2025-03-26

Welcome to the Jungle, We've Got Games...

I'm not going to bury the lede, so here's an announcement that I am incredibly pleased to be making... A game that I started working on as a co-design with Mike Harrison-Wood over five years ago, which I have discussed here a under the title Grab Bag Zoo got signed with Gibsons Games last year, and after a lightning fast period of development is, as they say, On Shelves Now (or at least imminently),  published under the title Grab Bag Jungle.

Game components spread out, including a bag of wooden animals, some more animals standing out of the bag, a load of cards, and a sand timer.
The box is pretty full with all this stuff that comes in it.

So, how did we get here, and where is here?

Just to sum up the history, the game started as Mike and I were chatting in the Playtest Zone at the Dragonmeet convention in December 2019. The idea was to look into possible uses of tactility in a game. We had a few vague ideas between us, and we agreed to think about possibilities and then compare notes in the new year. One of the things I remember about this period was filling a cloth bag with toy farm animals and having a group of friends, who were visiting us at Christmas, feeling in the bag for an animal and trying to guess what they had grabbed.

Anyway, come the new year we put our heads together and soon had something playable. Each player had a bag of wooden animals that we had acquired a stock of, then everyone was pulling animals out of their bag to place on a personal board, and every now and then everyone had to pass their bag to the next player for a bit of additional chaos. A sand timer was also introduced pretty early on in the development. It was fun but faffy. 

We started to iterate and refine, got down to sharing one bag between everyone, were experimenting with housing animals in areas on a board representing a map of a zoo, and then... Covid got out of hand and the lockdowns started.

While a lot of game designers (including me) started moving to using online virtual prototypes in order to keep working on games, that just wasn't an option for this game, so it just got put on hold for a couple of years. 

Gradually we got back up and running, spent a lot of time mostly simplifying things, and started getting really positive experiences (with the occasional hiccup) with playtesters of all types, including kids. Eventually we (with a huge amount of help from game designer friend David Mortimer) pitched the game to Gibsons a little under a year ago, they said "yes" while we were all at last year's UK Games Expo, and we signed contracts not long afterwards to be published this spring. If you are not aware of the way board game publishing works, this is ridiculously fast and not something we would normally expect, but it turned out that the game was a perfect fit for a set of games they wanted to release this year.

The game has turned from a vague zoo theme to a nicer "return animals to their habitat" framing, and the animals are now a selection of South American species, illustrated in an adorable style by Gibsons' own Lauren Heywood-Law, who frankly did a stunning job. What is more, the animal pieces are now huge and chonky, and so satisfying to handle. Other than the art and high quality components, there have been a few very minor changes, but otherwise, the game is pretty much as we pitched it, which is gratifying. 

On the left, 6 coloured wooden animals. On the right, 6 bigger coloured wooden animals with printed details on them.
The new set of animals are so much bigger and fancier than the
ones we used in the prototype.

Grab Bag Jungle is part of a set of four new games that Gibsons are releasing this spring, all pretty small, but with a variety of different hooks and play styles. The one that really appeals to me is called Swapple, covered with beautiful flower and insect artwork, and I'm looking forward to getting hold of a copy.

Anyway, I received my sample copies of the game over the weekend and was able to play a few rounds with the family, which felt amazing. And I am now the proud owner of a load of sloth meeples!  So now I get to tick off another item on the list: I actually have a game published that people can buy in a shop - at the time of writing, the game has been spotted at a couple of online retailers, and brick-and-mortar places should follow soon. Thank you to everyone who helped to get us to this point. If you get to try the game, I hope you enjoy it.

