Terreria Tactics – An Interview with Chris Solis

This week I caught up with Chris Solis, designer of Terreria Tactics – an interesting battle card game. I’ve been following Chris’s development and it’s great to see the game on Kickstarter. Let’s see what Chris has for us.

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1) Please tell our readers a little bit about yourself.

I’m Chris Solis, Founder of CGC Games, life-long gamer, and creator of Terreria Tactics. I’ve been involved in organized play for tabletop as a player since middle school and I became a event host in 2006 for tabletop and video game events. Now in 2013, I’m looking to bring Terreria Tactics to life.

2) Can you describe Terreria Tactics in a few sentences?

Terreria Tactics is a battle card game based on the traditional combat systems of console 90′s RPGs. Recruit your party of 4 characters and fight against another player’s party. The game is all-inclusive which means there is no trading or collecting. All the cards come in one box for you to jump straight into the game with up to 4 players (including yourself). 4 decks come pre-constructed in the box. The rest of the card pool can be found under the insert.

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3) What is your favorite mechanic in the game?

The set-up of the game. We call it ‘Starting Party Composition’.Each player sets up their starting party in secret from their 30-card deck. That’s 4 characters, 1 Location, and 4 Items/Commands attached to your characters (leaving only 21 cards in your deck). When the game starts, the cards will be revealed over time at the player’s discretion. This is really interesting because from the same deck, you can set up different starting parties to adjust to your opponent’s strategy and play style. Of course, having more starting set-ups in your deck weakness your mid- and late-game draws so that is a choice the player needs to make. When two players understand the game well, this set-up phase reflects a lot of player psychology and meta-game understanding. It’s an extremely simple mechanic with huge depth that the game has been designed around.

4) Tell us how you came up with the theme for Terreria Tactics.

Terreria Tactics is actually based on a screenplay I wrote (I have an MFA in Film). The sceenplay was inspired by the idea of a teenage village girl meeting a person from the future. What would this innocent girl think of this odd person from the future? What would the time traveler think of this simple girl or this world governed by magic? Terreria grew from that one meeting in the woods. When I started populating the world, I wanted to avoid dwarfs and elves. I’m tired of ‘em. I had this spin on dragon characters where they were bipeds, a little bigger than humans but not so much that they wouldn’t live among each other. Soon after, bird and water people started showing up on their own.

5) What’s your favorite character?

My favorite character is SK the Art Historian. What make’s SK really unique is how much you can learn about your opponent’s deck if you get his effect to go off. When SK damages a player directly, that player must show you three items from his or her deck, give you one and discard the others. So, not only do you steal a card and rob your opponent of using two others, but you gain insight into how that player has constructed his deck. SK is definitely a character for a player who likes to make predictions and deductions about their opponent’s strategy.

6) What are some other games that if other players liked that game, that they would like Terreria Tactics?

If you are a fan of other battle card games, you’re going to like Terreria Tactics. Magic: the Gathering, Yu-Gi-Oh!, Card Fight Vanguard, etc. I grew up with Magic: the Gathering and Yu-Gi-Oh! and I would love to still play but trading card games are expensive. This is why I wanted to design a card game in the fashion of a board game. Open the box and have fun! If you like video games like Pokemon, Final Fantasy, or Fire Emblem, you’re going to love that Terreria Tactics reminds you about those kinds of games and has beautiful art like those games as well.

7) Terreria Tactics is your first Kickstarter board game project. What are some of the things you’ve learned from this experience that you think other Kickstarter creaters would benefit from?

Launching a Kickstarter is not easy. We planned to launch a Kickstarter in January but we kept pushing it back and back because we simply we’re not ready. After tons of hours of research, we finally felt ready to launch. Pledges are also very hard to create. You have to pull back for a bit and ask yourself ‘ Would I pay for this?’. My #1 tip would be have an audience before your launch. We started our social media campaign in January and they really helped us get good Day-1 pledges.

8) What were your design inspirations for creating Terreria Tactics?

