Monday, December 1, 2014

Time, savor every drop…

            A current large concern of game consumers and desingers now is time.  Actually, it’s time, depth/re-playability, and ease of understanding and then 1st timer equality.  I have only been doing this for a few years but I have formed a strong opnion about this.  Some of these are opposing attributes.
            Depth/replayability- while this requires a great deal of work it can be achieved pretty easily.  Long detailed story lines buried with in the subtext of the game can be a tool for this, especially good for those creatively inclined. A modular board that can change with set-up can help with the replay-ability aspect and cause players to re think strategy can be a good cheat to buy you some more replay ability (but will require more extensive play-testing, you really should play test every possible combination and more then once. Randomization is my favorite (although very un-popular among designers) weather it be card allocation or dice a random variable that will cause you to change you strategy is something that adds re-play ability and depth of thinking (although not depth of theme). This is usually the counter measure of time.  Adding depth/replayability usually adds time which players want to spend less of.  So replay-depth are on the opposite spectrum of time  for the most part..the trick is to give a full rich experience and not add too much time. (Think about movies, they want you to love a character before they want tragedy to befall them, and you have to do it all within two hours and some change).

      Along with time, ease of understanding is also the adversity of complexity, which is also a great tool of…..Depth and replay-ability. It extends the learning curve and highlights discovery as they unfold all the subtle nuances of the game.  These are the struggles that we battle with games.  I hope I have managed all these well with Siege of Verdan and the upcoming Scoundrels, Scavengers and Smugglers. 

Monday, November 24, 2014

Thank you....but not Good Night

I have said this before and I will say it again.   Whew, the Kickstarter was an amazing ride. I wish it funded but, I am very happy with the community that rallied around us to make us a better game.  I have said this before and I will say it again.
    Among all the changes we made to the cosmetics of Siege, we are also making some big changes to the game itself.  We are working on a system that will allow for no player elimination.  It is only a slight rules variation and it seems like it will work very well.  I have some concerns about the speed of play (always a concern for designers) and the emotional impact on the game (a bit anti-climatic when all the players stay to the end) I will explain the pit falls of that later. Next week I would like to talk about game speed, depth, and player elimination.

            On a last note I would like to say thank you to everyone for reading, thank you to all the kickstarer backers (old friends and new ones) thank you to all the contributors that from the first day the kickstarter began have sent in art, graphic art, and rule suggestions.  This really no longer is my game, it is a communities game. 

Tuesday, November 18, 2014

It looks like we are coming to a close on our kickstarter.  It has been an amazing learning experience and something I will never forget.  I have got a lot of great feedback, constructive criticism and some just plain old trolling, but very little. 
    You can tell that some folks have woken up on the wrong side of the bed or just had a bad day in general.  I have found that if you contact them directly and address there concerns, sometimes they have good ideas veiled in anger, and sometimes they are sorry for what they said.  Either way the out pouring of support far exceeded the negative.
    I have met (internet met) some really great people in this industry and some have volunteered a lot of hard work to make this project better.  We will re-launch in Febuary with a much stronger campaign and a much stronger product.  As I said before, it has been a valuable learning experience.

    I am going to offer a special (secret gift) to those that backed me this time around. I don’t want to go into detail but I to get the gift mailed to you must back the project, even for 1 dollar.  Chances are it will not fund, and you will NOT be charged the pledge! Either way if it funds or not you will get this small token of my appreciation, something that will not be offered in the kickstarter for the re-launch.   It is something I am really proud of and I think will make a great addition to your copy of Siege of Verdan if you choose to back it on the re-launch.  


I leave you with a picture of the latest collector’s edition going out.  This one is going to across the board.



Monday, November 10, 2014

Plans for the future.

Plans for a new beginning.

The largest amount of negative feedback for siege so far has been the game board.  We have started the re-design this weekend.  We hope to have it finished by the end of the week.  We love our backers and we want them to have a voice in the end product. 
    Still no news from the reviewers but we have high hopes for them.  We did do an interview with The Meeple Mechanic on Sunday Daniel Zayas is an up an coming voice in the game industry, and a whiz with statistics so keep an eye peeled for him.

I will try to get you some updates as they happen, lots, and lots of stuff going on.  We are making plans for a “out of print FREE card draft” to get ride of our old cards. We are planning for a re-launch of Siege of Verdan for mid February just in case we don’t make it this time, and of course we are re-doing all the graphic art too.

P.s.

    Microvores is launching this week on KickStarter too. A great game, by a great guy made in the USA

Monday, October 27, 2014

Cons, conning, the Wrath of Con

    We have spent quite a bit of time at conventions over the last 2 years.  We have learned a lot.  I personally have played Siege of Verdan with people from all over the the country.  I have been beaten at Manhattan project with a Nuclear physics researcher from china.  I have played artic scavenger with a great couple from south Texas, and many prototype games of all kinds with all kinds of future developers. 
    I owe some great times and important game fixes to the people I have met. Weather it was Dicetower con, Conjure, Gen Con, or Origins great gamers are everywhere!
    Just this week end we went to Tampa Florida to a game convention that has 0ver 33 years of tradition. We went to Necronomicon! We got the opportunity to see some old friends Brian Fiore and Microvores was our host this time.  As always he helped to represent the Consortium of Game Designers better then anyone else.  I met with Kenneth Shannon creator of the upcoming game “Adventure In” and many other collaborations with Samurai Sheepdog including Witching Hour. Great guys!!
   I would also like to mention that there is a molder out of Sarasota Florida that does amazing work. Sci-Fi Guy Model works! I will include some pics of his stuff (Jim Sherman). 
  There is no end to the kindness of people I meet and Play Siege of Verdan with at these cons. 

