Tuesday, May 12, 2015

If you build it, they will come. Part 2: Boards, Tokens & Dice.


Last week I talked about making cards for your prototype. Continuing the topic of prototyping your game, I’d like to talk about tiles, tokens and dice – and of the importance of cannibalizing other games.
Some basic tools: box cutter, heavy duty scissors, paper glue.

1. Tiles and boards

Making tiles and boards can be as simple, or as complicated and time consuming as you want it to be. Depending on how much work you want to put into your prototype, and on the actual use of a given component, you may either use some cardboard and paper glue, or simply a thicker type of paper you can print directly on.
Mistfall Hero Charters getting ready to be glued on thick cardboard sheets.


Cutting out tiles from a large sheet may be problematic, and you will probably do well to first get a specialist knife (or a box cutter) and something to safely cut on (like a self healing mat). But you can also make your life much easier by using tiles from another game as a base. You can paste over them with your printouts, and possibly trim down to the proper size.
Prototype Praetor tiles, and prototype Mistfall tiles pasted on final Praetor tiles.

As for boards, you can use anything to make them thick – but you can also simply use thick paper for your prototype. Wargames have gone with “maps” instead of boards for years, so if you don’t have anything you could mount your prototype board on, simply don’t mount it. Just use some scotch tape to make sure that smaller pieces don’t separate during game (or print it on a large sheet), and you are good to go.
This Versailles board is here for one purpose only: it will become a prototype board for a new game.

2. Game Tokens

The simplest way to make tokens is not to make them at all. If you need money for your prototype, borrow some coin tokens from another game, or use poker chips. If you need different types of goods you will be trading with or exchanging for victory points, consider simply using wooden or plastic cubes (again, taken from another game or bough from a specialist store). I personally use different types of markers, from wooden disks and cubes, to glass beads and tiddlywinks. You might be surprised what you can find at the florist’s or at a craft store.
Prototype tokens for Praetor and Versailles made using tokens fro other games and trimmed down to size.

3. Custom dice

The easiest way to make custom dice is to find blank dice online, and then either print out and paste the custom faces – or simply use a permanent marker. The second option is not quite as good, as you will most probably be unable to reuse any dice later – unless you paste over what you wrote on them – or even tweak the dice for the current prototype.
Blank dice and some prototype dice made by pasting printouts.

If blank dice are not a viable option, you can also use regular dice to paste over. Although, I strongly recommend using big dice with unrounded corners, as it is much easier to paste on them: you simply cut out squares (instead of circles) and glue them to the die sides. Finally, if none of these options are available, or you need dice other than the standard six sided ones, you can always prepare cheat-sheets, which will translate any numbers from regular dice into specific symbol outcomes (or other numbers). Be aware though, that this option may negatively impact the comfort of playing your prototype.
If you have to use regular dice, choose ones that are least rounded on the corners.

Next time…

I will be talking about some more general tips and tricks, wrapping up my prototyping series. As always, if you have any questions (or there is something more you’d specifically want to know – or add), ask away! Till next time
__________________
FIND OUT MORE NSKN official website Facebook  | BGG
Follow us on Twitter: @NSKNGames

Thursday, May 7, 2015

If you build it, they will come. Part 1: Cards.


A few days ago I talked on the blog about what to and what not to do with your prototype before sending it to a publisher. This time, I’d like to take a step back and talk a little bit about how to actually make a prototype of your game – or at least give you a few useful tips on making some of the most popular components. With this in mind, let's talk about cards.

A lot of games have cards, either as an addition to the board, tokens, cubes and meeples, or as the “main attraction”. Regardless of how important and numerous cards are in your game, you really don’t want them simply printed on a piece of paper. So, unless you are using a professional printing service that focuses on cards, you need an easy way to make them at home – and here’s how you do that. 

1. Get some CCG cards.

Most of us gamers had at one point of our lives (or still have) something to do with a collectible, trading or living card game. Such an adventure usually leaves us with a boatload of old cards, ripe for being used in a prototype of our own game. And if you’ve never played a CCG, or have gotten rid of all your old cards, don’t worry, you can usually get packs of several hundred old cards off the internet for a few bucks (or your regional equivalent).

