Here are several tips to help you improve your book cover layouts. For this cover, I wanted to show the apocalypse in a different, more sophisticated way as opposed to the usual burning buildings and explosions, that are so typical of this event.
The ominous sky and its warm/cool colors are reminiscent of a lunar eclipse. The skyline is not on fire, but you can see evidence of a blast blowing across.
In the foreground, the main figures (Andrea and Apollo) stand and watch the event as if protected from the blast and superior to its effects.
The actual story starts off with a blast in Austin, Texas, but of course, New York City is the center of 9/11 and so I felt it was more important to feature that city on the cover. Besides, Andrea and Maria eventually wind up there.
This composition needs a bit of work because the main image is competing with the background (Freedom Tower) so I'll have to take more time to tweak it. Chances are that I'll have to reduce the size of the tower and that should fix the problem, but we'll see.
I also added Andrea's trusty pooch, Apollo, to the cover because they are inseparable. The main reason for adding these two images was so that the book cover resonates with the game box cover. I'm still debating if I'll match the gray colors of the box with the book. (A compromise would be desaturating the colors in the book cover.)
As it was before with only the skyline, there was no point of reference to the board game. Besides, I think this image of Andrea tells a deeper story overall. If you look closely, she's carrying a gun for protection and you can see that her hand is mechanical (as in cyborg).
Revised version
Notice the subtle but very important differences in these two covers.
Let's start at the top with the hook.
I added the word and with an ellipsis so it flows better.
I moved my name under the title so I could unclutter the main image.
I also reduced the size of the background tower a bit so it doesn't compete with the main image.
I'll have to figure out what to do with the color band running across the bottom, now that I moved the name up. Most likely I'll remove it when I fix the artwork (missing feet). Right now I'm not sure of the trim on the bottom so that's still a bit of trial and error.
So far, I think this works and hopefully, I can keep it this way up to the date of publication unless I find another way to improve it. But as a group, the freedom tower, Andrea, and Apollo make a nice diagonal line for a much more pleasing composition. I might either blur or take down the saturation of the tower just a bit to see how that looks, but the Freedom Tower is an important part of this story and that's why I'm thinking of leaving it alone.
Current Box
So the whole point is that you should always show your main image at its best. In this case, the juxtaposition of the main image grouped with the background is symbolic of the events in this story so it's okay to visually group them as one.
You want to tie-in the main image with anything that will tell a deeper story at a glance.
The real trick for me with this unusual array of products is to prioritize the purpose of each product. My main goal is to promote the board game with the book. But at the same time, the board game should also promote the book. It's a balance of design and writing that works discreetly with subtlety, although, it's really all about the board game.
For those of you following the evolution of this game, I'll be posting updated photos of the new game board and several new card decks soon.
I'm getting really close to locking down all the elements and mechanical aspects of the game and synchronizing the artwork as a whole. The most important development to the game has been the addition of the Manifesto Card Deck, which sets off the game in a grand way.
Nothing else changes as far as skills and rescue goals. Everything remains as it was, but the Manifesto serves as an "inciting incident" (novel speak) of sorts. This was the big thing I'd been missing and finally found a way to include it and present it without too much additional cost.
Final Revision
Here's the final version (subject to change) with a pier to ground the figures. A small portion might be trimmed when printed so I'll have to make adjustments after the first proof.
Overall I think it works so we'll see how the actual printed version looks.
Visions of permanent human settlements on Mars all include methods by which inhabitants can grow plants and produce food. Picture: Bryan Versteeg/Spacehabs.comSource:Supplied
It's Mars or bust, says Buzz Aldrin,
Apollo 11 hero and space explorer extraordinaire in an interview with
News Corp.
“I
don’t think we really understand how much we can take of that,
[radiation] or from how much we can be protected in efficient
ways..."
While
in Australia, Buzz Aldrin spoke to News Corp. about his passion for a
human outpost on Mars. The promo is part of National Geographic’s
series of talks, Mars: The Live Experience.
Would
Buzz take such a risk?
Buzz Aldrin Speaks
“Well,
it may hurt! But to have a very challenging life from age 40 when you
get to Mars, and returning at 60, may be worth it having sacrificed
for your country, or for humanity ... This is a concept that I don’t
think very many people have come to grips with yet.”
Traveling
to Mars is much more difficult than flying to the Moon in every way.
“Then
we didn’t know,” Aldrin said.
There
launch window is narrow. The trajectory and thrust have to be very
exact. About half of the Mars missions have succeeded so far.
Buzz Aldrin Mars Promo
“You
have to get it 100 percent: 95 percent, you don’t get to Mars. You
don’t come back,” he says.
“No
free return and no backup system, no alternate. I’m disturbed about
that.”
Aldrin
says that independent, short missions are doomed to fail.
“Probably
the third time we get there, Congress or somebody will say ‘here,
we know how to do that — lets spend that money over here ...’ And
that will be it for Mars.”
Aldrin
believes that high risks can be managed by sending mission components
separately.
