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.

Enter Giveaway

Sunday, October 14, 2018

New Board Game Short Story - Girl With a Broken Heart - A Gamble or Not?



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.)

No worries, folks. I'll be dead soon enough and no one will remember me anyway. So a word to young guns out there. Go for it while you can because you only live once. Not exactly Freudian advice, but you get the idea. No shame in that game. (I think I ran out of clichés.)

Here's a newsflash about clichés. They are clichés for a reason.

"Respect The Cliché!"


Okay, enough of all that.

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!

Monday, October 1, 2018

The Girl With Heart - A New Millennium Game Short Story


Upcoming Novella for Millennium Board Game
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!

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Friday, September 7, 2018

New 2019 Millennium Game Box - The Time-Travel Edition

millennium time travel box
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.

Game on!

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Thursday, September 6, 2018

The New Millennium - Glory Beyond The Ages, Game Box!

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.

Game on!

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Sunday, September 2, 2018

Blade Runner Movies - How They Inspired The Millennium Board Game

When Inspiration Strikes

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.


See more details and updates about the new
Millennium Board Game

Monday, August 20, 2018

World's End - A Post-Apocalyptic Board Game by Stacy VanOrman



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.

Game on!

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!