Book Giveaway - Asylum Earth: Age of the Apocalypse

Goodreads Book Giveaway

Asylum Earth by A. R. Arias

Asylum Earth

by A. R. Arias

Giveaway ends May 17, 2026.

See the giveaway details at Goodreads.

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Showing posts with label asylum earth board game. Show all posts
Showing posts with label asylum earth board game. Show all posts

Sunday, April 21, 2024

Asylum Earth Update - A Post-Apocalyptic Board Game

Hey folks, Asylum Earth is still in the works and in the running for one of the most popular games in board game history. It is going to be when the time is right. Within 5 years or sooner, post-apocalyptic games will rule the world. Pun intended.  

As it stands, the design of Asylum Earth's game box continues evolving as you can see above. As much as I liked Andrea's rear-end shot and her robotic hand holding a gun, I recently got lucky and finally found an image, a face I'm excited about because as I've said before, the right expression hooks players into the game. An intriguing facial expression is always your best option. 

New Asylum Game Box

I found this image on Etsy, of all places, and I'm happy with it. So now I have my new Andrea and I'm working on replacing all the old images throughout the game. Yes, she's worth the trouble because the box cover design must do a lot of heavy lifting to intrigue potential buyers.  
Original Etsy Image
The box cover must tell a story. The original image had several drawbacks so with some Photoshop magic, now her expression comes to life. In short, Andrea is now the unequivocal star of Asylum Earth. Front and center with plenty to say and show her audience.

As you can see, the original image on the right has full-color saturation so I muted the colors to give it a more austere feel. I also raised her left eyebrow to give her a more determined look. I removed the blue streak of hair that appeared to be coming out of her nose. 

Lastly, I gave Andrea her closeup shot and she's ready for prime time with her one blue eye. (See the accompanying novel on Amazon, Edge of the Apocalypse. link) for the interesting story around this detail. 

Here's an interesting tidbit about the design and development of a product. From the beginning, I've been looking for the image you see on the box above. I searched high and low at all the best art venues and clip art sites galore and I did find good art but it was right for this box only when I stumbled on the right face on Etsy. Imagine that. It's been about 3 years since I've tried many different ideas and images that didn't work for me.

Digital Novel
The amazing thing is that once you find the right image, everything opens up and flows how it's meant to and you finally become unstuck and head towards the finish line. That's still at a distance but within reach so as time ticks on, I will cross that finish line but I'll also be faced with another goal called marketing. 

I know a thing or two about that so stay tuned for a crash course about marketing an unknown product from scratch. You'll be surprised at some obstacles to overcome and how to approach your marketing and jumpstart your sales.

Come on back for more of that. Meanwhile. if you like what you see, drop me a comment if you can.







Wednesday, September 27, 2023

Life After COVID 19: YES, The Asylum Earth Board Game Lives On


Covid 09/19/23

Okay, here we go, folks. One more entry for the books. The setback this time; was Covid, of course. It came out of nowhere and hit me like a ton of bricks and put me down overnight.

Luckily, after a dangerous bout of acute hypoxia, and a loaded dose of Remdesivir, I was up and about the next day. Miraculous. Twenty-four hours later they administered another dose and then three more rounds of this wonder drug and six days later I was discharged from HCA Hospital in Orange Park, Fl. and back to work the following day.

Piece of cake, right? Not exactly but that's more or less how it happened and I lived to tell the tale. Lucky me, I think but I'm back better than ever and ready to roll with this new prototype of the Asylum game in all its glory.

Yes, life sucks and we have to roll with the punches because that's all there is, people. You're all you've got and you must always make the best of a dire situation and resolve to come out on top stronger and better than before. That's the cycle. That's the discipline. That's life in the fast lane. Love it or leave it, all we can do is deal with it and get over it.