“You
can have a year-and-a half tour of duty, a five year tour of duty, a
seven-and-a-half ... and come back,” he says. “You’re sending
as many as you’re bringing back.
"Are
you disappointed you never got to fly to Mars?"
“No.
See, we’d already flown,” he says.
MARS Series for Nat Geo
“The
three of us (from Apollo 11) felt that being so fortunate to have
come out with the mission and end up the first landing that we didn’t
feel like flying another mission was fair to other guys. We’d be
taking a potential mission away from them." Aldrin hopes NASA accepts his "master plan" which is already working on the spacecraft and the rockets to launch astronauts to Mars by 2030. And he expects a Mars settlement by 2040, around the 70th anniversary of his Apollo 11 moon landing. Aldrin also envisions using Mars moons, Deimos and Phobos, as stepping stones for astronauts. He doesn't like the label "one-way" and he imagines tours of duty, lasting up to 10 years.
A.R.
Arias, a Mars enthusiast, is the designer/developer for Terra Nova
Board Games. His debut game, Millennium-Glory Beyond The
Ages, and its companion short story, Girl With A Broken Heart,
launches 9.11.2019.
This family still plays Monopoly. Well, my kids mostly play that and The Game of Life. This blogger doesn't play too many classic games any more. Which is why I design my own board games for millennials.
The biggest complaint about this new Monopoly for Millennials, at least on Twitter, is that it's condescending and insulting to players.
Let's take the tagline: Forget Real Estate, You Can't Afford It Anyway.
Yeah, that's a low blow if you ask me, although I'm sure that Hasbro intended it as a joke, and we get it for the most part. But if you're a millennial, I bet you're not laughing at that line. While the tagline might ring true in most cases, there's nothing inspirational or funny about it.
As the father of several millennial children, I can attest to that. And everybody said, AMEN!
My goodness, where are the days when you could afford a middle-class lifestyle with a 9 to 5 job? Well, maybe 9 to 9 because that extra overtime certainly helped. But these days, you're lucky to get a 4 hour shift in most places.
You see where this is going? You brought it up Hasbro. Here's the thing; games must be careful not to cross the line. These are sensitive times of political correctness, 99 Percenters, Me Too Women's Movement, etc. You get the point.
These are real social problems that many citizens face. It's not a game to them and it's not funny because they have to live with those issues on a daily basis.
So people at Hasbro, listen up. Go back to the drawing board and remove all the offensive and insensitive comments on your packaging because, that's a game we know how to play too.
Forget Monopoly, Nobody Plays That Anyway.
* * *
Your comments are welcome. Don't be shy, let it fly.
A. R. Arias is a freelance graphic designer and developer at Terra Nova Board Games.
The title is one of my favorite Philip Roth quotes and it's quite appropo in my case with Broken Heart.
Here's the latest version of the GWBH cover. The most important part is the sales copy, I mean the blurb on the back cover, as it's known. As it stands now, it is a mixture of fact and fiction in all its incarnations, and as far as I can tell, it still works.
I've added an element, a short mention about clues to a riddle and an image to go with it, which is central to the main plot. Namely, anagram clues that tell which state is the next to get bombed. Nice touch, I think, but who knows?
AUNT IS AT SEX
You can barely make out the first clue: It's Big, followed by the anagram, AUNT IS AT SEX with a strip-tease image. Kind of funny if you think about it. The answer is a bit obvious, Austin Texas, the opening setting for the story. The anagrams get progressively more difficult to solve and that's part of the challenge for the characters in the book, as well as for the readers.
Playing Card
It's becoming obvious to this blogger that Girl With A Broken Heart is decidedly a full-length stand-alone novel. But for the purposes of the Millennium board game, I've kept the short story to about 110 pages.
The beauty of this book is that it serves as an in-depth promo for the board game, if you will, and vice versa. For those who first purchase the game and then learn about the book, they have an option to download a free PDF copy online. Otherwise, the paperback (available on Amazon) comes as a collectible edition with a prologue and photos that the online version does not include.
There has to be a clear distinction between the two, otherwise what would be the point, except that one is digital and the other is a physical paperback copy. Maybe that's enough, so we'll see if I decide to make them identical and leave it at that.
Playing Card
I'm leaving no stone unturned but in reality 95% of all the work is already finished and I still have about a year before the official launch date of 9/11/2019.
I love that because it gives me plenty of time to ruminate and experiment with it to see how I can make it even better. Although, I'd be happy to publish both the game and the book in January. It all depends how I feel about it at the time. But I'd like to stick to the official publication date because it has more meaning as it ties in with the 9/11/2001 events.
Sometimes momentum and trends are everything and they're important to incentivize and motivate sales at all levels. I still have another ace in the hole as far as marketing goes. I'll talk about that in my next post.
Meanwhile, I do have six more games and two other books that I'd like to finish so I'll get to it.
Your comments and questions are welcome.
As you can see from the images below, it's no secret that the Millennium board game is female-centric. (No worries guys, there's plenty of testosterone to go around in the game.) Fortunately, the Me Too Movement is in full swing, however, my reason for featuring a female protagonist on the cover was not as altruistic as you might think.
