3 Designs and A Baby
Ok, maybe more like 6 designs and a baby.
I saw a few posts from people asking about how they managed to be game designers with a newborn infant, and a significant number of those posts simply said that they stopped designing for a period of time. Someone said four months, someone said a year, and at least one person said they just had to give up the hobby completely after their child was born.
I knew that wasnāt going to work for me. I made it back to a GDofNC meeting when Roo was 2 weeks old. Iāve had what feels like more ideas in the 3 months that sheās been in our lives than in the 9* months when my wife was pregnant.
Returning to Old Designs
The Library is Burning! (the game I signed with an agent after Spiel 2018) has been shown to a lot of publishers in the 8 months theyāve had it, but it hasnāt been picked up yet. A few weeks ago, they contacted me and asked what I thought about a heist re-theme. I a huge fan of Oceanās 11, and a fan of heist movies in general, but I wasnāt sure how such a re-theme would work. The more I looked into it, though, the more it seemed to work. Iāll probably have to consider it a different game, but the core of the game is very very similar. Instead of each card having a topic and a location, it has an item that you are stealing, and a member of the crew.
When you draft an item, it goes on your track, and moves as many times as there are matching crew members left on the table at the end of the draft. When you get the item to the end of the track, it goes underneath your track as a new crew member. The items and the crew members overlap like topics and locations in the original design, so stealing a car might get you a new driver, or it might get you a new hacker for stealing sensitive data in a future round. There are a couple of other tropes that I was able to draw on ā that of the heist mastermind and the new guy. These are essentially going to be wild cards that can act as any roles when you start the game. The mastermind gets more restricted as he fills the role you need the most, and the new guy gets less restrictive as you add more potential mentors to your crew. Iām excited to get it to the table this weekend.
Iām also taking another look at Small Town Rivalry, my two player city building game. I showed it to Lookout at Spiel 2018 and Kosmos after PAX Unplugged, and it was turned down by both of them. Feedback was similar in both cases ā too tactical and difficult to plan ahead. So Iāll consider my 2-player design exercise complete, but I want to return to the game and see how to a) make it more strategic and b) expand it beyond 2 players. Iāll probably leave this one on the back burner until after BGG.con, and then make it a winter project.
Working on New Designs
Sleep has been sporadic since Roo was born, to put it mildly. The designs Iāve started since then have all been ideas that I can hold in my head on not much sleep. I actually think the original ideas were literally spoken into my phone while I was holding her after she finished a bottle.
Penned Station is a roll and write where youāre building a subway system from scratch, Youāre also planning where to place buildings near subway stations to increase passenger count, as well as making sure your stations have the proper facilities by the time everything opens. Iāve been able to revise it super quickly since itās a single page, and the rest of the game is 6 d12s and three colored pencils or markers. Once I get the rules written this week, Iāll laminate the sheets, since itās pretty easy to make a mistake when youāre drawing, and Iād like people to be able to fix things more easily.
Ottoman Empire is a trick taking game about a furniture store with lots of puns and jokes on the cards. Another quick-to-iterate game, it has 54 cards in 4 suits with two ājokersā. The neat thing with this design is that one card of the suit that wins the trick must be put into the store window, so if you end up winning a trick because no one else can follow, you might end up putting your own card in the window. The goal for this week is to balance the suits, after seeing that interesting scoring conditions worked during testing last week. Then I have to make some graphic design decisions to see how to best convey those interesting relationships when you have all your collected tricks in front of you.
Working Through New Ideas
There are a couple of designs that are taking up some space in my head as well, but I havenāt put anything to paper yet. Well, at least not component wise.
The first is the genealogy game that Iāve been trying to write the design document for months. The Marvelous Origins of Dr. Covington started out as a really big design in my head, but the more I think about it, the more it doesnāt need to be that big. Iām at the point in the design where Iām wondering if I can remove the board entirely and just make it a card game. It may actually resemble Race for the Galaxy more than anything else right now, since you are racing to build a tableau of ancestors and their vital information before any of your competitors. The biggest issue for this is going to be card count, but I take some solace in the fact that RftG started out with only 109 cards in the main deck when it was released.
The second game is a much rougher idea without a name at the moment, but I want to make a game about aquariums. Something like Barenpark, but with fish tanks? Again, my heart tells me to make this enormous simulation game and my head tells me ādude, no, youāll go crazyā. I love the aesthetics of a computer game called Megaquarium and would love to make a board game that looked like that.
Both of these are going to be winter projects at the earliest, probably. Or maybe theyāll never make it to the prototype stage. Who knows at this point?