2025-02-23

A Few More Books

It has been quite a while since I've written anything about game design books, but I have been reading a few recently, so figured now would be as good a time as any. There seems to have been a bit of a shift in the last couple of years. While most of the books I had seen previously about board game design were pretty high-level, general stuff (starting with "what is a game") and many of them are aimed at a readership who are primarily interested in video games, I'm seeing many more books that are more tightly focused on areas within the field and more explicitly about board games, and the three books I'm talking about here fit that bill. A lot of the credit for that can probably go to Geoff Engelstein, who is working with CRC Press to build a line of tabletop game design texts, two of which I'm discussing here. These books are pricey, but good stuff. My third book here is from Adam in Wales, whose releases also zoom in on aspects of game design and are far more affordable, but no less valuable.

Three books on a table: Thematic Integration in Board Game Design, Cardboard Ghosts, and Adam in Wales Playtesting
Three good books, all for different reasons.

Thematic Integration in Board Game Design by Sarah Shipp takes us from some basic definitions and discussions relating to themes, settings, game mechanisms, etc., and then gets into how game structures and mechanisms can be used to get players to engage more with the theme of a game, offering various tools to achieve these ends with plenty of examples and exercises, before finishing off with some good practical game design advice. Of these three books, this is the one that felt to me the most like a study text for a course on board game design, and I hope it is used that way. I found it an interesting and engaging read, and had me thinking more about player avatars within games, amongst other things.

Cardboard Ghosts: Using Physical Games to Model and Critique Systems by Amabel Holland comes from the same range as the first book, but could hardly be more different. It reads more like a very personal essay, full of examples taken from Amabel's own life as a trans woman alongside plenty of examples from her own work as well as plenty of other designers and from other creative forms. The subject matter is also a really interesting contrast to Thematic Integration. Where Sarah spent a lot of time looking at ways to get players to identify with and immerse themselves in the theme and setting of a game, Amabel spends time exploring the opposite: detaching players from the theme in order to explore actions and systems (often systems of oppression) that might be deplorable to us. Amabel's approach to game design is different to what most texts encourage, so this is a great place to look if you want a fresh perspective.

Adam in Wales: Playtesting by Adam Porter is a spin-off from Adam's YouTube channel, and is very much of the tone adopted by his videos: no-nonsense, detailed, and friendly. This book starts off with some general advice about the playtesting process, before settling in to the main part of the book, which is a list of a hundred questions you might ask players after they have tested your game prototype. Each question comes with discussion about why and when you might ask it, what you might hope to learn from the answers, and what some answers might tell you, as well as some alternate questions that are looking for similar information. Of the three books here, this is probably the one that is likely to be most immediately useful, and it's structured in such a way that you can just flick to a page and get some actionable advice - or at least food for thought. I know I am not great at grilling playtesters for information, so I'm sure I'll be going back to this for inspiration.

So I'd recommend all of these, but you'll have to figure out if they are for you. Give them a look though.

2025-01-26

The State of Play

So, it's another new year and I guess that's as good a time as any to reflect a bit and think a bit about where I am from a game design point of view. How did the last year go, and how am I planning to move forward?

Well, I'll start with the biggest point from last year: I signed a game with a publisher. I haven't been given the nod to start shouting about this yet, but will give you the lowdown as soon as I can. The publisher has been showing some early copies of the game at trade shows this month, so it should be imminent. This is exciting stuff, and I can't wait to tell everyone, but patience is important as part of building a good working relationship.

A game in progress with rows and columns of cards representing castles, soldiers, etc, plus dice and a raven figure
The Castle War as it was around August last year.

Other than that, I worked with another designer on a game based on one of their past (unpublished) design that developed into something significantly different, and we have already pitched that to a publisher, who has taken a prototype for evaluation, and we are hoping to hear back in the next month or two.

Ongoing project, The Artifact, about which I have posted here a number of times, is chugging along. I've been working with co-designer Alex Cannon mostly online, though we have met up a couple of times and played the game, plus have both managed some physical tests with other folk. The game is feeling like mechanically it is pretty much sorted, but one aspect, a "project board" that effectively handles the scoring and victory conditions, is proving tricky to get right. I think we are close though, and we are hoping to be able to pitch it for publication some time this year.

