Tuesday, August 5, 2025

I DO MY OWN STUNTS update 16

 I DO MY OWN STUNTS update 16 

Obviously, having a great game design is important, but when it comes to selling your game, they say a great box design is just as important. 

Often, when I am first envisioning a game, I create a mock-up of the box. It helps keep me focused on what I find interesting about the game and create the vibe that I'm going for. The drawing below is the first image I drew of I DO MY OWN STUNTS.


As I worked on the box design, I knew I wanted to keep the energy of this drawing - meeple stunt people (stunteeple?) leaping from an explosion while a camera crew filmed the action.

 

It also had to fit the "meeple tower" box form-factor. I wanted the players to throw their meeples off a building to land in an air bag pad below. I created a digital mock-up of the box to show to the printers so they will know what it is supposed to look like. (no, that's not a swimming pool)


Baring any last-minute changes, this is very close to what the final version of the game box will look like! I hope you're as pleased with the results as I am!


Next up, Scene cards (for real this time!)

 

 

Sunday, August 3, 2025

I DO MY OWN STUNTS update 15

 I DO MY OWN STUNTS update 15

Things are moving fast. I am in the process of getting quotes from three printers - Eastar, Gameland, and Panda.


I'm thankful that I've found so many printers willing to create such a small print run. I will be making 100 copies of the game in total. Big enough to create their own issues, small enough to not be overwhelming.
 
As I march towards making a decision, I'm also creating the assets for production. There are currently five different types of cards needed for the game: Performers, Gear, Scenes, Infirmary, and Subplots. 

Since the cover art features "meeple characters" - which I think are cute and will help sell the idea of the game  - I started with them for the design of the Performer cards; which give players special skills to help reposition their meeple stunt people.


But when I started making Performer cards using the meeple character art, I was dissatisfied with results. They just didn't look right to me. I found them hard to pose in anything other than a face-on position. So I went in a different direction.


As I was exploring card frame designs, I hit upon the idea of them looking like head-shots. I'm quite satisfied with the results. I think of it like in JRPG's where the character on screen is a little Chibi while their portrait is more realistic. The Performer designs are based on famous stunt performers... although their names have been changed.

 Next up were the Gear cards. These are cards that help the player modify their meeples and Performers as well as giving scoring bonus.



Their design also didn't come right away, but once I hit on the "clapper board" concept, they came together pretty quickly.

Next up, Scene cards!

 

I DO MY OWN STUNTS update 14

 I DO MY OWN STUNTS update 14

Thanks to the 75 backers of I DO MY OWN STUNTS, we can move forward! I'm proud to say we have backers all over the world - from California to Rhode Island, Germany, New Zealand, Argentina, Denmark... 
 
 
Frankly I'm a bit amazed and humbled that so many people are excited for this game. You have energized me into action to make sure that I DO MY OWN STUNTS is the best looking and most fun game that I can make! 
 
Payment information has been sent via email. If you didn't get an email, please contact me ASAP.
I've been working on designs for the custom meeples. I'd love to have 4 four-color screen-printed meeples for the game. It all depends on the quotes I get back - still in process. 
 



 
Can you guess which stunt performers the meeples designs are based on? Post your guesses below!

Monday, July 21, 2025

I DO MY OWN STUNTS Update 13

 I DO MY OWN STUNTS Update 13

Let's talk about style. 

Up until now, I've been showing hand-drawn art for that game that looks similar to the art in my books Level Up! and Your Turn! and my last board game design Oh No! There goes Tokyo!


However, I don't think scanned pen and marker art (as on the prototype's cards) will turn out as well, so I have to make them digitally. 

But as I create the digital files, I've been wondering what is the right style for the game?
 

I started playing around with alternate styles for the art on the box. This first style uses silhouettes of Hollywood film crew and their equipment. The best thing about this style is that is fast to create and is clear what's going on.
 

The next style I tried has more detail and the characters are cartoony, but not too silly looking.


The last style that I've tried so far is a more traditional "meeple in place of a people" that you often see on board game boxes and game company logos. 
 

However, I can't say I'm in love with any of them. Am I overthinking this? What do you think?

  

13 games every game designer must play

13 GAMES EVERY GAME DESIGNER MUST PLAY*

The internet is filled with lists about the best games that every game designers MUST play, however I find them to often be a bit arbitrary and directionless. 

Why do game designers NEED to play these games? What are they learning from each of these games? I was interested in creating a list of games that better represent the game genres that some others lists I've read about.