My number one design inspiration is actually Starcraft. What? Starcraft? But this is a card game! Hear me out: In Starcraft each unit has a role, purpose, and function at different points in the game. I took this philosophy and made sure it would be reflected in Terreria Tactics. In card games, it’s easy for a card to simply not have a function or be an inferior version of another card. I don’t want to make cards like that. I want my cards to be as functional as units in Starcraft. There are 108 cards in TT. Every single one of them has a purpose and lends itself to optimize certain strategies.

9) What type of gaming experience do you hope to create for the players of Terreria Tactics?

Two things: I want people to be able to play this game casually. I also want Terreria Tactics to offer a deeper gaming experience for those who are competitive or insightful. You can have a lot of fun picking up the preconstructed decks and duking it out. You can also have a great time studying every card to create your customized deck. The box set comes with three copies of all 108 cards (324 total), so that the competitive player can craft their perfect deck against other competitive players who own the game.

10) Anything else you would like to mention?

It is my dream to make a game people love to play and I will do everything in my power to make that dream a reality. I want to say thank you to my early playtesters and pledgers who are really putting Terreria Tactics on track for success. I’m putting everything I have into Terreria Tactics (money, time, favors). Thanks for the interview.

Thanks for the interview Chris! Make sure to check out Terreria Tactics on Kickstarter now.

Monster Moos – An Interview with Dominique and Nathanuil DeMille

This week I got a chance to talk with Dominique and Nathanuil DeMille, designers of Monster Moos. Let’s see what both of them had to say about their game and their ongoing Kickstarter campaign.

1) Please tell our readers a little bit about yourself.

We are Dominique and Nathanuil DeMille, the owners of Blank Wall Games Inc. Nathanuil is a mathematics instructor at the University of Arkansas and Dominique is a former retail manager turned work from home mom. We are avid gamers and love to introduce our non-board game friends to the joy of cardboard.

2) Can you describe Monster Moos in a few sentences?

Monster Moos is a casual strategic game in which players take on the role of inter-dimensional cowboys trying to wrangle herds of monstrous cows.

3) What is your favorite mechanic in the game?

I love the sit-a-spell mechanic. I feel that a lot of games with variance, like Monster Moos, need some way for players to actively affect the variance in the game. Being able to give up your turn to sculpt a strategy makes us feel like our choices have more of an effect on the game than just blind luck.

4) Tell us how you came up with the theme for Monster Moos.

The theme is all due to our son, Octavian, and his perception of animals. As we describe in our Kickstarter intro video Octavian learned his animal sounds starting with Dinosaurs. It took well over a year before he would even say dinosaur, most of the time he would just call them rawrs. When he started learning other animal sounds he figured that since dinosaurs roared so did every other animal on the planet and there was no need to learn the animals name, just call it by the sound it made.

We live in Arkansas and some of the cities have grown out to encompass large estates with cattle on them or research fields from the University so it is not uncommon to see cows out in pasture land while driving around. We were driving through Fayetteville and Dominique and I were talking about another game we were working when Octavian saw some cows and got very excited and kept moo-roaring over and over. It was pretty funny and we were laughing and one of use responded that yes those were some Monster Moos out in the field. This led to a discussion about what it would be like if there were different kinds of monster cows and how you would catch them, which ultimately led to Monster Moos.

5) What’s your favorite Cow?

Nathanuil is partial to the Zombie cow, but thinks the Ghost cow is pretty cute and Dominique likes the Dragon cow!

6) What are some other games that if other players liked that game, that
they would like Monster Moos?

This is an interesting question. We tried to brainstorm with a lot of players about what other games we would compare Monster Moos to but the best description a player came up with was Rummy meets Go with theme. Monster Moos is not even close to as complicated or strategic as Go, that isn’t the point of the game, but it is hard to pigeon hole it. Some people have called it a set collection game, others a trick tacking game. I would say that if you like games like Get Bit, fun or light games where the players determine the complexity, then you will like Monster Moos.

7) Monster Moos is a reboot of your first Kickstarter board game project. What are some of the things you’ve learned from that you think other Kickstarter creators would benefit from?