Okay, I'm finally over it and forging ahead as I plan the next phase of the most interesting board game you've played in a long while. Well, that's a matter of opinion but for me, it's exciting and relatable, and fun and I'm counting that other players will feel the same way once they give it a try. Don't knock it till you try it. Sure, I know it helps if I play it up and describe the entire game and its objectives and all that sort of thing. Check out the rest of the blog for all of that because I've told quite a bit about the game over the years but the best is yet to come.

For now, take a peek at one of the newest family members. It's the baby. 

Adopted Baby 7/23

How adorable is this little one? Cats here show up out of the blue and this tiny one came to us months ago as a tiny kitten but look at her now. She's very playful and took to the house right away and made herself at home instantly. Some of them come and go but she's here to stay and we're happy to have her. 

I call her Cinnamon because she reminds me of a cinnamon roll but we mostly call her Baby. Next time I'll post a video of her playing. She is a scratcher, though. But adorable as can be.

Okay, I know I should post only about the game but who can resist? I figure I've posted enough pictures of the box and its contents so why repeat that every time? 

Once we get the new box we'll have our work cut out for us to finish designing the game. It's all about details at this point because all the broad strokes have been laid out long ago. It's all about the theme and the story how we get to the heart of the matter and what we learn about ourselves and about the Earth along the way. None of this is rocket science, folks. It's just a game in the grand scheme of this so-called life of the planet but it's all the details that make up the good parts. That's what we're all about to find out.

Mind you, I'm not a cookie-cutter type by any means. So don't expect the usual board game with risks and challenges. Yes, there's plenty of that but like all good things, the best part is what we learn about each other and the wonderful world around us that intrigues us and keeps us engaged in meaningful ways.

We hope to nail down and get Asylum Earth to its next level over the holiday season so look for all the improvements in January and publication shortly thereafter. Once you understand product design and development and marketing, that frees you to take your time because you just can't rush a good thing.

After Covid 09/26/23






Sunday, May 14, 2023

Asylum Earth Board Game Prototype

New Prototype Box for 2024


Here's the new prototype box I plan to print in September. As you know, anything goes as far as how this game will look for its big debut next year if all goes well. I'm taking the rest of this year to finish it and re-test it with the same group. 

As I've said before, the themes haven't changed at all and all the Avatars and books remain intact. What has changed a bit is the monochrome sepia tone, which I'm fond of and I've used it here to good effect. I'm not a fan of a lot of color, especially when it comes to the apocalypse so I think this works, even though the actual color is a bit more muted and not as warm as you see it here.

I also fixed Andrea's hand and found a much better android-looking hand so this cover is as close to the final image as I'll get for the next prototype. Yes, there are many changes and additional card decks but only because they have improved the playability of the game and enhanced its look and feel overall.


You just can't pass up something better if it comes along, you've got to go with it even if it sets you back several months. The game will always improve even after its publication, as all products do, but the goal is to release it at its best with as many improvements as you can. First impressions count.

The biggest change was the board itself. I'll never regret changing it because it not only simplify's the gameplay but I think it just works and looks more interesting. And it was a feature I already had in play from the beginning but starting the game in New York City makes more sense and focuses the game in a more engaging way. Originally, the game ended in NYC, but now it begins there because that's where everything important ultimately winds up and takes place.

I'm looking forward to printing this new and improved game, especially the box because it's going to have a cool effect with a matte finish with shiny text. And so the name and other key elements will really stand out.

Another good feature is the two QR Codes on the back of the box. That works nicely and takes you right to the Rulebook (PDF file) or the ebook on Amazon. I'll most likely include another code for the collectible hardcover book.

A lot going on, as usual, so I'll get back into it and forge ahead. Plenty to still do but it's getting there, slowly but surely.

Play on, folks.







Sunday, April 23, 2023

ASYLUM EARTH SUPREME SURVIVOR [Board Game Update]

 

Image from Can Stock Photo


Here's a nice image I considered for the box cover but I would have to add a weapon in her hands and that might work with an interesting background. That's what I originally wanted to use, a fierce female image like this because she (Andrea) is the star or main character of Asylum Earth.