Dominion : Even though it's the first ever game of the deck building genre, it's still holds up. It's simplicity makes it the clearest example of the genre. While there are other good deck-builders out there (Star Realms, Arkham Horror: The Card Game, Century: Spice Road) These newer game designs have added roles, and attributes and other mechanisms that I feel just complicate things. As deck building is a flexible mechanism that can be added to many game designs, I believe it's better to start with understanding it completely, before integrating it in other designs. If you are looking to learn the basics of deck building, this is the game to play.

Sushi Go: Whenever some one asks me what "drafting" is, I ask them "Have you played Sushi Go? That's drafting." Sushi Go is so simple, so elegant but with so many ways to score, it's the perfect starting point to learn how to make a drafting game. Drafting, like deck building, is a mechanism that can be added into almost any game, especially when it comes to fairly distributing cards, and it helps to have a clear example when first learning the mechanism.

Skull King: I didn't grow up playing "folksier" card games like hearts, spades and rummy, so for many years, I wasn't sure what "trick taking" was. Skull King was the first game I played where it really clicked for me. It helped that it's pirate themed (I like pirates!) but Skull King made the trick-taking mechanism really clear to me and inspired me to design my own trick-takers! 

Can't Stop: While there are plenty of great "push your luck" games out there - Farkle, Incan Gold, Dead Man's Draw, King of Tokyo, Zombie Dice - I feel that dice offers the best expression of the mechanism and adds much to the tension and fun of a push-your-luck game. Can't Stop lives up to its name; it's simple to learn and play, highly addictive and lends itself to quick and repeat games. Plus, it was designed by Sid Sackson, the great collector, designer and academic of the gaming industry. 


Qwixx: While there are plenty of good roll and write games out there (Yahtzee, Cartographers, Three Sisters) I find that Qwixx does something different (and better) than these other games - the use of colored dice in the game was eye-opening to me when I first played the game. It's a great lesson on how a simple element of a component - such as its color - can make a huge different to the play of the game. On top of that, Qwixx has great decision making conundrums that creates great tension in the game! I highly recommend checking it out!


Unearth: Whenever anyone asks me "what's a hidden gem game" I always point them to Unearth. It has the best use of polyhedron dice since D&D (OK, maybe since Formula D) that utilizes a mix of dice selection and push your luck in a very creative manner. Add a couple of splashes of set collection and a bit of art inspiration from the mobile game Monument Valley and Unearth is a very appealing game. Unearth has a lot of great lessons to teach game designers - from probability space to how players can mitigate randomness - and is well worth your time to play.

Stone Age: One of the first worker placement games, Stone Age is just simple enough for newbies to learn and complicated enough to be enjoyed over and over again. It's a great game for learning the basics of worker placement. While others might suggest Carcassone (workers don't generate anything), Agricola (too complicated) or Lords of Waterdeep (too many side distractions) as paragons of worker placement, I think Stone Age is the epitome of worker placement. Place a piece, they collect a resource, they come back home to be used again. Plus you have the "love hut" - a location where a player places two meeples and on the next turn a third is generated. It's little touches like that that keeps Stone Age on the list.


Karuba: When describing Karuba, I ask "Do you like Indiana Jones? Do you like Bingo? That's Karuba!" Another "hidden gem" this tile placement offers a great lesson - players can start with completely identical components and rules and still manage to create very different results. The game offers great tension and much like Qwixx, if you screw up, it's your own darn fault. 


Pandemic: Matt Leacock obviously had one of those "touched by God" moments when he came up with Pandemic. It's one of those perfect games - cooperative play but players have asymmetrical powers, the tension ratchets up as player race around the world trying to stop the spread, the viral spread of the contagions is such a clear and frightening visual of how quickly and bad things are getting in the game. The card AI is a great invention, automating the threat so the players can concentrate on stopping it. Plus, like all great games, Pandemic lends itself well to reinterpretation - whether it's World of Warcraft, Lord of the Rings, Cthulhu or the post-apocalyptic legacy versions, Pandemic is a great game that offers many lessons to a designer.


Quacks of Quedlinburg: I know, it's called "Quacks" now, but it will always be Quacks of Quedlinburg to me.  No matter what you call it, this push your luck/asymmetrical powers is a great example of the ever increasingly popular bag-builder mechanism. It's clear, clean and fast paced game play has some clever catch up mechanisms so that no player feels like they're being punished too harshly by a bad draw. I've upgraded my own copy of the game to resin tokens and I can tell you, they make a huge difference to the game. The pleasures of a good tactile experience should never be overlooked.


