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Side Room Games – Dec 2020 Update

Hey everyone! We’re in the last week of our Elements of the Gods Kickstarter and we have some exciting updates on a few upcoming projects. Let’s roll!

Elements of the Gods – Kickstarter Exclusive!

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We’re in the final week of our Kickstarter campaign for Elements of the Gods! Remember, this one is a Kickstarter Exclusive, our first at Side Room Games. This means that the game won’t see a larger distribution for the English version and only retailers who back will be able to have it in stores in a limited quantity. Any leftover copies after fulfillment will only be available on our site at the planned MSRP of $60.

Also, here’s an update on some of our ongoing projects:

  • Black Sonata & The Fair Youth For European backers, we hit another snag… 🙁 There was an issue with the labeling process with Collext so the games have been sitting for almost 3 weeks at Heathrow. We figured out the issue and they’ve been working to get all of the packages relabeled & dispatched. Again, I am truly sorry that we’ve had these delays. There’s nothing more frustrating to a publisher than having games ready to get to backers & customers and when the process gets out of our hands things get complicated. We’re pushing Collext as hard as we can to make sure that things move quickly and this doesn’t happen again.
  • Fallen Angels:  As mentioned before, the last subset of games that are going to folks in Europe who ordered multiple copies + some specific countries where it made sense to send from the EU rather than China are on their way to the UK. They’re still in transit and hopefully arriving soon – that’ll wrap up fulfillment for that one but we still have copies on our site available.
  • Maquis:  We got our first sketches in from Ilya for the expansion missions & spare rooms – looking good so far! The plan is still for the expansion & reprint Kickstarter campaign in early 2021. As soon as we get the official launch date nailed down we’ll let folks know. 
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Mechanical Beast:  We’ve also got some of the first art sketches/draft in for it too! Really excited for where we’re going on this one. The plan is for Mechanical Beast to launch after Maquis, likely around the April timeframe. 

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Finally, if you’re interested in designing a game or just want to check out some cool ones in development, our 2021 54 Card Game Design Contest is live on BoardGameGeek. Some of them are looking amazing so far. Definitely check them out, give them a playtest (easy print & play builds :D), and provide some feedback. And, if you have a design that’s been tinkering around in your head you should definitely get it down on paper & get it entered!

As always, if you have any questions or issues feel free to drop us a line through our social media outlets or send us an email at support@sideroomgames.com. Until next time!

Dustin

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Side Room Games – Nov 2020 Update

Hey everyone! Wanted to give folks an update on a few fronts, including some changes to our current Kickstarter campaign & statuses on our current & future projects. Let’s roll!

Elements of the Gods – Kickstarter Exclusive!

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Two significant things we wanted to let you know about in regards to Elements of the Gods. First, we’ve decided to do our best to help supplement some of the shipping costs for backers so we’re decreasing our planned prices for fulfillment. Take a look at the shipping section on the campaign page for specific costs for your area. We’ve also lowered the additional amount needed if you’re looking for multiple copies or a group buy.

Secondly, we’re also making this game a Kickstarter Exclusive, our first at Side Room Games. This means that the game won’t see a larger distribution for the English version and only retailers who back will be able to have it in stores in a limited quantity. Any leftover copies after fulfillment will only be available on our site at the planned MSRP of $60.

Also, here’s an update on some of our ongoing projects:

Black Sonata & The Fair Youth For European backers, the games did finally make it to Collext and went out the first week of November! If you hadn’t seen any of the comments on the KS page, for some reason the unloading process at the port took way longer than expected; the ship arrived 7 October, so almost 3 weeks! 🙁 It sounded like the port is really busy right now (Brexit panic!?!? :-/ ). So games are on their way and folks in the UK & Ireland have already seen them come in. I’m really hoping that other countries start receiving this week and I appreciate everyone’s patience on this!