To feminists, the male dog, ( Andrea's bull terrier, Apollo) might have another meaning to them. Hey, at least it's not a pig. Double meanings were not intentional.
I'll have to admit the female slant was a marketing ploy because even though 80% of the board game market is geared towards men, I thought I'd switch it up a bit just for kicks and giggles. It doesn't take a marketing guru to figure out that female-centric games are most likely to languish right out of the box, however, in recent years, more women are becoming part of board gaming communities than ever before. So there is a bit of momentum going on.
". . .this game could die in obscurity in the annals of female gamedom . . ."
My hope is that by the time this game and its companion book launches in mid 2019, female players (numbers) are either at their peak or steadily climbing. If they are not, which is entirely possible and most likely the case, then this game might die in obscurity in the annals of female gamedom, to put it professionally. Unless men grab the baton and reach for a cause of their own. (God forbid. I'll have to show Andrea in a bikini before that happens.)
Hey, no risk, no reward. That's what they say and I'm sticking to my guns on that one. Life is all about taking chances, and while I'm no high stakes gambler, I've been known to roll the dice against all odds before.
The Companion Story
In this case, I'm all-in with a female-centric game and book. So now you can judge me as a game designer, a marketing guru, and as a writer in one fell-swoop. It's a good thing this is not my first rodeo, people. While I'm no Jamie Stegmaier, and I'm certainly no Hemingway, I just might hold my own. (Not according to this post.)
Let's see if I can redeem myself and end this post professionally. Not sure about that because I've already had three Bacardi white rum Mojito's and working on another as we speak. Cheers, E.H.!
The point is that board games, in my view, need meaningful stories to help them along and "give them legs" as they say in the entertainment business. After all, what's a game without a good story to move it forward and a good backstory to give it texture and depth?
A boring game, that's what. The market is saturated with games like that.
Anybody up for more of those? I doubt it.
Without further ado, here's a short excerpt, (from the preface) from, Girl With A Broken Heart.
***
The Year 2157 – Austin,
Texas
AT FIRST IT LOOKED LIKE MAGIC.
Or a mirage; but it felt like an earthquake. That's what I sensed it was, until I looked outside the window and thought I saw that the entire Austin skyline was falling. My mind must be playing tricks on me, Andrea thought.
I probably had too much to drink last night. For a minute, I thought a demolition crew was at work. And this mushroom cloud, blooming over the city was no morning fog either. In fact, a cloud of dust rumbling towards me, was surely fallout from a nuclear blast.
An explosion so enormous, that my mind could not grasp its magnitude. Jesus. My eyes were not deceiving me. I stared at the landscape and tried imagining the outline of buildings that stood there and imploded in slow motion only moments ago. But what I was seeing was real.
The Austin city skyline was no longer visible at the horizon.
It was there just seconds ago. Then right before my eyes, poof!
Everything crumbled and vaporized into the atmosphere.
***
This is all subject to more editing. I'll post the rest of the story soon. Still building out the middle and ending, which has to be better, greater than the beginning. By the middle of January, 2019, I'll reveal the complete story without spoilers. Stay tuned for that event!
Here's a quick post about a short narrative that takes place early in the game. For those of you who enjoy dramatic and fun stories, The Girl With Heart will give you something to think about.
This story came about from Andrea's journal and chronicles the first events of the apocalypse as it happened in Austin, Texas, where Andrea is visiting her girlfriend, Maria.
New Game Components
Andrea's journal, included in the board game, is a bit different than this story and I'm still debating whether to keep them both or just offer the free ebook to go with the game.
That's actually a good option to keep my costs down but I haven't decided which way to go yet.
The short story in the book is about 50 pages so far, but I hope to get it to about 100 pages with photos.
The journal story, Heartbeat, works fine as is, however, I'll soon have to decide how to best present it. You can read that version online via the links (upper right) under Millennium Extras.
As of now, I've combined both stories in the ebook, but plan to choose one version or the other to include with the board game.
Most likely, I'll present the more detailed story from the ebook (and paperback) as the final version because it's a much better fit.
I'll post an excerpt of The Girl With Heart in my upcoming article when I make an update to the Millennium game.
Until then, may the gaming gods be with you!
Getting updates is easy! Just sign up for eMail updates up top and I'll send you upcoming updates about the Millennium board game and the new story. (Your email will not be shared. Your privacy is assured.)
Millennium Time-Travel Edition - 1930's Street Scene
Here's the latest update for Millennium. This is an idea I've been considering for some time now and I've finally put it together and I think it will be the main image for the debut box.
Time-travel has always been a big part of the Millennium game and so I'm featuring that theme for the main box because it tells an interesting story right away that is not as apparent as other themes, such as survival, or the conspiracy that lead to nuclear war in America.
1970's Disco Scene
I think it's best to lead with a fun theme like time-travel because it is an unexpected theme for a game about the apocalypse but at the same time, it's an organic theme that ties in nicely.
After all, who would not be tempted to escape the apocalypse?
