Post PAX South

Hello there my wicked friends!

It's been a few weeks and few conventions since we last talked, but a lot sure has happened since we announced we were going to PAX South. In that time we've made buttons, signs, website improvements (with more to come), sold out (again!) and made many new friends! 

So let's start this recap off with the wonderful (and sad) fact that we've sold out of all copies of Wicked Apples once again. It's been tough to keep copies around, especially after conventions. But fear not because we will be reordering again shortly. If you are interested in a purchasing Wicked Apples I recommend joining our waiting list by emailing us via the contact page.

PAX South itself was an amazing convention. Not only was it my first PAX South, it was also my first time being a PAX exhibitor. The Indie Showcase that we were part of housed 8 great games and the comradery behind the scenes was amazing. Just check out this crew!

 PAX South Indie Showcase class of 2017

PAX South Indie Showcase class of 2017

A special shout out to "Wheels" our enforcer (pictured above to the far right) who made sure everything ran smooth as butta.

PAX attendees were also a highlight of this trip. Yes, you! We were often selling and signing in between (and during) game demos and everyone was extremely patient and understanding. Even during games friends and strangers were joking and laughing like they had know each other for years. This is what tabletop is all about.

I want to give a special shout out to one attendee in particular, "Demo Kid". I don't know his real name, but "Demo Kid" hung out at our table for most of the convention. He would jump in when we needed more players, jump out when new people needed a seat and helped new players learn the ropes. As if that wasn't enough, he gave us back his winner button when we ran out and even gave up his extra copy of Wicked Apples to someone looking to buy one after we sold out. If you're out there "Demo Kid" this one's for you, *tosses a handful of confetti into the air before realizing it was a horrible idea and spends the next hour cleaning up the pieces*

Also a big thanks to my demo partner Brenda, who is a Master Planner (official title), great friend and preventer of most of my bad ideas. Brenda this one's for you, *tosses a handful of glitter into the air and realizes he should not be left unsupervised with craft supplies*

 PAX-suh

PAX-suh

- B

Wicked Eventful

The past month-ish has seen Wicked Apples appearing at several local events including the new hot gaming convention in the New England area G2S and the award winning Castle. Both were amazing events and I'd highly recommend checking them out if you're looking for new ways to get your game on. 

The G2S event featured a large free play area as well as several tables with a rotating cast of game designers. Due to the convention's success, they're poised to move to a larger venue and extend the event length to 3 days.

 Demoing at the Granite Game Summit (G2S)

Demoing at the Granite Game Summit (G2S)

For your everyday gaming needs there's The Castle in Beverly Massachusetts. It's a great place to get together with friends and enjoy an evening of games. Plus they have food, drinks and a great atmosphere that makes you feel at home even when you're having a night out. 

 A night out at The Castle

A night out at The Castle

I'll be getting back to game design blogs soon, so stay tuned. In the meantime live, love and game.

- B

FIG Incoming

Hello gang, It's been a busy few months, but I have lots to show for it. I've submitted Space Chase to the Boston FIG and made it through the 2 rounds of curation. Which means on September 12th I'll be in Boston showing off my game! For 12 hours straight! Hooray! You can see all the tabletop games the will be at the FIG this year here. 48 games enter... and 48 games will leave most likely.

Space Chase has gone through many minor changes that all together probably equal one major change. Some tiles were added and some tiles were removed, a rule book was created, new game tokens were made, crew members have had an ability overhaul and of course, art updates for all. The overall difficulty is also much better and most games seem to come down to the last turn more often than not. I'm also very proud that the overall game setup has been made much easier. This should come in handy for resetting the game after a demo.

The one thing that worries about demoing at the FIG is the learning curve. I've consistently seen players take one full play through to learn how the game works. That's not bad if you own a game, but it's going to be a tough sell at a convention where most people will play one game and walk away. This is mainly due to learning about all the different tiles the first time the come into play. I think I'll need to get creative with my teaching technique. Either that or nail people's shoes to the floor as soon as they sit down. Stay a while. I insist.

I still have lots of prep to do before the 12th, but if I had to demo tomorrow I would still be in a good place. In closing enjoy some pictures of recent play tests. I do enjoy my end game photos.

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– B

PS - A special thanks to the Seacoast Game Designers for lots of play testing and critiquing.