Primarily don’t rush into it. Build up support first, try to figure out were your first 20-30% will come from and how you will dole out cool bits of information throughout the campaign. We have learned a lot and there is a lot of information out there that wasn’t when we ran our first campaign, so do your research also, but I guess that links back to the don’t rush in advice.

The second thing is promote everywhere and every way you can. We always look at the other projects our backers have backed or are backing and I am amazed at how many great projects, both successful and unsuccessful, that I had never heard about.

8) What were your design inspirations for creating Monster Moos?

Our design inspiration came from our desire to broaden the audience for hobby games. Right now it is our perception that the gateway to hobby gaming is pretty narrow. You basically go from Roll and Moves or Party Games straight into high strategy. That’s not to say that there aren’t good gateway games, just that there aren’t as many options as we would like. So when we set out to design Monster Moos it was with the goal of creating a game that would be accessible to anyone, even it wouldn’t appeal to anyone. From the outset we knew we wanted a game that was a race to win and not a brawl or a race to be last to lose. We also wanted player choices to be meaningful to the game’s outcome, and we wanted to reward active players, without penalizing distracted players.

9) What type of gaming experience do you hope to create for the players of Monster Moos?

Our goal is to have a light fun game that will be a simultaneously accessible to different groups of people, effectively a game for anyone even if it isn’t for everyone. With our experienced gamer friends it becomes a strategic push your luck sort of game because you are trying to maximize your points per trick and leverage the action cards to make big plays. For younger gamers it is a game of matching and counting trying to make the biggest play they can at any given moment and variance plays a bigger role. For casual gamer adults it falls somewhere in between. The thing we love about the game is that all three groups can play at their level at the same time and still be competitive. I want the tricky strategic player to be able to pull off a sweet line that gets him a big score and takes him from last place to first, but I also want a child to get happy and excited when he gets lucky and gets the last tool he needed to capture a big herd that had been growing turn after turn.

10) Anything else you would like to mention?

Monster Moos is our first game to try to take to publication, but our goal is be more than a one trick pony. We want to build a company that helps bring more people to hobby gaming and exposes more players to all of the great games out there. We love board games and feel that the shared experience they bring is vitally important when so much of our entertainment is individually consumed. It is also important to use that we make the hobby accessible to younger generations because every other form of entertainment is vying for the attention of our youth and games that parents and their kids can play together are a key component to strategy.

Thanks Dominique and Nathanuil for the interview! Make sure to check out Monster Moos on Kickstarter now.

Sneak Peak: Monster Zoo Art

Here’s a behind the scenes look at some of the art and layout work for Monster Zoo.

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Every Monster in the game has its own unique art and personality.

Since there are three types of Monsters – Oogly, Boogly, and Zoogly, we are making the Monsters from each type have certain similar traits. You’ll notice similar looking fur, markings, coloring for Monsters of the same type.

I’m really happy with the art we’re creating for Monster Zoo and I hope you are excited as I am to see this project hit Kickstarter soon.

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Hero Brigade – An Interview with Designer Nicholas Yu

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About a week ago, I saw a thread pop up on BGG from a user asking for feedback on his Kickstarter campaign page. After getting feedback from BGG and making some changes to his campaign page, the campaign launched on Kickstarter and it funded on the first 24 hours.

That user is Nicholas Yu, designer of Hero Brigade. I reached out to him to talk about Hero Brigade, the Kickstarter campaign, and the changes he made to the campaign page.

1) Please tell our readers a little about yourself.

I’m 35 and happily married, living in upstate New York. I decided to make a break from corporate America after spending the last 10 years there and pursue my love of games and game design.

2) Can you describe Hero Brigade in a few sentences?

It’s a fast-paced card game that alternates between phases of deck-building and positional card-battling. You win by either defeating the opponent’s party of characters or depleting their deck, which is accomplished by defeating individual opponents. You lose a card permanently each time you reshuffle as well, so there’s always a set clock running down on both players! It pits a team of Heroes against a team of Villains in an epic showdown!

