Thursday, January 21, 2010

Final Artwork Preview- Spearpoint 1943


I've posted a final artwork preview on the Frontline General: Spearpoint 1943 gallery on Boardgamegeek.com. Here is a link to the announcement thread posted yesterday on BGG:


I've also posted a few examples from the artwork preview below.
Please browse to the game's gallery to check out all of the images uploaded (29 total).

Tuesday, January 19, 2010

Spearpoint 1943 progress update

To follow up on my last blog post, a few updates are in order regarding Frontline General: Spearpoint 1943. It's always a good thing when you're waiting on others to get back to you rather than being the one on the hook for files, information, and *gasp* payments. Today I find myself pretty-well caught up, which is highly unusual.

  • We are definitely running a contest with the help of Boardgamegeek.com starting February 1st 2010 and will be giving away 20 preorders of Spearpoint 1943 as prize support. I sent all of the contest materials to Chad at Boardgamegeek yesterday so their programmers can get a jump on setting the contest up.

  • Frontline General News Issue 14 is written, but not yet formatted. This issue includes a feature article that takes readers through the entire game and previews a lot of final art.

  • This past weekend I filmed a full game of Spearpoint 1943 with the help of my friend Brandon. I'm beginning to edit this video and will post it on our site along with FG News 14 as a supplement to the newsletter. I won't reveal who won the game, but let's just say that person's defeat was decisive.

  • I've placed the order for 15 Print-on-Demand (POD) copies of Spearpoint 1943 to prepare for a tournament in February at Williamsburg Muster. Many of the POD copies will then go to PODcasters (PUN intended) for pre-release reviews. I've been in touch with several podcasters who have committed to doing a pre-release review of the game.

  • I've ordered a new retractable banner stand for upcoming 2010 conventions in order to make my setup a bit more portable. I had been using homemade PVC stands to hoist our 3-4 banners, but they required transport by truck.

  • Before February 1st I'll be posting artwork and DRAFT Rules to the game's BGG entry in prep for the contest. I'm trying to time this upload with my release of FG News 14.

  • I'm pushing forward with production plans. I'm still waiting on the printer to review the artwork files and tell me everything is okay.

  • I've written two more Scenarios for this game, which I'm now calling "Situations" just to be different. Scenarios seems like an over-used name in the world of wargames.

  • Collins Epic Wargames is now officially an LLC!

Monday, January 11, 2010

Final Artwork Complete - Spearpoint 1943 + Updates

It's been a while between posts, but I have been incredibly busy with game design. I can finally breathe a little...

This weekend, I completed final card artwork on all of the cards for Frontline General: Spearpoint 1943, my new WWII squad-level combined arms card game, which is available for preorder direct at $24 + shipping. The artwork is for 175 cards total (86 of them unique) and includes 50 German Unit Cards, 50 US Unit Cards, 50 Command Cards, and 25 Damage Cards.

I printed an update to my prototype on photo paper last night as I listened to some music in the Drum & Base genre (I find it helpful to listen to repetitive beats when I'm doing repetitive work like trimming out or sleeving cards). I had previously finished and printed the 100 Unit Cards and only needed to print the Damage and Command Cards, so it took less time than I expected and my Dahle rotary trimmer made quick work of the new cards. Once I finished sleeving the final Command Card, after months of extensive work on the game and testing, I finally had a sense of completion.

What's next for Spearpoint 1943?

  • I'm currently preparing a small 15-copy Print-On-Demand run through superiorpod.com which will be ordered this week to support a pre-release tournament at the upcoming Williamsburg Muster Convention in Williamsburg, VA. I'll then send some of the POD copies off to reviewers and podcasters to generate some pre-release reviews and some buzz about the game and with luck, more preorders. Other POD copies will go to some external playtesters who are ready and waiting to do final testing.

  • I'll be previewing the artwork and game rules in the upcoming Issue 14 of Frontline General News. 5 pages of the article are already written but a few more are required. The extensive preview will cover the game in-depth, and will be supplemented by Design Notes and a video walkthrough of gameplay.

  • I'm having our printer look at all of the card artwork files to let me know what I did wrong before production.

  • I'm considering running a contest through http://www.boardgamegeek.com/ to generate more pre-release exposure for the game.

  • I'm working with Mark Mahaffey to finish the box back artwork in the coming weeks.

  • Scenario development and testing continues. I've written 4 of the 8 scenarios that will be freely available for download from our website upon release. The game doesn't depend on scenarios- in fact- standard games will probably be more commonly played- but scenarios really enhance the game for those seeking objective-based games with a little more story. Issue 14 of FG News will go into this more deeply, comparing the various ways to play.

  • I'm re-vamping our brochures, banner ads, magazine ads, and convention marketing material / signage based on the completed artwork.