Time-Travel Card Deck
The deck of cards covering time-travel includes, the 1860's era, the 1920's, 1930's, 1950's, 1970's and other interesting time periods. So far, time-travel is an option in the game, an excursion or an adventure in time, where you accumulate more points. However, traveling back in time will set you back in the game timeline, which can cause you to lose the game.
Disco Music Scene
There will be mechanisms in place to make up for time-travel excursions, but you'll need a bit of luck to find them. Otherwise, you can stay in the midst of the Apocalypse and try to survive and rescue as many injured victims as possible.
Either way, the game provides plenty of options and ways to get more points and advance towards your chosen goal.
There are so many different ways to play and win this game and that's the appeal for me because there are not many hardcore rules and just about anything goes, especially if you play solo.
Winning the game as a team can also be a lot of fun as long as your team members agree to work closely together, but even then, teams can break up and players can go rogue if they want.
That's the beauty of this game and why every game is different and each player experience is never the same.
While your main objective is to find and rescue survivors, there are many dangers and distractions along the way that can take you off course and into strange places.
Lots to get to, people.
For more about the game, download the Rulebook (another work in progress) from the link up top.
Here's the latest version of the new Millennium game box. What I like about this one is that it feels more like the Apocalypse than the blue box. Keep in mind that this game focuses on post-apocalyptic events, although it has a combination of events without reaching far into a Dystopian future. Not yet, anyway. That idea is for expansions of the game in the near future.
New Millennium Game Box 2019
This new design keeps Andrea (the Android protagonist) and her trusty bull terrier, Apollo, on the cover with the city burning in the background. The blue box features the New York City downtown area with the Freedom Tower, as do some of the cards.
About The Background Art
At this point I still have to work that part of the city back into the story and into the artwork, but for now I'm using a generic cityscape on the cover.
Back of the box
Here's a better view of the back of the box. You can see some of the game components and the new game board with some of the poker cards alongside a phone with a video link to the past playing.
See The Rulebook On Your Phone
You can see the Rulebook, a video link (top links) and the newest video teaser on the right column. There's so much more to come. Soon I'll be posting a gameplay video after I order the newest prototype, which will be very similar or identical to this one I'm posting here.
This new game will most likely be available for purchase this coming Christmas, however, the official launch date is for the middle of 2019, give or take a month or so. I'll do my best to keep you updated on Twitter and on this blog.
Dig around this blog for much more about the history of this game and its evolution since 2016 when I first came up with this idea, which reaches far beyond the apocalypse with time-travel events and so much more.
So far I have one video link, but plan to add many more. You can also get the entire Rulebook on your phone and Andrea's personal Journal too. Andrea's journal opens up a whole new dimension to this game with plenty of background information about her life before the first bomb detonated over Killeen, Texas. (Sorry, Killeen. Somebody had to do it.)
Wyatt Earp Card Deck
I'm also adding several more really fun card decks aside from the Coney Island Deck and the Wyatt Earp Tombstone Poker Deck. There's so much going on I can hardly keep up, but I've got plenty of time to finish the game before the end of this year. Right now, it's about 90% done and I'm getting closer every day to that finish line (for now) until the first expansion in 2020.
Lot's to do guys. I'll get to it and hope to see you here again soon.
Please retweet this post on Twitter if you can and stay tuned for more surprises on the way.
Remember the scene in the movie Blade Runner 2049, when K (chased by Deckard) wanders into a theater or casino and encounters the Elvis Presley hologram? (Check it out below!)
What a scene! It's as if both K and Deckard are reaching another side; another dimension at the same moment in time.
But, just as K takes in the Elvis hologram, Deckard fires a shot that misses K's head by inches. The best part is that the Elvis hologram keeps on playing and skipping in the background while K and Deckard fight for their lives among holograms of go-go dancers and showgirls.
What's magical about this scene is that the Elvis hologram starts as background information that takes you into that setting and subconsciously hooks you to it, but towards the end of the scene, the Elvis hologram becomes part of the dialogue.
The juxtaposition of these images and events is what makes it work. It is a brutal fight scene played against an unusual performance backdrop. It's almost as if Elvis was another character in this scene.
The best part and most brilliant moment in this unforgettable scene is when Deckard admits to liking the Elvis song, Can't Help Falling in Love, and the guys decide to have a drink together. Lots of good subtext here.
"Wow, what a love-fest moment."
Wow, what a love-fest moment. How cool was that scene?
How can one not be inspired by this movie? Must be the cinephile in me but either way, this is what makes movies like this so memorable.
Hologram Bonus Card
Hologram scenes like this and others throughout the movie, are what inspired me to add a bit of comic relief to the Millennium board game. Hey, even the apocalypse has to have a bit of fun thrown in every now and then for levity and contrast.
Without elements like this in a movie, a book, or a board game, you run the risk of presenting a flat and linear plot with little appeal to the masses. I mean, who doesn't like a little Elvis or Frank Sinatra?
Who doesn't like a little Elvis Presley or Frank Sinatra?