Risk Legacy: Risk is pretty old, but Risk legacy added a much needed shot in the arm to the classic "dudes on a map" game play. Risk's combat system is still a good lesson in simplicity over realism, but where Legacy shines is how it adds much-needed narrative, surprise and twists to what is a pretty pedestrian game. Even better, the Legacy system adds a sense of repeatability and ownership that is missing from most other board games. While there have been many worthy successors to Risk Legacy (Including Betrayal Legacy, Charter stone and Pandemic Legacy) the original is still worth playing for the thrills and surprises it offers. And watching your fellow players cringe as they tear up cards never gets old.


Betrayal at House on the Hill: I first learned about this game when someone told me that it has fifty different endings. Fifty endings? How can that be? It seemed impossible, like a magic trick. This mechanic is worth study alone. It's still one of the best thematic games out there, but I'm a sucker for games with miniatures, modular board design and dice, and Betrayal pushes all of these buttons for me. I have witnessed near-perfect synchronicity between the location tiles and the room cards more times than I thought could be possible. The "haunt roll" remains one of my favorite thematic mechanisms in board gaming. You know doom is coming, it's not a matter of "if" but a matter of "when". I personally recommend the 1st and 3rd editions of the game, over the 2nd or any of it's expansions. Sure, any version of Betrayal's play can be a bit fiddly as you search for that little girl token, but believe me, light some candles, dim the lights and you'll find it's worth the experience.


Colt Express: If you want to learn how to design a programming card game, then look no further than Colt Express. The game teaches an important lesson - that you have to embrace the chaos of the programming game genre to enjoy it. But where Colt Express shines over games like Robo Rally or Dungeon Lords or Gloomhaven is table presence. That paper craft train is so charming, yet so pivotal to game play. Does it need paper craft cactus too? Probably not, but I think it'd be worse off without them.


Quiddler: Game number 13 on these kinds of lists are always hard to pick. Do I select a party game like Cards Against Humanity or Werewolf? Or an economic game like Acquire or For Sale? I feel that word games are a segment of the game design world that has had some interesting strides and is always evolving. But Quiddler shines in it's simplicity. It's essentially an escalating Scrabble without a board, but it's a great lesson in hand-size, alternate scoring and just how many turns does it take for someone to spell a word (usually it happens in 1-3 turns). It's gotten me to look at what comprises a "simple" card game design in a new light and it might help you too!

That was fun! I think I could probably list 13 more games (and I might in the future!) Let me know if you enjoyed this post! 


If you want more suggestions for great games, I recommend checking out my book "Your Turn! The Guide to Great Tabletop Game Design" - not only are there lists of "ten games of this genre you must play" in each chapter but also many ideas for mechanisms and examples of games that you can make yourself! Your tabletop game design journey starts here!

*Thanks to Chris Backe who inspired me to write my own list!
 










Wednesday, July 16, 2025

I DO MY OWN STUNTS Update 12

I DO MY OWN STUNTS Update 12

 WOOT!

Backing has ended (57 backers!) but production is just beginning. Here's the agenda for the next few months:

RFQ's from printers. This means getting quotes from printers for 75 - 100 copies of the game. I won't be making more than 100 copies of I DO MY OWN STUNTS, but I might try selling a few copies at local conventions this year. 

Also, two retailers (Geeky Teas and Games and BGE's Tabletop) have pre-ordered several copies as store exclusives so you will be able to get them there if you missed out. These additional games will have to be factored into the quote as they haven't been paid for yet (because I don't know the manufacturer's cost yet!)

Shipping. Once I have determined manufacturing costs, I can determine shipping costs. If you live in the Los Angeles area, I am happy to waive shipping if you agree to meet to pick up the game. You will still have to pay via Venmo. 

Payment. Once I determine the manufacturer's price, I will be sending out requests for payment for the game and shipping. This will be done through Venmo since I've had problems with both Paypal and CashApp in the past. If this is a problem for you, let me know, we'll work through it. 

Production art. I have begun working on the game box/meeple tower. Cards will be next, then rule book. Meeple art will be in there somewhere as well.

Playtesting. I will be playtesting the game through the summer and into the fall. If you are local to Los Angeles and interested in playtesting, please contact me!

Also, what do you think of the revised logo? OK, time to roll up my sleeves and get to work!

Monday, July 14, 2025

I DO MY OWN STUNTS Update 11

 I DO MY OWN STUNTS Update 11

As the last day for backers (July 15th) quickly approaches, I begin the process of getting a quote from the printers. Getting all of the coimponent information into Excel takes a little time, and I just realized I didn't convert all of my measurements into mm, so I'll have to go back and do that!