My card game, The Castle War, has also made some significant progress, in partnership with a publisher. The game is not officially signed, but I am content with how we are moving along with this one, and the game is finally feeling pretty solid. 

The other game I have done significant work on in 2024 was Sympolis, my card and dice cooperative game. In a similar way to The Artifact, the core mechanisms of the game are working well, but I've been struggling to get the finishing details locked down; in this case it is how to balance the challenge so the game feels like it builds to a tense culmination. Unfortunately, here I don't have the luxury of a co-designer to work with on these issues. I have some ideas that I am experimenting with though, so I'm sure I will get there.

Reflecting on this for a moment, I think that I am learning that I am stronger at working on a core engagement than I am at delivering a punchline. I have had playtests of Sympolis, for example, where the players have really been chewing on the challenge and engaging strongly, only to be disappointed when that tension dissipates into an unsatisfying endgame. I think this is partly because I am inclined to just sketch out a rough endgame and leave it like that while I do everything else. This can work fine when it's a straightforward duelling game, or a classic "play ends, then count up points" Eurogame, but not so much in most of the games I have worked on lately. I should watch out for that.

More generally, how was the year? Well, aside from the obvious high points, I have picked things up a fair bit from the lows I reached a year or two back when the get up and go had thoroughly got up and gone. I'm still not good at organising playtesting sessions, but I have been to some good events (a couple of invite-only playtesting weekends, for instance), and have got back into the swing of regular meetups with a couple of other game designer friends. I still have a long way to go in really getting back in the proverbial saddle, but the direction of travel is correct, I think.

So for this year, I think it should be more of the same, and probably more more of the same. I'll be meeting up with designers, attending a small number of conventions and games days, volunteering at the playtest zone at UK Games Expo, and hopefully actually sorting out more regular playtesting locally. Maybe even pitching a game or two. I've been really feeling good about collaborations with other designers - some have worked well so far, and some not so much, but that's to be expected - so I'll keep looking for opportunities to work with others.

I'm also tinkering around with roleplaying games a bit more again, which is a hobby that used to take up most of my time before I switched priorities into board games. Hopefully I'll get to play and run RPGs a bit more than I have been. The "random table per day" challenge I set myself last year was roleplaying-adjacent, and I'm thinking about working with some of that material to see if I can turn it into something more.

Other than that... I'm not really one for new year resolutions, so I think keep on going, be kind to myself, and try to help others... that'll have to do for now.

2024-12-24

Jams and Playtesting

A couple of weekends back, I was lucky to be invited to a board game designers' weekend. It was just a small event, held in a private house, with a dozen or so designers attending, with varying levels of experience, design styles and interests. I had been to one of these previously and had a great time, and this one, with a different mix of people, was just as enjoyable and useful, but with a different feel to it.

Most of the time was spent playtesting each other's games, with the aim being to ensure that everyone had reasonably even opportunities to test the games that they had brought. I was able to get tests of both The Artifact and Squirrelled Away, with really helpful feedback and observations from both, meaning I had a fair bit to talk about with the respective co-designers afterwards.

Apart from the playtesting, there was an hour or two spent on lightning game jam exercises after lunch each day. The objective was to team up with someone and create or develop game ideas according to the rules being used that day.

A game from the Sunday jam. When working
this quickly, rough and ready is the thing.

The first day had us splitting into teams of two and then going through a series of short (about 10 to 15 minutes) spells of development. The first period involved setting some constraints for a game design. Then these constraints were passed to the next team, who had to begin a game design based on these restrictions. After this period, the projects were passed on to the next team to continue the development and so on. Having gone through a few iterations of this, we had a little "show and tell" session where each team discussed the game that they had ended up with.

On the Sunday, things ran a bit differently. There was a table of components available, and everyone chose a batch of those components (maybe a handful of dice, some plastic rods, or a bag of feathers), and then find a partner who has some other components, and then create a game using the combination of components in 15 minutes. We went through four iterations of this, and I was delighted to have created four actually playable games (mostly terrible, obviously, but one was quite a lot of fun) with four different design partners. The debrief session from this was just a general group chat about anything we felt was interesting.