But as you can see on the current cover, I opted for a butt shot with a weapon in hand. Not bad because it is provocative but I might give this image a try someday. With a bit of Photoshop magic, you'd be surprised how good it can work. She has the right stare in place so that's a plus.

Yes, my friends, it's all about sex appeal regardless of what you're trying to sell and you'll have to add a good dose of curiosity along with it. A dead-end image won't work. Your cover image must tell part of the story without solving or giving away too much. At its best, a cover image should feature the star of the game engaged in some interesting way. But you must also include a bit of world-building in the background to set the stage and present the main theme in a believable way.

Come to think of it, I'll work on that image and post it here to see what you make of it. You never know, I might wind up using it after all.

Right now the latest update is the QR Code I added so you can download the Rulebook onto your phone. I think this is a much better option than having only one printed rulebook that everyone needs to share. Besides, the online Rulebook will have hyperlinks so you can navigate the rules easier and faster and every player gets their own copy. Try the QR Code on the upper right and see for yourself. The rulebook is not finished yet but it's a good start.

New Asylum Earth game board sample

Above, you can get a peek at the new game board I'm working on. I've also added several card decks that really take this game to the next level. If anything, the new cards will add another layer of interesting options that players can branch off into in search of a winning strategy.

If I've learned one thing about designing a board game it's that you never really know where it's going. And I suspect that even after this game hits the market, I'll be coming up with better ideas all the time. Of course, there comes a time when you leave it alone but if on the road to developing your game, you come across a far better idea than what you have, by all means, shake things up and add that great idea to your game. So far, I've changed the name and the entire board several times and I don't regret it because the game is much better for it.

And you can't argue with better ideas. Sometimes original ideas lack depth and visual appeal so I always opt to improve even at the expense of delaying the game. Let's face it, if you publish a weak game you're going to get weak results overall. You've got to hit a grand slam or nothing at all. Product development is all about presenting not just your best but the best your product wants to be. That's not always evident from the start but as you move along with it you'll find better ways to achieve the ultimate design, which is to produce an interesting, provocative game that players fall in love with and will want to go along for the ride, wherever it takes them.

Come on back next week for the new box cover based on the image above to see which one is best.

Your comments or questions are always welcome.

Play on, players!



Sunday, August 28, 2022

Asylum Earth: The Covenant [New Cyberpunk Novel]

Asylum Earth - The Covenant
New Cyberpunk Hardcover Novel

 How do you turn a simple idea into an engaging book concept?

The answer to that question lies between the covers of this new novel:

Asylum Earth -The Covenant.

Four years ago I decided to challenge myself and design my own board game, just for kicks and giggles. One of the components of the game (previously named, Millennium) was a journal, which the main character, Andrea, kept religiously. 

The actual journal included with the game is only about 24 pages long where Andrea tells about her dangerous trek to New York City from Austin, Texas with her best friend, Maria, during an all-out apocalypse, of course. That idea led to this novel, which, in turn also produced 3 short paperback stories that accompany the game. (the paperbacks are sold separately, however, all 3 e-books are available as a free download on this blog.

The original story focused on an impending apocalypse and how that horrific event played out in the lives of Andrea and Maria, total strangers turned BFF's, who try to escape not only the terrorist attacks befalling them but the verbal attacks and mind games they routinely unleash on each other in the wake of WW III.

That concept by itself is intriguing but perhaps a bit predictable, especially if the story ends with planet earth in ruins. A grim ending that just doesn't work considering the state of global affairs these days. 

Enter, Asylum Earth, which promises to be a refuge from the chaos, the bombing, and nuclear fallout. No, it's not a perfect world yet and it may never be, but this new earth, ordained by the powers that be, holds the promise of better things to come; a much brighter future for all survivors.

