Archive for Phil

The Road to F&B’s Kickstarter Campaign

It’s been a while since we’ve posted because we’ve been advancing the design of Find It & Bind It‘s (F&B’s) expansion and testing it with new testers.

We’ll be posting updates here as we make progress toward a Kickstarter campaign we hope to launch in the September/October 2014 time frame.

Today we’ve completed one of the preliminary steps:

Cray Cray Games has filed with the Hobby Manufacturers Association to get its Standard Manufacturer Code (SMC). Yay!

(What does this matter, you might be thinking?)
In short, we would need this as part of a Stock Keeping Unit (SKU) if we were ever going to have a product that gets distributed to retailers.

You can read more about Find It & Bind It


Special thanks to Jamey Stegmaier of Stonemaier Games for all of his very useful posts on his lessons learned.

CCG to demo at Brookline Protype Event

On January 13, 2014 at The Brookline Booksmith (279 Harvard St, Brookline, MA 02446), Cray Cray Games will be demoing its most recent game creation, “Find It & Bind It.”

If you’re in the area and available, come by, play the game and check us out!

Find It & Bind It Prototypes Arrive!

The prototypes have arrived and they look good!

f&b_spread

And here’s a close-up of its box.

fnB_box

These 72-card tuck box is just the initial prototype.

We’re seriously contemplating a larger box, possibly witch minis and an expansion that’ll add more spell cards and such.

Read more about Find It & Bind It and see the rules!

Setting up Adobe InDesign Card Templates

It’s been a while since the last post where I mentioned that this would be the topic of the subsequent post… So, better later than never…

For prototype printing, we’ve been using The Game Crafter (TGC) to print higher-quality prototypes. Adobe InDesign is a good tool that isn’t too difficult to learn if you can get access to it.

If you have an Adobe ID you can download CS2 directly from Adobe.

If you don’t want the outdated version of InDesign, there are equivalent programs (some which are free) and the idea of this post is still relevant for streamlining card design for your games.

I have individual template files for each card size that we’re most likely to use for our games. Right now that’s just the poker size (2.5″ x 3.5″) and mini cards (1.75″ x 2.5″).

The Steps:

  1. Create your Card Template.

  2. Go on and design the card exactly how you want it to look. I won’t be talking about how to come up with good card design as that’s a matter of opinion and highly dependent upon the features, theme, style, etc. of your game.

    Do make sure, however, that your template takes into account the specific details of your printer’s requirements for bleeds, etc. Our template has a 0.125″ bleed on all sides that we export when sending to TGC or hide when printing locally.

  3. Create your Card Data.

  4. Frankly, the order of steps 1 and 2 can be interchangeable. You just need both of these steps complete before attempting the third step. You can set this up in a spreadsheet or you could, like we do, use something like Google Drive’s spreadsheet to store this data.

    One thing to keep in mind about using InDesign is that for fields that will hold image information, the field name needs to begin with an @ sign.

    The data we put together on cards typically tracks the name, description (sometimes broken up by line if we want to restrict printing) and image columns for the main image and any other associated images. We also track things like frequency and other categorical information for when we need to do any modeling on the distribution of attributes and so on, but these aren’t necessary for InDesign.

  5. Use InDesign’s Data Merge Feature

  6. Once you’ve got at least a portion of your card list (from #2) and your template you can start the data merge process. It’s important to test things out early to make sure you’re tracking the right kinds of data while putting the card together and to ensure that your template is showing things as you expected to see them.

    InDesign Card Template

    This step may end up introducing needed changes to either the design template or the way in which you’ve stored/fielded the data for the cards. But it’s best to work through this now while you can export to PDF and look at cards before printing them.

    The image to the right shows our template for Spell Cards used in Find It & Bind It. As you can see the card title (shown as <<Title>>) and the description lines are place holders for the data that is to be merged. The area in the middle is for an image. By putting the path to the image for each card in this field, we can make any number of cards and vary and update them as we have the time to create new imagery, etc.

Prior to using the templates, we’d make multiple pages in a document for each card, copying the format of preceding pages and it was just fine UNTIL we had to make a universal change. Using templates is this way has eliminated almost all of the manual tedium associated with creating cards for the games we’re designing.

And this frees us up to think about good mechanics for games that have superbly-written, easy-to-understand rules. We only wish more game companies focused on that sort of thing. 🙂

If you like what you’ve read and/or have any questions leave us a comment. Thanks.

PHIL

Review by Phil: Monolith

Summary
Cray Cray Games was a Kickstarter backer of Monolith, by Goblin Army Games.  It’s a shockingly themeless (I don’t think this game necessarily needs a theme.) strategy game of chance. The oxymoronic description is intended as dice-rolling is the primary mechanic.

The game can definitely be played in the 30 minutes it states on the box, but everything’s dependent upon the kinds of people with whom you’re playing.  Hemming and hawing on die placement and/or Skill Card use is still not instantaneous.  🙂

 monolith_box

 

The Game’s Objective
The objective is to get to the Victory space on the score track.  Failing that, being furthest on it achieves victory.  Roll your dice and try to place them in the areas that will earn the greatest amount of Victory Points or that set you up to gain resources like Gems, Skill or Power Cards.

Setup Comments
This is pretty quick, especially if you keep your cards in their categories (Skill, Rune, Fate, Power, etc.).

Get out the dice and tokens that correspond to a player’s chosen color and 5 gems per player to make available for the game.  Set the playing field (11 Rune and 1 Fate Card) for the game.  Determine who gets the Primus Token (aka: first turn token) and you’re ready to begin.

FYI: There is a 5-card hand limit (mentioned inconspicuously on p8) for Skill (plus Power, if in play) Cards .

Game Play
Roll dice, take turns placing the dice in squares and play Skill Cards and/or Power Cards as applicable/desired.

monolith

There’s a lot of potential for re-playability given the numerous Fate and Rune Cards.

PROS:

  • There’s a lot of potential for re-playability given the numerous Fate and Rune Cards.
  • The mechanics are sound and easy-to-understand.  There’s also a good variety of content in the different types of cards.  I haven’t done any spreadsheeting to plot/track that variability and what it means so I’ll make no comments on balance in that regard.
  • I like that the resources are limited.  The gems are bound to 5/person. The Skill and Power Cards are limited to one use of the deck (no shuffling).  It forces you to choose and also helps move the game along.

CONS:

  • The rule book would benefit from a bit of repetition or reorganization so that you can find things more easily.
    E.g.: I’d imagine things like hand-limit should be in setup vs. where it is.
  • I do think that the unlimited use of Skill Cards in a given turn seems overpowered.  If you luck out and get the Skill Card that makes opponents discard a Skill Card — and this card isn’t a one-time use Skill Card, that gets annoying pretty quickly.

Ultimately, my rating for this game is: Playable (As Is)


My Rating Scale

  • Awesome: It’s fun, playable, has great art and few, if any, minor issues
  • Very Good: Just like awesome, only it either lacks something or there’s some issue that makes the game just a little less than awesome.
  • Playable (As Is): Fun, playable with decent art/mechanics with minor issues and at most 1 easily remedied major issues.
  • Playable (with Fixes): Potential for fun, but flawed; the game requires fixing before playing again.
  • OK: Not great fun, but it kills time. It might even be playable but most would ask why.
  • Seriously Flawed: The game is so flawed I am beside myself with how it got published at all. It is also nigh impossible to fix (or just requires way too much to fix, including the creation and printing of new cards/mechanics).

Game Design Tools and Collaboration

One of the most important things to figure out up front when working with multiple people on anything — even if it’s just two people — is the manner in which you will collaborate.

How are you going to know who’s working on what?  How are you going to manage the editing process?  How will you know when to do what?  Who’s keeping a schedule, etc.?

We’re no different.  As a program manager I work on getting various people to march to a single drum all the time and tried instituting the same things here.

Requirements

  • We have a low (ok, $0) budget and so want to make use of as many freely available tools as possible.
  • We want to document everything so as not to lose things but don’t want to go cray with the documentation as that’s dull and potentially painful.
  • Josh doesn’t like anything hard or mathy so it shouldn’t be hard or mathy.  (tee hee)

Solution

We use a combo of Google Docs/Drive and Dropbox.  We use Dropbox in conjunction with our illustrators so that they have an easy way to share their work with us.

We use GoogleDrive to create and store structured documents.  We have a template for the initial draft of game rules and a spreadsheet template with various sheets to get a game concept we’ve created into a protype-able state as quickly as possible.

The Spreadsheet Template To Rule Them All

  • Project Tab: The spreadsheet has a project plan template in the first sheet so that we can commit to dates on common tasks.  It’s pre-populated with tasks that we ended up putting together while making our first game.It also makes use of conditional formatting rules and some formulae so that if we are approaching (or missing dates) little status fields will change colors and make us feel appropriately bad — or at least remind us that we should follow the dates and/or change them.
  • Player/Character Tab: While not used for all games, this tab has some default columns to track data for the characters in a game.  This tab is also linked to several pivot table tabs and a play tester data collection tab so that I can quickly get a view of the variables associated with characters, those that are played in play test games, the number of times a game is played with Character X, and won, etc.  There’s a lot of information one can get if you take the time to record it.
  • Card Tabs: Our template has several tabs, some of which won’t get used, so that we can fill out the card types and have names, descriptions, comments on art, references to file names, etc.  There’s even some calculation based on the card-size and TheGameCrafter rates so that we can estimate the cost of the prototype while making the game.
  • Other Tabs: We have tab to capture FAQs as we play test our games so that we have something for our website and/or rules documents. We have one to capture Kickstarter reward levels and potential expansion ideas related to the game.

You can have whatever you want in your template. The main point of this post is to ensure that you give yourself a place to capture things.  Figure out the structure and formatting of a document (or template going forward) as you go.  That’s what we did.

And be sure to take some time to update the template if there’s something you’d like not to lose, or just remind yourself during the design of the next game.  As the keeper of the template, when we encounter something that I know isn’t in the template, I’ll go back and add it so that it’s not lost.

