Find me on bluesky and Substack

The migration continues!

I’ve moved from X to bluesky:
https://bsky.app/profile/mattleacock.bsky.social

I also pen a newsletter, Leacock’s Lab, which I send out about every 1–3 months. You can sign up for that and see older posts on Substack:
https://mattleacock.substack.com/

I’ll keep this blog up in case I have the itch to write anything longer. If there’s anything in particular you’d like to learn more about, feel free to drop a comment here or get in touch.

Coming Soon: Leacock's Lab

After many months of hemming and hawing, I’m finally taking the plunge and setting up a newsletter for my games since this blog isn’t usually timely enough and many folks are drifting from social media.

I plan on posting about every other month.

Subscribe now using the box below to start receiving updates!

How to Play Daybreak

CMYK posted a new version of the How to Play video for Daybreak. I’m really happy with how it turned out!

Daybreak Overview in 7 Minutes

No small part of game design involves figuring out how to best explain your game. An old adage of software design was, “write the manual first” as this forces you to think about how the end user will experience your product. This carries over into game design as well: if, when writing the rules or teaching a game you find that you can’t explain it, it’s time to have a hard look at the underlying design.

Below you can see a 7-minute overview of the in-progress game, Daybreak that I shot yesterday for a group who will be playing this Friday.

The game continues to evolve, but it’s exciting to see the changes get smaller and smaller with each iteration. Once that wraps up, we’ll shift into product design and at some point, our videos won’t feature so much shiny Scotch tape and awkward transitions. In the meantime, have a look and let me know in the comments below if you have any impressions.

If you found this interesting, you can follow our design process more closely in our design log. You can also sign up for exactly 1 email when Daybreak launches at daybreakgame.org.

UPDATE:

The new, updated version of the video is now available:

You can also check out the first version of the video that originally accompanied this post.

The Game Designers – Clip Released

It’s startling to revisit this excerpt from The Game Designers showing the Lucca and SPIEL game fairs with their massive crowds. SPIEL drew close to 200,000 attendees from around the world in 2019 and Lucca—the city—fills to the brim of its medieval walls with people, elbow-to-elbow. We were carried away by the crowds.

Seems like so long ago already.

This clip is from The Game Designers, a feature-length documentary, directed by Eric Rayl about professional and fledgling board game designers. Available on iTunes, Google Play, YouTube Movies, Amazon, and Vimeo.

Designing from the Inside Out

The keynote I gave at TableTop Network just went up today. If you're interested in the importance of emotion in game design and empathy as a design skill, check it out:

What’s the difference between a good and a great game? Often it’s the depth of the emotional response that it generates. But how do you know when your game is effective? Learn more about the importance of emotion in game design, empathy as a game design skill, and a technique for determining whether you’re on the right track when you design games to solicit an emotional response.

Resources

References

About TableTop Network

Tabletop Network is an annual gathering of tabletop game designers, dedicated to honing the craft of game design. Tickets to the 2020 conference will be on sale soon. Learn more at: https://www.tabletopnetwork.com

Quarterly Report: September 2019–February 2020

It’s been longer than a quarter. Has it really been six months?! Here’s a summary of what’s been going on since I last posted.

In The News

As you might imagine, the Covid-19 outbreak has generated a lot of media interest in Pandemic. Here are a few interviews and articles that I participated in recently.

Speaking of Covid-19, everyone please:

  • Avoid close contact with people who are sick.

  • Avoid touching your eyes, nose, and mouth.

  • Stay home when you are sick.

  • Cover your cough or sneeze with a tissue, then throw the tissue in the trash.

  • And here’s a suggestion: let person who encourages everyone to wash their hands (for at least 20 seconds) before your game be the start player.

More advice on prevention at the CDC site.

The appropriately titled expansion to ERA: Medieval Age.

The appropriately titled expansion to ERA: Medieval Age.

Coming Soon

  • The ERA: Medieval Age Expansion is due at Gen Con this year. Eggertspiele released a short teaser video (20 seconds) which shows off some of the new pieces including rivers, roads, gates, bridges, and more.

  • At long last, the third and final installment in the Pandemic Legacy series is coming later this year! Keep an eye out for announcements from Z-man.

  • And look for one other soon-to-be-announced game—coming this summer!

Currently Working On

  • A new dexterity game, co-designed with Josh Cappel. Josh and I worked together on the first edition of Pandemic over ten years ago and it’s been fun to work together again. We’ve spent over two years on this game and I’m thrilled that we recently found a great home for it.