Striking the perfect vibe between chaos and hope is one heck of a balancing act that can easily derail a story when you miss the mark, although, for this author, that's the proverbial sweet spot. The trick is to keep things light but introduce dark moments with a way out. Don't box yourself into a corner with a storyline that dead-ends. That's the only trick writers need to know. Always give your main characters a way through.

And speaking of a way through, what about finishing the game?

Great question. Stuff happens and life always finds a way to get in the way of your goals and so as it stands now, I'm still several card decks away from printing the next and hopefully final prototype.

I've got a small window coming up when I'll be able to continue designing and updating the rulebook, which has changed considerably because the evolution of the game has improved thematically and the storyline is more solid than it ever has been. Sometimes, stories work that way. You won't find them all at once. Writers have to tease out every bit of it as time goes by and as time permits. 

All I can say is that Asylum Earth is far better off today than it was 2 years ago. Everything about it has improved including and especially its name and box cover. 

Everything evolves over time and games are no different. What game designers must understand is that the core concept of a story is the only thing that matters as far as identifying a genre.

Everything else is flexible and can change to fit your narrative and themes as the story grows. For example, the genre, or sub-genre is post-apocalyptic. That covers a multitude of themes including Cyberpunk, which Asylum Earth delves into with a focus on its genesis. 

I'm capturing Cyberpunk as it breaks into the mainstream population in its early stages. That's interesting to me because we usually read stories well beyond that point in time. In Asylum Earth we get to see and feel how Cyberpunk emerges and develops into a culture all its own.

The game, of course, doesn't need to get into all of those details. What makes the game interesting are the goals of each player, the tension that creates, and how players strategize to win the game. That's still a work in progress due to the limited time that I can devote to finishing the game at this point. The trick is not to rush into finishing because that will only lead to a poorly designed game that nobody wants to play.

So as much as I would like to call it a day and put the game out there, that's not the right option until I can iron out all the new changes and card decks and how all that works together to make an exciting and engaging game that players talk about and look forward to playing.

Creating that anticipation is what it's all about. That helps build momentum so when the game finally hits the shelves, players are eager to buy it and get into it. And speaking of that, it gives me an idea for my next topic. What makes a board game successful? What makes any product a winner? 

In all honesty, an entire book revolves around that idea and that's also in the works. For those who follow this blog, you'll get the first crack and insights into that process that starts with the name and design of your game box. I've mentioned that before when I compared a game box to a movie poster. If screenwriters can't get the movie poster to work with a great title, image, and tagline, nothing else matters because the trick is to reverse engineer the concept before you waste your time writing 120 pages of description, narrative, and dialog. 

This shortcut actually works and in fact, the finished poster will inform the writer and director in advance about everything that fills that 120-page script.

And for those of you wondering: How did I manage to change the title from Millennium to Asylum Earth, without re-writing the entire novel? Easy. Write a great prologue. I realize that prologues are frowned upon but from my point of view, I enjoy a well-written prologue so that's what I added to the new novel; a short three-page prologue that sets up the story that's about to unfold.

To me, it's not a cheat. It's adding depth to the story concept so readers are primed for the main event. There are effective ways to write prologues that enrich your story without cutting corners. I'll post my prologue here to give you an idea of how to go about it.

BTW, one of the best prologues I've ever read was in a novel titled, The Story of Edgar Sawtelle, by David Wroblewski, which debuted in 2008. Check out this story and in particular its prologue to see what I mean. Thanks to Oprah Winfrey, this novel was a bestseller after she included it in her book club. A well-deserved ranking for a terrific book. I've not seen another book by this author so he's a one-hit wonder so far. A modern classic novel in my opinion with a great backstory.

Okay, this post has gotten away from me but I've covered some interesting points. You can sign up for updates to the game and keep track of its progress right here. 

Get private email updates and don't miss a thing.

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P.S. What about Asylum Earth the hardcover novel? I'll be able to release the new novel when the game hits the shelves or shortly before, which will most likely be around this same time next year in 2023. I'm glad to announce that the novel is totally updated and finally completed with its new title, cover, and prologue. 