    If you see me please come up and say hello, I will gladly sit down and play some games with you.      




Tuesday, October 21, 2014

It has Begun! The Kick-starter launched!!


 Siege has been a 2 and a half year project that I have been blessed enough to be part of.  I started playtesting it early on.  It has been an amazing journey, to see how far the game has come.
I have been re-posting the board game geek blog for a year now I hope you have enjoyed following it.
    On a personal note, I will be starting a new blog (I will still cover the Jesters Hand stuff) that does board game reviews, our focus will be on un-published Pre-Kickstarter games but not exclusively).


    Please keep an eye out for “Katie Likes to Play” coming soon!!

Monday, October 20, 2014

The Collector

A few people have asked me the difference between the collector’s edition and what will be the regular version of Siege of Verdan. The game will play the exact same way, the cards, board and control tokens will be the exact same.  The differences will be the other components.
    The collectors’ edition will have hand cast and painted resin game pieces that will represent you units. (see pic below). Each done by hand so no two will be exactly alike.

    It will also have a kiln fired card holder that has the card/unit place value burned into the front of it, again all done by hand and no two will be exactly alike.

    Last but not least the all wooden game box comes with a resin front badge, and painted to look like brushed and weathered steel. The wood has a sanded and dark stained finish. Just below the foam game piece display the corners and bottom have been reinforced with fiberglass resin and 4 ounce mat. I really wanted to go to this extra effort to make sure that the game is something a collector would be proud to have for years to come. Again, all hand made, numbered, and no two will be exactly the same.  It may be 1 of 300 but you will have something truly original.


We hope you enjoy them as much as we do.




Monday, October 13, 2014

Getting armed for Battle!

Getting armed for battle!

Looks like the reviewers copies should be in this week, I hope to have a 24 hours turn around and get them out Friday.  I have to tell you pure excitement.  Sending a game to a reviewer is a little like watching a stranger play with a loaded gun aimed at the last two years of your life, really exciting.  We have 4 fairly big reviewers lined up, and a few little ones (thanks to a fan of the game doing all the pushing).
    We have done a little work on the video, we hope to have that all wrapped up next week, and if we are lucky getting the preview up for Kickstarter.
    We will be at Necrocon in Tampa Florida this weekend if anyone would like to stop by and meet Jesters Hand or some other members of the Consortium of Game Developers. We would love to meet you, and hear your feedback.
    We are also looking into next years DiceTower Con, We will definitely have a table or two.  If you are interested in attending please don’t wait till the last minute that con sells out like crazy! Regular attendants registration only opened a few days ago and they have sold over 250 tickets. So keep an eye on it.


Thanks of reading…


Oh, and may the Diplomats in your life bring you peace, and your assassins bring you pieces.

Monday, October 6, 2014

Rulers Rise

Well Hello there!!

    Update: to the three reviewers that are waiting on prototypes.  We are 71st in line at the game crafter so We expect to see the new additions very soon.
    Now for some new developments to the game (I have included the newest card art submission in the blog today). This is a young women from northern Europe, I really like her style but she tends to gravitate to the slightly sexualized side.  I have to pull her back a bit.  I think she is my front runner when we finally meet with the art director. Of course, his decision will weight heavily.
    I would also like to throw this out for consideration.  As the game sits now, each player drafts out a ruler at the beginning of the game. The initial plan was to include 3 generic ruler types and 3 Unique Individual Rulers. Three copies of each ruler type, gave a total of (9) of the generic guys.
    We have decided to remove 1 of each of the generic rulers and replace them with 3 more unique rulers. We have been play testing them almost the whole time so with just a few tweaks we think they will work out great.  It will increase out art work load a little, but we think it will vastly improve the drafting variability for the game.  We will play test more this week end but…I really think the nominal cost increase will better the game vastly.

Please tell us what you think!



Monday, September 29, 2014

And the Winner and new chamopion

And the Winner is: Danica Enyart.  Danica  Enyart Has won a collectors edition of Siege of Verdan!! We will get this out to here as soon as the new game manuals are printed (about a week or so) If you didn’t win please don’t worry! We will be doing this again during the kickstarter WHooo Hoo.  So get ready.

I have also re cast the new game pieces (no longer painted values). I will be breaking open the new cast tonight and testing it out. I have my concerns about flash lines, hopefully I will not have to show you what that means next week (if they are not good I will take pic and show ya what a bad flash line looks like.


I also spent a few hours working on a Title belt for Siege.  Yep one of my play testers wins frequently is always complaining that he want a belt like a pro wrestler because he is such a Bad A#%.  We here are a few mock ups.  Maybe this will catch on.



I dont know if I mentioned it before but Jesters Hand is working on a new board game as well call Smugglers, Scavengers, and Scoundrals.  It will custom sculpted pieces, all designed in house.  So Patrick is working on his sculpting skills a little.  Here is a sneak peak as Sculpting practice.


Monday, September 22, 2014

Hard at work in the mints

We are working hard to get the last few Prototypes out to some reviewers. We have taken the opportunity to re-write a few cards and make some changes to the rules (we ran out of prototypes). So 9/17 we are sending the changes to the printer and we will hopefully have them in a few weeks. Once the reviews are in we will launch the KS.
We are having a few other Developers look at our work. Roger Hicks (Dice Tower- Today in Board Games) gave us a little help with some game speed issues. Brian Fiore (Lawyer by day) from Wendigo PC is helping us with the final draft of the rules, and Justin Lynch from Swarm of Dice is giving us some fine tuning on the Graphic Art elements, both great guys that are going to be big names in the industry soon, mark my words.


That is all for today..
Thank you for reading..I don't think I can explain to you how much it means to us!

Wednesday, September 10, 2014

Weather in Verdan; Partly cloudy with a chance of Giant Fire Breathing Robot!!

