Monday, July 17

Final Zombology Art Review

My parents have been up this week, so I've had a chance to pick the brains (how appropriate!) of my dad, a retired art teacher. I've been trying to finalise the artwork for Zombology ahead of getting a proof copy done by the printers to check the colours look OK and that the lamination works on top of the new art (if there's too much ink the lamination doesn't adhere). Over the last couple of weeks I've been crowdsourcing advice on the art/graphic design, from dad, The Wife, BGG, Google+ and twitter.

First up is the box designs. I've run three polls on BGG (1, 2 and 3). In the comments of the first and second I got some other ideas and JPotter came up with something that looked like this:



Which I really liked, so I tried to mimic it (see above). I've also adopted a similar style for the back of the box:


In addition to that, I've also updated the card art (after my last attempt here which got feedback here and on Google+). I tried to incorporate all the feedback I got, reducing the number of colours, swapping the icons on the Guru, making the text bolder on the sides of the cards, getting rid of the gradient fills and generally tidying things up a bit:


What do you think? Let me know any comments you have in the next couple of days - that way I can act on them before it goes to the printer.

Monday, July 10

A Gamble And A Plan

I've spent this week (and by this week I mean the hours of 9-11pm, holding an almost sleeping baby in one arm while) trying to finalise the art for the new version of Zombology taking into account the feedback I received here and on Google+ for the last version I posted. With the exception of the box art, it's almost done.

With it almost done, I don't want to share what I've got until I've finished, so instead I thought I'd talk about my business plan instead this week. When I ran Reiver Games my initial business plan consisted of 'Make games by hand, without taking any salary and sell them for twice the printing/pieces cost so I've got some money to cover expenses, trade show attendance and to invest in new games'. Seriously, that was it. It's a wonder I was at all successful. 

But I was. Fast forward two years and I'd nearly quadrupled my initial stake and I had my life insurance payout to partially invest. This was the moment when I needed a rock solid business plan, but again I had none. The result this time? Losing a bunch of money, selling games to liquidators at 19p each and two years with no salary earnt at all. That'll teach me.

This time round I'll be trying to replicate the first half of that, not the second one! But, I also need to ensure that I learn from my mistakes. I'm older and hopefully wiser this time, and with experience now of managing a large budget in my day job. So I need to make sure I've though out how this could go down.

As with any investment, this is a gamble: I could win big, or I could lose it all. I'm intending to invest £1,000 in the company to fund the setup costs, stationery, website hosting and printing of Zombology. So I've potentially lost a grand. Which would be bad. I've already got a bunch of pre-orders, so assuming everyone who has pre-ordered actually pays for a copy, that's down to £840 at risk. Still a significant chunk of cash.

I'm still hovering between making 150 and 200 copies of Zombology v2 and to take advantage of the economies of scale I need to decide this before ordering the printing next month. If I sold them all (I'll be giving a few away to reviewers) then the potential payout is £1,500 to £2,000, so at worst I lose £840 and at best I gain £1,000 on top of my original stake. Now that gain also has to pay for a bunch of things: website hosting, stationery, travel and expenses for attending conventions or games clubs, so it'll be less than that, but that's an upper limit on my payout in the first year.

I've drafted out what I think will go down:

  • Sales of 20 copies in September (pre-orders, currently at 17)
  • Sales of 10 copies in October (launch buzz)
  • Sales of 10 copies in December (Christmas pressies!)
  • Sales of 50 copies at the UK Games Expo next June (there were over 16,000 unique attendees this year and a 15 minute game for 3-8 players can be shown to a lot of people over three days)
  • Other than that, just five copies a month through my website and the BGG Marketplace.


That's 135 gone in the first year at an average effort of 2.5 hours of game manufacturing a week (should be just a single night a week of effort on average). If sales dropped to two per month in the second year with another 10 at the UK Games Expo in 2019 then that would be another 35 taking me to 170 in total.

Now obviously there's quite a lot of risk in that. Is there still a market for hand-made games in this era of Kickstarter? 17 people say yes, but that's a shed load less than 200 or even 150. Are my sales estimates accurate? Can I shift the games through BGG? My website? Is 50 copies at £10 each reasonable at the Expo? The numbers I'm basing this on are 11 years old, and pre-Kickstarter.

Pretty soon I'm going to have to make a decision about 150 vs. 200. It'll be time to put my money where my mouth is. Literally.

Monday, July 3

I Need Your Help, Please!

If you read this blog regularly you are among my biggest fans - thank you very much for your support over the last 11 years of my game design career. As a regular reader (you're not? Ok, start here and then continue until you're up to date!), you'll know I'm about to get into self-publishing hand-made games again. I've got previous for this - the first two very successful years of Reiver Games from July 2006 until July 2008 when I made 400 games by hand (Border Reivers and It's Alive!). But things have changed. There was no kickstarter back then, and certainly in year two I had built up a bit of a fanbase and had a mailing list of interested gamers.

This time round there's a lot more competition through kickstarter and as the father of two young (one's only five weeks old!) girls I'll be busier than I was first time around. So I need your help to be successful. If you're interested, here's a few ways you can help my second board games publishing effort be a success:

Do you own Zombology, and have played it?

Please provide an honest rating and comments on BoardGameGeek, please also download the second edition rules and introduce it to new people and let them know I'll be making another hand-made run of it shortly if they'd like a copy of their own.

Do you own Zombology but you haven't played it?

Please also download the second edition rules and introduce it to new people and let them know I'll be making another hand-made run of it shortly if they'd like a copy of their own. Then please provide an honest rating and comments on BoardGameGeek.

Do you own one of my hand-made games?

If you have a copy of Border Reivers, It's Alive! first edition (grey box) or Zombology, please could you provide a quote I can put on my website about the build quality of my hand-made games?

You don't own Zombology?

You can still provide feedback on the new rules, if you know anyone who likes zombies, mad scientists, fillers, semi- co-operative games, card-drafting, and/or hand-made and rare games to the Zombology BGG page or this blog. Tell them there's a new version coming shortly and they can pre-order a copy of the world's only game about curing the zombie plague using healing crystals and magnets from me for only £10 + P&P.
Thanks in advance for spreading the word!