Overall this was a great weekend that completely wiped me out, but left me with so many ideas buzzing around and a great feeling from working with a whole bunch of other people, who all brought their own skills and personality to the process. The high intensity game jams were excellent practice in both working with other designers and in quickly sketching ideas. During the second jam in particular, it felt great to get an idea to the table and start the testing process so quickly. One of the games actually went through some iteration as we got the initial game to the table within about 2 minutes of sitting down.

So, if you are a game designer, and you get the chance to attend an event like this where you can just spend time engaging with and sharing ideas with other designers, I would highly recommend it. If I am invited again, I'll certainly do my best to go along.

This is probably my final post of this year, so I'll just sign off by wishing you a happy Christmas, Yule, or whatever else you might celebrate, even if it is just a day or two off work. I'll see you in 2025, all being well. Have a good one!


2024-11-24

Desparately seeking squirrels

Here's a little story about how things change, and how long things sometimes take. 

Almost exactly four years ago, I was chatting with friend and fellow game designer (with quite a lot of published titles), Dave Mortimer, and we decided to design a game together. We wanted to do something lightweight and aimed at families with kids, and liked the idea of it being about squirrels looking for nuts. Not a bad starting point.

Our first pass made a game with the working title of Squirrelled Away, that played in two phases. In the first phase, players place tiles to form a map of a wooded parkland. The tiles were double sided, with the same terrain features on each side, but on one side of many of the tiles there was an icon indicating a nut or a hazard (like a dog or a cat). During the second phase, you would move a squirrel token around, flipping tiles, tying to find the nuts but avoid the hazards. It was this a mixture of press-your-luck and memory. 

As this was 2020 and collaborating in person was difficult, if not impossible, we worked on this online, with virtual prototypes built in Tabletop Simulator and then the then-new-to-us Screentop. 

A 3-dimensional virtual tabletop with some hexagonal tiles depicting grassy areas with some trees in, and on which are two stand-up squirrel pieces. To the side is a bag and some tokens with acorns on
An early Squirrelled Away version on Tabletop Simulator.

We iterated over this design a bit and included a couple of other people in tests, but the game just came over a bit flat. There just wasn't the excitement that you would want from a press-your-luck game, and it was too chaotic and unpredictable to make a good memory game. One tester suggested something along the lines that we should choose one of the aspects of the game and just lean into that.

At this point, we kinda ran out of steam, and the game got put on a back burner while we both did different things. 

For ages.

Then earlier this year, I pulled the project out again, had a chat with Dave about it, we bounced some ideas around, and I committed to trying something new.

It took me a while to get around it, but I eventually got rid of the tiles, created a game board and some counters (all of this was just paper, for speed of prototyping - and difficulty of play), and tried it out.

A sheet of paper divided into a grid of hexagons, in some of which are pictures of trees, and in others are square paper tokens, mostly blank. There are also a couple of wooden squirrel pieces and some more paper tokens to the side.
Moving from tiles to a board with many tokens on it.

Some solo plays showed that it was definitely better, but still lacking significantly. It was, however, a base that we could start working on. I had a meetup with Dave, we played this version, agreed it was rubbish, and got to re-engineering. 

Over the next couple of hours, what we came up with bore little resemblance to what I had brought along, but was actually fun to play. Shonky, but fun. The discussion was basically... How about just losing the board element and, maybe, just pulling stuff out of a bag? How about introducing different types of nuts, so we can make it a set collection game? How about we take inspiration from roll & write games and give everyone a player mat to use for organising sets?

Some scribbling on bits of paper and scrounging around for components we could use to try it out, and we were up and running.

A piece of plain paper with boxes and labels scribbled on in pencil, and wooden tokens piled up in some of the boxes
Trying something new: stock components and paper with scribbles on FTW!

