Showing posts with label boardgame geek. Show all posts
Showing posts with label boardgame geek. Show all posts

Sunday, August 12, 2018

Millennium Board Game Launches in 2019!


THREE - TWO - ONE . . .

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.

Game on!



Sunday, November 5, 2017

Board Game Heaven - The New Millennium Challenge



West Coast / East Coast Game Box
We all knew it was coming. So after months of designing an East Coast game board, I've decided to add a West Coast board to Millennium, which in my opinion was not only necessary, but inevitable.

After all, who wants to play only half a game? As cool as the East Coast board is, adding a game board that starts in San Francisco, CA, makes it much more complete and satisfying to play. Especially if the board is set in another era (1800's and 1900's).

The East Coast board is about 95% done and the new board is about 50% done, so I have quite a bit of work before finishing up this game.

I can release the East coast version this month (November) as I had planned all along but I rather not rush into anything. I want too take my time and finish this entire game as I know it will work best so that means two 18" x 18" boards side-by-side, which makes the game board a full 18" x 36" inches of awesome game play.


"It's quite a contrast of events..."

I'm still debating on splitting these games in half and selling separate boards. As it stands now, I plan on offering the East Coast board by itself and offering the West Coast/East Coast board game separately. This way gamers have two options at different price points.

While the main theme to the East Coast board is survival, the theme of the West Coast board is historical exploration, namely, the Wild West and Wyatt Earp, and moving on into the 20th Century and the Disco era of the 70's and beyond. I think it will be lots of fun, which eventually leads up to a time-warp transporting you into the year 2158 and into the East Coast. It's quite a contrast of events that I think works really nice and builds up to a full, well-rounded game.

Who knows? Only time will tell how it all plays out, but it feels like I'm on the right track. I'm also refining the four characters with multiple roles and ideally I would like to include a set of custom dice that allows special moves for each player. Both are good mechanisms that add depth to the game. Although, including custom dice all depends on how much it will add to the final price. Margins with The Game Crafter are already low enough so we'll see.
West Coast Wild West Card

Lots to think about and even more to do but I know it'll be worth it because it's going to make a much better game overall.

"I'm going full throttle
with Millennium..."

I do have four other games in various stages of completion, but I'm only one guy with limited time so right now I'm going full throttle with Millennium while I have good momentum on my side so I can finish it and move onto to other things on the design and production side as Millennium hits the market and I tweak that end of it.

It's nothing short of a full time endeavor, but that's what I do. For years I've had all these ideas and finally I'm putting them out there and giving board games a shot for whatever it's worth. Everything I've learned about design and marketing over the years has led me to this and it feels like the right time to try something different.

As it turns out, or maybe it just feels that way, everyone is getting in on the board game bandwagon these days. So competition is fierce but the market knows what it wants and champions what it likes the most so that's really the challenge; to figure out what's popular and put a new spin on it because let's face it, most of it has all been done before.

West Coast Card
"One person's favorite game
might be another's nightmare."

So while Post Apocalyptic games are not new, my spin and flavor is, so all I can hope for is that gamers identify and embrace it with fair reviews. That's always the hard part because like anything else, games are subjective. One person's favorite game might be another's nightmare.

That being said, if you design games you would like to see but can't really find out there, maybe that adds something to the gaming world. You never know until you put it out there and that takes a good investment mostly in time.

And as we all know, time is precious and in short supply, especially the older you get so you have to make the most of every day.

I think that by the spring of 2018 I'll be ready to release both editions of Millennium after several (hopefully favorable) reviews. 

Successfully marketing a game is really an uphill battle unless it has a viral element that key influencers can relate and latch on to. Big companies rely on bestselling books to base their games on and that always helps because they have a built-in audience to work with. And that makes marketing almost effortless.

East Coast Illness Card
If you don't have the luxury of basing your games on bestselling books or video games, stick with universal concepts that are already familiar to gamers and try presenting your games in the most unique way possible. Everything counts in gaming, even great and consistent artwork is a plus because there are plenty of collectors who appreciate that kind of stuff.

Okay, that's for another post. Meanwhile I've got to get back to work on my games. It's a bit overwhelming with so much to do but I take it one day at a time and keep on going until there's nothing left to do.

And then of course, there's always something else to do until it all bottoms out and then you move on.

For my next post I'm going to finally post my easy Photoshop tips for making product boxes like the one above. It's not perfect yet, but it's getting there.

Till next time, keep on gaming!

Your move.

Tuesday, June 13, 2017

Essential Elements When Designing The Back of Your Game Box

The back or bottom of your game box should feature key elements of your game but more importantly it should include a hook that will entice potential customers to buy.


In my case I've included in the Millennium game 4 custom artworks featuring 3 female action heroes from the Playing Cards. Since most gamers are male, you can't go wrong including several "hotties" if for no other reason than just to confirm that guys are pigs.

That's the lead image and lead offer, or the hook that pervs like me, you know, males prefer. It's simply an offer we cannot refuse. Imagine grown men going gaga over manga style artwork. Ridiculous but true.

Okay, enough of that. You get the idea. After all it's not like any women are reading this blog post. But it did cross my mind to include a black female hero for a change. And in fact they all are an important part of the game's ending. Especially Andrea, the half Cyborg, platinum-haired heartthrob.

All these chicks kick ass and look good doing it. What would an Apocalypse be without them?

Okay, back to the box. Here's the back of Ticket To Ride, which happens to be a popular game with global reach. It's a good strategic game and I see the romanticism in it and the nostalgia it evokes. This is the Europe version of the game.