Fallen Angels:  The bulk of fulfillment is complete and games are on their way to backers. I do know there have been some sleight delays since it’s a busy time of the year for shipments combined with challenges brought on by the pandemic. The last subset of games that are going to folks in Europe who ordered multiple copies + some specific countries where it made sense to send from the EU rather than China are on their way to the UK. Hopefully they’ll get there around the end of the month & Collext will get them out shortly thereafter. So surprisingly smooth sailing. 😀

Orchard The latest print run just completed and included versions in Spanish (Melmac Games), Italian (GateOnGames), Chinese (Treetato Games), French (ABi Games), German (Board Game Circus), Dutch (Gam’inBIZ), Japanese/Thai (Mr. Dexker), and Korean (Lotus Frog Games). We also partnered with guf in Australia and GigaMech Games in the US for special English versions in those regions. So, if you’re looking for another copy for you or a friend, there are lots of options headed your way. 🙂

Maquis: We finally have some exciting news… We are in the works with Jake, the designer, and Ilya, the artist to put together a small expansion for Maquis! The expansion will contain 4 extra-hard missions with different objectives & levels of victory. We’ll also have some new safe houses & resources to support these newer missions as well as the original missions. The current plan is to have things ready to go for an expansion & reprint campaign in early 2021 – currently looking at late January/early February but still working the timing. The plan is to do something similar to what we did with Black Sonata & The Fair Youth expansion. This expansion will be a little smaller in size so that should also keep the price down for backers. 🙂 As we get more details we’ll let folks know!

Also, if you’re interested in designing a game or just want to check out some cool ones in development, our 2021 54 Card Game Design Contest is live on BoardGameGeek. Some of them are looking amazing so far. Definitely check them out, give them a playtest (easy print & play builds :D), and provide some feedback. And, if you have a design that’s been tinkering around in your head you should definitely get it down on paper & get it entered!

As always, if you have any questions or issues feel free to drop us a line through our social media outlets or send us an email at support@sideroomgames.com. Until next time!

Dustin

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Side Room Games – Oct 2020 Update

Hey everyone! Exciting news from our end. 😀 As we mentioned previously in the newsletter and teased through some of our social media outlets, Elements of the Gods is coming. And we’ve selected a launch date – 10 November! Review copies are starting to go out this week, but here are some of the initial looks:
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We also have a Tabletop Simulator module ready to go! Feel free to give it a try and give us any feedback you have. 🙂 We’ll also have print & play files ready to go later this month if you’re so inclined.

This is our biggest project yet and we’re chomping at the bit to get it out there! This is what I’d consider our first original project (non-PnP beforehand) so we’ve put a lot of energy & love into it. It’s a great game and we’re hoping you will all love it! We’ll remind folks once it gets closer to launch, so definitely stay tuned. You can also subscribe & become a fan on BGG too!

Also, here’s an update on some of our ongoing projects:

Black Sonata & The Fair Youth  Fulfillment has been going on all through September and into October. The last major piece is Europe – the games made it to the UK on 7 October and will start heading out to backers/customers this week and next week. We also addressed some concerns/issues with the expansion box in an Kickstarter update (check it here). If you have any questions or issues feel free to reach out to us at support@sideroomgames.com.
Fallen Angels:   Production is still on track to wrap up on 20 October, so games should start heading out to backers by the first week of November. Woohoo! 😀
Orchard  Production has started for the different languages (Italian, Spanish, French, Korean, Chinese, German, Japanese, Thai, and Dutch) as well as some exclusive deals for English versions in Australia and the US. Current schedule shows finishing different versions around the end of October and continuing through November. So if you’re on the look out for a different language version stay tuned for more info!
Maquis:  Still planning (lame!)… No news yet but we’re working it!

Also, if you’re interested in designing a game or just want to check out some cool ones in development, our 2021 54 Card Game Design Contest is live on BoardGameGeek. So far we have 12 entries and more will be coming soon. Definitely check them out, give them a playtest (easy print & play builds :D), and provide some feedback. And, if you have a design that’s been tinkering around in your head you should definitely get it down on paper & get it entered!

As always, if you have any questions or issues feel free to drop us a line through our social media outlets or send us an email at support@sideroomgames.com. Until next time!