  • The next game in the ERA series—which is coming together quite nicely if I do say so myself.

  • A new, non-Pandemic, cooperative game that I’m working on with a first-time designer.

  • A big box game that I’ve been developing for over two years with two established designers.

  • And a few other unannounced projects in various stages of development.

the_game_designers.jpg

The Game Designers

I appeared in the documentary, The Game Designers, which premiered last November. Directed by Eric Rayl and produced by Scott Alden (of BoardGameGeek fame), the documentary follows five different designers (Antoine Bauza, Kelly North Adams, Chris Faulkenberry, and Doug Schepers and myself) at various points in our careers, and gives an inside look at what it takes to design a boardgame.

Check out the trailer below.

You can find it on Amazon or stream it on demand via Vimeo.

Game Design Resources

So it turns out that I’ll be working with John Brieger on one my upcoming games. I bring this up for several reasons: 

  1. He’s got a new company that specializes in game development. If you’re looking for additional testing and development resources, check them out.

  2. He’s written some great articles on playtesting and uses a process very similar to my own.

  3. He lives in my hometown! And I had never met him until last month! (How weird is that?)

If you’re a local to the San Francisco Bay Area and are interested in doing some playtesting (your games or others’) be sure to check out some of the Meetups that he’s put together. I plan on regularly attending Friday playtesting at Game Kastle in Mountain View.

Missing GDC?

Check out the Boardgame Summit on March 17th in San Francisco. “Designers, developers, and publishers in the tabletop game (and tabletop game adjacent space) are gathering to share their planned talks from GDC, network, and talk board games. Publishers & industry service providers on hand for pitches and business meetings.”

You can also check GDC’s video archive for some great talks on design. Christina Wodtke sent me this talk by Alex Jaffe on “cursed design problems” which include the quarterbacking problem that rears its head in pure cooperative games. I thought this was a great framework for evaluating opposing forces in your game that may be irreconcilable.

ttn.png

TableTop Network

I gave the keynote talk at the TableTop Network in Dallas in November, and spoke about the importance of emotion and empathy in game design. [Update: the talk is now available.]

TTN is a gathering of board game designers talking shop, networking, and refining our craft, organized by game designer, Tim Fowers.

Unlike gatherings like Unpub and Protospiel, it focuses on talks and workshops and not on playtesting. It’s a fairly new event, this being its second year. I was impressed with the quality of the talks and especially enjoyed the ones given by Elizabeth Hargrave (OMG, My Wife Loves Your Game) and Nikki Valens (Creating Representation for Marginalized Groups). They’ve also started a scholarship program to attract new voices to the industry.

I’ll post videos or links to my talk and others when Tim opens them up to the public.

2020 Conference Schedule

I’ve taken this information down, pending information from the event organizers.

ERA: Medieval Age – Design Notes

ERA: Medieval Age was released this year at Gen Con and will hit stores later this August. The game has a long history, which started nearly twelve years ago. Here’s a look at how the game came to be.

Origins of ERA

Back in October of 2007, my friends Chris and Kim Farrell threw down the gauntlet and challenged the members of our gaming group to a contest in the spirit of Nanowrimo—the National Novel Writing Month. Our mission was to each design a civilization-building dice game that was playable in 30–40 minutes, during the month of November. We were to go off into our corners and come back with our results at the end of the month.

I gave it my best shot. I saw the challenge as a great opportunity to boil down the experience from one of my favorite games—Francis Tresham’s Civilization (1980)—into something that took far less time. (Civ was best with about five to seven people who could devote eight or more hours to play, and that was becoming increasingly hard to manage.)

I shared the results to the gaming group in early December. Encouraged by the results, I pitched it to publishers at a conference the following April. I got immediate interest and the game was picked up by Griffon Games as part of their bookshelf line. They published it as Roll Through the Ages: The Bronze Age in 2009. The game did well, garnering a nomination for the Spiel des Jahres in 2010.

The publisher saw an opportunity to ride on the game’s success and encouraged me to design additional ages and soon after I designed a print-and play expansion. But my attempts at other ages felt dry and lifeless, and I abandoned them. After one failed start after another, Tom Lehmann finally stepped up to extend the line with a version that we dubbed Roll Through the Ages: The Iron Age (2014).

After that, the game seemed to have run its course.

ERA: Medieval Age (2019). Cover art by Chris Quilliams.