I would love to use a Sinatra clip or image in the Millennium game but because of copyright issues and costs, that's always prohibitive. But that doesn't mean I can't use images or audio that evokes the Sinatra sound. There are plenty of resources in the public domain for that.
Millennium continues to be a work in progress that seems to have no end in sight. Sometimes, the more I dig into it, the more I find to add or improve.
Keep in mind, that if you're developing a game, many of its features are not clear to you at the outset. As you research your themes and POV's, new ideas emerge. At that point you can decide either to include an idea or disregard it.
Recently, I thought of including a zombie card deck to the game. And by that I mean for the purposes of this prototype, about 9 cards and up to 18 cards in the deck because 18 is the minimum for a Bridge Deck of cards on The GameCrafter. The reason I had not considered zombies in the first place was because Millennium is based on the Apocalypse, which is of course an unfulfilled biblical prophesy.
"Millennium is based on the Apocalypse,
which is, of course, an unfulfilled biblical prophecy."
Naturally, there are two camps of thought on this. One is literal and the other is based on fantasy fiction. And that depends on your religious point of view and beliefs. With a traditional background as a Roman Catholic, I'm inclined to believe the biblical account in the book of Revelation. However, I can understand why others favor a fictive POV based on the descriptions of this event in the bible.
Fair enough. I'm not here to debate or defend the book of Revelation and its authenticity.
My main goal is to develop a board game loosely based on the events mentioned in the book of Revelation. This is a game, after all and not a diatribe or a means to convert skeptics or to promote any religious agenda. That approach, in fact, would kill any chances of this game seeing the light of day.
Fair enough.
I'm not here to debate or defend
the book of Revelation and its authenticity.
In the end, forgive the pun, I've kept in mind a bit of advice that I've gleaned from one of my favorite writer's and stuck by it. Ernest Hemingway always admonished to start with one true sentence and that everything will stem and flow from there.
I believe that entirely. And with that approach, I've set out to design and develop the best post-apocalyptic game with my personal spin and a game that I feel others will enjoy as well. A tall order for sure, but I also know that nothing worth while comes easy.
Event Chit
So far I'm in my second year of development with Millennium and nothing is set in stone as far as I'm concerned. The only sure thing is the main theme because everything grows and evolves from that. The nuances of the game and what makes it interesting and fun to play is all debatable. I've yet to figure all of that out but I think I'm getting close.
I'm not looking to set this game in a Dystopian future because that's too far from the events of the Apocalypse. Millennium is based on a post-apocalyptic setting, which in turn was triggered by the events of 2001 after 9/11. These are all minute but important differences.
Ironically, in this story,
the nuclear attacks are suspected to be home-grown.
The September 11 events in the new Millennium were the catalyst that unleashed a nuclear attack in 2157. Ironically, in this story, the nuclear attacks are suspected to be home-grown. A conspiracy unlike any other in American history. Now, there's an angle.
While I enjoy Dystopian stories, most of them deal with futuristic settings that are far removed from the initial conflict and the after-effects of nuclear war, which is when people will be the most vulnerable, shaken and confused. It is when total chaos reigns supreme and governments are in total disarray, and society is in scramble mode.
And a time when every man and woman and every child will have to fend for themselves. There's enough conflict right there to fill the entire game. Anything else I decide to add beyond that is icing on the cake.
I have a realistic deadline to finish this game.
That being said, I have given myself a realistic deadline to finish and publish this game. Shooting for mid to late 2019. Remember that nobody gives a flyin' you know what about the blood, sweat, and tears you've poured into your work. The end consumer only wants to know if your game, based on its main theme, is going to be fun and exciting to play (at least several times).
Any designer who thinks their precious game will be played over and over to rave reviews is kidding themselves because there are just too many game choices out there and too little time to play them all. These days, most gamers will play their favorite game several times at first until another offering catches their attention and they shelf your game indefinitely.
Meaning that the shelf life (in homes, not stores) can be a long one for many games. Brisk sales or the lack thereof in stores will certainly dictate the shelf life of any game or product. It's just that simple.
Impulse Buyers and Collectors
In reality, I'm designing this game for impulse buyers and collectors. Those are key consumers because they can be your best and most loyal influencers. Attracting gamers of any other kind, be it hard-core gamers, casual gamers, new gamers, is all about trickle-down marketing, which grows exponentially from players who buy your game based on the thematic concept and maybe even the game components alone.
These types of consumers are sold on your packaging, the main theme, the game components, card decks, game mechanics, and above all, your unique take and POV about the world you've created.
In a nutshell, it's either love at first sight, or an emphatic pass.
What's it going to be for you?
That's hard to say but if you design a game that you'd love to play but you can't find, and you capture the look and feel of the era and the world you want to experience on a deep and meaningful level, and you are honest and devoted to the game's mechanics and its overall intention, and the art and characters appeal to the masses, I think you stand a good chance at succeeding in this business.
Other than that and you're just spinning the wheels and gears of a dream without any conviction or direction whatsoever.
In other words, it can be a total waste of everyone's valuable time, especially yours.