Dustin
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Side Room Games – Sep 2020 Update

Hey everyone! I think we’re finally at the point where it’s worthwhile to write a blog post every once in a while. 🙂 Not sure if this will be a monthly or quarterly thing but we have so many projects either wrapping up, in works, or about to start some folks out there might be interested in hearing about them. Without further ado let’s get rolling!


  • Black Sonata & The Fair Youth Production is complete on this one and we’re in the process of getting games to their respective fulfillment centers. We had a slight hiccup in getting the shipping set up (lesson learned, get all of this prepped during production as opposed to after…) but we should have games leaving BangWee this week. As most of you are aware from the KS update, shipping will go out in stages and start in September and continue through into October until all of the games are out. 
  • Fallen Angels:  Production has just started – we got the proofs in and they look fantastic! We’re still on pace for fulfillment in November and I’m slightly confident we’ll even beat that for the start of shipping. This one has been smooth sailing so far. 🙂
  • Orchard In case you haven’t heard, Orchard is going global! We have licensing deals in place with 8 different publishers in 9 different languages (Italian, Spanish, French, Korean, Chinese, German, Japanese, Thai, and Dutch) as well as some exclusive deals for English versions in Australia and the US. Production on those will start in September and will hit game stores across the globe this fall.
  • Maquis:  Lots of people have been looking for a reprint and/or an expansion on this one! We are in the planning stages right now looking at expansion options as well as localization partners. We were thinking about later this year but we may shift things around depending on whether or not new content will be ready. So no news yet but we’re working it!
  • Elements of the Gods:  Our next Kickstarter is coming up quickly! We’re still planning for an October/November launch but we’re still trying to get a final date setup. We have some of the review copy pieces in (minis!) and the rest are either in production or on order. Once everything is in hand we’ll pick a specific launch date & let folks know.

We have other projects in development, including Mechanical Beast (BGG 2019 Solo Game Design Contest Winner). These are all slated for 2021 releases. As we get more information on those we’ll keep everyone up to date. One great way to stay up to speed is to subscribe on BoardGameGeek to the game pages (links above) and our publisher page… 😉

Finally, we were able to participate in a speed pitching session a few weeks ago and there were some amazing designs! We have some Tabletop Simulator playthroughs lined up and we’re hoping to snag a few and turn them into Side Room Games titles. 😀

Like I said, lots of projects at various stages. And all of them we’re extremely excited about & can’t wait to get out to our backers/customers! As always, if you have any questions or issues feel free to drop us a line through our social media outlets or send us an email at support@sideroomgames.com. Until next time!

Dustin

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Black Sonata: Designer Diary Part 5

The chase is on…

To show off the brilliant mind of John Kean, we wanted to share some of his thought process while making Black Sonata. This series of posts are pulled from his Work In Progress thread on BoardGameGeek. Be sure to check out the Kickstarter launching on June 5th! Here’s part 5, the final of the series:

PROGRESS REPORT
19 June 2017

I’ve just done a test of the latest tweaks and feel like the game is finally taking shape.

The main game is working reasonably well as a chase around Elizabethan London, circa 1600, visiting eleven sites associated with Shakespeare’s life. A deck of around 30 cards governs the secret movements of the Dark Lady and once you deduce where she currently is you need to give chase with your own pawn until you can intercept her and gain a clue. If you’re too slow she can escape you.

I am figuring out what extra cards to add to the deck to spice it up and gradually ramp up the difficulty over time. There’s still a lot of balancing to do, but for the first time I’m starting to feel like it might be possible to get some rules and components ready in time for the volunteer playtesters at the end of the month.

I think I have overcome the problem of set up being too fiddly and time consuming. I’ve managed to work in two separate deduction mechanisms – an easier one for the main game (where is the Dark Lady?) and a harder one for the end game (who is she?). I have a potential use for the sonnets themselves as elements of the game play, and have sourced some very cool images and icons for the graphic design. But I’m still not really sure if the game is actually *fun*…

Tired now, bed awaits.

PROGRESS 
27 June 2017

Hurrah! Tonight I completed a first draft of the rules and have almost got a complete low ink version of the components. Writing out the rules was great because it helped identify some places where simplifications could be made.