Roll Through the Ages: The Bronze Age (2009). The challenge that my friends Chris and Kim threw down was to create a civilization-building dice game that could be played in 30–40 minutes.

Roll Through the Ages: The Bronze Age (2009). The challenge that my friends Chris and Kim threw down was to create a civilization-building dice game that could be played in 30–40 minutes.

A near-final prototype (version 23) of Roll Through the Ages from 11 years ago. The early prototypes were initially pitched as “Dice of the Ancients.”

Opportunity

That is, until I was approached by Plan B Games in 2016. They were fans of the game and wanted to know if I’d be up for breathing new life into it and potentially turning it into a series. I promised to take another look.

During this exploration, I started thinking about an idea where players could develop a city, drawing its buildings, instead of creating another checklist game dominated by a technology tree. I’ve always been fascinated by the idea of games with a drawing component. I can trace that as far back to games like Empire Builder (1982) and Source of the Nile (1978). Even Knit Wit started out as a drawing game.

I did a bunch of reading on the Medieval period, sketched a lot, tinkered around. One key breakthrough was the idea to map the four classes of medieval society to different dice that represented their role. For example, peasants would provide labor and food, burghers would provide more trade goods, clergy could provide administration (allowing you to manipulate your dice) and nobles wouldn’t produce anything, but could raise taxes and could rattle their swords to defend their domain or threaten their opponents. Soon, I had some early prototypes of a new Medieval Age.

May, 2017. Here you can see some concepts taking shape. I often start with a concept map of the key objects and actions in the game. Sometimes this works; other times you get a boring, stilted, lifeless games.

Early sketches of buildings and resources.

More concept mapping.

Medieval Age Takes Shape

This new Medieval Age used dice that were similar to the ones used in Roll Through the Ages: they had resources and skulls on them, and players rolled them three times in an attempt to optimize their turn. but the experience was nicely differentiated from the Bronze Age. When you were done, you could look at a unique city that you had illustrated over the course of play. I also came up with a new turn structure that reduced downtime considerably, and found a way to work that back into the original Bronze Age design.

After a solid year of development, the game was ready to turn over to the publisher. Contracts were signed and the game was well on its way to becoming a reality.

I spent about a year designing the roll-and-write version of ERA: Medieval Age. Players drew buildings on graph paper and drew walls segments on the lines that separated them. The game also used a reference card for building shapes and a simple pegboard to track resources.

One Question

The publisher liked the design. It was quite fun to play and fairly straightforward to manufacture. They did have one issue with it, however: it was really hard to see what your opponents were doing. (This is a bit of a classic problem with many roll-and-write games—they can feel a bit like group solitaire if you’re only focused on your own board.) They pulled out a napkin sketch of a building made from a few wooden blocks and asked me: “what if it was in 3D? Would that work?”

Little did they know that I had just received my first laser cutter earlier that week. My answer was an excited, “let’s find out.” We’d have to defer the game’s release at least another year, but hey, lasers.

I got to work.

I actually used craft foam for my first 3D version of the board, which was a direct translation of the roll-and-write shapes: buildings went on squares; walls went between them.

It looked promising. Testing soon showed, however, that players had a hard time figuring out how to place buildings on this grid.

I thought a laser-cut version with little white circles to help position your buildings might work. It didn’t.

I had to abandon this system as it went against years of Lego training.

When I moved the walls onto the same grid as the buildings, the problem went away. The board also was significantly less noisy looking.

Roll and Build

Switching the game to a set of physical buildings opened up all sorts of possibilities. In addition to the wonderful, tactile feel, I could now work with a new dynamic: supply and demand. I modified the rules for walls so they’d come in different lengths, which introduced a strong push-your-luck element. Players now had to weigh the desire to defer buying walls (since they don’t help you bootstrap at all) against the temptation to buy them early when longer lengths are available. And if players wait too long, the supply can run out, putting a huge number of points at risk.

Having a building supply also made for a more dynamic game end condition. Rather than playing until a single player built a certain number of buildings (which was tedious to track on the score sheets), I shifted the game end condition so the game finished when a certain number of buildings ran out. This added more tension to the game since it’s harder to predict when this will happen.

All the laser-cut pieces for the buildings plus a few experimental bits and other odds-and-ends. I cut the buildings out of illustration board, glued them together using a special tacky glue, then painted them with acrylic.

A robust city at the end of a game. The buildings in the prototype had little “pips” etched into them so you could see how many points they were worth. The published version uses a more robust score sheet satisfies this requirement in a better way.

All the parts for two prototypes, painted and ready to go. Before I was done, I created six full prototypes.

A special shout out to Anthony Rubbo who worked tirelessly to convince me that the screens were worth trying out. He was right.

Other Innovations

The additional year of development brought other improvements as well. Most notable was the introduction of player screens that hide the results of each player’s roll during the Roll step. I was hesitant to add these as I was convinced that players needed to see each others’ dice while rolling in order to increase player interaction. Testing strongly showed otherwise, however—players welcomed the faster pace, the element of surprise, and the shorter play time that the screens afforded. They also made a great home for the information on the play aid.

Translating the Prototype into the Final Product

The Eggertspiele development team helped polish the remaining bits and pieces. Together we created the solitaire version and they helped refine the disasters, including increasing the number of scorched earth tiles that came with the game from what I specified. (Remind me to be wary of playing with them.)

The biggest change during production was to the player boards. These shifted from punchboard to molded plastic. While the icons are harder to read on the plastic boards—they’re sculpted rather than printed—the boards are much more durable than punchboard and the plastic nicely “grips” the building components, keeping them firmly in place.

In the video below, you can get a good look at how everything turned out in the final game as I give a quick overview of the rules.

The Harbor and Great Hall along with the Baron, Bishop, and Merchant dice that come in Collector’s Set #1.

The Harbor and Great Hall along with the Baron, Bishop, and Merchant dice that come in Collector’s Set #1.

Expansions Planned

If you purchase the game from the Eggertspiele web shop you can already pick up the first of several expansions planned for the game, Collector’s Set #1. This mini expansion provides two new buildings and rules for upgrading your clergy, noble, and burgher dice into a bishop, baron, or merchant.

First of Three ERAs

Eggertspiele has already announced that ERA: Medieval Age is the first of three titles in the ERA series. For the second installment, it’s likely that fans of Roll Through the Ages: The Bronze Age will be re-released in an updated and modernized version.

The third game in the series has not yet been hinted at. Which leads me to ask: if you had your wish, what ERA would you want? If you have an idea, leave a note in the comments!

New Game Announcement — Era: Medieval Age

era_medieval_cover.jpg

I’m excited to announce Era: Medieval Age, a new dice game coming this summer from Eggertspiele.

I’ve been working on this game and other games in the Era line for the last few years and am really excited to start sharing more about them with you.

Read all about it here, or catch the 2-minute video announcement below.

2019 Game Selection Guide

Looking for one of my games but don’t know where to get started? This handy flowchart might help! Start in the circle in the upper-left corner and follow the arrows until you reach your perfect game. (Expansions not included.)

Click it for a larger view, or, if you’d like to print it out, the PDF version will save you a lot of ink.

With a nod to Mental Floss that shared their own chart (and cast a wider net) in 2015.

See my Games page for more information on all of these products and more.

Cooperative Game Growth Keeps Rising

Back in January of 2016, I posted an article on the growth of cooperative games. I wanted to check in to see what has happened in the last couple of years. Had things slowed down at all?

I hit one small snag – BGG searches cap out at 5,000 results and there were more than 5,000 products released in 2016 and 2017. So, I’ve had to re-do my queries based on the number of games (excluding expansions) instead of total products released each year.

With that in mind, results are in: the growth of the category continues to skyrocket.

Excludes expansions. Total games each year accurate to the nearest 50 games per year; total number of games with cooperative games are based on the total count of those games each year.

Excludes expansions. Total games each year accurate to the nearest 50 games per year; total number of games with cooperative games are based on the total count of those games each year.

Given the time it took to design and publish a game at the time, it appears that 2008 was a category-proving year. Pandemic, Battlestar Galactica, Ghost Stories, and Space Alert were all released in 2008, perhaps proving the category to future designers and publishers.

Pandemic: Fall of Rome Announced

rome.png

Happy to see that Z-man has announced the latest game in the Pandemic Survival Series, Pandemic: Fall of Rome!

In this game, you'll recruit legions and enlist barbarians with an ever-diminishing treasury (and increasing corruption) in your attempt to forge five alliances with invading tribes before the Empire falls.

This is a co-design with Paolo Mori and was a tremendous amount of fun to work on. And the artwork from Atha Kanaani and the Z-man team is top notch. Coming in Q4, 2018.

here's the Z-man announcement.