In which our narrator sleeps in, and then goes to the Unpub hall.
Day 2! AKA Saturday. This was my lightest day of the show. Not because the show floor was any lighter, but more because I was up past midnight the night before playing some two-headed giant sealed Magic: The Gathering with friend and occasional Gametrodon contributor, Max Seidman of Resonym. Of course, he got up the very next day, and went to work his booth and demo games for the remainder of the day… so… hmm.
I might just be weak.
By the time I got to the convention center after making the arduous trek all the way across the skybridge, I’d decided to spend a majority of the day at the Unpub hall. For anyone reading this post who hasn’t heard of Unpub, it’s a room where folks show off their unpublished board games and game demos. Polish levels range from “The Kickstarter is next week” to “I have never shown this to anyone I’m not related to.”
The first game I played was Arachno-Bump/Bounce, a fairly simple board game that according to its designer is targeted at families. It falls heavily into the second category of the above of being very new to playtesting. (That’s not a bad thing, it’s just a literal assessment.) In this game, you’re all spiders on a big web trying to capture as many flies as possible by moving around, and prevent your opponents by bumping them. I’d say that right now it has some problems, but honestly, what prototype doesn’t? Hopefully a few days of exposure to the general population of con goers will let the dev collect some good feedback and understand that players are ruthless fucks information. (To be less metaphorical and prosaic: right now, it’s very difficult to score points, the game heavily rewards aggression, and it also has room for accessibility improvements. But again, THIS IS A PROTOTYPE. These are all things that can be fixed.)
Next up was Territory CG, an LCG. I managed to scrape out a win here, either because the dev I was playing against was going easy on me, or because I top-decked a massive one-copy-allowed-per-deck dragon right as I needed it. But regardless, I was victorious! This game was unlike Arachno-Bounce in a number of ways. For starters, they have a website! And estimated prices! And they already have a playable version of the game on Tabletop Simulator! I might try to rope a few more friends into playing this with me. One round is really not enough to get a good sense of an LCG, but I applaud the effort, and the also the part where I don’t have to sell my kidneys in order to afford a card game.
This brings us to the last game of the day: Wingspan! It’s not an Unpub hall game. It’s actually been out for a while. It’s won fancy awards with German titles, and it’s rank 22 on Board Game Geek at time of writing. Wait, you find yourself thinking. Is he just using awards and other secondary features of the game to get out of having to actually describe the mechanics and gameplay? Is he not going to touch on the game’s themes, engine building mechanics, and other aspects?
Yes. That is exactly what I’m doing. Also, I got kicked out of the convention hall before I could finish. Because it was midnight.
Each day for the next 3 days, I’ll be recapping my PAX Unplugged experience.
I’m writing this while chilling in my hotel room on Saturday. I’m also writing it on my phone, so I’m gonna blame that for any problems or text issues, as opposed to my own ability.
Ed Note: Now I’m editing it on my computer post con, so uh, that excuse doesn’t work anymore.
Friday started off with a bit of a struggle to get into the building, but once I was in, lines were quick and easy. PAX Unplugged is enforcing masks and a vaccine check this year, so you have to get a little black wristband to enter. I haven’t seen any issues or folks being jerks about masks, so hopefully this signals some sort of path forward for big conventions. Realistically, we’ll want to wait a few weeks to make sure a NYCC doesn’t happen here.
Okay, so games. I started off by playing Robot Quest Arena by Wise Wizard. It’s a neat 2-4 player arena combat deck builder. It’s not out just yet, and while a few of the interactions were a bit hard to remember, I enjoyed it. Trying to edit links on Mobile sucks, so here’s the Kickstarter page. The short version is that you build up your deck while also moving a little robot around on a grid, and scoring victory points primarily by damaging and knocking out other bots. One big thing I enjoyed is that the game doesn’t ever eliminate players. Instead, when you get knocked out, you just come back in right at the start of your next turn. It’s nice to see a combat game without elimination, but where getting hit and knocked out still feels meaningful.