A stack of some CCG cards (Magic) and some CCG-sized Progress cards.

2. Get some sleeves 

Some people like to glue prototype printouts on cards. While the idea is not bad, it has a few downsides. One is that usually the stickers don’t take that well to shuffling. Another is that you will only be able to reuse one cards a few times, as after sticking two or three layers, it will simply become too thick to handle comfortably. By far the best way is to get card sleeves. Even the cheapest will do: you’ll just take a card and sleeve it together with the prototype printout, to create a card that is not only easy to shuffle, but also relatively resistant to some abuse.

Penny sleeves ready for prototyping.

Also, when you want to make critical corrections, you can just toss the old printout and replace it with a new one. Finally, if you’re working on a game with different decks and you need different backs, you may think about slightly more expansive sleeves with opaque, coloured backs. These will allow you to distinguish between different card types easily, and as an added bonus, they will also make you cards slightly stiffer and more durable than penny sleeves.

Different colour sleeves for different decks in your prototype.
 
3. Get some good scissors or a guillotine paper cutter 

This is as simple as can be: if you’re planning on doing a lot of cutting, getting good (preferably long) scissors will make your job a lot easier. Adding a guillotine to your prototype workbench might also be a good idea, although if you’re not planning to assemble cards by the hundreds, long scissors will probably suffice.

My own scissors of choice: long and longer.

4. Use helpful software 

The internet is full of helpful software that is either free, and that allows you to quickly build and print CCG cards. A quick internet search will undoubtedly point you in the right direction. You can also quite as easily use your word processor to build a suitable table, that (after filling it with texts and symbols) can then be printed out and cut into separate cards. 

Rough prototype cards created using MS Word, CCG cards, a laser printer and a pair of scissors.

Different designers have various methods of making their prototypes. What I’ve shown you here is only what I consider most effective – and best fitting my work style. Still, some designers prefer to use business cards they write on by hand, or a professional card printing service (which is a great idea, but I’d advise it only when you know you won’t be making many changes to your cards), and what works for me may not exactly work for you.


Final Mistfall prototype - professional graphic design and printing, plus CCG cards and penny sleeves.

Next time I’ll talk a about tiles, tokens and the importance of cannibalizing other games. See you then!
__________________
FIND OUT MORE NSKN official website Facebook  | BGG
Follow us on Twitter: @NSKNGames

Tuesday, May 5, 2015

The thing with prototypes

I’ve recently heard that with specialist software and high quality printing services so widely available, there is no reason (and no excuse) for a prototype to look much worse than a finished game, and that designers should really make their prototypes look great to improve their chances of being published. Ladies and gentlemen, that is bad advice.

Image Source: BoardGameGeek

During the last few months at NSKN Games I’ve had some prototypes pass through my gaming table. Some of them looked really impressive, with “near final” artwork and graphic design. Some of them looked merely serviceable, with simple clipart or symbols representing different game elements. And we’ve both accepted and rejected games regardless of how lavishly or how simply their prototypes were produced. 

Now, I cannot speak for all publishers in the world, as maybe some of them will have a different approach to prototypes, but I’m still relatively certain that the following list of things you really don’t need to do (and a few things you most certainly do need to do) is one that will work with a lot of publishers. So, here we go: 

Do not overproduce your prototype. We will not be more impressed if you go with fancy stuff instead of simple stuff. We will honestly be looking at how your game plays, not at how your game presents itself on the table (in its prototype incarnation). Believe me when I say we’ve seen a lot of games, and we will be looking at mechanisms and ideas, not at shiny things. 

However, do make sure that your prototype is serviceable, easy to read and complete. Even the most lavishly produced copy will fail to engage us, if simply playing it seems the biggest challenge. So, make sure that we know which element is which, and that we can read what’s on them without a problem.

A simple but effective prototype.

Do not commission artwork or graphic design, unless you really know what you’re doing. If you don’t, you may end up with an expense that will never be covered, as the materials prepared may turn out to be unusable for the publisher you’ve chosen. And if you designed a Eurogame, it may also happen that it might be rethemed, which usually automatically means that none of what you’ve prepared will be in any way useful. 