I just have to decide which way to publish it. Self-publishing with B&N is a bit of an uphill battle for me right now but I might be able to offer a limited number of advanced copies to readers of this blog. Otherwise, I might go with Amazon for now, although they only offer case laminate hardcover bound editions.

Stay tuned for much more about the new novel since I'll be posting parts of it here and eventually a digital PDF download of the whole book will be available as well.

BTW, if you have any projects you'd like to announce here, I'll be happy to post them. Just send me an email with jpgs of your writing or gaming projects.

Saturday, June 18, 2022

Melancholia By Lars von Trier - An Epic End of Days Classic Film

 

SPOILER ALERT *** ENDING TO MOVIE

This is The End

Don't you love it when the end of the world is so . . . spectacular?

I can't praise this film enough. It's an absolute classic masterpiece in every way. From the enigmatic musical score (Richard Wagner's Tristan und Isolde) to its devastating ending sequence, Melancholia is . . . well, divine. 

And let's just say that sad endings have their place in cinematic history.

The point of von Trier's film is that this doomsday scenario is what he feels about the future of the earth and who's to say that it's not accurate? It's anyone's guess, I suppose but let's keep in mind that fiction, great fiction is always rooted in a grain of truth.

Yes, in this case, that means biblical truth, for those inclined to believe in the KJV Bible, that is. And yes, there are many Catholics who do believe, as there are many agnostics on the fence about such matters. But the facts remain clear for all to witness and research in the King James Version of the bible, since 1611. 

Dispute these facts at your own peril or to your satisfaction. Either way, von Trier's artistic interpretation of the apocalypse as depicted in the book of Revelation, is personal and quite effective.

Asylum Earth -The Covenant

In walks Asylum Earth with a similar ending except that our beloved earth is smitten, or showered with blessings from heaven and it is not obliterated. Instead, the earth survives a revival of sorts as our galaxy performs its last dance with a little help from Saturn and our planet renews its vows with the cosmos . . . sparkling in its wake.

Of course, I'm not comparing my board game to von Trier's cinematic masterpiece. The main distinction is that the outcome of the game (or novel) is a positive one. This for me is rare because most, if not all my stories end in a Melancholia way. I'd already mentioned in a previous post that I chose to go in a different direction only because of the gloomy atmosphere (global warming) the earth already faces.

Overkill, literally will not work.


And so, to be clear, the title, Asylum Earth-The Covenant is a nod to one of God's previous covenants with humankind, which is to never destroy the earth with a flood again; thereby using a rainbow as a sign.

So God said to Noah, "This is the sign of the covenant I have established between me and all life on the earth."

For what it's worth, I think the novel and board game are timely messages with plots and themes which are quite apropos to the times. As far as I'm concerned, a little hope goes a long way these days so no regrets about the work I've already done and no plans to change it.

Your Takeaway

That's one thing about stories; they should conform to the times so that they fit in the grand scheme of things about to befall us either as individuals or as a species. There's no advantage to writing against the grain to prove or make a point to stroke your ego as a contrarian. It is far better to tell the people what they subconsciously want to hear because there is infinite wisdom in that consensus.

And so with that, I'll quit while I'm ahead; at least in my own mind. 

Tell me in the comments what you thought of the film, Melancholia and what your favorite doomsday movie is.

Remember to subscribe to the Asylum Earth Newsletter for updates about the upcoming game and novel: Asylum Earth - The Covenant. Also, you can get important updates and discounts for the game by clicking on the game box.

Riddle: Who's part human, part Cyborg, and carries a gun?

Find out in my next post.


Wednesday, June 1, 2022

Board Game Asylum Earth - The Covenant

The Asylum 

EARTH WAS NO ASYLUM. 

Certainly not according to Andrea Estrella. Not yet, anyway, and nobody knew if it would ever be a place where burgeoning societies would break on through to the other side (just as The Doors once lyrically admonished) and hopefully spring up like wildflowers in a lone desert.