Next up was Knights of the Hound Table, by We Ride Games. This game is also a deck builder, but with a very different vibe. Instead of battling robots on a grid, you’re leading an army of dogs to battle. I was interested enough after the demo I played at their booth that We Ride Games loaned me a test copy of the game that I need to remember to return to them tomorrow, hopefully after playing it tonight.
Ed Note: While said night game never happened, I did end up playing it, and getting a copy. There will likely be a full review at some point in the near future.
My last two games were right next to each other, but we’ll go through them one by one. First was Valiant Wars. It’s a head to head push your luck deck builder. (Yeah, there are a lot of deck builders this year.) The oversimplified description of it is that you flip cards out at the same time as your opponent until you either choose to hold and use the cards you’ve currently drawn to buy units, or bust by flipping up two of a card called a Dark Omen. It’s interesting, but I didn’t get a chance to play the full game, so I don’t have an opinion on it quite yet. While it’s already out, I’m linking to the Kickstarter page, mostly just to match the other games I’ve linked to.
Finally, the last game of the day was Iconoclash. It’s by Quinn Washburn, the same fellow who made Valiant Wars, and it’s a Smash Bros style board game. While I played a full round, I feel like I’d really need to play a few more to figure out how I feel about the game. I believe the version I played is a prototype of something headed to production shortly. Frankly, I didn’t hate it, but I didn’t love it.
As far as I can remember, that wrapped up all of Day 1 of PAX Unplugged. Did I do other things? Yes, but they weren’t game related. And as much as I’d love to write some sort of love poem to the food of Reading Terminal right next to the convention center, I’m not sure that really meshes with the tone of this blog.
If Where’s Waldo, Richard Scarry’s Busytown, and Frank Miller’s Sin City had a threesome, the end result would be Crime City. That pretty much sums up MicroMacro. I like it.
“But that doesn’t actually explain anything about the game.” You say. And you’re right! But it does give me a great chance to act like I’ve actually read Sin City, and seem more cultured then I am. (I haven’t.)
So let’s have Mr. Cat explain the game for us instead. I’m sure he can help us with-
Oh dear. I guess I’ll have to do it instead.
Poor Mr. Cat. He’s yet another victim of Crime City, a lawless wasteland of blackmail, assassinations, and robbery.
MicroMacro is a hidden object/character game. Much like Where’s Waldo, you’re looking for small details in a crowd of faces and scenery, and like Busytown, it takes place across a adorable town of cute animal people. Unlike Busytown however, the city has the general tone of hardened noir. It’s filled with call girls, gun stores, fetish clubs, corrupt politicians and open air farmers markets.
This massive map makes up the titular crime city. You “play” the game by picking out case, and then going through the challenges each case offers. For example, in the case of Mr. Cat, the first step is to find the unfortunate victim. Cases are rated by how difficult they are to solve, and made up of steps. Almost all steps asks you to say “where” on the map a specific event in question occurred. The whole map has a grid system on it, so the location of an event can be referred to as A5, somewhat like battleship. (There are some exceptions to this, but I’ll cover them in gripes, because they’re related.)
As you advance through each step in the case, you’ll get more information about the crime, the perpetrator, and the motive. Requests can involve being asked to find murder weapons, trace the route taken through the city by someone involved, and occasionally trying to locate the corpse of the unfortunate individual.
Generally speaking, MicroMacro feels pretty fair as far as these things go. In the three cases I played through, there were no instances of adventure game logic or complete bullshit in play. There was one moment of some things being very cleverly hidden, but not unfairly.
With that said, I do have two gripes with the game. One is fairly minor, and it’s the fact that the game has somewhat limited replayability. This isn’t super surprising. It’s like complaining that Waldo doesn’t rehide himself each time you open the book. I think this concern might be a bit alleviated by the fact that once you finish all the cases, there are actually a few small bonus cases that aren’t included. You can find a few of them here on the game’s website, and get another one by signing up for their email list.
The bigger gripe is that the game has no good way to check your answers to a given question, without seeing the actual answer. This can be a bit frustrating, because if your group makes a guess, whoever checks the answer effectively doesn’t get to play for the rest of that request. There are also a few rare situations where the answer isn’t a battleship style grid reference, but a chain of events you’re expected to list off.