The game is basically made of two halves: a hidden movement part where you must deduce the location of the Dark Lady to earn clues, and a “Mastermind”-like part where you use those clues to deduce her identity. Each part is complete and has had some testing, but what is missing is the glue to hold them together. Fortunately I have some glue, in the form of the sonnets themselves, but now I need to tune the various bits to make sure they play well together.

This will probably take a couple of days, but I’m determined to be Components Available in time for the volunteer tester deadline.

BACKGROUND BOOKLET AVAILABLE
10 July 2017

Putting the theme of this game together has involved quite a lot of background research. Over the last month or so I have read Bill Bryson’s biography of Shakespeare, trawled the web for info and portraits of the candidate Dark Ladies, wandered around the earliest extant maps of London, pored over online reviews of Shakespeare themed tours, and of course read and reread all 154 sonnets, especially those relating to the Lady. She has occupied most of my free thoughts, and she stalks my dreams… Above all, I have continually sieved and sorted facts (of which there are few) from wild speculation (of which there is much).

Through all of this I have assembled some notes on the lives of Shakespeare and his contemporaries, with a special focus on the question: Who was the Dark Lady? To be honest, I don’t really believe there was a single Dark Lady that Shakespeare biographies in his sonnets. And the game would less interesting if there were. Instead I think she is probably a half-truth created from several of the women that crossed Shakespeare’s path, together with a healthy dose of fantasy. But that doesn’t detract from the exhilaration of the hunt!

Anyway, for anyone who is interested, I have sorted and formatted my notes into a booklet which you can download here. The pages are sized for printing A5, that is two pages per side of A4 or letter paper. If you print in booklet format it comes to six double sided pages in greyscale/low ink. Or they should look good for reading on your tablet etc.

So if you’ve ever wondered exactly where Shakespeare lived during the plague of 1603-04, or what sort of place is called The Liberty of The Clink (seriously, no nation can top the English for interesting placenames; my personal favourite is the village of Nempnet Thrubwell), or whether an African woman might have attended Elizabeth I only to show up a few years later as the Madam of a notorious brothel… Well, if you are as fascinated with history as me, then you might like to check it out. If nothing else, it will give some meaning to the places and people named in Black Sonata.

Cheers,
JK

PS I have done my best to indicate what is fact and what is speculation, but please let me know of any errors or significant omissions, of which there are bound to be many…

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Black Sonata: Designer Diary Part 4

Game in Progress…

To show off the brilliant mind of John Kean, we wanted to share some of his thought process while making Black Sonata. This series of posts are pulled from his Work In Progress thread on BoardGameGeek. Here’s part 4:

BACK TO THE DRAWING BOARD…
12 June 2017

Ugh. I stayed up late last night trying out my idea for the main game mechanism. It worked as intended (after some tweaking) but after a while I had to admit to myself that it just wasn’t much fun.

So I have straightened the spine, stiffened the upper lip and headed back to the drawing board. It is a scary thing to do, but I feel I owe it Shakespeare and his Dark Lady to find the best possible use for this theme (which I am totally smitten by).

My failed idea was based on a shifting labyrinth of tiles through which you and the Dark Lady would move according to a roll-and-move mechanism. Your task was to keep the Lady from escaping off the edges while searching for tiles (books and letters) with clues to her identity.

Now I am thinking it would be cool to use a game board representing Shakespeare’s London and the ten or so significant locations that we know about. I’m not sure yet exactly how to use it, but I’m sure inspiration will come eventually. I suspect it needs to involve a Dark Lady pawn, and it would be good if it also used another deduction mechanism. I’ll go back through all the suggestions in this thread again for potential solutions…

To clarify – I will keep the deduction mechanism with the suited cards, though this still needs some tweaking, and find a new way of earning the clues. Fingers crossed…

SOLO HIDDEN MOVEMENT MECHANIC?

Here’s an idea for a deduction/hidden movement mechanic. It is distilled from some of the posts above, particularly suggestions from Jan and Deyan about discovering hidden rules, together with ideas about wheels, moving coordinates and clues on the backs of cards. Actually, I didn’t really invent this at all: it was all you guys – thanks!