As you can see the back of this box is also very busy with graphics and text. There's just no getting around that. There's so much to say and so little room to fit all of it. Here they've maximize every square millimeter of space.

The back doesn't have to look as pretty as the front of the box but it must pack all the important details about the game or at least a general overview of the story plus plenty of graphics.

The Ticket To Ride box displays the game board and most of its bits and cards. This is something I'm still considering for my box. It's almost a no brainer to include the board but I don't think it's as sexy as female super heroes.

If Millennium gets any traction I'll make room for the board because it is an interesting board. But for now I'm counting on the custom artwork to attract some attention and hopefully work as a flashpoint for sales.

You never know but changes can easily be made with on-demand digital production so it's not a big deal to replace or reconfigure the artwork, which essentially translates into a soft sales pitch.

Always focus on your story and the hero's goal. It's all about that every time. Otherwise you're just playing with little trinkets like clueless children.

That's one reason I like the Apocalypse theme because even children can relate to it without freaking out over it. Let's face it, these days kids grow up hearing and experiencing some of the scariest news we 've ever heard or seen. So for them a game like Millennium is not such a stretch or something out of touch with reality. In fact it's more of a learning experience than anything else.

I know my two boys (11 and 13) get it. They might know more about the End of Days than I do. Which is why they are very important consultants for the game and why Millennium is such an engaging and fun game.

And yes, I've tinkered with the box cover once again. No worries, it only gets better. I'll post the new box cover in a few days. I've been really busy finishing up the board and some playing cards and a bunch of tokens too.

I don't think this work ever ends but I am on schedule to order the prototype in July and improve it from there until November when I go all out with marketing just in time for Christmas.

I also decided to forego Kickstarter. It's just not for me or this project. I'm pretty much developing and funding this project on a shoestring budget with mostly free artwork and while I would like to take Millennium to another level, that will take more time.

Right now I'm just testing the waters by myself to see if the game gets any traction through blogs and limited advertising on social media. If it does, I'll certainly consider tooling up with more customized artwork and game pieces.

As it stands right now, I think that for the retail price of about $39, Millennium is a great deal and a really good quality game at that price-point.

Play on, folks.

Freedom - From the Millennium Board Game. Love the hair and boots!

Andrea from the Millennium Board Game. Meow!
Penelope - Very hot!




Wednesday, May 24, 2017

Millennium-The Board Game will be Available December 2017








By hook or by crook, as they say. Here's an update on Millennium. After a lot of consideration I revamped the entire game based on the good feedback from the Art Test conducted several months ago, which scored 70+, which I consider a bit low.

Understandably, the score was accurate because it was after all just a test for the preliminary artwork. So after the test I really took to heart all the good as well as the not so good criticism and revised every card in the deck.

Not to mention, I totally redesigned the box, which is the one you see above. I came across this artwork and couldn't resist using it as is and I think it totally works better than the first box.

As everything stands now, I hope to finish all the new artwork no later than the middle of June, but hopefully sooner so I can order my first prototype. I can hardly wait for that because I really don't know what to expect. Before I order the prototype I plan to run another Art Test and a Sanity Test, which I'm confident both will do much better than the first.

Stick To Your Goals!

My next goal following these two tests will be to fine tune the game in its entirety. Hopefully I won't be too far off but you never know. After revising the second prototype I can finally publish Millennium on The Game Crafter website and plan to send at least 3 boxes to reviewers, including, Father Geek, Boardgame Geek, and maybe Unboxed-The Board Game Blog.

These reviewers are all tentative and can change at any given time, but I'm shooting for these three first. If anyone has better suggestions, by all means please let me know and I will gladly post and link your game or website here.

As all game designers know, nothing is ever set in stone. The most important thing is the concept of your game and that its game play is interesting and yes, exciting. Right after the Art Test I rolled up my sleeves and really ramped up the overall design of this game.



Sometimes you get stuck along the way with one thing or another and try to find the best possible solution so you can continue moving forward. Other times, you just get bogged down with other design work and can't get back to your own game. A little of both happened this time and I was away from Millennium for almost 3 months. To the point I thought I'd almost given up on it.

Never Give Up!

I know that sounds insane but I think everyone second guesses themselves sooner or later. The thing is that as got back to the game, I was more excited about it than before because I had several small breakthroughs that unlocked certain obstacles for me and I think I'm over the hump at this point so it should be smoother sailing from now on.

I can finally see the finish line for the first time and that's a great feeling. You just never know how these things will turn out but you must have some level of commitment to begin with. Some level of belief that will carry you through to the end. Otherwise in all honesty you might never get started.

Posting the progress of the game is very helpful because it breeds inspiration and even deeper desire and commitment. Nothing worthwhile is ever easy, folks. Let's face it, if everyone could do this, everyone would be doing this. It takes quite a bit of focus and determination to get through it. I'm claiming this game will be out in December and I intend that will be the case, but who knows if I'll be dead in the morning.

Believe In Your Dream!

Or if something else comes up among my other dozens of projects that demands all my attention for much longer than I expected. There's always a reason to quit something but if you really believe it can make a difference and of course make a buck or two, then those are two very good driving factors to keep you on track and moving towards your goal.

It's very exciting to me even if I sell one game. However, I realize unless something goes viral, you may not sell one box because sales are all about jumping on the band wagon. If many people are enjoying something, that tends to inspire others to join in on all the fun and be a part of the conversation.

Sometimes we just can't stand missing out on a good thing. Getting your game or any product to that point is not as easy as it sounds unless you hit the right chord at the right time. We'll see how it all pans out soon enough.

I can hardly wait!

To learn more about Millennium - See the game here: