Friday, May 8, 2020

Buds, Blooms, and Thorns Review of On Pointe by Analog Game Studios

Buds, Blooms, and Thorns Review of On Pointe by Analog Game Studios
Support me on Patreon!
Vitals:
Title: On Pointe
Designed by: Elisa Prashad
Publisher: Analog Game Studios
Year Published: 2020
MSRP: $50
2-4p | 20-30 min | 8+

Introduction:
My middle son discovered ballet, tap, and other forms of dance about 18 months ago and absolutely fell in love with the art of dance.  He's grown immensely in the past year-and-a-half and relishes the time he can spend dancing.  When I saw On Pointe on Kickstarter last year I jumped at the chance to order him a copy.  The one thing he loves almost as much as dance is board games, so combining the two was a no-brainer.  He's used to everything ballet being mostly girl-centric, so he was very happy to see that there were boy characters in the game, too.  So, does it hold up to our gamer household's expectations?  Read on to find out!

Experience life as a ballet dancer, from the Barre to a Star. Earn your pointe shoes and tutu; collect gems, treasures and the tiara.

In On Pointe players advance as a professional dancer would, from learning the basic ballet moves, mastering rehearsals, performing on stage, competing to become Prima Ballerina and accepting their bouquet at curtain call.

A competitive game with light strategy and set collection with a race down the board, avoiding obstacles and out-maneuvering your opponents, but being first to collect your bouquet doesn’t necessarily mean that you’ll win – it’s all about the points that you collect along the way.

Experience the life of a ballet dancer, from the Barre to a Star.  Know your positions, use the right moves: collect gems; treasures; and the tiara.  A game that will keep you on your toes.

- Description from publisher

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Wonderful theme and artwork for any families interested in games and ballet!
  • Boy friendly!  Male dancers and double sided player boards so you can decorate your tutu or tunic!
  • Easy rules are fast to teach.
  • Fast gameplay!
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • Each game is a fun journey from practice to rehearsal to the big performance.
  • Plays well at all player counts, but feels more crowded at 4 players than 2, which drives some interesting choices.
  • Simple gameplay and rules open the door for house rules.  I want to come up with a cooperative variant!
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • The game plays 2-4 players, and there are 6 character standees, but only one is a boy character.  Would have been nice to have at least two.
  • There can be quite a bit of luck with the card draws.
  • Strategy is very simple and won't be enough for heavier gamers.
  • A few situations aren't covered in the rules or are very vague.
  • A few component misprints - not game breaking though.
Final Thoughts:
On Pointe ended up being exactly what we had hoped it would be!  It's a light game, perfect for families and non-gamers, and it just drips theme.  Every little aspect of the game is steeped in the ballet theme.  From the gorgeous artwork to the move cards named after ballet moves, to the action tokens named after different positions, and every little bit.  My son was in a performance of Swan Lake last year, so he was excited to see characters like the Black Swan show up.

The game is very light on strategy though.  There are some interesting decisions to make when competing to acquire props or trying to race to the end, but it's generally a pretty open board with simple choices and quite a bit of luck.  This won't come out at your board game night with a group of adults, but for families, especially families with dancers and fans of ballet, this is a perfect little game!

There are a few rough spots in the game, though they don't really take away from the enjoyment of it.  A few situations that come up in the game aren't clearly spelled out in the otherwise very straightforward rules.  There are a few areas on the board that we assumed can't be moved into (the barre and piano in the practice space), but it's not specifically stated in the rules that these are inactive spaces.  It's also not clear how much movement the curtains block on the stage, particularly for diagonal moves past the curtains.  If you move directly onto a space separating an area (between practice and rehearsal or between rehearsal and the stage) you'll earn a gem, however it's unclear if you can pass this space up and then move backward into a previous area on a later turn so you can go back for props that you missed or try to get that gem.  We've been playing that you can backtrack, but it would be interesting to play where once you've advanced beyond a section you couldn't move back to it.  We also noticed a few misprints on the components, like missing points on the backs of a few gems. 

I also wish there was another boy standee.  The game plays 2-4 players, so it would have been great if there were 4 female and 2 male playable characters, since you can't have more than 4 girls play at once.  It is nice though that they included the option to decorate a tunic instead of a tutu on the flip side of the player boards though.  Ballet is generally female-centric, and my son has accepted that fact, but it's nice that at least some thought was given to boy dancers, too.  After all, some dudes dance!  (He has a t-shirt that says that.)