Things are marching along pretty well in old Verdan.  We just did our first of three giveaways, and a young lady in Tampa Florida won. Stay tuned because we are planning on doing two more along with our Kick starter launch.
    In other good news, the designer of Microvores launched a preliminary story providing background for the game that will be released later this year.
    We have had 2 big game reviewers request a copy of Siege of Verdan, and we have decided to hold off the official KS until we get a copy in there hands. So, now we are projecting early/mid October.
    Last but not least!! Our interview is live on Giant Fire Breathing Robot!!  They guys at Giant Fire Breathing Robot did a great interview with Patrick Siebert about Siege.  Please listen in and tell us what you think!!




http://gfbrobot.com/2014/09/03/house-rul
es-94-interview-on-siege-of-verdan-with-
patrick-siebert/

Thursday, August 21, 2014

AA a disappointing turn of events...We're fine. We're all fine here now, thank you. How are you?

 AAAAA disappointing set back in our “Collectors Edition” game pieces.  It took a few weeks to get the new pieces sculpted and we where very happy with them.  We wanted to try a new mold idea that you allow us to pour one mold for all 8 game pieces with no flash lines…it was brilliant.. not so.
    The start of the issue was that the mold box material was too porous the new silicon bonded to it a little.  This was not too bad of a deal breaker, it took some time and we got some tears that we didn’t want to but could be fixed.  The next issue is that the bold itself was not really designed well enough for the pieces to be released. The block was so thick that it would not bed enough to eject the product. We could have cut them out individually but doing that kind of cutting would give us some pretty harsh flash lines that we would not want, and to compound the issue it damaged almost every one of the sculpts we had.  So its back to the drawing board for us.
    This among a few other things is going to push the Kickstarter date back about a month or so. This is a great learning experience for us so don’t feel too bad for us.  Just don’t forget us when the kickstarter rolls around in a month or so.
    We will still be announcing the winner of our Collectors Edition game on 8/29/14.  We should ship with in a few weeks of the official Kickstarter launch.  We are going to give away another one so keep an eye on our facebook page….you could be the lucky one!! 

Wednesday, August 20, 2014

As we get closer and closer to the Kick starter launch date My blog post seem to be slipping, for this I apologize.

Our Interview with fire breathing robot shoulds air soon, so all of you please keep an ear open for that. They are a bunch of great people and very entertaining for the gaming crowd.

I have started to re mold the game pieces (small stack-able castles) for the collectors edition of Siege of Verdan. I dont know if any of you have attempted this but it is a task that i would call challenging. I enjoy molding the game pieces, but to keep them proportional, still king of ruff/realistic looking and moderately professional is not easy for me. I know there are vary talented people in this area, that can do this quickly but I am not one of them. 

Next making the silicon mold. I tend to use a little more activator then recommended (which results in its own problems) because doing the opposite results in a huge sticky mess. This stuff is unforgiving and will not allow for many mistakes. There are air bubbles to contend with, a gooey sticky silicon mess and much much more, but to see something like this from start to finish is really a special feeling for me (not that kind of special).
Pouring the resin is an art in its own, you have to mix thoroughly but not too thoroughly (air bubbles again). You have to mix in the exact right proportions (not like the silicon you can mix a little hot). and last but not least you have a very small window in which to work with the stuff. Silicon will give you 20 minutes or so, the better 2 part resins are about 6 minutes or so. (times vary between different product but the stuff i am using now..this about sums it up). You would be surprised how fast this time really goes.
I would consider sub-contracting the miniature games pieces out for our next game "Scoundrels, Smugglers, and Scavengers", but again the pieces will only be offered for the limited edition games only, and i am not sure I am ready to relinquish the control on the limited edition stuff.

If you missed it this week "dead men tell no tale" has hit kickstarter. Its brought to us by Minion Games, which always have ineradicable quality. I am not a co-op fan but James Mathe is behind this project and he is iconic in the game design community. I will try to bring you up to speed on projects I deem worthy and or interesting.

For now I leave you with the pink ECTO-Plasmic like goo that is The silicon mold box for my new game pieces. 

May all of you violence take place on a game board-

Wednesday, August 6, 2014

Free Verdan..No, Mean get a free copy of Siege of Verdan

So busy getting ready for the launch…Sorry I have been slacking on the blog.
After play testing with the Consortium of Game Designers, we have yet even more changes to the game.

Towards the end of the game the lead player seemed to have an access of resource points. So not only have we allowed players to purchase extra cards at the end of their draw phase, they now may pay more resources to speed up military units.  I really think this will speed up the end of the game, it will also mitigate card “bad luck”.  
We have also decided to change the dice to a d4 instead of a d6 again this will limit the luck.

A few more changes but more on that next week!

Here is a chance for the readers to join in the fun, we are running a contest.


ENTER TO WIN A FREE COLLECTORS EDITION Siege of Verdan game before you can buy it!! Today is the day you have all been waiting for! If you share our page for Siege of Verdan, you will be entered into the raffle for one our collectors edition Siege of Verdan page. You must share between noon on august 6th and midnight August 8th to enter.  https://www.facebook.com/JestersHand?ref=hl

Monday, July 21, 2014

returning from the field of battle

Wow, the Dice Tower Con was very informative. I got to speak with Tom Vasel, and Roger Hicks (super cool guy, that has a time travel game he is working on that will be awesome!), and Karl Fenner (common man games..another great person). And tons of attendees that helped me with even more improvements to Siege of Verdan.
Beth and Aron Yert contributed a tremendous amount to the game with one phrase…speed up the clock. The spoils for the king clock, now counts faster once the first player is eliminated this controls the eliminated player down time even more. I can not wait to try it.
I also added some aesthetic work to the Board of Siege, we will see how that carries over.
I demo’d tons of games and met lots of great people. I wish I could name them all but this kind of experience makes you happy to be in this kind of industry! The tower was a big hit, and the collectors edition box was as well. 
More about the Con next week, thank you all for reading!