If you want to avoid that scenario, all you have to do is put your mind, your heart and soul into everything you do and dedicate as much time as you can towards it and good things will happen.
That is hopefully the likely outcome.
So don't overthink it. Don't worry about how you will achieve it. Just dive into it and learn along the way until you see a way through and a way out to the other side.
I think Jim Morrison of The Doors, said it best: "Break on through to the other side."
You gotta love that.
Here's the new Millennium teaser with that BladeRunner vibe. I was looking to evoke a feeling and immerse viewers into the world of the new Millennium, a bit Dystopian here, but nevertheless it works.
Here's a game I just came across, (hopefully not too late). It was just launched in March. I like the concept and trying to find Stacy for an interview. Standby for more details really soon folks. Let me see if I can jump-start this game and bring these zombies back to life.
What I really like about this game is what Stacy said towards the end of this interview. You don't need hours to learn the game. That's my same approach with Millennium. I've designed it as intuitive as possible so all the actions and game mechanics unfold organically. So far my rule book is only about 10 pages long and I hope to keep it that way.
Check out the link under the EXTRAS for a sneak peek at the Millennium Rulebook and Andrea's Journal.
Meanwhile, I'll keep you posted about World's End and where or when you can get it. If you're really a fan of apocalyptic games, this one looks promising. Hooray!
Don't forget to leave your comments below. And if you don't want to miss any new games on the market or games soon to be published, leave your email (securely) in the upper right box for the dope on all that, as Hemingway might say.
The chits about to hit the fan, P E O P L E! (Yes, I'm game-drunk again!)
Which reminds me, I have a load of chits to dream up and finish before I can call it a day. I had tested these chits as shards in my original prototype and they were horrible in two ways. They were too small and wafer thin so I'm going with the the 1" chipboard with better layouts so that should improve the quality considerably.
1" Chits
You know, that first prototype was both a revelation and a major disappointment all rolled into one. Most of the printing was way too dark so I'm being extra careful not to submit dark images. Most of the images are in PNG format and about 20% lighter than the original artwork. I had quite a few hits and misses.
Wow, it's been over a year since I started working on this game and I think it's safe to say that Millennium will officially launch in January of 2019. Hey, that's only six months away! Not so bad considering I'm a one-man-band, which is unheard of in this industry. Most board games require the involvement of dozens of people, designers, consultants, artists, etc., to put a game together and bring it to market over several years.
There are several ways to accomplish this, but for now, my main concern and focus is to design a board game that appeals to players interested in post-apocalyptic themes and stories. That's the first door I need to fling open, and from there, to introduce and present this new world with all its challenges, rewards, and stories in an exciting and engaging way. Easier said than done, of course, but you will never know unless you try.
And by trying I mean you have to be all-in. Players want to play a game that engages them in unexpected ways and holds their attention in a way that goes beyond game play. Playing a game for the sake of having fun is not a good enough reason to learn a new game. From my point of view, the real appeal of Millennium is that its main theme is totally relevant to our times.
The chits about to hit the fan, P E O P L E!
Beyond game mechanics, the theme and world view the game represents is the most important asset to play up. By approaching the game that way, you elevate its meaning and its relevance.
At this point my main goal is to finish all the card decks (about 5 different decks) and continue to test the game beyond family and friends for more accurate feedback that will lead to a better gaming experience.
As they say, less is more, and so I've tried to keep the flow of events as simple and as intuitive as possible while maintaining a level of interest that keeps players engaged in a personal way. While one of the main objectives of the game is to rescue survivors, teamwork is important but not necessary to win the game. In light of that, I've made another change to my cover image.
My previous box cover featured Andrea rescuing a young boy, which highlighted the main objective of the game, however, after some thought, I changed the image to Andrea alongside her sidekick, a Bull Terrier named, Apollo. (BTW, she's packing a 9mm Glock)
Overall, I think this is a more interesting snapshot and it doesn't repeat what we already know. The design on the back of the box is also locked-in to juxtaposed imagery that adds depth to the game's themes. Namely, the past and the future.
I'm a sucker for the 1800s or any era in the past for that matter. (I'm sure my high school history teacher would be baffled by this.) And so I've added plenty of references to the Civil War, The Roaring Twenties, and so on. (See one of the video links under the EXTRAS column on the right.)
There's so much I can add to make this game even more interesting but that will hopefully come in a second edition. I realize this initial game is just a proof of concept that needs fine-tuning along the way but for now, I must include bits and pieces, as it were, of the bigger picture. I want to give players a taste of what's to come in a much bigger form if this game catches on.
Something tells me it's going to be a popular game if I can deliver all the elements I have in mind in a way that's a little familiar but at the same time, very different than any game of its kind.
That still remains to be seen and so time will tell. My lack of gaming knowledge can either serve me as a disadvantage or as an advantage because I'm not tempted to mirror any other games. So far, I've tried to put together a fun and exciting game with my own twist on a theme I enjoy playing but could not find on the market.