3) What is your favorite mechanic in the game?

Each character card can be played in 3 different ways. The player’s party has a front row and a support row, and characters can do different things in those rows (sometimes vastly different). In addition to what they can do on the board, they can also be discarded for a one-time play effect.

4) Tell us how you came up with the theme for Hero Brigade.

The ComiXology app has allowed me to re-embrace my childhood love for comic books and heroic adventure. I guess I had heroes and villains on my mind when brainstorming ideas. One of my friends and I also half-completed an iOS tactical RPG that had a similar theme, so I ended up re-using a lot of those concepts.

5) What’s your favorite Island?

Taiwan. My Mom is from Taiwan and I actually spent a year there growing up when I was a wee tyke.

6) What are some other games that if other players liked that game, that they would like Hero Brigade?

People who are into deck-building games like Ascension or Dominion should like that aspect of the game, but one thing that frustrates me about most deck-builders is the lack of player interaction. That’s why I built a battle system into the game, so it would force direct interaction between the players. Combat draws inspiration from Magic: The Gathering and Vampire: The Eternal Struggle. Play also constantly passes back-and-forth, both during the Fight Phase and Play Phase, so there’s a lot of see-sawing, which I think makes the game more exciting.

7) Hero Brigade is your first kickstarter board game project and it’s already funded. What are some of the things you’ve learned from this already successful campaign that you think other Kickstarter creaters would benefit from?

Start early: I made the Kickstarter page in early February, got approved mid-month, but didn’t launch until late April. Do your research: Make sure you get detailed quotes for all of your costs, track your expenses, and build in some fudge room in your budget for unexpected expenses. Warehousing and shipping, in particular, can be an issue for a smaller team or individual. It turns out, coming up with an awesome idea and making a really fun game is only one-third of the battle. The next two steps are marketing and fulfillment, both of which are things with which I didn’t have much experience. Fortunately, Game Salute picked up Hero Brigade, so I don’t have to worry about the warehousing or shipping part of the fulfillment phase.

8) Before the campaign went live, you posted a thread on BGG asking for feedback on your Kickstarter page. How’d that go and what changes were made to your original page?

That went extraordinarily well. The KS campaign page went through a few major steps of evolution: 1. After I originally drafted it up, I showed it to a few friends and made some changes based on their feedback. Rinse and repeat here a couple of times; 2. I showed it to some fellow game designers in The GameCrafter community and made some changes based on their feedback; 3. I posted that thread on BGG and got a killer amount of constructive feedback; and 4. I got picked up by Game Salute 4 days before the KS launch, so I scrambled and made a few more revisions before going live.

Most of the major changes came in the last two steps. From the BGG feedback, I ended up completely redoing the pledge levels and stretch goals and re-writing two sections of the campaign. I originally had stretch goals like T-shirts and pins but everyone quickly pointed out how they’d much rather have additional game content added in instead. People also widely panned the intro video. I didn’t have the time or the right equipment to re-film, so I just cut out a minute in the middle where I started to ramble a little bit; but even that one edit ending up making a huge difference.

9) What were your design inspirations for creating Hero Brigade?

Obviously, I drew a lot of inspiration from comic books and some characters in the game are a hodge-podge of homages to various characters I love or characters who have become archetypal of the hero genre. My love for Final Fantasy 6 also blossomed into the row mechanic that’s part of the battle system. I also really really love deck-building games, but I was frustrated by the lack of direct interaction as discussed earlier.

10) What type of gaming experience do you hope to create for the players of Hero Brigade?

I really did my best to balance strategy and fun. I wanted to make a deep and tactical system without making it overly complex. I also hope to win over people who may not be the biggest comic book fans, either, but I feel comic books are becoming more and more mainstream, especially given the success of several recent films like The Avengers and The Dark Knight Batman franchise.

11) Anything else you would like to mention?

I love my wife! I’m grateful for the support of my friends and family. I hope everyone checks out the KS campaign page for Hero Brigade and supports it!