Wednesday, July 2, 2014

Seven Sins and the Consortium of Game Developers!!

I write this blog a week or two ahead so bear with me.  This is the week prior to Tom Basel's Dice Tower Con (our first convention for Jester’s hand).  Most of the projects are done and we are pretty excited. At the end of the post I will how you a pic of our display for the convention, but for now I would like to give some credit where it’s due.
    Last night I met at a local gaming bar called cloak and blaster, I have mentioned them before and the staff continues to impress me, I brag about them enough. The meeting was with several independent game developers in the central Florida area.  These guys are on point.  Justin and Derek Lynch of Swarm of dice are a great team.  Justin is one of the most organized and resourceful people I have met in this industry.  He has a great focus on both his game and what it will take to bring his game to market and be successful.  Derek, is very bright, he grasps mechanics and people well (really uncommon in this industry). He combines that with his great communication skills he completes a team that will be a driving force in the gaming industry, mark my words.  They have a production out tentatively called Goblin Tower; it’s a great game that has some original mechanics.
    Keeps your eyes open for the name Corey Goff I played a really fast paced and fun game he has titled 7 and 7.  It is themed around the 7 deadly sins and is a quick game that is lots of fun.  This is the first work I have seen of his and I feel like its “Lightning in the bottle”. If 7 and 7 gets exposure it needs it will be on a top ten list for filler games. LOOK OUT Love Letter. Corey Goff is coming for you!!
    Brian Kline is another developer I met with.  His has built a complex game with many fine moving parts, which is great for an Alpha Gamer, did I mention if seems almost bullet proof? It has so many layers of complexity its replay ability will be huge.  If this game does not make it (which I think it will) this guy will! I would be shocked if I don’t see his name building games in the very near future.
    I have yet to really work with the rest of the people in the consortium of game developers but I look forward to it.

     I have almost completed the 6 demo copies of Seige of Verdan (quality hand made pieces take time to build). At least the tower is done, almost…
42 inches of foam, wood, fiberglass, and now metal hinges and skulls (can ya see them on the doors at the bottom?

Wednesday, June 25, 2014

Vist Verdan: We should have most of the bodies cleared by your arrival.

  I am continuing to search for great 3d artists to work on Siege of Verdan for me.  I have some royalty free stuff that I have been using but if the game is successful I will have to get some “exclusive stuff”.

    I wanted reveal a few of the “First Expansion” Unique Rulers that will be a part of the game.  I hope you find them as interesting as I do.

The Jester Patr:  A ruler who’s main focus is to control the world by eliminating those that oppose him. This ruler gives bonuses to Spies and Assassins.

 Abcus Cyn: One of my favorite. This member of the banking guild believes that Verdan can be united with a strong economic system, trade, and power in unexpected places. She gives combat bonuses to Merchants, and recourse bonuses to those with banks in play.

Admiral Dale: Those that control the sea control the world.  The Admiral is the only ruler to date that can take to the sea on his own (no ship required).  Admiral Dale also gives bonuses to Ships for movement (you will be amazed how far that extra MV gets you per turn).

I have many more that I am not ready to reveal yet, but I am pretty far ahead on expansion cards. Designing cards has by far been my favorite part of this experience, balancing power and avoiding power creep weighs heavily on what cards I develop.


I would like to leave you with a picture of the Display tower after paint and mounting to its base.  It was a fist time experience and I would have done things differently knowing what I know now, but its almost done and I I think it looks like a “ruined tower” I hope it gets some attention at The dice tower convention con. She is 42 inches of Plaster, fiberglass, foam, blood, sweat, and tears.

Wednesday, June 18, 2014

The Magic Box


    I have decided to offer a collectors edition of Siege of Verdan.  I realize that this may make me sound pompous, “What kind of person makes a collectors edition of a game that they are not sure anyone will want to buy.”
    I have confidence in the game and I am looking for any way possible to make it stand out.  The kickstarter version should MSRP around $70  and I hope that the Collectors edition will retail for about $170. It will be in very limited quantity (all made here in the US). The make up on the collector’s edition is not very high. It is really just to get the juices flowing catch some peoples attention.  
    I posted about it a few days ago on some of the facebook pages…the response was huge!! I don’t know how many “likes” or purchases it will equate to but it was certainly a moral booster for the company. 
    The Collectors edition has a solid core top, 4 pyl sanded walls and a mdf bottom. It’s stained with a custom resin painted badge. The whole thing is distressed. The collectors edition game will also have custom molded game pieces instead of card board chits for the Unit pieces.
    I do plan to send a few of these to reviewers and local game library’s.  This has gotten some mixed opinions (send the econ-kickstarter to review) reviewers wont appreciate it they will just sell it etc.)
   They have convinced me to make a few extra copies and sell them on the kickstarter.

Thank you for reading…

Next week- More on the Tower display for the dice tower convention 2014.  It’s killing me!!   

Tuesday, June 10, 2014

All hands on wood (wooden card holders)



    The rush is on.  Less then 30 days until Dice tower convention and we are working hard to get demo’s out.  Not just Demo’s, but also designing and ordering flyers, and cards and displays and Sign up sheets –oh my.
     I am toying with the idea of giving away a free postcard (yep one you can actually main off and send to a friend via mail…you remember hand written postcard). That portrays Verdan as a lovely vacation spot (with war and assassins, and grim stuff).  Hopefully it will encourage people to sign up for our email blast.  We only intend to blast once or twice right before our kickstarter launches and before it ends.
    What do you think about the postcards? Just the right amount of campy?  Let me know!

