unkept promises lead you to many problems: you are waiting for your games from the manufacturer way too long, you can't keep your schedule, backers get annoyed, and you feel the breath of the cataclysm that might be waiting for you! The fact you don't have funds to print the game in another place don't help at all. A situation stays like that for many, many months. The pressure and stress start working against you instead of being helpful. Instead of gaining new experience you are very close to reaching a breakdown point. Walking on the edge is nothing good.<br />
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The person in this situation should do everything to leave the Red Zone ASAP before the whole situation destroys his life. Of course, this is a simplified example.<br />
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<br />
<b>Expand your Green Zone</b><br />
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That is an exciting bit! Yes, by entering Red Zone couple times, in future it can become your Green Zone. The tough stuff will change into something familiar, and it won't be any more hard or stressful. Once you expanded your Green Zone, you can move on, take new challenges, and expand your comfy area again!<br />
<br />
<br />
<b>Example</b><br />
<b>Expanding Green Zone </b><br />
<br />
You work together with a Chinese manufacturer on a regular basis, for instance, after two years this ground became your safe Green Zone. It's not any more challenging for you as it was before. It is easy and natural now. You know so many things about those people than you knew a few years ago. The stuff which was causing so many problems before is gone!<br />
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<br />
How do you guys control your time in Red Zone? When do you know it's time to slow down or back away? Did you ever experience breakdown because of staying in Red Zone too long? Or did you ever expand your Green Zone?Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-6004094577988706922016-10-12T13:13:00.000+01:002017-06-20T15:10:14.724+01:00Publishing Advice #14: How to Write an Excellent Rulebook<div class="separator" style="clear: both; text-align: center;">
<a href="https://2.bp.blogspot.com/-T4gdMttJ0YY/V_4nopQbpiI/AAAAAAAAAJ4/GXD6KIG6pPQyweFxLkl_WFNE1oDjoQDtwCLcB/s1600/Publishing%2BAdvice%2B%252314%2Bpainting-1077863_640.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://2.bp.blogspot.com/-T4gdMttJ0YY/V_4nopQbpiI/AAAAAAAAAJ4/GXD6KIG6pPQyweFxLkl_WFNE1oDjoQDtwCLcB/s1600/Publishing%2BAdvice%2B%252314%2Bpainting-1077863_640.jpg" /></a></div>
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Imagine you got a new game. Before you bought it, you read and watched a few reviews. It looks like you going to have a lot of fun! The box is big and heavy! In excitement, you are quickly unwrapping the game and opening it to see high-quality components: thick game board, loads of cards, wooden tokens and miniatures! Wow, if the gameplay is at least half good as your first impression you gonna have a great time with your friends!<br />
<br />
Next day your mates came around to play the game for the first time. So you are opening the rulebook, and that's how your great first impression is gone! You can't get through it, and everyone gets annoyed. You can't figure out how to play the game from the manual! So you are trying to interpret the missing bits with your team. You play, and the experience is horrible. Your game drives you mad! Rubbish, you think!<br />
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But does that mean the game was so terrible? Maybe it is one of the best games on the market? Because of the poorly written rulebook, you can't say. You can only say the rulebook is rubbish!<br />
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***<br />
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I am ready to state that the rulebook is the most important part of the game. Excellent rulebook won't help a bad board game, but the bad game manual can destroy the best game in the world. I know it is quite an annoying part of the game design, but crucial!<br />
<br />
I have made this mistake in my life. Never again! I poorly wrote a rulebook in the past for my board game Dragon's Ordeal. A lot of customers contacted me personally, so I was more than happy to explain all the issues they had. I wrote a FAQ, and on the forum, people could ask questions as well. My mistake is I hadn't written an errata. I'm sure that some people didn't contact me and I'm afraid some of them didn't play the game 100% correctly. That don't mean they didn't enjoy the game; however, they could enjoy it more!<br />
<br />
<br />
<b>What can I do to make sure my rulebook is sound?</b><br />
<br />
1. Do some research and read a lot of rulebooks from other publishers. Make sure you choose well-written ones! You can learn a lot from them.<br />
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2. Learn and understand the terminology used in the industry. People are used to some words and phrases. It will make your and customers' life easier, and it will look more professional.<br />
<br />
3. Spend a decent amount of time writing it! Don't rush things. Even if you are creating the first version of the rulebook in a Microsoft doc, that doesn't mean it doesn't have to be good. Try to put everything together like it would be the last version!<br />