I'm getting quotes for 75 and 100 copies of the game from four different printers - Gameland, Panda, Ningbo and EAStar. These are the printers who said they could do small print runs. 

 A RFQ (Request for Quote) should have all the components listed, their size, what material they are made from, what color they are, if there is anything special about them. You have to completely know your game - both from a design and components perspective - to complete one of these. 

As of this post, I have 69 (!!) backers, so I may or may not want to have some extra copies to sell at conventions and the such. I have decided I won't make more than 100 copies, so it will be a very rare game.


I've created a list of the components based on the playtests, and I think it's pretty close.  Depending on what the quotes come back as, I have a couple of ideas for upgrades in mind. I'll let you know more if it is feasible.

 To everyone who has backed the game, payment information will be send once I determine shipping costs. You'll be receiving a payment information email from me soon! 


I DO MY OWN STUNTS Update 10

I DO MY OWN STUNTS Update 10

The final day to become a backer will be July 15th. We’ve passed my goal of 51 backers (woot!), so any extra will create better and more unique components! DM me to become a backer!

Speaking of unique components, backer Hardy LeBel is helping me experiment with unique meeples. Once we 3D print the design, we’ll see how well it rolls compared to the other styles.

Regardless of which form I use, they will have screen printing or heat transfer images on them to indicate a front and back.


I’m also starting on the box/meeple tower design. As requested by backers, I will be creating all of the game art. I guess I’d better start drawing!

Finally two local game stores (Geeky Teas & Games and BGE's Tabletop) will be carrying I DO MY OWN STUNTS. If you are a game store interested in making a retailer purchase (6 copies) please reach out to me before the deadline.

Sunday, June 29, 2025

I DO MY OWN STUNTS Update #9

 I DO MY OWN STUNTS Update #9

What's better than a handful of meeples? A handful of MORE meeples!! Let's examine the question, how many meeples are enough meeples? 

But first, let's examine the word meeple. Meeples are wooden figurative pawns originally found in German strategy games.  Heimlich & Co. (1984) was one of  games to use these wooden figure. They  are supposed to be spies but they look like British bankers to me. 

 Europa 1945-2030 (1998) had both male and female meeples.

The standard meeple, as we know it today, first appeared in Carcassone (2002)


The term "meeple" was created when gamer Alison Hansel mistakenly mashed together the words "my" and "people" when describing the game's wooden figures. She shared her spoonerism online, it caught on and has been used ever since.

In 2024, Carcassone's publisher Hans um Gluck trademarked the term meeple in Germany and Europe and sent cease and desist letters to publishers who used the word in their games or even in their company's name! As a result, for example, Cotswold Games and its worker placement game, Meeple Inc., had to be renamed as Tabletop Inc.
 
 

Needless to say, this created a backlash from gamers who just assumed the term was fair use.  Meanwhile in America, a group of concerned game creators banded together to trademark the term here in the US. They vow to make sure the term remains free for everyone to use.

I DO MY OWN STUNTS will use meeples, but I still have a few decisions to make. Firsst of all, in the game's rules, they will be refered to as "stunt performers" or "stunt peeple". 

As for their form-factor, I have yet to decide whether they be standard meeples - but with heat-transferred or screen-printed faces and/or details on them. Or they might be a slightly different version of a meeple (note the upraised arm) - to differentiate them from the Hans Um Gluck meeple. 


However, these alternate components would have to be tested to see if they work as well as the standard meeple does. My samples should be arriving in the mail soon, so then I can start testing!
 

Speaking of testing, I was able to playtest a rough version of the game this weekend - which I estimate at 65% complete gameplay-wise. I was pleasantly surprised that the game did what I wanted it to do, the players had fun (and lots of helpful feedback) and wanted to play it a second time!
 


One thing that was resolved was the question: "how many meeples should be in the game?" I estimate there will be 24-28 meeples in the final game. I'll write about why that number is important in a future update. 
Another note, unlike the Red/Blue/Yellow/Green meeples in my prototype, the Stunt Performer Peeples in I DO MY OWN STUNTS will use color vision deficiency friendly colors.


One more note about the playtest - we had another half-dozen backers back the game! And a small quantity of the game will be (eventually) carried by Geeky Teas and Games, my favorite board game store in Burbank, CA! If you want your friendly local game store to carry I DO MY OWN STUNTS, please send them my way!