Below will be an image from the post card...The caption will probably read...

"Visit Verdan, the fires are almost out."




-  back to work!!

Tuesday, May 27, 2014

Building a fortress

We are building.

   I will have to keep this one short. We are busy this week working on displays and banners for our presentation at Dice Tower Convention.  This convention is pretty small only 600 people but they are all hard core gamers.  We really want to bring our “A” game.  I am making a 3 foot tall tower that I hope will look impressive, I also plan on having a Laptop with continuous video footage of How-to play siege videos running.  This all takes a great deal of work.  I hope to collect 600 (maybe a bit optimistic) list of email addresses and contacts so I can launch the Kickstarter shortly after and hope for some support from the nice contacts I make at Dice tower.  I have attached a photo of the tower so far.
   I have tried several techniques so far, but it seems that just making each individual stove by hand works the best.  I will update you with more photos as it progresses. Let me know what you think so far…


Patrick-  

Tuesday, May 20, 2014

A meeting of the Consortium of game developers

A meeting of the consortium of game developers.

   A few people in the central Florida area have decided to join forces and discuss our successes and pitfalls in game design.  We met late one Wednesday evening; I was glad that Randy Hoyt came, he has designed a successful kickstarter and made a really nice game. He claims that the game itself was not super profitable, but I have to say it has great components and really seems to come together nicely.  He should be proud of what he has done, and he is very willing to let all of us learn from his experience which is very noble.  I gave a copy of siege to a fellow designer and he will blind play test next week.  I hope everyone at swarm of dice likes it. I will give a full report shortly.
    I do think more than ever that novice game designers are all cut from the same cloth.  I met some other great designers to and got a sample of there work.  From what I saw everyone is very passionate and committed.  Most of the games I saw look like they could all be successful.  I will post more on those later too. The last thing I will mention is that a few of us have very aggressive personalities, unfortunately I think I have a little of that in me as well.  I hope just enough to get the job done and not so much to be overbearing.
    I am building displays, and making demo’s so I will post more on that next week…
  


Patrick-

Monday, May 5, 2014

The Price of Freedom

    The quotes are rolling in from various manufactures.  We are trying to get an idea of what the actual costs will be to roll out Siege of Verdan. The Biggest price issue is the card holders that I would like to incorporate into the game.
    The cards have info on the back of them that keep the player honest.  While the front of the card has all the threat potential info on it.  It makes the game much more convenient to play and much more expensive. It raises the overall cost of the game by about 33%.  We may have to sacrifice them for just a player mat.
    We have decided to add linen finish for our stretch goals to both the board and the cards (pretty insignificant costs in the grand scheme of things).
   On last thing on manufacture wanted me to ship them the card holders because they don't make them.  To be packaged in there box...overseas...in Norway. ship 9000 card holders to ship them back?!?!?

wow,
We march on!!

Tuesday, April 29, 2014

Going to war at Dice Tower CON

    I mentioned Dice Tower Convention a few times before, but I am really proud to announce that we are 100% in a booth. We may even run a Siege tournament while we are there (waiting to hear from the admin). This is a small game convention but its is local to Jesters Hand Publishing, it has a turn out of about 600 people and they are all Alpha gamer s.  Siege should launch its kickstarter directly after the show (hopefully we will get to meet a few of you and get some good contact info.
    We will be supporting our facebook group "Consortium of Game Developers" and a few other indi-publishers and a local gaming bar (Cloak and Blaster). So we will have plenty of company at the booth.  It's time to really gear up and build a nice booth and displays.  Wish is luck, and come by and play a game with us! We will be demoing:

Manhattan Project on Wed July 2nd at 1pm.
Siege of Verdan on Friday July 4th at 11am
Siege of Verdan on Saturday July 5th at 11am.

We are excited to teach you to crush your enemy!

Patrick Siebert  

Friday, April 25, 2014

Taste tool to test: A play-testers survey

Working with the consortium of game developers I put together a quick play testers survey.  This survey does not cover all the needs of every game designer but I think its a good starting point.  I will post it here, please feel free to use it, or change it how you need.   Just another perk from Jester's Hand Publishing, and Siege of Verdan.

Here are some links to the communities i mentioned above.
www.facebook.com/groups/Consortiumofgamedevelopers/]https://www.facebook.com/groups/Consortiumofgamedevelopers/

https://www.facebook.com/SiegeOfVerdan?ref=hl]https://www.facebook.com/SiegeOfVerdan?re

A link to the Survey (and explanation of the survey).
https://www.facebook.com/groups/Consortiumofgamedevelopers/626701810718712/

www.facebook.com/groups/Consortiumofgamedevelopers/626701810718712/]

Tuesday, April 8, 2014

We have established the Consortium

  I (Patrick Siebert the Jester of Jesters hand) met with some fellow game developers.  We decided that in order to make the most efficient use of our time we would host a monthly meet-up for several different independent publishers we would attempt to pool our resources and host a play test convention of sorts.  The publisher Swarm of Dice has joined hands with the developers of Siege of Verdan to create a consortium of games where play testers can come and play our games and ask the developers questions.  I am really excited about this. We formed a facebook page we called the "consortium of game developers" and are actively looking for players and developers to join our group.  This will allow us to more rapidly develop quality products.  This can often be the most challenging aspect of game development.


We have Established the Consortium.

Tuesday, April 1, 2014

Rulers, Ruling, and Rules...and shout outs!

