By some miracle, Great Scott! is in the running for two categories in BoardGameGeek.com’s “20 Most Anticipated Board Games of 2016” poll.
It’s actually not a miracle at all because a) there is no such thing, and b) several very nice people answered my previous call and voted for Great Scott! to get on the list in the first place. Either way, the final round of voting is now underway, and ends on Sunday, January 24th. There are some true juggernauts on the list this year (can you say “Scythe”?), but it would be amazing to see my little game make a decent showing for itself. Continue reading The 20 Most Anticipated Board Games of 2016
Hey there – long time no see! So in-between my web design work, I’ve been hacking away at getting the files for the Great Scott! cards finalised. I’m *this* close to ordering a proof copy of the core game from DriveThru Cards, but I figured there was nothing stopping me from making a Print ‘n’ Play version of the game, so that’s exactly what I’ve done! Continue reading Developing Great Scott! – Part 7: Print, and Indeed, Play!
This post marks a milestone: there have been no major changes to Great Scott! since the last time I wrote about it. Wonders will never cease.
I thought I’d make a short post with a playtest report for the current version of Great Scott!. The good people at Lincoln’s premier comics & tabletop games store gave me some table space at one of their weekly boardgaming nights, and I spent four hours watching people play the game. Continue reading Developing Great Scott! – Part 6: Always Talk to Strangers
You know what I was saying in my last post in this series about how the direction of a game can turn on a dime while it’s in development, and that Great Scott! was now a co-operative game? Well yeah, that. But not that. Continue reading Developing Great Scott! – Part 5: What’s Hot, What’s Not?
A lot has happened since I last wrote about the development process of Great Scott! The short story is, we’re changing the game. If you’d like to how it’s changing, and the reasons for its new direction, read on…
A couple of weeks ago, Jon, Dave T, Carly, and I headed over to Birmingham for the UK Games Expo. We had a three hour playtesting slot booked through the lovely people at Playtest UK, and we held in our sweaty palms the first ‘final’ version of Great Scott! which had been colour printed, cut by hand, and carefully sleeved. It looked splendid. Everything went swimmingly, we arrived in the nick of time, and we played the first two games of Great Scott! ever to take place outside of my kitchen! Continue reading Developing Great Scott! – Part 4: Never Say it’s Final
It’s time to talk about card game artwork.
Since Great Scott! is our first game, we wanted to reduce costs as much as possible without ending up with something that looked too plain. Of the ~150 cards in the game, 60 of them really need to have illustrations, while the others are more suited to tastefully laid out text, icons, and ornaments. Continue reading Developing Great Scott! – Part 3
The Sinister Fish board game development team gets together twice a week, more or less. What actually happens is my friends come to my house & we goof around in my kitchen with bits of cardboard. It’s fun, and you should try it. In the meantime we talk over Facebook messenger about new ideas we’ve had for the game, and these get collated & written up into an ever-evolving rules document. The image above was taken during a playtest of the v0.3 rules, with our first set of printed cards. I’m not saying index cards don’t have their place in game design, but damn it feels good to see everything in Helvetica instead of handwriting 😉 Continue reading Developing Great Scott! – Part 2
Board games are like novels: loads of people have an idea for one, but not many of us take the plunge & actually create something.
An idea on its own isn’t very useful – it’s stuck in your brain, and it needs to come out! If you don’t write, you’re not a novelist, and if you don’t prototype your game, you’re not a games designer. At least that’s what games designers will tell you, and that’s what they told us.
It turns out that those games designers were absolutely right: if you ever hope to become an actual board game designer, you absolutely must build an actual board game prototype, and fast! Continue reading Developing Great Scott! – Part 1