However, do use the internet to help you with making your prototype more accessible. You can find caches of simple artworks and/or symbols, which you can download and use for your game. Some clean and simple icons or illustrations might make the experience of playing your game easier and more enjoyable for us. So, by all means, make your game look good, but don’t overdo it. 

Do not waste your time on unnecessary “improvements”. Unless you are an artist or a graphic designer, your job is to design a game – and nothing more. Spending months on making it look better will be a time wasted if you skimp on polishing the gameplay. Seriously, when it comes to production quality, we’ll have it covered. You just worry about making the game itself really cool. 

However, do make sure that what you send us is, well, neat. Some wear and tear is acceptable (it only goes to show that you’ve actually played your game), but be sure that none of the elements look like something we’d be afraid to touch without tweezers or latex gloves. Also, if some of them have more annotations than original content, you might want to redo them as well. 

The above tips cover the basics, and if you follow them, you should be fine. And if you would like to know how to actually make a prototype (as in: what materials to use and how to make your life easier), just reach out to us on Facebook or Twitter.

__________________
FIND OUT MORE NSKN official website Facebook  | BGG
Follow us on Twitter: @NSKNGames

 

Thursday, April 30, 2015

Secrets of board game manufacturing

UK Games Expo is only several weeks away and NSKN Games will be, like always, present with new titles and prototypes.

header

But on top of this, we have been invited to speak in a panel about board game manufacturing and we would like you involved.

We have already dipped into this topic in these older posts, but we would like to know what are you interested in. If you have any questions or if you want to learn about something hard to find on the web, please post a comment and we'll try to find the answer for you and for the rest of the community. We'll then reply and include your topic in the panel at the UKGE, making it less of a secret for the whole industry.

Happy Gaming! 


__________________
FIND OUT MORE NSKN official website Facebook  | BGG
Follow us on Twitter: @NSKNGames

Tuesday, April 28, 2015

Manufacturing secrets

They may not be actual secrets, but it's very rare that someone is actually willing to show what happens before a game reaches the stores and after it gets funded on Kickstarter.

Let's discover the story of Exodus: Proxima Centauri and Exodus: Edge of Extinction and their route from Kickstarter success to delivery all over the world.

After the files are delivered to the printer, it's waiting time. Before anything is produced, we have to approve the preliminary printouts to be sure, that the final product is up to our and your expectations. From the rulebook and the box, to cards and punchboards, everything needs proper scrutiny and approval before it goes into production.

Punchboards setup
Right before checking out the punchboards - and don't worry, we're using a slightly thicker cardboard with the actual games.


While the litograph is not an essential part of the game, we want it to be the best it can be. And that means we need to color proof it as well.
Signing off the color proof for a lithograph
And here's another look at punchboards for approval - and with them, also player player boards. To put it shortly, everything needs to be carefully looked at.
Color proofs of player aids, punch board, player boards etc stacked over die cut samples
But cardboard is not everything. To assemble new copies of both Exodus: Proxima Centauri and the Exodus: Edge of Extinction expansion, we also need a whole bunch of plastic stuff.
Here's where the ships are made by a machine.
This is the machine responsible for creating the mighty fleets you will command in the vast space of the Exodus universe.
And here they are sorted by a man.
However, to finish the process a human touch is necessary. Separating ships from stray pieces of plastic, and getting rid of those unfortunate few that made it out damaged or incomplete is yet another step that brings the game closer to your door.

Almost a rainbow of dice as they arrive at our doorstep.
To make the games complete, we also need to add the dice. Once again they will go through and inspection to weed out the ones that are not up to par, before they are put into boxes.
Ships ready to form your fleets.
Finally, there is the matter of ships that arrived just like the dice, and are now ready to be added to each game. A long time of waiting (and some frantic work to proceed to next stages as fast as possible) we are now closer and closer to the moment the games are ready to be shipped to you.


Questions? Comments? Ask and see them answered!
 
__________________
FIND OUT MORE NSKN official website Facebook  | BGG
Follow us on Twitter: @NSKNGames