    Last week we published the instructions to Siege of Verdan on the blog, and on Facebook.  We have had some great feedback. Mostly, positive which is unusual for this industry.  We have also made a few local contacts that are interested in making a play tests group. Which is even more good news!
    I can not stress how valuable a good group of play-testers is.  In fact, you will spend more time testing a game then you will in design. It requires a huge amount of tuning and testing.  You have to weight out the feedback and functionality.  Most players want to win, and that can often skew the judgment of play test feedback.
    Jesters Hand will be present at Dice Tower Con this year as an exhibitor. We may be doing some exhibition for James Mathe products.  We feel its the least we can do to help support someone that does so much to help the gaming community.
    If you are around the Orlando area around July 4th. Please come see us and play a few games.


We like to play!

DICE TOWER CON 2014


While we are giving a little plug...
We are really excited about Cloak and Blaster coming to Orlando Soon


Thursday, March 27, 2014

Taking a break...just kidding working on "Backstabb Project"

This week we will take a break to discuss a live action game, its similar to larping, and an ARG, but more like how to host a murder.

Backstabb is a project that i have been cultivating over the last 20 years.  It involves teams gathering information trying to solve a crime (or series of crimes). The winning team is the team that solves the crime first.
    This usually involves spreading clues out across a large area, a college campus works great, but we have used large parks and whole cities as well.
    The clues form three to four different levels with multiple on each level.  What that means is that a level on clue will give you hints about how to find other level one clues and a level two clue.  This is done so that not all teams will head to the same place at the same time, and in case if one clue is two difficult you are not stuck with no way to advance.  Each level one clue has a different hint about how to get to level two and so on.
    Some clues will require you to make real world phone calls and listen to messages, contact and interact with chat robots, figure out cypher codes and anything else we can figure out.
    Its a lot of fun, a good way for gamers to get some exercise.  Jesters Hand has plans to make a re-playable commercially available game with different difficulty levels available. Backstabb is a fun project, but it is a labor intensive effort and a good play test requires a huge amount of resources to do.  We will update ya more on this later.

Tuesday, March 25, 2014

A wandering eye: A break from the war.


Believe it or not, Jesters Hand has other projects other then siege.  One of which is a live action murder mystery that involves a scavenger hunt kinda thingy. Teams are assembled and are presented some clues that lead them to the next clue and so on.  One of the developers for Siege started this as a hobby about 20 years ago, and has been doing it annually on and off.  It was never really developed to be packaged and sold to the public, but we are looking in to the idea.  The current version has some pretty cool aspects, One is the use of Chat bots to act as kind of a non-playing character.  Thanks to a company that publishes some easy to program chat bots, anyone with a phone or tablet can access the the chat-bot and access some important clues to help finish the game.  When you add some Google automated emails and google voice mails to the mix, it all comes out pretty interesting.  We hope to be able to deliver a good repeatable project by the end of the year.  We will keep you up to date.  No back to Siege of Verdan.   

Tuesday, March 18, 2014

Into to Video!

We have decided to get a few how-to video's together for youtube.  This will explain game play, show you the game components, and some other fun stuff, I guess the only reason we have not do so thus far is that the rules seem to always be changing.  It would surprise the average person how much testing goes into the rules.  The game designer wants to make the mechanics  as fun as possible and as easy to learn as possible.  Ergonomics is the wrong word but you would almost like the system to be instinctive but still provide a sense of discovery while you play. These videos should help, and once we get up and running I hope to include a few reviews video's as well.
In fact if you are a reviewer reading this, shoot us an email.
http://www.youtube.com/watch?v=sFaomc_3SCs
http://www.youtube.com/watch?v=xdeiaUBnrMA
More soon!

Tuesday, March 11, 2014

Everything has gone dark!

My graphics guy has finally convinced me that the picture is not enough for our cards. The bright white card, with black text is very easy to see, and with a small font (not yougi small but magic small) that we are using i thought this might be the way to go. how bout NO!!!!!!!
We re-designed the card to have a brown leather look to the background and a steel plate for the text. I am no graphic artist but I know what I like! I would love to hear from the rest of you on your opinions. The old card

Followed by the new version

So, i sent yet another set of cards off to the POD printer (TGC), and they came back way too dark. They do have an option for a print filter, but my perception was that even that came out lighter then the card in hand. So, again I have yet another valuable lesson: Make sure its light enough to read folks, have as much contrast between text and background as you can!
So we will spend about 8 hours on photo shopping 108 cards and re-entering them into the POD database. We do this all for you.

Next, the Collectors Edition box design.

Friday, March 7, 2014

Welcome to the cast!!


Siege comes with a huge amount of tokens, you need 6 different to tokens that distinguish between your different units, a token for your king (or queen), a token for your capital, and enough control tokens to show that you have control over a state (area). After a few play-tests where players are stacking up the tokens and having to dig thru them to do battle, and seeing big stacks of them fall over I thought that it would be nice to have some resin game pieces to distinguish between the units and the control tokens. Economic constraints have also dictated a smaller board so now I am having a bit of a spatial problem.  The solution was stackable game pieces with large designations on the side.  I figured the best way to go is up! 

Off to you tube I go to find out as much as I can about sculpting, silicon molds, and casting.  I think this will be too large an expense for the basic level game, but I do plan on having a Signature edition available so that people that have had a chance to play their friends copies may want to spend the extra amount on a nicer version.  What can I do to make a signature edition a little nicer?
Soon we will talk about rulers, and kings and what they bring to the game!!

Tuesday, March 4, 2014

The cost of war: Costs are going up and available rescources are going down


The economics of war, raising prices.

 

    After a few more play-tests a few things have become obvious.  The deck was too populated (see post “Distribution of Power”) and we have an economics problem. This is especially transparent in a four player game.  I never wanted siege to have a strong economic focus but I did want it to be a part of strategy and theme. After all, a small poor country is less likely to have a large powerful army then a huge wealthy one.