Anyway, imagine you have a map of say 10 locations, joined by paths so that each location has 2 to 4 paths leaving it. At each location are some features, like a tree, a church, a water view, a flower garden, a statue etc represented by 2 to 4 icons at the location.

You also have say 30 or 40 tiles (or cards), three or four for each location. Each tile is numbered unobtrusively on one side and also features a dot in a particular position that corresponds to that location (like the clue cards in Outfoxed). On the reverse side is an icon denoting one of the features present at that location.

Now, the designer provides a list of numbers that specify the order that you should stack the tiles at the start of the game. (Actually, there would be several different lists corresponding to different paths that the quarry could travel around the board, but each game would use only one with the rest being for replayability.) After ordering the tiles in a stack, face down (and icon up) the pile is “cut” several times as a magician does with cards so that the player does not know the starting point.

You are represented by a pawn on the board, while the location of your quarry (the Dark Lady) is hidden as the top tile in the pile. Each turn you would take the top tile and place it on the bottom of the pile, so that the Lady has moved to another location (or not!). The tile icons would give clues as to where she might have moved and could be now. Then you’d move your pawn one space along a path OR, if you think you have tracked her down, search for the Lady at your current location.

Each location would have its own “master” tile with a hole bored in a unique position. To search for the Lady you’d place the top tile from the pile onto your location tile and then flip them over as one. If the dot appears in the location tile’s window then you have found her, otherwise you know she is somewhere else on the map, but you still don’t know where.

So the aim is to deduce where the Dark Lady is lurking from the sequence of location icons she passes, then try to get your pawn one step ahead and catch her at that location. If you do, you earn a clue to the main mystery (her identity). But here’s the catch – after searching a location, whether successfully or not, that tile is discarded from the game. This means that the Lady will start to jump around the map more and more erratically as tiles are lost from her initially smooth path, and it will become harder and harder to find her. Your aim would be to find her enough times to get sufficient clues to solve the final mystery before you run out of tiles in the deck (or it gets down to say ten tiles).

(Of course you could use cards and sleeves with windows instead of tiles, but I think tiles might be easier to handle if there’s not too many of them.)

Righto – in my head this sounds like it might just work. Or am I missing something obvious here? Maybe there’s a nifty way to refine this idea before I go to the trouble of building a prototype. And maybe I am destined for disappointment as in my previous mechanic…

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Black Sonata: Designer Diary Part 3

Is it her?

To show off the brilliant mind of John Kean, we wanted to share some of his thought process while making Black Sonata. This series of posts are pulled from his Work In Progress thread on BoardGameGeek. Here’s part 3:

THE THEME
5 June 2017

William Shakespeare’s 154 sonnets were first published in 1609, possibly against his will. The first 126 sonnets are outpourings of homosexual love and admiration to a “Fair Youth”, probably one of Shakespeare’s patrons: Henry Wriothesley, 3rd Earl of Southampton, or William Herbert, 3rd Earl of Pembroke. The subsequent 28 sonnets, however, document a stormy relationship with a “Dark Lady” who seduces the poet and holds him in an agonised thrall. In a bizarre twist, sonnets 144 and 145 reveal that the Dark Lady has also seduced the Fair Youth and the subsequent love triangle sees the poet spiral into a deep and melancholy madness of fire and syphilis.

For more than four centuries scholars have argued over the identity of the mysterious Dark Lady. At least eight plausible candidates have been suggested, plus a plethora of less convincing ones. But like so much of the great poet’s life little documentary proof remains, so we shall probably never know…

At least that’s what you had been taught as a young student of English literature. And it springs to mind now, years later, as you discover a forgotten cache of letters in the basement of the National Archives. For among them are two penned by Augustine Phillips, a known associate of Shakespeare, that hint at the identity of the Bard’s shadowy mistress.

Suddenly with fresh eyes and thumping heart you find yourself catapulted into a labyrinthine web of hints and allusions scattered through the remaining fragments of the lives and works of Shakespeare and his associates. From document to dusty document you will chase the ephemeral shadow of the Lady, gradually collecting clues to her identity as she darts teasingly just out of reach.