These are minor though. I like MicroMacro. I think you could probably even play the game on your own if you really wanted too, but it would be less fun than doing it with friends gathered around a big table. If this made you curious, you can find a demo of the game here, and you can likely find the game itself at your friendly local game store.
I recently got a chance to chat with Max Seidman from Resonym about their recently completed Kickstarter for the board game Surrealist Dinner Party. Max is a game designer and manager at Resonym, and has worked on several released games, including Mechanica, Monarch, and Visitor in Blackwood grove. Resonym’s Surrealist Dinner Party Kickstarter finished with just over $30,000 in pledges.
The discussion mostly centered around board games and Kickstarter, with a few questions about Surrealist Dinner Party. Some of this interview may seem a bit scattershot, but the general categories of questions and info can be found below.
Production of Board Games, and various costs
Some Interesting things about Surrealist Dinner Party
The Changing Meta of Kickstarter
1. Producing Board Games
F(Fritz Wallace): So, this is more general, but just to start off, let’s talk about scams and failures on Kickstarter. There have been a lot of projects that don’t get finished in the game sphere, mostly video games. And even in the board game space, we have things like Glory to Rome which just imploded. Do you think these have impacted use of Kickstarter as a platform for board game projects, and for people pledging?
M(Max Seidman): From my standpoint, no. Games in general is the single biggest category on Kickstarter, and board games are a much bigger than video games. Failures in video games don’t really impact board games.
F: Let’s talk about cost. I was kinda shocked when I looked at what KS takes in terms of cut. Using Kickstarter ends up costing about 10% of money raised on the service, 5% in Kickstarters fees, and between 3-5% in payment processing fees. How high does that end up feeling?
M: So from our standpoint, this is not bad at all. One thing to keep in mind is the standard supply chain for a board game works something like this:
You take your game, and you sell it to a distributor at 40% of MSRP. The Distributor then sells it to stores at 50% MSRP. Then your local game store or Amazon or whoever it is sells the game at MSRP. So, let’s say you make a game that retails at $50. This means the local game store most likely bought it at $25. They purchased it from the distributor who bought it from us for $20.
So, for a game being sold to stores, this means that if we want to make money, the cost of production and shipping the game has to be about $10 per copy, for us to even stand a chance of making money on a MSRP $50 game.
Now let’s consider a Kickstarted game, from the same lens. Let’s say you pledge $50. Well, Kickstarter and fees take their 10%, leaving us with $45. And now that $45 is the combination of what we can use to both make money, and to actually produce the game. So let’s say manufacturing and shipping ends up costing $35, because we can now afford to throw in more components, more pieces, nicer print runs, etc. We now have three times as much we can spend per copy manufactured, relative if we were to go with the traditional supply chain, and we’re still netting the same amount of money profit. For some creators, this is what Kickstarter lets them do.
Now, we don’t do that at Resonym. We want to make games that can be enjoyed by a wide audience, and as such, we want to be able to sell them at mass market prices, which means they end up going through the supply chain mentioned above. But this is why with Kickstarter versions of a game, you might see nicer tokens, extra addons, or other things that make the game better, but might be cost prohibitive otherwise.
The other reason to do Kickstarter is that we simply do not have the money to do these print runs otherwise.
ED Note: The TLDR here is that direct sales (like through Kickstarter) are much more profitable to the publisher than retail sales, which I found fascinating.
2. Some Interesting Things About SurrealistDinner Party
F: You’ve made games before, including Mechanica. Whats been the hardest thing about making Surrealist Dinner Party?
M: One of the longest parts of Surrealist Dinner Party has been getting the right to the actual Surrealists in the game themselves, specifically the right to use them in a board game. It’s a complicated process, and none of us are lawyers. My understanding is that state of the rights to use their likeness and name can depend on where they lived, where they died, and bunch of other factors. We got a lot of help from the Artists Rights Society in figuring things out. While there are some artists who we might have been able to use without asking permission, we didn’t want to do that.
In addition, getting the rights to use them in a game was tricky, and was different on an artist by artist basis. For example, even once you got in contact with the rights holder (which itself was challenging; many estates or families never got back to us), what they would ask for was somewhat unpredictable. Some would let us use the artist’s name in the game for a reasonable sum, or a similar donation to charity. Others thought it was neat that this person would be in the game, and let us use them for free.