None of these issues detract significantly from the game, but they did cause us to search the rulebook to see if there was something we missed a few times.  They're easy enough to house rule, and the game is light and fast enough that small variances like this don't affect the overall gameplay.  In fact, the game is simple enough that I can see all sorts of variants being possible.  I'd really like to work out a cooperative variant for the game.

I don't often write up reviews for games from my own collection, saving the time I spend writing reviews on games sent to me from various publishers, but we really enjoyed playing On Pointe, and I wanted to share our excitement for the game.  So this is a completely unsolicited review!  The theme, artwork, and gameplay really brought the ballet home!  If you have a dancer in the family this is definitely a Bloom game!  If you don't have dancers at home this is still a very solid family game, so I'm giving it an overall rating of Bud.  Dancers and families both will enjoy On Pointe, so head on over to the Analog Game Studios website and pick up a copy for your favorite dancers today!

Buds, Blooms, and Thorns Rating:

IF YOU HAVE A DANCER THIS IS A Bloom!
This game is great and worth
adding to your collection!  It should be
on just about every gamer's shelf. 
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.
Pictures:












Did you like this review?  Show your support: Support me on Patreon! Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.

Tuesday, May 5, 2020

People Behind the Meeples - Episode 223: James J. Campbell

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:James J. Campbell
Email:info@iwillnevergrowup.com
Location:Toronto, Canada
Day Job:Web offset printing press operator
Designing:Over ten years!
Webpage:www.iwillnevergrowup.com
BGG:James J Campbell
Facebook:I Will Never Grow Up Games
Twitter:@iwillnvrgrowup
YouTube:I Will Never Grow Up 1
Instagram:@iwillnevergrowupgames/
Other:IGA: https://indiegamealliance.com/members/member.php?id=1519 BGDF: https://www.bgdf.com/users/i-will-never-grow-gaming
Find my games at:Ask your local FLGS to order if they don't have them in stock, or through our website.
Today's Interview is with:

James J Campbell
Interviewed on: 3/7/2020

James Campbell designs games and then publishes them through his company, I Will Never Grow Up Games. His first published game, Into the Black: Boarding Party, is a semi-cooperative game about space pirates trying to board an enemy space craft and complete their objective, but each player may also have a secret objective. I played the game as an earlier prototype and it was later successful on Kickstarter. James has his second game, Feudal Endeavor, ready to hit Kickstarter this summer, depending on the state of the COVID-19 pandemic, so keep your eyes open for it!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Over ten years!

Why did you start designing tabletop games?
I had some ideas for games that I would love to play and just ran with that! After starting, I couldn't stop myself from designing more.

What game or games are you currently working on?
Development, graphic design and promotion of Feudal Endeavor (a 2-6 player simultaneous hidden bidding, economic engine game set in Imperial Russia, designed by Andrew Zimdahl, relaunching on Kickstarter in July 2020), design and testing of Conflict and Chaos: Vietnam 1965 (dudes on a map style Vietnam war game), Into the Black: Ongoing Missions (Campaign style Expansion for the previously published sci-fi dungeon crawling competitive/cooperative Into the Black: Boarding Party), Battle of France 1940 (Remake of a WW2 dudes on a map style wargame) and Heroes Call (deck building and resource management)

Have you designed any games that have been published?
Into the Black: Boarding Party plus its first two expansions, Epic Encounters and Increased Crew (self published through I Will Never Grow Up Games).

What is your day job?
Web offset printing press operator

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
Anywhere I can, really. Typically I get to play games at home with family and friends or at friends homes, but I do love to get to local game conventions whenever possible as well. I have yet to manage to make it out to any of the nearby game cafes or game days at FLGSs.

Who do you normally game with?
Most of my gaming is done with my immediate family (My wife, adult children and their significant others) or a small group of hardcore gaming friends when we can manage to carve out the time to meet up all at once.

If you were to invite a few friends together for game night tonight, what games would you play?
I will play just about anything that my friends are interested in but I'd really like to get a few games to the table more often such as Charterstone, Clank! In! Space!, Dead of Winter and Dinosaur Island (all among my top favorites currently).

And what snacks would you eat?
Potato chips and pizza are the usual go-to snacks around here.

Do you like to have music playing while you play games? If so, what kind?
Personally I dislike music or soundtracks playing as I find it overly distracting. There's usually already a fair bit going on so it just makes it hard to concentrate.

What’s your favorite FLGS?
Shout out to Board Game Bliss! Great selection, great pricing, great service.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Current Favorite: Clank! In! Space! Least Favorite but still enjoyable: Carcassonne Worst I've ever played: That's a toss up between Spin Monkeys and "We Didn't Playtest This At All" .. and it shows.