Once I get this next prototype locked-in and ready for sale to the general public, then I can think about presenting it to a major publisher to see if they are interested. At this point I still need to send out several boxes to reviewers and continue testing the game with various groups.
If I can generate enough interest and excitement about it, then that's a good start. I have to build momentum and follow that up with effective publicity in all the right places. On top of that, you have your marketing mix of ads and promos and blog mentions, etc. It's a marathon of things that need to fall into place around the same time for a good launch. (I know, I'm getting a bit ahead of myself.)
"I think it's easier to read the rules
by scrolling or clicking instead of turning pages . . ."
The new Rules Booklet is now available to download off the The Game Crafter.com website, and you can also view it (and Andrea's Journal) from this Millennium Blog. Eventually the rules, journal, more video links, and more about the game will be available via a standalone App.
I think it's easier to read the rules by scrolling or clicking instead of turning pages. This way, everyone can read the rules on their phone, which, in turn, makes the video links and the Millennium blog more accessible.
I've said way too much and this post has gone on far too long. There's a whole book of information I can distill about this game and about marketing your product but that will come in due time.
"Right now, I have to sign off before the
attention-span police lock me up."
Right now, I have to sign off before the attention-span police lock me up.
There's so much more to talk about folks. Stay tuned for more insights and highlights coming soon. Best thing is to subscribe to this blog so you don't miss anything. I don't usually post on a regular basis (a big no-no) but when I do, I really spill the beans.
Hey, I'm juggling dozens of projects at the same time. Hard to keep track of it all.
Come on back for my next post where I'll talk about the final stretch to finish up all the artwork and hopefully add some new video links and maybe a new promo trailer, which is already in the works.
No worries, I have 20 hours a day to work, 7 days a week. I just need to make better use of all that time.
A Cooperative Game - A Post Apocalyptic / Time-Travel Story
Fast-forward to the year 2157.
It was the flashpoint to World War III.
Right, a historical marker and here I am still rocking my, "I'm Up Here" T-shirt.
As a journalist, being biased is never tolerated, but some things never change. Hell, even in a sports bra I still managed to earn the nickname, "Bam, Bam." Not funny at all, mind you, but I had no choice but to play along.
Let's face it, boys will be boys and so guys will always be pigs. It's in their DNA my dad says. Even he admits to some really crude behavior as a teenager.
"Don't repeat it," I tell him. "I'd like to think you're still a respectable dad."
"I have my moments," he says, awkwardly staring into my eyes.
"Ugh!"
How has it come to this? I mean, not that men are still pigs, well that too, but this End of Days scenario. Whose bright idea was that?
The dawn of the new Millennium will always be remembered as a prelude because the worst was yet to come. Suddenly, the end was not only near, it was finally here, degenerates and all.
ON THE CUSP OF A POST-APOCALYPTIC ERA
In the fall of the year 2157, a new level of fear, panic, and lawlessness, unlike any event before it, had taken hold throughout the nation. Now in survival mode, America holds its breath, praying that no more nukes fall upon us.
I'm still up here, guys!
The Earth waits as if the entire planet could vanish in an instant. It feels as if time is standing still and a sea of humanity, mostly pervs, escapes in slow motion; running, gasping for air, burning. Good riddance to them because there are always the defiant ones. The lucky ones, like me, who manage to survive against all odds. Against all the wicked devices of men.
I don't mean to sound biased or make myself out to be a prom queen, but I've had my fair share of run-ins with a few select male swine. Downright creepy.
Almost as bad as the Apocalypse but I am a survivor in more ways than one. And while nobody said nuclear war would be easy. There is a way out--an adventurous time-warp to the past.
Hey, I've seen the future and it really never lived up to all the hype. Too little too late for me. I'll take my chances looking back at the 1800's and beyond.
View of Mars from Exploration Mission I
FIRST THINGS, FIRST
Andrea sure had plenty to think about.
Right now, Andrea's first mission was to learn how to survive so she can help others along the way as she reached one of four Safe Havens before another bomb struck.
As a descendant of that previous era, circa the year 2000, Andrea found herself in the midst of another conundrum. Even as the first space explorers landed on Mars, planet Earth had already endured multiple nuclear blasts, decimating the United States with a ground zero detonation in Killeen, Texas; a small military town near Ft. Hood where no one survived.
Now on full-blown alert, another bomb shatters New York City as America reels from the effects of radiation. It is a time of great upheaval. Surprisingly, from Andrea's point of view, the future of Earth still seems promising, or maybe not. But that's what time-warps are for, Andrea thought.
This is a candid tale from the mind of Andrea; her manic dream. Follow her to see how her story unfolds from the pages of her personal journal and throughout the game.
Updated Game Board
SAFE HAVENS - Give Earth and Century XXII a Chance
There are four safe havens where you can seek shelter from radiation fallout. Each player must choose where to go for safety. There is also a rendezvous point in Washington, D.C., The Red Cross Headquarters where you and other players start your journey.
Join Andrea in her improbable trek across America and beyond. A nation scarred by violence but yet again wrought with uncommon beauty. A new nation rising from the ashes with a bright future and perhaps an adventure into a nostalgic past.