I decided to make a few more subtle changes to the board, I lowered the total amount of resources by about 3% this was not a huge number but in the 6 player version of Siege of Verdan the economics work pretty well and I knew a small change to the available resources in the 4 player version would multiply in a 6 player version.  I also didn’t want to add another complicated mechanic that changed how the 4 player game would work in comparison to the six player game. I am working on reducing the complexity of the rules, adding another rule just make understanding the game more complicated, another chance for something to be forgotten, and another chance to spoil a game experience for a new player.

The next decision would be a tuff one.  I am raising the initial cost of the military units by one point.  This will impact the game in two ways; first it will make a slight difference on the economics of the game (about a 33% change for most military units), but it will not effect the economics on the other cards (spies, assassins, explorers, and merchants). So now the start of the game will shift towards the non combat aspect, which means more politics, and economic building.  Secondly, since only a military unit can sac a capital city, it may help to close the gap between the first player out and last player out that make longer games unfriendly.  What we don’t want to happen is for it to have a big affect on the amount of time it takes to play the game. Heck, we just fixed that! Well we are off to play-test, wish us luck!

Tuesday, February 18, 2014

The Distribution of Power: How the cards fall.

The play-testers made a public outing at a local place bar/gamers place called The geek easy!  This leads to the next greatest discovery.  Keep a careful eye on the Master Deck.  The original concept for siege was to have randomized booster packs and players to have custom decks, but would also be playable with a master deck that comes with the original game.  I had so many fun cards I wanted to include in the original game I just started packing them in. My experience as a novice Magic the Gathering tournament player should have taught me the important lesson some times too much is too much.  All the time issues had just about been fixed, but now the deck was just too big! Players did not gain access to the bigger Military Units fast enough and the game ended with the clock and some minor frustration.  I would have to scale the cards back, and include a “Cut list”.  The cut list would suggest the cards that needed to be removed if the game has 4 or fewer players.  While this made me sad not to include all those wonderful cards, it will allow me to pick the very best of the best for the expansion and toss out the ones that I am not as psyched about (Yes, I used psyched my 1980’s are showing). Lesson learned the Master Deck, should be simple, effective and help players learn the ropes.

More fumbles, fixes and facts about Siege of Verdan to come!!  

Tuesday, February 11, 2014

Pressure from the game community: To Eliminate or not to Eliminate

The industry is leaning more and more away from player elimination. I grew up with player elimination as a way of life but I see all of the valid points. I will try not to bore you with too much game terminology but there are various cookie cutter methods that help to keep players in the game. One is victory points. I feel like victory points can feel unnatural, especially in a war/strategy game. Please don’t get me wrong, some games use them very well, but many use them like a bad plot device in a book.
The problem with not eliminating a player is a situation I call “Struggling in the noose”. This is a phrase that describes a long drawn out loss. If a player is crippled and will probably not recover they get very frustrated. We found that the same level of frustration can occur when we tried to enforce our feudal system, no one wants to help the person that made them lose the game.
The next issue is the catch-up mechanic. This is a system that will allow a player that is far behind to possibly catch up and win the game. This is also hated, people that have worked hard for a lead in the game feel like it is unfair that someone can use a mechanic to spring back into life. This helps remove “struggling on the noose” but also provides a certain amount of frustration.
We designed the Kings spoils to provide a defined deadline for the game, as a side effect it allows for a lucky shot on a capital city to bring a player back from the edge of a loss. Our feudal system was our first attempt at keeping players in the game. Our Feudal system would have to go, maybe squirreled away for another game.
 Over the next week our team will be looking for an alternative rule option that will eliminate player elimination! I don’t want to use something that is not thematic, and the cookie cutter ideas rarely appeal to me. We have a few good ideas’ we will keep you informed on the progress.facebook

Tuesday, February 4, 2014

The world is a smaller place because of it: Movment, Time, and the deadly assassins.

First things first I re-printed all the unit cards and increased the movement rates.  Some of them I only increased the circumstantial movement rates (if the player met certain criteria that unit would increase its speed). The next thing I did was make the world smaller (a hint from James Mathe of minion games). I decreased the board size and the amount of states. This would increase the speed of the units as well and make the world more accessible, which of course spawned more issues.
I loved the concept of a player seeing a large military unit coming for his capital a long way off. It would give player time to prepare for a siege, he could retire troops that where far away and play some in his hand close to the capital to help ward off the threat and make for more climatic battles. With the new changes it would be too easy to zip over and take the capital out. The same thing would apply to a ruler, assassins would be too fast to evade. My next move would be to increase the CV of the Capital from 2 to 3.  It was only one point (16.5% more but I feel like it made a real difference). I also included a Capital City card to make it easier to keep track of. Next, I wanted to fix the value of the king.
After long debate I decided if the king falls and a player does not have a ruler to replace him, all of those players units loose the Flag Carrier ability, so the acquisition of new states is not possible. They would also have to remove one control token from play. Thematically, I felt that it fit nicely and it is not too devastating (especially if you are building your own decks). Back to play-testing, Assassin pops up on the draw...oh crap.
With the fewer amount of states that assassin was moving too fast, and hitting to hard.  This caused huge economic turmoil very quickly. I lost a whole play-test from the draw. I did three subtle things to fix this issue, one came easily the second took a while to figure out.
I slowed down the assassin, made him a little less effective in combat, and now the master deck only had two of them, next I made a much weaker version of the assassin, and really slowed him down, but more of them. I did this because it decreased the probability of only one player getting an assassin out and devastating everyone, and you could use the assassins to defend against other assassins.  Last, but not least I added a bonus to the Spy card when fighting assassins.  This gave two advantages; it added a bit more value to the spy, and added another large threat to the assassin. Thematically, who does not love an assassin killing spy? Off to do more play-testing.FacebookFacebook page
 