What is your favorite game mechanic? How about your least favorite?
Worker Placement would be my favorite mechanism (based on my top games list). Social deduction I could do without.

What’s your favorite game that you just can’t ever seem to get to the table?
Scythe. I love the game, and I'll play it solo once in a while but it just seems to be too daunting for most of those I play with most regularly (set up time, play time, choices to make).

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, RPG Games

Do you design different styles of games than what you play?
I like to design Board Games, RPG Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
It was fun for a while but I grew tired of the same-same-iness of it all .. I will play it once in a while if everyone else REALLY wants to though (which, thankfully, is rare).

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
I'm all over the place on this. Most of the time I have a theme and general backstory come to mind with a very very vague idea of what kind of mechanisms would go well with it but every once in a while I just have a mechanism (or series of mechanisms) that I really want to put in to a game and I do what I can to make it work .. usually to no avail going that way around.

Have you ever entered or won a game design competition?
Nope, I haven't ever entered or considered entering a game design competition. They're typically time sensitive and I find I take an excruciatingly long time to design.

Do you have a current favorite game designer or idol?
Jon Gilmour and Jamey Stegmaier are the two game designers I look up to as inspirational and my game collection shows it!

Where or when or how do you get your inspiration or come up with your best ideas?
Typically I come up with some of my best ideas either right before falling asleep or while I'm in the middle of a dull workday at my full time job. The two times that it is most difficult to get that inspiration down on paper fast!

How do you go about playtesting your games?
I'll play test a game solo for as long as it takes to get a playable version ready. After that I rope my family into testing it out with me and then my greater gaming group. When I can I'll then take that game to designer days at local FLGSs if I can and if possible to any small to mid-sized conventions I can make it to. Then I'll send it out to a few game groups to test blindly.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
Most of my work is done alone. I like the solitude and problem solving involved. I'd happily work with a co-designer that has a concept I'm interested in and that I feel I could work well with. I've got a few artists I trust for illustration work and I'll always go to them first when I'm at those stages. Most of the early artwork is usually something I sketched up myself or grabbed from open source online sites.

What do you feel is your biggest challenge as a game designer?
Getting my designs (esp. finished designs) out to the public consciousness is tough!

If you could design a game within any IP, what would it be?
I'd prefer to stay away from the popular IP's because of the issues (or more so the restrictions) typically involved with the licensing of them but if I were to, I think Westworld would make a fantastic setting for a game (or series of games)!

What do you wish someone had told you a long time ago about designing games?
Cut your designs down to a minimum viable product as soon as possible and only add back in what is 100% necessary (and only if it's not to 'fix' a problem). If you can learn to do this early on it becomes a lot easier to determine if your game actually has legs to stand on.

What advice would you like to share about designing games?
If you're in a rut and can't seem to break through on a particular design, shelve it. Put it away, put it out of your mind for a time and work on something else. Some day down the road a solution will come to you when you least expect it.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Into the Black: Boarding Party, Into the Black: Epic Encounters, Into the Black: Increased Crew
Games that will soon be published are: Feudal Endeavor
I'm planning to crowdfund: Feudal Endeavor
Games I feel are in the final development and tweaking stage are: Conflict & Chaos: Vietnam 1965 Battle of France 1940 TechMage Sci-Fantasy Role Playing Game
Games that I'm playtesting are: Witches Duel
Games that are in the early stages of development and beta testing are: Heroes Call

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
Probably a member of ALL of the Facebook design groups ..

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I’m sure are on everyone’s minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars is my first love, but Star Trek is pretty darned good. Coke, hands down (Pepsi will do in a pinch but I'd rather something else if that's the case). Betamax was superior!

What hobbies do you have besides tabletop games?
I used to do some woodworking, but not so much any more.

Favorite type of music? Books? Movies?
Hard Rock (Disturbed, etc), Progressive Rock (Rush!), Classic Rock (Zeppelin, Pink Floyd). The entire Tolkien collection and Robert Rankin would fill my book shelf space for the most part. I love Sci-Fi and Superhero movies most (Star Wars, the Marvel movies, Watchmen) but a good comedy or really good fantasy can get me too.

What was the last book you read?
JRR Tolkien The Silmarillion, and I loved every bit of it.

Do you play any musical instruments?
Well, I mean, I played Trumpet in grades 7/8 and I TRIED to play guitar in High School .. but no, I don't really "play" any musical instruments.