Some weren’t as enthusiastic, as they didn’t want the person they were representing, often a relative, in a game at all.
(Personal Opinion of Gametrodon Editor Here: This seems incredibly stupid to me, but what do I know about art.)
There were also some that asked for licensing fees that were simply so high we couldn’t include them.
F: Okay, so quick question. Since you now have all the rights to these artists for games, when can we expect the Resonym published Smash Bros, but with Surrealists?
M: Well, we don’t have the rights to use them unequivocally forever. We have the rights to use them for this game.
F: Bummer. Alright, so one last question about production before we get into the meta of Kickstarter itself. It would be silly not to mention COVID-19 and the year’s pandemic. Do you currently see that as impacting your ability to deliver Surrealist?
M: We have some concerns about COVID-19, but they may not be the ones people would expect. Right now, I’m not worried about the manufacturing itself, as China seems to have COVID under control but I am worried about what happens when we get to shipping it out. I’m really hoping this whole thing will mostly be under control by the time the games arrive in the US. If anything, I’m more worried about tariffs. They can have a large impact on our cost of production. I can say that COVID-19 did impact the process of getting rights to the artists in the game, which is understandable.
Ed Note: I wanted to find a good statistic for the current state of coronavirus in China, but I was unable to find a trusted source that I felt comfortable linking to as a source of truth. If anyone reading this article has good info, and I mean CDC/WHO sorta stuff that can be trusted, toss it over.
F: It wouldn’t be cheaper to produce the game in the US, or in a non-China country?
M: Absolutely not. The difference in manufacturing in the US vs China is massive at this point. There are only a small handful of factories in the US that can actually do everything that is currently done in China, and they effectively only work with big companies like Hasbro. The print run minimums are so high, that we simply couldn’t use them even if we wanted to. Of the remaining factories, a majority of them actually do a lot of their manufacturing in China anyway, or can only do specific parts of games in the US, like cards.
A lot of the infrastructure to make board games just doesn’t exist in the US.
Ed Note: Max gave an example of Meeples, the little wooden people you get with a bunch of different games, and pointed out that if you pay to get a game with Meeples “manufactured” by a US company, the Meeples will still get made in China, and then shipped to the US.
3. The Changing Meta of Kickstarter
F: Okay, so finally, let’s talk about Kickstarter, goals, early bird rewards, and all the other stuff that has changed. For me, one of the most visible ones has been the disappearance of rewards that involve putting a backer in the game. Why do you think this happened?
M: Obviously it doesn’t quite make sense to put a random backer in the game in Surrealist Dinner Party. More generally, I can think of at least three reasons that you wouldn’t do that if you’re running a Kickstarter these days.
First, there is a crew of folks who just irrationally hate it, and they tend be part of the more vocal crowd on places like Board Game Geek.
Second, because of the current demographics of Kickstarter and the board game community, there is a exceedingly high chance that you will end up with all white men. In Monarch, the only reason we were comfortable with doing the unwanted guest stretch goal this way was because the rest of the characters in the game are already women.
And finally, production times. We fulfill our Kickstarters relatively fast. For Mechanica, the Kickstarter was in February, and we fulfilled our pledges by November. But getting custom art done and approved can have a turnaround time that can end up impacting the timeline of the entire project.
F: On the subject of art, and I know this is something we’ve actually discussed (Ed Note: read as “Argued about”) in the past, your games like Monarch and Surrealist have some pretty great art. At the same time, Resonym doesn’t really do anything like selling prints or little pins, or other merchandising. Why not?
M: There are a bunch of small reasons, like having to figure out how to ship merch internationally, and somewhat limited appeal. But personally, I would rather work on things that improve the game.
For example, the wooden tokens for Surrealist. I feel that they actively improve the gameplay experience. They’re tactile, they’re fun to place, and they just make the game feel better. And while art prints would be pretty, they’re not important to the game experience.