Can you solve English literature’s greatest mystery? Or will the Dark Lady elude you, slipping away like smoke to be lost forever from the pages of history?

ABOUT THE NAME

Once I decided to theme the game around Shakespeare’s “Dark Lady”, I needed a name that would evoke a shadowy pursuit.

Shakespeare repeatedly refers to the Lady as “black” (both in colouring and deeds) so that part was easy. “Black Sonnet” didn’t sound right, but somehow “Black Sonata” did. It carries echoes of noir mysteries like the Black Dahlia videogame and Black Vienna. Plus, I like the allusion to music, whitch is another of my passions.

Or her…

The term sonata has a very precise meaning in Classical music, but in Shakespeare’s time that was not the case. Then, sonata could refer to any instrumental music: music that was “sounded” rather than “sung”. Sonata and sonnet share the same word origin, and the clincher is Shakespeare’s sonnet 128 which concerns the poet’s feelings as he watches the Dark Lady play the virginals (an early keyboard instrument):

How oft, when thou, my music, music play’st,
Upon that blessed wood whose motion sounds
With thy sweet fingers, when thou gently sway’st
The wiry concord that mine ear confounds,
Do I envy those jacks that nimble leap
To kiss the tender inward of thy hand,
Whilst my poor lips, which should that harvest reap,
At the wood’s boldness by thee blushing stand.
To be so tickled, they would change their state
And situation with those dancing chips,
O’er whom thy fingers walk with gentle gait,
Making dead wood more blest than living lips.

Since saucy jacks so happy are in this,
Give them thy fingers, me thy lips to kiss.

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Black Sonata: Designer Diary Part 2

To show off the brilliant mind of John Kean, we wanted to share some of his thought process while making Black Sonata. This series of posts are pulled from his Work In Progress thread on BoardGameGeek. Here’s part 2:

ANOTHER POTENTIAL MECHANIC?
30 May 2017

It’s 2am and I’m awake thinking about one of the suggestions posted above…

Say you had ten locations labelled 0 to 9. There are two pawns – one representing you and the other a spy with whom you need to rendezvous. You have a “code wheel” with two circles of card, slightly different sizes, pinned at the centre so that you can rotate them relative to each other. Each circle has the numbers 0 to 9 spaced evenly around the outside, and the top (smaller) circle has a small window cut into it.

Each turn you must place your pawn where you think the spy will go next. Then align the number corresponding to your pawn’s previous location (outside wheel) with that of the spy pawn (inside circle). Now a number is visible through the window, and determines the next location of the spy pawn. If you got it right, you and the spy will be in the same location and a clue is exchanged.

So your challenge is to deduce the pattern underlying the wheel. I’m guessing it will somehow involve modular arithmetic but will need to check that out… (not now – it’s 2am). The game could include several different wheels of each size and you’d choose some combination at random at the start of the game. Maybe there could be more than one window. Maybe the locations would be named rather than numbered, to make it harder.

This could work, I think, as long as the underlying maths is sound. I have no idea if it is yet, but will investigate further…

PROTOTYPE DEDUCTION MECHANIC

OK, I have put together a simple one-page PnP prototype for a deduction mechanism that seems to work (I think!). I have wrapped a simple pseudo-game around it, mostly as a way to test how many clues are needed to make the deduction (it seems to vary, but I haven’t had a chance yet to look at it more systematically).

I am excited because this seems to create a nice “if that then this OR that” logic puzzle that is not just about eliminating possibilities.

NOTE: Do not study the cards and try to discover the patterns or memorise their symbols! This will ruin the deductive element and spoil the game for you.

Please, if you do try it out, can you report back on how you got on. Useful data would be the “suit” of the hidden card and how many clues it took to correctly deduce its symbols. In lieu of that, your score would be almost as helpful. Thanks!