Tell us something about yourself that you think might surprise people.
Despite seeming outwardly friendly and comfortable I deal with social anxiety .. I just mask it really, really well. I'm also REALLY bad with names, but I can remember someone's face even if I haven't seen them in years.

Are you an extrovert or introvert?
I'm an extroverted introvert .. make sense of that!

Have any pets?
Yes .. oh yes .. so many pets. Currently 4 cats, 1 dog (German Shepherd), a rabbit and a billion fish. Except for the fish, all rescues or former strays.


Thanks for answering all my crazy questions!




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Wednesday, April 29, 2020

Buds, Blooms, and Thorns Review of The One-Hundred Torii by Pencil First Games

Buds, Blooms, and Thorns Review of The One-Hundred Torii by Pencil First Games
Disclaimer Support me on Patreon!
Vitals:
Title: The One-Hundred Torii
Designed by: Scott Caputo
Publisher: Pencil First Games
Year Published: 2020
MSRP: $40
1-4p | 45-60 min | 8+

Introduction:
I absolutely love tile-laying games.  Carcassonne is one of my favorite games of all time.  It's the only game I regularly play on my phone when I'm looking for a digital distraction.  So when a new game comes out with some interesting tile-laying mechanics, especially if it has an interesting theme and artwork, I'm excited to play it.  And here we have The One-Hundred Torii, a gorgeous tile-laying game about building paths in a Japanese garden.  I was thrilled to give this one a try, so let's find out if it's a Bud, Bloom, or Thorn!

LIFE’S A JOURNEY, NOT A DESTINATION
Find your path in a beautiful Japanese garden. In the Japanese tradition, the torii gate marks the transition into the sacred. Travel from fountains to flowers to shrines passing through as many torii gates as possible, while meeting vendors, poets, and even Samurai along the way.

The traveler goes
through the ancient torii gate—
Leaf falls in water

OBJECTIVE
Earn the most journey points by expanding the garden and walking through as many torii gates as possible as you move between similar landmarks. Earn additional advantages and points by interacting with characters in the garden such as poets, samurai, gardeners, vendors and geishas. Maybe you will be first to visit each landmark 5 times or maybe you will interact with same character 3 times. Your journey to the most points may lead you down a different path every time!

KEY PLAY
The One Hundred Torii is a tile placing game played over a series of turns. Each turn the board expands and the game ends after the last tile is drawn and each player takes one last turn.

Each Turn, the player takes the following actions (in order):
- Get Help (optional)
- Expand the Garden
- Claim Rewards (if earned)
- Draw Tiles

-description from publisher

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Gorgeous art and components.
  • Wonderful educational supplement about the theme of the game.
  • Pretty simple mechanics and rules - can be explained in about 5 minutes.
  • Great puzzley moments.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • Solo play!
  • Two mini expansions add variety to keep the game fresh and interesting.
  • Every game presents new puzzles to solve.
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • There are sooo many pieces!  Setup and cleanup take quite a while and the pieces are fiddly.
  • As the garden grows it gets very busy to look at.  
  • Very AP prone gameplay, in part because of the business of the play area.  Some improved graphic design could maybe have alleviated this a little.
  • Solo mode was fun, but not sure if it's worth the setup and cleanup overhead.
Final Thoughts:
In The One-Hundred Torii you'll work with the other players to build a Japanese garden, complete with paths, various landmarks like bridges, statues, wells, ponds, etc., and, of course, the titular torii gates.  Each turn you essentially play a tile and draw a tile, that simple.  However you also have the opportunity to ask for help from several characters.  You'll pay a small fee (from landmark tokens you've collected - these also contribute to your points, so use them wisely) and then gain a special ability.  Once you place your tile you'll gain landmark tokens based on the path from a landmark on the tile you placed to the closest tile with the same landmark on it.  As you pass through the torii gates you'll gain bonus tokens.  As you collect these tokens they'll get converted to points.  The mechanics and rules are simple, but the puzzles the expanding garden presents are fascinating!

There's even a solo mode that presents an interesting puzzle to solve as you compete against the AI character.  Each turn of the solo game you'll draw three tiles.  You'll play one and give two to the AI character, who just places them in a column matching the landmark.  But the AI gets bonuses as it fills columns and if you give it torii tiles.  This was a great puzzle to work through, though it did feel a bit random and luck-based at times.  Sometimes you draw three tiles and none are good to give to the AI.  You can mitigate that a little with the helper characters, but sometimes the solo game feels like it's just playing out and you're just moving pieces around.  The component issue I mention below is also exaggerated even more by making this a solo game.  I do want to explore the solo game a bit more though, especially since I lost my first attempt.

