Monday, August 18, 2025

I DO MY OWN STUNTS Update 19

 I DO MY OWN STUNTS Update 19

Warning, this game has bedbugs!

No, not real vermin!  Because I DO MY OWN STUNTS features superhero movies as one of the Scene card genres, I figured who better to star in his own "movie" but my OC superhero Bedbug!

Bedbug the single father superhero, has been around since 2001 where he first appeared in Shooting Star Comics Anthology #1 and since then Bedbug has appeared in comic books...

video games...

 textbooks...

 ...and other board games!

If you want to learn more about Bedbug, check out his webpage here!


In I DO MY OWN STUNTS, Bedbug stars in his very own "movie", complete with action-packed stunts. It's been a lot of fun trying to figure out what the "memorable stunts" from this fictitious movie might be.

In the "movie" Bedbug squares off against his "classic" villains including the Grave Robber (a fan favorite) - will Bedbug overcome his vile adversaries and survive the spectacular stunts?  You'll have to play I DO MY OWN STUNTS to find out!

Want to see more games that feature Bedbug? Let me know in the comments!

Saturday, August 16, 2025

I DO MY OWN STUNTS Update 18

I DO MY OWN STUNTS Update 18

Let's make some Scene cards!

Stunt cards are a very important component in I DO MY OWN STUNTS. Filling the Scene cards with meeple stunt performers is how you earn points. The first step is to create the "frame" for each card. I wanted the scene cards to look like individual frames from a fictional movie.



These physical prototype cards need to be scanned and recreated in digital form. The final cards will ultimately need to be digital files so they can be manufactured by the printer. The film frames are purple because I found it make for a better looking border than traditional black frames.


Once the frames are digitally created, I need to determine what information is on a Scene card. These include the Scene's genre, its Star value and if any Skills are applicable to it. Also, the stunt meeple color and pose requirements are designed. This requires the most balancing as certain poses are rarer (harder to achieve) than others. Knowing this is an important part of the design.



Once the frames have been laid out, they need to have scenes created for them. Each genre of film has its own movie (s) that inspires the images. For the Sci-Fi scenes, I turned to the character designs from one of my other creations: Rayguns and Rocketships.



I have to take these drawings and recreate them in digital form. I didn't like how messy looking the scans turned out, so I'm going to have to redraw them.
I redraw all of the cards digitally using a Wacom tablet. I prefer drawing directly on the pad so I have more control over what I'm drawing.

I will eventually be drawing 36 original drawings for each of the cards and it will take me about two to three weeks to format, draw and color all of them. I hope you find the final result worth the effort!


Once these have all been completed, I will convert them into a digital format (usually .PNG) that the printer will use to create the final cards. Oh, I mustn't forget to create the card backs as well!

Sunday, August 10, 2025

I DO MY OWN STUNTS Update 17

I DO MY OWN STUNTS Update 17

Most of the money for the game has been collected (thanks!) and I've been conducting play tests of the game. During those tests, we realized that a) everyone found the "snake draft" too confusing to keep track of and b) a first player token is needed to help keep track of who goes first. One of the testers suggest a clapper board as a first player token, which I think is a great idea.

 

Of course, adding new components means that I have to update the component list for the printer. I don't anticipate it changing the overall cost by much. I'm also reducing one of the components (landing mats for a "difficult" mode) in numbers because I don't think players will use them too often and I'm not sure how much they add to the game.
 
The biggest task for production at the moment is creating artwork for the Scene cards. After a few experiments (see update 15), I have gone with my "Scott Rogers style" for the Scene cards. You might remember my artwork from the prototype cards.

And here's what the Scene cards look like when I actually takes some time and color them in Photoshop. 



I might may a few more adjustments to some coloring or add a few more details, but this is pretty close to the final look. 

Oh, and if you are an illustrator offering to redraw these, I appreciate it, but for some reason people seem to like my art. What can I say?




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!