Wednesday, September 23, 2009

Why do Video Previews of Boardgames work well?

I recently finished a video component preview of the map artwork and functional design in the upcoming Frontline General: San Pietro Infine game. A direct link to the video may be found here: Link (52mb .MP4 format, use Quicktime to view). The video previews the map for San Pietro in its entirety, shows the area of coverage, explains the functional elements (symbols) and how they are used to replace traditional hexagonal terrain types, and provides a brief intro to the game using period photos courtesty of sanpietroinfine.com.

The video creation and editing took roughly 15 hours for this 15 minute video- part of that time no doubt due to my lack of experience in video editing and learning new software. I used the 30-day free trial of Camtasia Studio 9 by Techsmith, the same company that makes Jing, which is a lower-cost stripped down version of Camtasia (with no editing capability and more limitations). I really like Camtasia for its editing features, but at $300 for a licensed copy, I may stick to the cheaper full version of Jing for future less-complex vids.

Why did I spend the time to do this you may ask? Well there are several reasons:
  • Videos provide visual and audible communication all at once. I can clearly show you what I am talking about and point to it using screen capture.
  • Videos provide motion and animation and the ability to focus your attention on a single element. With the screen-capture approach, I can zoom in to key points and features, get your attention focused on them with highlighting tools in Camtasia, and quickly move to the next point.
  • Properly edited videos become polished productions that not only preview elements of games but can also be used as tutorials for players learning the game post-release, eliminating a lot of rules reading.
  • Showing how something works and talking through it is often much easier than putting it into words, even if it takes a while to talk it through correctly.

I've already mentioned the software I used for this video which I do recommend if you're interested in creating video previews of your games. However, you may want to start with the free version of Jing before diving headfirst into editing, just to see how it works. Once you've used Jing to create a few screen capture vids with your own voice-over, check out Camtasia to see the wealth of features it provides beyond Jing's functionality. The free 30-day trial is fully functional, which is nice, but as I mentioned, the full $300 pricetag for the key to unlock it after 30 days is expensive.

Use of videos to preview boardgame elements works well for all of the reasons mentioned above and for the simple reason of quickly presenting your games visually to a potential customer in a polished format that could impact their decision to buy.

Tuesday, August 25, 2009

After one year, CEW is now in distribution

I'm very excited to announce that Collins Epic Wargames is now in distribution with the largest US game distributor. After a year of talks and preparation, I am proud to say that my upcoming games Frontline General: San Pietro Infine and Frontline General: Spearpoint 1943 will be available in retail game stores across the United States. I'll also still sell games direct, but, I do prefer that if you purchase any of the titles I offer, especially after preorders are fulfilled, you buy through your local game store to support them as well.

Friday, August 21, 2009

Playtest Notes on Initiative: Frontline General: Spearpoint 1943

Playtesting continues on Frontline General: Spearpoint 1943, my main focus right now. Last night at ODMS, four new players tried the game for the first time. In about 2 hours they each played 4-5 games and seemed to really enjoy themselves. I was there to answer any questions and guide them through the rules- so this wasn't a blind test- but it was a lot of fun.

Frontline General: Spearpoint 1943 is a fast-playing standalone card game based on Frontline General: Italian Campaign Introduction combat rules that focuses on WWII squad-level and individual tank, aircraft, and artillery unit combat for two players. The game plays in 30 minutes or less and includes an assortment of card-based land and air units that handle all necessary stats for play, command cards, dice, several pre-constructed deck suggestions and easy-to-learn rules. It is a non-CCG, so no random packs of boosters, etc.

The base game includes 150 cards - of those, 50 cards are Command Cards that let players affect units in some way during the game.

Combat is the focus of the game and has become the main area of rules adjustments. Some of the rules adjustments have been working so well that they will also be applied to my first game's combat system, which has a traditional board, counters, cards, scenarios, etc.

I want to talk about one of the rules in particular and how the mechanics have been tweaked to be less powerful. Initiative. Initiative in both the base game and initial prototype of Spearpoint used to determine who fired all of their attacking units first. Since damage in the game is not simultaneous, Initiative was very important and very powerful. It's determined with a die-roll on a D10 (highest number wins).

In Spearpoint 1943, Initiative started off as the same rule from Italian Campaign Introduction, described above. After target declaration, players would roll Initiative and fire every unit on their side if they won.

This was too powerful- especially in a card game where combat is the entire game. Players had a huge advantage for firing first- possibly destroying all of their opponent's initial units without the chance of the opponent to retaliate. No good and no fun.