The One-Hundred Torii is a really great game.  It has all sorts of great moments where you are trying to puzzle out a great move.  When you pull off a move where you manage to get 8 tokens while also scoring an enclosure and two bonuses it really feels great.  Combined with the gorgeous artwork, relaxed theme, and straightforward rules, there is so, so much to like about this game.  But, it's not perfect.

All the tiles have at least one landmark symbol on them and many have two.  Many of the tiles also have one or two torii gates on them.  As the garden expands it gets busier and busier, making discerning the shortest paths between various landmark symbols and the possible places to add your garden tile more and more difficult.  This can really push those prone to analysis paralysis (AP) over the edge.  It's not really because the final decision on where to place a tile is difficult, but more that figuring out exactly what your options are is a visual challenge.  For a game that has such a relaxing theme, the visual chaos that the board presents later in the game is anything but relaxing.

I think some modified graphic design could possibly help with this.  The way the tiles are currently designed there are small icons of each landmark on the path they belong to and then a zoomed version of the icon in the green space of the garden so you can see it easier.  The problem is this larger icon is difficult to discern at a glance which path segment the landmark is on.  So you find yourself reexamining each path multiple times, trying to figure out the best route to take through the maze of paths that the garden becomes.  A single, medium sized icon, right on the path, might be easier and less chaotic.  Or bigger tiles, though that would cause the play area to grow significantly (and it's not small by the end of the game at all, especially with all the other components laid out).  I'm not sure if there's a good solution to the problem, but it ends up being a big detractor from the game's experience.

The other issue I have with the game is just the sheer quantity of bits.  For a fast game like this, there are a ton of components to take out and sort.  20 each of six different landmark tokens, plus four bonus tokens for each landmark.  But that's not all.  There are also eight coins, five points tiles for each of the five helper characters and five more for the the enclosures bonuses, plus four more bonus tiles, a reference tile (two if you include the one for other languages), two gorgeous screen printed meeples, a board for solo games, and a stack of 43 garden tiles (including the start tile).  That's over 230 components!  Pencil First Games does include a guide on how to put all the pieces back into the box, but I didn't really find that helpful.  The box is absolutely packed with components any way you pack them in.  But setup takes almost 10 minutes, even with everything pre-sorted and bagged, and cleanup takes even longer.  For a 45 minute game almost 20 minutes of setup and cleanup is a lot.  A custom tray to keep everything organized and ready to play right out of the box would have helped this a ton.

So, while I absolutely love the gameplay of The One-Hundred Torii, I'm not sure it'll hit the table very often simply because of the component overhead and visual chaos of the garden after a few turns.  Once the components are out I didn't find the quantity too fiddly or overwhelming, just during setup and cleanup.  Gameplay gets a Bloom for me, but the components and visual chaos are big thorns, so The One-Hundred Torii ends up as a Bud.  If these are things you can overlook then you'll find an amazing game here.

Buds, Blooms, and Thorns Rating:
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.

Pictures:

























Did you like this review?  Show your support: Support me on Patreon! Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.

Tuesday, April 28, 2020

People Behind the Meeples - Episode 222: Mikael Lyck

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Mikael Lyck
Email:info@gamesbylyck.com
Location:Sweden
Day Job:Developer
Designing:Two to five years.
Webpage:gamesbylyck.com
BGG:Mikael Lyck
Facebook:Phan Card Game/
Instagram:@thephantomthecardgame
Other:https://kickstarter.com/projects/gamesbylyck/the-phantom-the-card-game
Find my games at:https://gamesbylyck.com/print-and-play/
Today's Interview is with:

Mikael Lyck
Interviewed on: 2/17/2020

This week's interview is with Mikael Lyck, who is planning on Kickstarting his card game based on the comic book hero The Phantom this week! He has a number of other projects in the works as well. Keep reading to learn more about Mikael!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
It started with a thought about how I would do a game if I got the chance, I could not get the thought out of my head so I had to write the rules and a deck of cards. I realized that I love the process of designing games and figuring out how to do things in the best possible way.

What game or games are you currently working on?
The Phantom the Card Game

Have you designed any games that have been published?
Not yet

What is your day job?
Developer

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
At home or flgs

Who do you normally game with?
Friends and family

If you were to invite a few friends together for game night tonight, what games would you play?
Dominion, 7 wonders and lately these exit games have been a blast.