What are you searching for? And where will your journey take you?
Find out with the all-new Millennium Board game. A Post-Apocalyptic Time-Travel game, filled with glory and yes, plenty of candid moments.
Sound the alarms! Baaaaack it up! Beep, beep, beep...
Scratch the vinyl record right here folks!
Stop the presses!
WTF!?
Okay, okay, enough with all the bad cliches. Let's get down to the real reason why I'm being so ridiculous. No, I've not been hitting the bourbon bottle. (Hmm, maybe I should be.)
I'm back with a bunch of changes to Millennium. All for the better, mind you, no steps backwards, ever. I had a change of heart on the East Coast and West Coast versions of the game. As good as that was in theory, I figured why re-invent the wheel?
No, I've not been hitting the bourbon bottle.
Instead, I'm switching to a six-fold game board, a new 9 x 12 tall box so everything fits nicely and I've ditched the black box design for a more traditional and thematic cover with Andrea rescuing an injured boy. She's also looking towards the front as opposed to giving her back to the viewer. Not sure what I was thinking other than trying to create a reveal but that just works in the movies.
Although, the biggest change is that Millennium is now a cooperative game. Other than all that, it's the same frickin' game. Go figure.
Call me crazy, but that's what I should've started out with from the beginning. It is an Apocalyptic story and so teamwork is a natural fit where everyone looks out for each other as opposed to every person for themselves. I am trying to make this a positive game with an edge as opposed to a "winner take all" POV where mayhem, pessimism, and greed rule the day. Yes, going against the grain is always a risk.
But doing what you believe in can also have its rewards. It's about looking at the glass half full.
I think there's enough dark news to go around and I want Millennium to be different. I want it to come across as a hopeful game where Earth still has a bright future ahead of it, despite the grim outlook just because of a handful of tyrants around the globe.
Talk about a whole new feel to the game, this really narrows down the theme because it's all about rescuing as many survivors as possible in order to win the game as a team. There's just much more at stake this way and the game is more engaging and more fun.
Here's a preview of the new box:
Updated Box Cover
It's come a long way and I just might change this scene and show Andrea running from an explosion with the boy to make it more exciting and more dynamic. Although, I do like this scene or where she's waiting for the train. There are just so many choices to make and settling for one is never easy. But as you go along, the game develops into something different and if it's a better idea, you just have to go with it.
Once I get all the main events and cards in place, it'll be all about small details and how the game plays out, step by step. It has to feel just right. The pacing should be smooth but brisk without too much lag time between players.
Here's where playtesting with different groups comes in handy because every person will have their own experience with the game and hopefully they can offer suggestions to improve it. I know that if I can get this game to the point where it plays out with plenty of tension and adventure, it will be a terrific game to play.
"Quite a longshot to launch a board game that way ..."
At that point, I'll have to try to find a publisher willing to take a chance with it and if that doesn't work, I'm on my own. Quite a longshot to launch a board game that way but you know, that's part of the appeal of designing your own games. It's a heck of a challenge to succeed at any level but especially rewarding if you can jumpstart one on your own and get it rolling at a steady pace.
It all remains to be seen, but I do have good expectations even though I realize that Apocalyptic themes are not exactly a rage these days, but I'm counting on Millennium to change all that. That's the dream and it's not impossible so in that case, I'm already in deep so no turning back at this point.
"Idealogy is king but trinkets are a close second."
My take on this theme may be just what board games need to kickstart a trend. You never know and the only way to find out is to be all-in. You can't put out a half-ass game, book, or anything else. You have to go for broke.
This board game is no small feat for one person, but if I can get Millennium out there as I envision it, I think it will succeed. If it does, it's all gravy from there because all my other games in development are much simpler and faster to finish.
It's a marathon, to say the least. Hey, it's either this or watching re-runs of Star-Trek. (My secret is that I can do both at the same time.)
Bottom of Box
Here's a sneak peek at the bottom or back of the box. I could write a whole book about this but in my next Post I'll try to tackle all the elements it takes to design a good back for your box. As you can see here, it's very cluttered but that's almost a given. I could organize it a bit more but there's just so much you need to include that it's always difficult to fit everything in a comprehensive way.
I'm also using a loss leader because I need all the advantages I can get. I'll get into that too and discuss a bit about sales gimmicks and how to make good use of them without seeming like a carnival barker.
You can see some of the bells and whistles here and let me say that regardless of your amazing plot and themes and your overall concept, players always love trinkets. That's what I call them and I'm not far off describing some of these game pieces. Other than an emotional angle, you also need tanglible objects. Idealogy is king but trinkets are a close second. Yes, grown-ups like toys too.
Enough said for now, I could go on and on but this article is already too long. Attention spans are not what they used to be.
Stay tuned for much more about the latest developments with Millennium and how I'm tackling each phase of this game from start to finish.
It's turning out to be a Master Class in package design and board game marketing and hopefully you'll find a digital version on Amazon after I finish this game.