We would rather provide items that improve gameplay feel, like the tokens, or extend gameplay, like the mini expansion for Mechanica. Does this mean that we wouldn’t merchandise if we had a big hit? No. But at Resonym, we want to make games.
Time spent on making prints, stickers, or other merchandising is time spent not making the best games and game experiences we can for our backers and our fans. We want make games, not prints.
F: Alright. Thanks for your time. Before we end this, is there anything you’d like to say to your backers?
M: First of all, I’d like to thank them for their support. And second of all: FILL OUT YOUR SURVEYS! We just had someone fill out a survey for Mechanica, approximately 1 year late. This is a problem because we actually may not have any copies left in our European warehouse to send them. You gave us money for a copy of the game, and I want to make sure you get the game. We actually had an extremely generous backer for Monarch who backed at the custom art pledge tier who we were never able to get in contact with. They still gave us the money, and we’re grateful for the support, but we want to send you your games! So please, fill out the backer surveys!
Yes, the ♥︎ is part of the name. I honestly have to wonder how that will impact discoverability.
Ed Note: At time of writing, BULLET ♥︎ was live on Kickstarter. The version reviewed is an excellent implementation on Table Top Simulator. You can play that here. In addition, I ended up backing the game at the premium level, which is like 60 bucks, and the Kickstarter has been funded. As you might guess, I like the game, so if you’re coming in here expecting a totally non-biased opinion, you’re not gonna get it. I will include a few of my friends’ criticisms of the game, to try to provide a slightly more balanced view, but a neutral post this is not.
Ed Note 2: It’s been a few years hasn’t it? The Kickstarter was successfully fulfilled, and I got my copy. It’s pretty good!I’ve played a fair amount of the physical version at this point.
I like Bullet♥︎. For anyone wondering, yes, the heart is apparently part of the name. No, I don’t know why either. Lets just talk about the game shall we?
Bullet♥︎ as a game is intended to be modeled after shmup style games like Touhou or Jamestown. While it does this at least aesthetically, I’d say the actual gameplay sometimes ends up feeling closer to a fighter, but I’ll talk about that in a bit.
The game is played in 3 minute rounds. Each player has a board representing their character, with a grid of circles on it. At the start of a round, you have a bag full of incoming bullets with numbers and colors on them. Your goal is to not let any of these incoming bullets hit you by reaching the bottom of the grid.
While you have basically no ability to control the placement of individual bullets, you do have the ability to clear them off your board using patterns, and to move them around using actions. This is the meat of the game: trying to set up efficient patterns, and make decisions all while on a fairly hard time limit.
This of course brings up one of the first complexities with Bullet♥︎. The game requires players who are used to playing games. It can be very easy to mess up and misplace, and the fact that everyone is playing at once means that pausing to ask questions about how something works, or to consult the rulebook can’t really happen. This makes it easy to misplay. (It also makes it easy to cheat, but let’s be honest, if you’re playing board games with cheaters, you need new friends anyway.)
In addition, because of this simultaneous play, Bullet♥︎ doesn’t have a large amount of inherent player interaction, especially in multiplayer games. While we never tried out the boss rush mode, Bullet♥︎ is mostly categorized by silence and quiet. This may or may not sit well with your play group.
If this all sounds like I’m being harsh on Bullet♥︎, the thing is that despite this, I’ve convinced multiple people to play it with me. I’ve played the solo mode, something I have never done before for a board game, mostly because I wanted to get better. There are very few board games I want to be good at. I like winning, but I almost never try to get better at them. Bullet♥︎ is a game I want to be good at.
I called the game a fighter up above, and that “I want to be better” is why. There’s another reason, and it’s playing the game 1v1. In 1v1, Bullet stops being purely a chaotic frenzy, and instead turns into a slightly more balanced duel. I found myself trying to predict what sort of bullets would mess with my opponent, saving patterns and bullets to set up bigger attacking rounds, and generally playing the game more like a fighter than a puzzle game.
Overall, I really enjoy the game. It won’t be a match for everyone. The game doesn’t have a huge amount of interaction between players in a way that feels massively meaningful, and the rules can feel intimidating at first.
But Bullet♥︎ is fun, and really, that’s what matters to me.