We managed to rope in a passing family member to sanity check what we had, and then started discussing potential improvements. Over the next week or so we put together components for a virtual prototype, Dave did some modelling to check the probabilities for various scenarios, and a round of online testing and revision got us to something more solid.

Two playmats in a virtual tabletop, with various tokens placed on them.
That scrappy version worked pretty well, so we put it onto Screentop.

And so we get to today, and I now have a physical copy of the game. It would be lovely to have icons printed on the tokens to match icons on the playsheet, but I'm planning to have a reference sheet on which I can put one of each type of component as a key. Just using colours is potentially problematic with some colourblind people, but as the game is played openly with one player active at a time, other players will be able to help and I will apologise profusely for the inconvenience.

Some printed play sheets with spaces to put things in, a cloth bag, and a load of wooden components, mostly coloured disks.
A physical version, ready for some more rigorous testing.

So, an entirely different game to the one that we started all that time ago, but it still fits the initial inspiration of a family game where squirrels are hunting for nuts. 

The plan now is to get this in front of some more people who aren't directly connected to Dave and me. I'm planning to be at Dragonmeet in London next weekend (November 30th) and testing the game at the Playtest Zone, where I will be for pretty much the whole day. If you're around, please do come and say hello.

2024-10-31

Nothing spooky, but some progress...

Just another quick update on what I've been up to lately...

The puzzle game I mentioned last time did make more progress and my co-designer and I actually managed to pitch the game to a publisher, who was generally positive, so took a copy to evaluate. Sorry I can't say anything much about this one at the moment for what I think are good reasons, but hopefully a bit further down the line.

Other good news is that I saw a pre-production copy of a game that I have signed for publication, and it looked amazing. This is another thing I can't say any more about right now - and I will neither confirm nor deny anything for the time being - but I should be able to make an announcement and give some details within the next few weeks. Looking forward to that - I think it's exciting stuff!

The Artifact on Screentop, with the project grid on the side
which seems to be working fairly well overall.

Aside from the games mentioned above, The Artifact is chugging along, with a few recent changes bedding in. I'm intending to write up a bit more on this in its own post soonish.

I have another new(ish) project on the go too. This is another co-design that got started quite a while back, but both of us have not got around to working on until very recently. This one also probably deserves a post of its own, but just to whet the appetite, it's a press-your-luck game involving squirrels. At the moment I feel it's a little flat as a game, but there's definitely a spark in there that we'll be working on.

The other two projects I have got close to the top of the list are Sympolis, the dice allocation cooperative game, and The Castle War, the card game set in a 12th century English conflict. Both of these have had a little attention, but are just cycling back to the top of my projects list. 

Anyway, nothing very substantive to report this time, but at least I'm just about keeping my intention of blogging monthly at the very least. I should be able to pick that up a bit next month.


2024-09-29

Updates and Artifacts

Just a quick update... 

I've been slowly chugging along over the last month, keeping things moving along with The Artifact, and also reestablishing a monthly meetup with another semi-local designer who I used to see a lot of before Covid. A big part of things is building up a routine again. 

Interestingly, the semi-local meetups have already resulted in a new design, a light, cooperative puzzle game which we think is close to pitchable already. Obviously we'll be continuing to work on it, but it's looking pretty good so far. 

I've also had a tinker with something very new that didn't work, but I want to play with a little more. I'll probably write up something about that soon.

The end of a recent 2-player test of The Artifact. 

The Artifact has stayed in roughly the same state for a couple of months now, with Alex and I both having tests independently, trying out different variations of the game in relatively minor details and comparing notes. This seems to be working well and making progress a lot better than we have managed for a good long time. It helps that we have found a core of the game that we are both pretty comfortable with and can iterate on at a relatively fine level.

I'm also at an interesting point with my approach to the game where I am actually starting to think about balance between elements of the game. This is something I tend to resist for a long time when working on games for a lot of reasons, so the fact I am allowing myself to even start thinking about it makes me think that things are really moving.