Initiative is still rolled on a D10. However, the winner of Initiative now chooses to resolve one of his/her attacks. Players then alternate resolving attacks of their choice after the initial one is complete. This choice is still a powerful thing and as Uwe Eickert puts it, "it adds tension, which is what you want in a game like this". Damage is still immediate, meaning that if an attack is resolved that destroys another unit that hasn't yet attacked, that unit's attack never occurs. So initiative is still a powerful thing.

This simple tweak to make Initiative determine the first attack changed the entire flow of combat, lowered the importance of the Initiative roll, and eliminated downtime. The old way, the opponent used to have to wait while all of his units were possibly decimated. With the change, both players became active- constantly planning and adjusting strategies based on the results of hits (or misses)- and making tough decisions as an Initiative winner regarding which unit should fire the opening volley for the current Combat phase.

A few Command Cards may affect Initiative- providing a bonus to the roll if they are played.

One other rule regarding Initiative that represents loss of momentum very subtly, is that the Winner of Initiative receives a cumulative penalty of -1 to the next Initiative roll. That penalty is reset when they lose Initiative. So if a player wins Initiative 3 consecutive turns, that player receives a -3 to the roll the following turn. This is a balancing mechanic that helps prevent the same player from winning Initiative each turn, because let's face it, firing first is fun- and we can't let one player have all the fun...

I must thank Uwe Eickert for this suggestion as it came up while playtesting the game with him at WBC. We were looking for a way to improve the combat flow and make Initiative less powerful... after weeks of further testing, I'm extremely happy with the results.

I plan to discuss more rules adjustments in this game as a result of playtesting here on the blog as well as the background and reasoning. Adjustments like these stem from playtesting, which is why it is so important to thoroughly test your designs. One minor rule change can change the entire game, which is why I always recommend that if someone changes a rule- they change only one rule at a time- the effects of that change are more easily understood during the next playtest.

Monday, August 10, 2009

Back from WBC

WBC (World Boardgaming Championships) is an annual tournament-driven convention held in Lancaster, PA with lots of open gaming, demos, seminars, and a small vendor area later in the week. I just returned from my first WBC as a Vendor and it was a blast! I can't stress enough how important it is to go to shows and exhibit, sell, and/or demo games as a publisher. Many people at each show say they've never heard of me- but that's actually a good thing- it means I'm reaching new people at that show.


The 2008 Charles S. Roberts Awards were announced on Saturday evening at WBC and my friend Uwe Eickert took three awards for his game Conflict of Heroes: Awakening the Bear! - Russia 1941-1942 and his efforts on the design. I want to extend my congratulations once again to Uwe for sweeping the awards. He has put a lot of thought into CoH and has made it one of the best WWII tactical systems available today. If you haven't yet played this game, please check it out- as well as his other games in the line which can be found on the Academy Games website.


It was nice to see Mark H. Walker and his wife again at the show, of Lock N' Load Publishing. Mark is another really nice guy and friend that I first met at Fall In! in Gettysburg, PA. I also got to meet some of the guys at MMP, GMT, and Lost Battalion. Z-Man was my booth neighbor.


Academy Games is publishing Michael Tan's Sturm Europa! This is a grand-strategic block game that covers the entirety of World War II. It was nice to meet Mike- he's a really smart designer and has some neat concepts going on in the game- he was there demoing a working copy during open gaming in the auditorium. I believe the game has the potential to become one of the best WWII grand-strategic games of all time. It still is in need of some refinement, but I think Mike is well on track to have a very successful game.


I also met my map and box artist for the first time in person. Mark Mahaffey came by at the show and I didn't recognize him (his online picture is a bit dated)! Great guy, talented artist. Mark and I talked about the new map for Frontline General: San Pietro Infine that I had at the show on display- and how the print came out a bit dark. He'll be lightening it up before production. I plan to do a video preview soon to show everyone online how this map is more functional than most wargame maps out there. I'm really proud of how it turned out and it certainly helped me sell some preorders for San Pietro at the show.


The show was great, the people were even greater, and I almost sold out of the copies I had on hand of Frontline General: Italian Campaign Introduction with the new vinyl Deluxe Map (shown to the left).

It was a lot of fun to playtest one of Uwe Eickert's son's games at the show. I can't reveal much about it- but wow- what a fun Euro. A 4-player session that lasted about 1-1/2 hours was a bit cutthroat but was a lot of fun.


Another WBC highlight for me included playtesting Frontline General: Spearpoint 1943, my new card game, with Uwe Eickert. Uwe had two rules suggestions that I've now fully implemented for further testing. Those two tweaks resulted in the elimination of 3 die rolls whenever Armor Piercing rounds are used vs. armored units. I can't wait to upload more previews and info on this title, including a video. In Uwe's words, "This game is gonna be hot."


I highly recommend that if you missed this year's show, and you're big on boardgames, you make plans to attend WBC in 2010.