And what snacks would you eat?
Potato crisps and loose candy

Do you like to have music playing while you play games? If so, what kind?
Depends on the game, fantasy games are ok with some ambient music, but I prefer no music since it can be distracting.

What’s your favorite FLGS?
Dragons Lair here in Stockholm

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Dominion has been my favorite for years that gets played, I might love Hansa Teutonica more, but have a hard time convincing people to play it with me… The worst game for me is Uno and memory, I didn’t enjoy them that much a few years ago and after that my kids have made me play them quite more than I like.

What is your favorite game mechanic? How about your least favorite?
Love drafting and my least favourite must be rolling dice, it can be so frustrating. It works in some games but kill other games for me, like x-wing

What’s your favorite game that you just can’t ever seem to get to the table?
Oh that would be Hansa Teutonica that I mentioned earlier.

What styles of games do you play?
I like to play Board Games, Card Games, Miniatures Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
It is either theme or mechanic first, but it is important to me that they work together.

Have you ever entered or won a game design competition?
Haven't entered but looked at a few and gotten inspiration on design ideas from the different rules.

Do you have a current favorite game designer or idol?
A few, nobody mentioned, nobody forgotten.

Where or when or how do you get your inspiration or come up with your best ideas?
When I try to sleep is most common, that and in the shower.

How do you go about playtesting your games?
Start out with close friends and family, after that with a great game design community in my hometown. First tests can be a disaster, where I look for what is fun and memorable in the game, usually I have over designed and need to cut away a lot of things after each playtests.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I have help from a few great friends, Dejan have done the wonderful graphical design and Johan have helps me with contracts and deals

What do you feel is your biggest challenge as a game designer?
Second guessing myself about most of the steps I take.

If you could design a game within any IP, what would it be?
The IP that my game already is. If I get the chance my next IP would be Masters of the Universe.

What do you wish someone had told you a long time ago about designing games?
That I should reach out more online. There are so many nice people that are willing to help, and it is great. It also works both ways, it is quite fun to help others too!

What advice would you like to share about designing games?
Have fun! And focus on the fun things in game. Even if the fun part of the game you are designing is backstabbing or getting thinking so hard your brain hurts.

Would you like to tell my readers what games you're working on and how far along they are?
I'm planning to crowdfund: The Phantom the Card Game
Games that I'm playtesting are: Craft a Raft
Games that are in the early stages of development and beta testing are: Do My Bidding, Roll and Paint
And games that are still in the very early idea phase are: Motu fighting game, King of the Junk Hill

Are you a member of any Facebook or other design groups? (Game Maker’s Lab, Card and Board Game Developers Guild, etc.)
Yes on most I can find, with my personal account

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I’m sure are on everyone’s minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
I am both a trekkie and a Star wars nerd, but if I had to choose it would be Star wars, named my kids Lucas and Leia after the Star wars characters. Pepsi max, I drink it too much… Growing up we had both, but haven't used a betamax for over 30 years.

What hobbies do you have besides tabletop games?
Video games, movies and comic books

What is something you learned in the last week?
I learn stuff all the time, last week I learned how to play wingspan

Favorite type of music? Books? Movies?
Listen to all kinds of music, punk, classic rock, pop mostly though. Am a sucker for Young adult books, fantasy and science fiction. I love the pretentious stuff, like Oscars winners.

What was the last book you read?
The latest book in the Magic 2.0 series, Out of sight out of mind if I recall correctly

Do you play any musical instruments?
The latest book in the Magic 2.0 series, "Out of Sight Out of Mind" if I recall correctly

Tell us something about yourself that you think might surprise people.
I am quite a good chef and enjoy making advanced dishes

Tell us about something crazy that you once did.
Quit my job to live on playing poker.

Biggest accident that turned out awesome?
Some old fungus was left unattended and antibiotics were discovered.

Who is your idol?
I try to not idolize people. But there are a lot of great people that I respect very much.

What would you do if you had a time machine?
I wouldn’t use it, it seems very dangerous in the Back to the Future movies.

Are you an extrovert or introvert?
Depending on the day

If you could be any superhero, which one would you be?
Easy, The Phantom of course

Have any pets?
Nope, I am allergic to all cute furry animals.

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
I hope compassion and love survives and hate and wars would be wiped out. “violins playing”

If you’d like to send a shout out to anyone, anyone at all, here’s your chance (I can’t guarantee they’ll read this though):
Hi kids, hi wife and hi mom!


Thanks for answering all my crazy questions!




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

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