 Really, what were the chances?

Apparently, not good at all. But the enigmatic group known as, The Nomads, championed that effort to no avail. So,  for the moment, Earth was no sanctuary or place of refuge to speak of. 

In fact, Earth, as it was formerly known, looked more like a monstrous Godzilla, had stomped his way right through it; unleashing the perfect storm for the ages, forging a violent path of rage against humanity in its wake.

And so begins the prologue to the new book, Asylum Earth, The Covenant (Available soon on B&N). After several years of delays for one reason or another, what started as a challenge just for kicks has evolved into a game with a respectable back story backed by a full-length novel. 

What's Different?


What you won't see in this game are fancy miniatures and slick video presentations with thick, colorful instruction manuals. Instead, you'll find a game you can play intuitively with minimum rules and a gameplay manual you can download onto your favorite device. Fun, interactive video links are also something different to look forward to, giving players a more immersive digital experience.
New B&N Hardcover Novel

What will become of this game and its novel? In part, that's up to me, because of what I've managed to develop and put together over the years and what I decide to publish. And in part that will be up to the powers that be, as it were. If everything works and engages the audience into full participation to go along for the ride, as they say, the rest is board game history.

At that point, all the major influencers who choose to be a part of it and champion the game because they believe in it and see its value will do what they do via reviews, articles, and publicity. Bonafide proof of concept. Other than that we're all just pissing in the wind, my friends.

So what's it gonna be, folks?


That remains to be seen next year after I finish the last round of playtesting during this Christmas season. I like where the game is going as far as the world-building and nuances that also build up the characters throughout the story. Building tension, fun, and unexpected moments are other important ingredients that will make it all work.

The New Cover

You'll notice the new box cover has gone from destruction to renewal. That's the new focus or the angle to the story because what's the point of showing ruins when we can show a rebirth instead. Now the story becomes the path to this Asylum and how the girls get there from where they begin in Austin to New York City and beyond.

For my next post, I'm going to compare the similarities between this story and a movie you might have seen, Melancholia with Kirsten Dunst and Kiefer Sutherland among other notable performers. If you haven't seen this masterpiece, please do yourself the favor and rent it today. The director, Lars von Trier does not disappoint with an ending so shocking it will knock you dead. Excuse the horrible pun. Now, that's my kind of story, although I've decided to reverse that trajectory for Asylum Earth.

That's the right decision because given the climate of world affairs these days, I doubt that a morbid ending will work. And so, I'm not opposed to a happy ending, if you can call it that, but Asylum is a story of hope and not a story of gloom and doom. I'll leave it at that.

As it stands, it's one huge experiment into my worldview about the end of days and more importantly, what's next on the horizon for this new Earth. Asylum Earth.

Welcome to The Asylum.


Thursday, May 12, 2022

Images That Hook Your Audience (Designing Your Game Box)

Asylum Earth Box Prototype
Asylum Earth Box Prototype Template

Choosing The Best Image For Your Game

Okay, (sexism notwithstanding) I'm the first to admit that there's no image like a pretty (female) face to help sell your game and I live up to those images in the header of this blog and on the hardcover book. After all, Andrea is sporting a blue laser eye. But why not use her on the cover of the game box? Good question. The short answer is that I think these images fall short for me to use on the box. But that's just me because I'm a perfectionist and I won't settle for less. 

Pixabay.com
Hey, blame all the lame stock image websites where models mug for the camera with ridiculous looks and silly frowns. Or models (99%) that just don't have the look. Who's buying any of that garbage? 

Here's the best I can do on Pixabay.com for a warrior woman after searching seven pages. (photo on the right) In all fairness, I have found some really good images on this site.

You need a face that people can't take their eyes off of. That's one in ten thousand. Very hard to find. Okay, that's my rant about "ugly" models. Let's move on.