Here’s the link: THIS IS NOT THE FINAL GAME

Meanwhile, I need to start thinking about a theme. I have a couple of off-the-wall ideas, but I need to digest them for a few days (and do some research!). More news soon…

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Black Sonata: Designer Diary Part 1

To show off the brilliant mind of John Kean, we wanted to share some of his thought process while making Black Sonata. This series of posts are pulled from his Work In Progress thread on BoardGameGeek. Here’s part 1:

THE CHALLENGE
29 May 2017

Recently I have been enjoying a range of solitaire PnP games, but noticed that there are very few replayable solitaire deduction games. I love deduction games and it seemed to me there is a gap here. A few weeks ago I posted a thread on this:

Replayable solitaire deduction game – is it possible?

The response was very interesting. At first the consensus was “nope, not possible”. Then it morphed to “OK, maybe possible with the use of a game app”. Then finally a couple of suggestions came out about how it might be approached, using edge-notched cards for instance. Overall, the consensus seems to be that it *might* be possible, maybe.

Well, that’s enough for me – challenge accepted!

I have enjoyed designing games for recent BGG contests, and in this year’s 9 Card Contest, just finishing up now, I set myself an extra challenge as a seed for creativity. In that case it was to design a solitaire deck-builder in just 9 cards, and I’m not sure that the resulting game (Blorg in the Midwest) quite achieved that, but it was a lot of fun exploring the idea with suggestions and input from this community.

So my personal design challenge for this contest is to design a replayable solitaire deduction game (not based on elimination), without the need for an accompanying app. I have been mulling this over in my head for a few weeks now, and I think I have an approach that may work. But more about that soon…

A POSSIBLE MECHANIC?

A few days ago a friend introduced me to Dobble, and like every newbie my first reaction was – how the heck do they do that?! The mechanism of every card having one (and only one) symbol in common with every other card seems somehow miraculous. I had to figure out how it works, and once I did I started to wonder if it might be a way to attack the solo deduction problem I had been thinking about…

Of course, you smart people will have figured out by now that it won’t work. Removing one card from the Dobble deck, you can’t possibly deduce what is on it from the remaining cards without comparing every single one of those cards with every single other one. Which would not be fun. And if there is more than one card that you don’t know then there is no way to deduce which of them is the target card.

But what about if you simplified the number of symbols and added a second loop? Well I’ve been playing around with that on paper and I think I have come up with something that is sort of half Dobble and half Mastermind.

It would use 11 cards, and each card would have three mystery symbols. You’d shuffle the cards and set one aside unseen. Your task is to deduce the three symbols on the set aside card from a subset of the remaining ones. There would need to be another game mechanic for how you earn a clue card, but each time you do you’d get more information on the target card, because each clue would say how many of that card’s symbols are present on the target card.

I think it works on paper. Next step is to try it out with some old business cards…

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That’s a Wrap!

Courtesy of Brian Garthwaite

Now that the contest is officially over and we’re putting feedback together for the entrants I thought I’d let you in on the process and how we decided on our jury prize winners.  It was a tough call; we had about 5 games we narrowed in on for the top 2 and played through them again as a group to determine which were the best. Here are my honorable mentions (in no particular order) – all of these were great games and are serious contenders for publication (either by us or some other lucky company!):

Neapolitan Sundaes: Most of my thoughts on this one were captured on my previous blog post.  Definitely fun, probably a better cardboard tile game rather than card game, and the theme on this one could be tinkered with.  Will keep an eye out for it for sure!

Panoramic:  This one is a two player tableau builder where you have the same bidding cards & overall bidding value as your opponent over the course of the game.  The best part about this one is how scoring is determined. As you bid & win cards you can either place them in your panorama (or your opponent’s in cases where they hurt their layout) or you can use the card to lock in an endgame scoring parameter.  On top of that, when you lock it in you lock out another option. Really keeps the game dynamic and puts emphasis on which cards to go after and when. With some cool original art & graphic design this one could be a great light-weight card game.

Repertoire:  In this two player deck-building game about fencing, you are balancing your decisions to either attack your opponent or acquire special move cards to your deck (adding to your repertoire!).  As offensive & defensive skills become available to add to your capabilities, you are trying to balance what you have in your hand to either come in with a crushing blow or defend against the same.  And as you take damage that can’t be blocked you have to permanently dump cards from your deck, and whoever has the fewest cards at the end of the game loses. It probably needs some tweaking as the first portion of the game is a little slow during the build up of your deck, and it feels like there needs to be a little more offense & a little less defense to increase the tension.  But the core mechanics are really good, and the original artwork for the cards turned out great!