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4. Once you got the rulebook, don't be limited by it! Rewriting a rulebook can often give you a fresh perspective and new ideas.<br />
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5. Proofreading! Give it to a professional! Someone who has an experience in writing a board game rulebooks can help you to polish it and bring it to another level! <strike>However, if you feel strong, you can go away with doing it yourself</strike> [<b>edit:</b> from my last experience I'm confident to say that you can't get away without proper proofread! For the best results, it's good to have few people correcting your rulebook. Even if you are professional proofreader, still you can easily miss mistakes!]<br />
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6. Blind testing is the essential part! It's not only testing the game but a rulebook as well! Go for it after you have done the previous steps. Make sure the rule book is written well before you do that! Blind testers will tell you if they understand the rules, how they understand them and you will know if they are playing the game correctly. They will point out a lot of mistakes, etc.<br />
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I strongly recommend an excellent article <a href="http://sedjtroll.blogspot.co.uk/2015/03/tips-for-rules-writing.html" target="_blank">Tips for Rules Writing by Seth Jaffee</a>.<br />
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***<br />
I hope my article was helpful! I'd love to know your tips on writing rulebooks. Please, leave a comment!<br />
<br />Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0tag:blogger.com,1999:blog-961201055821783217.post-72338719071086590572016-09-28T15:05:00.000+01:002016-09-28T15:10:01.361+01:00Publishing Advice #13: How to Reproduce the CE Marking<a href="https://1.bp.blogspot.com/-QpEPj30L0xc/V-vJkBtM34I/AAAAAAAAAJg/ZP8_Xtw2zZcx8iYpnueHRZqGqewOrVzVwCLcB/s1600/ce_mark_big.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="371" src="https://1.bp.blogspot.com/-QpEPj30L0xc/V-vJkBtM34I/AAAAAAAAAJg/ZP8_Xtw2zZcx8iYpnueHRZqGqewOrVzVwCLcB/s640/ce_mark_big.png" width="640" /></a><br />
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I decided to write this entry because I found some publishers doing it wrong. The letters in the Conformité Européenne (CE mark) have to have the right shape, and the distance between them should be kept right. The proportions must be respected. I hope this short blog post will help other fellow designers and publishers to avoid this simple mistake. <br />
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<b>The European Commission on their website explain the simple rules:</b><br />
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1. The CE conformity marking must consist of the initials 'CE' taking the following form:<br />
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If the CE conformity marking is reduced or enlarged the proportions given in the above graduated drawing must be respected.<br />
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2. Where the directive concerned does not impose specific dimensions, the CE marking must have a height of at least 5 mm.<br />
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3. The CE marking must be affixed to the product or to its data plate. However, where this is not possible or not warranted on account of the nature of the product, it must be affixed to the packaging, if any, and to the accompanying documents, where the directive concerned provides for such documents.<br />
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4. The CE marking must be affixed visibly, legibly and indelibly.<br />
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You can <b><a href="http://ec.europa.eu/enterprise/faq/ce-mark.htm">download the proper CE mark logo on the europa.eu in different formats</a></b>.<br />
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<b>China Export - this is where the confusion came from</b><br />
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The common mistake comes from the confusion between a CE marking logo and China Export logo. These are very similar and below are shown differences. Please do not reproduce the second one!<br />
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<a href="https://3.bp.blogspot.com/-lHsAKiCexDQ/V-vKIuGWXFI/AAAAAAAAAJk/DKsBJHXfwwE3Tb_wshVsJ21eHFRs6wUPgCLcB/s1600/Comparison_of_two_used_CE_marks.png"><img border="0" src="https://3.bp.blogspot.com/-lHsAKiCexDQ/V-vKIuGWXFI/AAAAAAAAAJk/DKsBJHXfwwE3Tb_wshVsJ21eHFRs6wUPgCLcB/s640/Comparison_of_two_used_CE_marks.png" /></a><br />
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Please remember that to mark your game with CE marking you need to meet the EU legal requirements! Soon I will publish an article about how to obtain the CE marking.<br />
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I hope this article will be useful for you guys! If you would like to add something, please leave a comment below!<br />
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References:<br />
<a href="http://ec.europa.eu/enterprise/faq/ce-mark.htm">http://ec.europa.eu/enterprise/faq/ce-mark.htm</a>Anonymoushttp://www.blogger.com/profile/17303899238861134340noreply@blogger.com0