Our day jobs have given us proficiency with and access to Adobe’s Creative Suite and in my next post I’ll talk about how we use this template to semi-automate card creation for these games using InDesign and our GoogleDrive spreadsheet template.

Cray Cray Games to attend TotalCon27

In Mansfield, MA from February 21-24, Total Confusion 27 shall be running and Cray Cray Games has spots on Saturday and Sunday to showcase prototypes of their current games.

There’s sessions for both:

  • Do You Know Your Neighbors? on Saturday at 11am
  • Fantasy Turf Wars on Saturday at 1pm
  • Both games will be playable again on Sunday at 1pm

Hope to meet folks there and get potentially interested parties for our future Kickstarter projects.

DYKYN Playtest #16

We played a 6-player version of the game yesterday with our newly-designed cards, player mats, etc. and found that the Kinds were able to attain victory in 3 short rounds with a quick 3-Diplomacy wins win. Kathie Kindred was in play and so that ended it in what felt like no more than 20 minutes.

Truly a quick-playing game, we continue to have fun with it. Feedback from play testers on the design lauded our inclusion of trait legends on the Neighbor Cards and mats for easier reference. In addition, the change in card size (down to micro) for Clue and Action Cards while keeping Neighbor and Situation Cards at their original size (poker) was deemed to make sense and met with approval.

Review by Phil: Fantastiqa

Summary
I like it.

It’s got a cute little “fantastiqal” theme that I could see children swallowing. I can acknowledge that cuteness though I boiled it down to why spatulas were somehow being used to subdue monsters of unusual size and such… 🙂

Fantastiqa Components

The Game’s Objective
The objective is to collect a certain number of points which is based on how many people are playing and the approximate duration of game you’re looking to play. One thing to note, when 4 people are playing, you’re encouraged to play as 2 teams of 2 (alternate seating) so that points can be combined and the win condition is met a bit faster. We didn’t quite catch that and we played a fairly lengthy individual 4-player game.

And it was still fun. Once we realized it would already be over we continued playing it individually to get a winner based on how we started.

Setup Comments
One the one hand, there are a lot of components and cards and it almost looks as if it’s going to be quite a hassle to set up. On the other hand, anyone who’s set up Mage Knight can get through this in a snap! 🙂

It’s actually not that hard once you get a handle on the many decks of cards and notice that the card icons tell you exactly where to put the shuffled decks. There’s some assembly of individual decks (the cards you start based on the chosen character image, a dog that finds you gems, a peaceful dragon which is just a waste card and a to-be-selected artifact). With some flying carpet tokens and deck reshuffling tokens you’re on your way.

Game Play
You have 5 cards in your hand that are active for your turn and you can perform free actions (using a card’s power which is determined by a few icons OR using flying carpet tokens to move beyond monsters w/o encountering them). Then you perform one action for your turn which is either adventuring (which means using cards to subdue a creature and move beyond it) or encountering the statue in your space or completing a quest in that space.

If adventuring, you can subdue a creature and repeat that for as many cards as you have that can subdue adjacent creatures in your path. Subduing creatures is done by matching the weapon type of your cards (top left corner) to the “subdued by” type-image(s) on the bottom of the creature (or quest) card.

Every creature subdued in this manner get added to your deck for later use and moves you ahead to the next position on the board. That adventure+move mechanic is what lets a player have a chain of subdued creatures in a single turn.

In our game, depending on what’s out, some got lucky and were able to subdue 4 creatures in a turn and there were some turns where no one had the cards to subdue anything near them.

Once we got the rhythm going, we could complete turns fairly quickly without a lot of downtime in between turns.

Problems
For once, I don’t believe I had any problems with this game at all. Things seemed clear and I was able to answer any questions that came up with relatively quick reviews of the rule book. That’s truly a big thumb up!

Ultimately, my rating for this game is: Very Good

Why not Awesome? It’s fun and I’ll play this often whenever we’re only a group of 4 people or fewer but it’s a little kiddy to me. I’d probably rate it as Awesome if it accommodated 6 people (the size of my regular gaming group) and that might make me discover more about it… or if it were just a little more… exciting? Not sure.


My Rating Scale

  • Awesome: It’s fun, playable, has great art and few, if any, minor issues
  • Very Good: Just like awesome, only it either lacks something or there’s some issue that makes the game just a little less than awesome.
  • Playable (As Is): Fun, playable with decent art/mechanics with minor issues and at most 1 easily remedied major issues.
  • Playable (with Fixes): Potential for fun, but flawed; the game requires fixing before playing again.
  • OK: Not great fun, but it kills time. It might even be playable but most would ask why.
  • Seriously Flawed: The game is so flawed I am beside myself with how it got published at all. It is also nigh impossible to fix (or just requires way too much to fix, including the creation and printing of new cards/mechanics).

Cray Cray to attend ConnectiCon (July 2013)

Josh and I are signed up for ConnectiCon and will be bringing copies of Do You Know Your Neighbors? and possibly some really-proto prototypes of Fantasy Turf Wars to get them play tested by the masses.

If you’re interested in seeing and playing our game(s), join us there.

Note: we’ll likely add a date or two for shows in February and/or March 2013 as well.