I'd like the images I'm using more if they were more expressive, for example. As in showing resolve, anger, or determination. Let's face it, the right expression is priceless. But as I like to say, an expressive face paints a thousand words. Good luck finding such an image.

But let's set that aside and discuss the current cover image you see above in the template. A pair of sexy legs in leather pants in lieu of a perfect face. So what's not to like? She's hiding her gun, held by her android hands and a black fingernail. I added those kinds of details to get you thinking beyond the moment. The background, destroyed, also tells a story of its own. In short, everything works to tell a genre story at first sight. You need to communicate that instantly with the right images.

Hail The Genre

The goal is to establish the sci-fi genre and its subgenre, cyberpunk, to arouse curiosity in the viewer and introduce questions in their mind. Where is she? Who is she trying to evade? What happened to her hand? Want answers to these questions? Sure. You know what to do. And that usually means to head to the game website and see what it's all about and eventually, somewhere along the line, place an order.

Wow, now there's a loaded statement, "place an order," so let me count the ways this can go wrong and how you can maximize potential orders. But, that's another topic entirely that I'll cover next time. Right now, we're beginning to see the merits of choosing the proper image(s) to represent your game in the best possible light, for optimum effect and viewer action. Do I mean CTA, or call to action? Uh, sort of. First comes the elusive click you're after. Then a read-through, and finally your CTA. But not yet because we're just getting started with prime images. Sorry, we can't get ahead of ourselves because there's so much to cover.

Psycho Child?

Buying Stock Images

You know the drill. You go to your favorite stock photos websites and search for the perfect image and after hours of searching and cursing, you come up empty-handed. That never fails because it's virtually impossible to find the perfect image you really want. So what to do? Open Photoshop, Gimp, or any of your favorite photo manipulation programs and create exactly what you need.

Easier said than done but not impossible so that's how it goes every single time. So the image I finally came up with is a combination of three different stock image website selections and then after applying some creative choices via clone stamping, cut and paste, erasing, and so on and on, and on. Eventually, you get what you want. Not what you need. Something like that. Thank you Rolling Stones.

Okay, you get the picture. My work is almost done here. But after all is said and done, you'll have to test your image to see that it really works as intended. Meaning, that your audience reacts to this image by clicking on it and taking action sooner rather than later.

Marketing and Sales

Again, that's another topic we'll get into some other time. As you can see, one thing leads to another and before you know it, it's a master class in marketing and sales. It's inevitable. Everything in life starts and ends with marketing and sales because everyone has something to sell and fortunately, most people want something to buy. It's the lifeblood of any thriving society. Designing, developing, producing, buying, and selling products of all kinds is what makes life exciting.

But make no mistake. Very few products, if any, sell themselves. And that's where the art of attraction and persuasion, aka, marketing and sales comes in. You must create images that attract attention and tell a story that encourages prospects to search for more information about the product. That should hopefully lead to a sale along the way. You've heard it before, that magical sales funnel. Another can of worms, people. Deal with it. 

BTW, one of the TOC titles in my upcoming book reads: How To Trigger Impulse Buying. That's a teaser, if ever.

Subscribe or Miss Out

Or better yet, bookmark this blog, subscribe to it, and don't miss any important articles about designing and developing your game. You won't find this kind of information anywhere else. Search this site and see for yourself. 

BTW, I know these posts are short but I'm working on an in-depth marketing and sales ebook (just mentioned) and I'll post a PDF version right here that you can download for free. It's going to cover everything I've discussed here in great detail with a focus on board game design and development. 

I'll illustrate six different board game designs I've produced thus far and break down the design and development for each game. It's a free masterclass you don't want to miss. I'm almost halfway done with the book but it's a bit too early to promote it.

Although, I think I'll start to post some of it as I finish each chapter along the way so you can get an idea of its contents.

A lot going on, as usual, so stay in touch and let me know in the comments about any questions or concerns regarding Asylum. What do you think of the new title and cover artwork?

Okay, folks, say it, don't spray it.

See you in the comments.