Thanks

Thanks Nicholas for the interview! Make sure to check out Hero Brigade on Kickstarter now.

Back It: Euphoria by Stonemaier Games

Stonemaier Games is launching a Kickstarter campaign in May for their new game Euphoria.

Designed by Jamey Stegmaier and Alan Stone, Euphoria is a fun dice worker-placement game set in a dystopian world. In the game, dice are your workers and the number on each die represents the worker’s knowledge value. This knowledge value will be compared against other player’s workers and is core to the game. It’s a really cool mechanic.

Keep an eye out for the Kickstarter campaign in May and visit the official Euphoria page for more information.

I like the idea of dice as workers in a worker-placement game. I’m also a fan of dystopian themes. If you’re a fan of either of these, I recommend you take a look at Euphoria when the campaign goes live.

Check it out and back it.

Recent Feedback for Monster Zoo

Over the past couple of weekends, I have been playtesting Monster Zoo with a few different groups (and participating in Grant Rodiek’s Prototype PenPal Program). Most players are enjoying the game and I’m pleased with the feedback so far.

Here are some of the findings at this stage:

  • The game is fun: The response has been good from a mix of gamers. The theme is great and a lot of people really like the art. The game is easy to learn and new players can learn how to play in a short amount of time.
  • Minor edits for clarity: While most players felt the rules were easy to understand, there were a few minor tweaks that could have helped clarify a few things. There is some wording that could be modified such as “Swap a Monster from your Zoo with another player’s Zoo”. The edited version will say “Trade a Monster from your Zoo with a Monster from another player’s Zoo.” The previous version could be interpreted to mean that you only need to swap one Monster from your zoo to take ALL the Monsters in another player’s Zoo.
  • Reduce food costs: There are too many of the top end cards with high food costs. I need to tweak the food cost distribution down slightly to speed the game up.
  • More combos: While there are some interesting combos in the game, players were eager for more.

Based on this feedback and earlier comments, I have made the following changes to the game:

  • Increased the game speed: Instead of starting the game with 3 Zookee Zoogly / 7 Dirty Socks cards, players will now start with 4 Zookee Zoogly / 6 Dirty Socks cards. This has the effect of increasing the chances that players will be able to move cards into their Zoo, speeding up the rate of point gains throughout the game.
  • Tweaked the Food cost distribution down: I reduced the food cost values for a few cards and introduced a few more food bonuses. This has helped increase the # of cards that players can typically catch during a turn and speeds up the game.
  • Reduced number of ”resets”: There is one “reset” card in the game (Ohno Oogly) that forces all players to discard all Monsters from their Zoos. Essentially this is a game reset since everyone needs to rebuild their Zoos from scratch. While this is a great strategic card that can make a huge difference in the game, playing the card too many times during one game will cause the game to drag out and become less fun. I’ve reduced the amount of cards like this in the game to keep the game progress steady and rapid.
  • Introduced new card combinations: I added a few more cards that have good synergy with other cards – which should offer some extra strategic depth along with fun combos.

Thanks everyone who has playtested Monster Zoo thus far. I think you’ll like the new revised version.

Kickstarter Stats for the Games Category

I’m planning to launch a Kickstarter for Monster Zoo in the coming months and have been in research mode trying to learn as much as I can about successful Kickstarter projects.

Using the data Kickstarter provides for the Games Category (note this includes Video Games as well since Kickstarter does not break out stats by Video Games and Tabletop), I did some analysis to better understand what projects succeed and what were some of the key metrics I would need to keep track of for my future campaign.

I built these charts using Kickstarter data available on April 9th, 2013.

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A little more than 30% of all projects are successful. If you look at just the finished projects, the rate for success increases a little.

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This brings up the success rate to almost 35%. That said, there is still a huge chance for most projects to not succeed. The ones that do succeed generally have funding levels that are under $10,000.

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There are just as many projects that fund in the $10K-100K range as there are in the sub $10K range. Based on the data, I think the sweet spot is under $20K, with over 60% of all funded projects in the Games category ending in that funding range.