Tuesday, January 21, 2014

Exploring new territory

The first draft of the map is complete.  Against the better judgment of all the forums, facebook pages and websites I have decided that I need a good looking set of cards for my first play-test. I stand firm on this decision, I needed to cultivate a group of non gamers into play-testers, I think I would not have been able to take that group as far as I have with out real cards, and a nice mounted board. So, off to the internet I went to find a pod publisher.  Not the cheapest in the world, but I did go to The Game Crafter, the set up is so easy and the end product is great (it’s the shipping that will kill ya). Now, that I had the template I needed card format and art.
    (Side note)The cards from the first play-test..are so far from where we are now in-development, the first card set might as well be lining the bottom of a bird cage.
    I was familiar with photoshop before but I would not become intimate with PhotoShop.  It was hours and hours of work learning, formatting and re-formatting, I am not graphic artist I will be the first to admit.  My first set of cards was basic, very basic, even boring. title, pic, black font on a white background. I am still convinced that the $30 I spent on quality cards made a difference in the interest in play testers.
I had my hand made boards, and my shiny new Game Crafter Cards, my game is done.  I may have to do a little playtesting and change a few little things but it will work great! (I have never been so wrong). I had decided to video record the first game, and have my wife (god rest her soul) take notes.
The first game was a grueling 6 hours; I realized that this was not going to really work. My play-testers seemed interested, but I would limit my play ability, and target audience dramatically if I didn'tthe facebook pagefacebook page cut this down.  Even if I could make the most interesting game ever, the average person would only be able to play once or twice a year. This is not what I wanted al all. Now I needed to figure out what was taking so long! Not to mention a movement rule need to be addressed, combat was too complicated, and when a ruler got killed well nothing happened. This just scratches the surface of the challenges to come.

Tuesday, January 14, 2014

A world filling up with people: We welcome commerce and negotiation!

Now I have these lofty goals and ideas.  I have made several RPG systems, and a few card games but I have not tried to make a board card game, especially one that we intended to publish.  The map started as a bi-fold 24 by 36 inch monster.  It was looked a lot like a Pangaea map of earth (very unintentional), it had 62 states divided among 6 countries. The continent was surrounded by over 100 hexes of water, with three islands. Verdan was going to me monolithic.
I next set out to generate the population for Verdan.  I knew I wanted assassins, and rulers, but I would need military forces of varying combat abilities and costs. My question was how to moderate the speed at which these fella’s came out.  I wanted things to ramp up fairly quickly, and with all of the available resources I knew that I needed to watch out for the exponential increase in resources as the game progressed.  The idea was simple.  Each card would have a fairly low initial (or inception) cost (IC), and a maintenance cost (MC) to keep the piece in play and under your control. Thematic The Facebook pageally, it seemed logical that you would have to be able to feed or pay these soldiers under your command as well. With all these resources going around I wanted to be able to share them between players.  I wanted a system of commerce and reasons for one nation to share its affluence with another, but how, and why would they?
I came up with the idea that a player would have a resource pool that would expire in the very first phase of his turn.  Then during the second phase you would collect resources from your states, and keep them until the very first phase of your next turn.  That would be the first encouragement to negotiate. If you did not use these points you would lose them, but I didn’t want points flying around between the players all haphazardly.
I needed non- military units that would serve as negotiators between two players.  You would have a negotiator move into an area controlled by another player, and that would allow the exchange of resource points. The Merchant and Diplomat would born as a direct result of this.  I still lacked a real reason for players to want to exchange resource points.  I knew that some players would support others out of friendship and more strategic minded players would wait for a player to get weak and then pump resources into him so that he would be more resistance for a different opponent attempting to take him out, but that was not enough for me.  I wanted something more, I wanted prisoners.
Actually, I wanted prisoner exchange.  I came up with the idea that if a unit was defeated in combat an opponent could choose to take them prisoner and keep them for ransom or vanquish them from the game. This would come in helpful if a player lost his ruler or other valuable card that might be hard to get back into play. Now there are reasons to negotiate, later I would come up with one more reason. The last could prove to be the most valuable reason to have a Merchant or Diplomat in your arsenal.
I knew I wanted the diplomat to be able to negotiate, but I wanted Merchants too.  Thematically I wanted the diplomat to be harder to kill off but weak in a battle, so I limited the types to characters that could harm him or her.  The Merchant was a different story, it needed to have the negotiation of a diplomat, but also needed something more to do with economics it self.  The merchant became an asset to both players giving them a slight resource advantage, but was able to be attacked by anything on the board. Merchants and Diplomats had another nice side effect.  Another target for assassins! If two player’s negotiations hurt a third player, that third player could always send an assassin in to do the dirty work. If you kill the negotiator the negotiations stop. What if I don’t have an assassin and I have a need to get an opponents card off the board? Can I pay another player to take care of that for me? The seeds of strategy have begun to spread.

Monday, January 13, 2014

Time to Face-off, or face on: We are live on Facebook!

I have mentioned my brother before, an absolutely amazing software developer, and coder that helped me to catalyze my gaming lust. He suggested that I do a website immediately to help get the ball rolling. David suggested that I start reading up on html programming and made some suggestions. I may do this one day but the level of commitment to the development of the game will not allow for this extra responsibility…yet. So until I can convince my brother into developing the website for me I will just do some stuff on “The Facebook”. I have included some pictures and a link to a few videos we have prepared. Please take a look at what we have put together, look around a bit, ask some questions and be a part of the Siege of Verdan Community. I wold love to hear from you. 
https://www.facebook.com/SiegeOfVerdan?ref=hlfacebook page