Saint Poker & Board Game Smugglers:  These were games that used a standard deck of playing cards.  And they were some of the most fun we had playing! Saint Poker is basically Texas Hold’em Legacy.  After a hand you get to draft cards on the table from other players hands & the community cards to form your hand for the next round.  Each round is worth more and more points, and you can retain some knowledge of what cards are gone to help you plan for the next round or two.  The right kind of brain burn and it worked really well. Board Game Smugglers is all about bluffing and misdirection, which really hit my wheelhouse.  I was just manically laughing about every move, and was yelling at the other guys when they would screw me over. It really didn’t have “take that” mechanics, but it still had that feel.  For some reason that’s what made it shine.

There were other good ones too: Quilt 54 was a tile laying game simple to teach but got brain burny as you played; in the same vein as Sagrada.  Banquet had a neat way of moving your player card around the board and causing a chain reaction of who goes where. Martian Colony was a cool little eurogame that with a little tweaking on the scoring could be great.  But in the end there were two that really stood out:

Building Blocks:  This cooperative game is really straightforward.  You’re trying to build 4 colored towers from 1 to 7.  There are a few more of the base cards but the top 3 cards of each tower are unique.  You can skip levels (i.e. a tower that goes 1-2-3-5-7 is perfectly legit) but your score drops for every card you miss.  As a group you go through a decision process to see what order you place that round. You then take turns placing whatever cards you can on the tower.  Or you can “pass” by discarding cards. And the entire time you basically can’t communicate with each other… AARRRGGGHHH!!!! It’s so frustrating but rewarding at the same time.  “Why did you take the first player card!?!?!” “Why did you discard a 5!?!?!” “NOOOOOOOOO!!!!” The game shines when you have to decide on which cards to hold in hopes of getting the perfect tower but also avoid being forced to dump them later when someone can’t put down a stupid 4(!!!).  We immediately wanted to play it again when we finished the first time we tried it. And on our last test day we wanted to play it again after we finished… and a 3rd time… and a 4th… It’s just really good!

Fallen Angels:  Surprisingly another cooperative game (as a group I’d say co-op games are lower on our list, which is why we were shocked our top two were those types).  And it’s really clever. I mean reeeeeeeeeeeeallly clever. Once you set it up you have a handful of cards fanned out so you can see either a) a single symbol or b) a pair of symbols.  On the other side of the cards (what your teammate’s see) is either a) that symbol plus another or b) only one of the pair of symbols. On your turn you pick a card and you are trying to deduce what your teammates are seeing on the back of it.  They will rearrange their decks based on what they see in their hands so that symbols that match what they see are on one side of their hand and ones that don’t match are on the other side. You then use that information to figure out what is on your card.  But it’s mindboggling! Because you only see what they aren’t seeing, and are trying to guess what they can see to narrow down on what you don’t see… Confused? Admittedly, it takes a round or two to wrap your head around what’s happening. And at first, once you get a grasp, it seems easy.  But then cards start leaving your hand and the information available starts to dwindle. And then you start having to get help from informants. And then one of your clever teammates saves you by guessing what only you can see based on your “ummmmmmm”-ing and “ugh”-ing. As you can tell, it’s super hard to explain without playing it.  But once you do you a) need to take a 5-minute break to let your brain unravel and b) start a new game. And all of this doesn’t take into account the amazing photos & really cool info that John unearthed as a part of the theme. In any case it’s just a winner.

Enough rambling.  🙂 All of these designers are awesome and I’m so happy we ran the contest.  It was a challenge to get through all of the entries but I think it really helped us hone our judgement skills as far as thinking about which games were marketable, publishable, needed work, were almost there, etc.  I can’t thank the designers enough for putting the hard work and dedication into making their games. We may tweak a few of the parameters for next year’s contest but there will definitely be one!

I’ll be back later this week with some more info on Black Sonata, as well as maybe an insight or two that I’ve run into setting up the company.

Until next time!