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For unsuccessful projects, the major hump is still getting past the 20% funded range. More than 80% of failed projects do not reach beyond 20% funding. Once a project reaches 40% funding, there’s only about 8% chance that it won’t fund.

My takeaways from the data:

  • Set a realistic funding goal – under $20K is a good goal
  • Really push for the 40% funding goal early to improve chances for success

Back it: Fox & Chicken by Michael Fox

Michael Fox from The Little Metal Dog Show and Sprocket Games has a new game on Kickstarter called Fox & Chicken. It’s a family friendly take on Werewolf and I’m in love with the art. It’s funny, witty, and perfect for a game of friendly cunning.

Fox & Chicken

The campaign is off to a great start and funded in the first 22 hours.

Fox & Chicken - Werewolf hits the henhouse! -- Kicktraq Mini

For about $18, you get the base set of cards and all the cards that come with any stretch goals. Given the pace that the campaign is trending, I expect to see a bunch of stretch goals hit, so you’re getting a great deal on a fun game with tons of extra cards.

I like light, fun card games that are great for the family. Great art with a witty theme is a plus. If you like similar games or like Werewolf based games, I recommend you take a look at Fox & Chicken.

Check it out and back it.

Monster Zoo Prototype Cards from PrinterStudio

After a few rounds of printing prototype cards with my inkjet printer, I decided to have a real shop print me a copy of Monster Zoo. The base game of Monster Zoo contains 185 cards, so printing different versions at home quickly used up my printer ink.

I went with Printer Studio mainly because of different size decks available for printing (up to 234 cards per deck). Their pricing is very reasonable and there is almost always some sort of coupon floating around for free shipping. I found the user interface very straightforward and easy to use.

Here is the unboxing of my order:

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The PrinterStudio Package

The cards came in a basic cardboard package. Shipped by USPS with tracking code. No special markings on the outside of the package.

Opening the Package

Opening the Package

The cards were packed well inside the package. The walls of the cardboard package served as bumpers for the cards, providing some protection during the shipping process.

Cards in Shrinkwrap

Cards in Shrinkwrap

Each deck (I ordered 2) comes shrinkwrapped by default. If you order a set of 54 cards, it will come with a clear plastic case by default.

Cards

Cards

Here are the cards unwrapped. The cards are made from card stock and have a good weight to them. I opted for the standard 300gsm card stock with smooth finish. The cards have a good bend and are shuffled easily.

Oogly

Yummli Oogly

The colors came out well and you can see the two-tone background clearly. You can see the various shades of blue come through on the Monster art nicely.

Zoogly

Zoomi Zoogly

The cards are cut well and I didn’t run into any issues with the margins. All the essential card elements were left intact and the border looked fairly uniform around all cards.

Boogly

Lurti Boogly

Cost:

  • Cards (2 Decks of 234), 300gsm smooth – $41.48
  • Shipping – Free
  • Tax – None
  • Total – $41.48

Timeline:

  • Order – March 27
  • Shipment Sent – March 29
  • Arrived – April 4th

Overall, I’m really happy with the results from Printer Studio. I may test how the linen finish looks in a future print run. If you are looking for an affordable and relatively fast printer for your card games, I highly recommend Printer Studio.

After printing the cards, I realized that the card text is a little small, so in I’m increasing the font size for the card text in future versions.

Early Designs for Monster Zoo Cards

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Here are some early designs for the cards from Monster Zoo.

At the top there’s a prominent Food cost number for all the cards. The card’s effect is located at the bottom. With the new design, Food values and Zoo Effects have different colors to make them standout in the card text.

This was the first design with concept art for each of the Monsters. Every Monster type (Boogly, Zoogly, Oogly) is considered a unique “family” or “race” of Monsters. So the art for each individual Monster from the same type will have some similar traits. Each Monster type has it’s own color theme so card from the same type can be easily identified while playing.

We picked a fun font for the Monster names to give the game a bit of theme flavor.

Here’s how these same cards looked previously:

balloons   flo-booglybossi-zoogly   fifi-oogly