Business is Picking Up!

Hey, remember us? I can barely remember the last few months! It’s been pretty exciting here at Side Room Games. Not only are we wrapping up the judging of the 54 Card Game Design Contest but we’ve also signed 2(!) games to publish – more on them in a bit!

We’re a little over halfway through all of the 54 Card Contest entries and we’re making a big push this weekend to get them all played. We may have to extend our judging by a week but we’re definitely going to get through them all. There have been some really good ones so far and there are some on the to-do list we’re really excited to play.

My personal favorite so far has been Neapolitan Sundaes by Jason Meyers. The basic gist is you’re connecting various sundae cards on a grid and trying to create links of 3 different characteristics on the cards (either toppings, fruit, or flavor). You score in the competitive version by matching a “favorites” card you get at the beginning of the game. When the game starts there are a ton of options and it’s easy to pick out good combos and get your feet wet. But when the board starts clearing out the difficulty level ramps up and you have to start planning moves ahead as well as avoid giving your opponents opportunities to make links. The way the game climbs in challenge as the game progresses really sets it out from similar games. It might make for a better tile laying game than a card game but the simple design, ease of entry, interesting decisions, and quick gameplay make it a real contender.

I’ve put some other notes on the rest of the entries on our Facebook page as well as via Twitter. As we finish up the testing process we’ll continue to update folks on our progress.

On top of the contest, we’ve been working with two designers and have officially signed their games to publish. The first is Black Sonata by John Kean. The game was created as a part of the 2017 Solo Print & Play Design Contest on BoardGameGeek and won 1st place in Below is his (amazing!) description of the game:

For more than four centuries scholars have argued over the identity of the mysterious Dark Lady of William Shakespeare’s sonnets. According to the sonnets, the Dark Lady seduced the poet and held him in an agonized thrall while also conducting an affair with the Fair Youth who Shakespeare also loved.

In Black Sonata you will find yourself in Shakespeare’s London, circa 1600, in pursuit of the shadowy Lady. A specially ordered deck of cards determines her hidden movements from place to place. You must deduce her location and then intercept her to catch a glimpse and gain a clue to her identity. You will need several clues to deduce her identity, but with each clue gained the Lady becomes harder to track. Black Sonata combines hidden movement and logical deduction into a unique solitaire steeped in literary history.

Can you finally solve English literature’s greatest mystery? Or will the Dark Lady elude you, melting from your grasp like a curl of smoke and promises?

I’ve never played a game like it and I knew I wanted to get it from a print & play version out to the community. John’s design is fantastic and his graphic design is really impressive. It’s basically a finished product – all that’s left is to push to get the Kickstarter ready to launch. We’re planning for a summer launch so stay tuned!

The second game we signed is Pocket Landship by Scott Allen Czysz. The original version is a solo game set in World War I where you command a landship (the original British term for tank) to clear a sector of enemy infantry, artillery and landships. On your turn, you roll dice and allocate them to your landship equipment to make attacks, heal damage, or utilize special abilities. On the enemies turn the dice are allocated based on the enemy set up and you resolve their actions. The really clever mechanic is that each enemy is trying to maneuver the battlespace throughout the game to get into a better position to attack you. A really fun game that’s challenging, tense, and an easy set up & tear down.

The original version was an entry in the 2017 9 Card Nanogame Design Contest on BoardGameGeek where you were limited to 9 cards, up to 9 dice and 9 tokens. Since his original design, Scott created an expansion to increase the number of enemies and player options. For what we plan to publish, he’s been working on coming up with some new enemy and player powers, as well as creating a 2-player cooperative variant. We’re also looking to re-theme the game with all new art and graphic design. I’m really excited about this one as well – the look and feel when we’re done is going to be awesome!

If you want to stay up to date with the progress of these two games and the 54 Card Contest results, sign up for our mailing list in the side menu. We plan on sending out monthly updates as well as notifications when our Kickstarters launch.

Until next time!

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