Wicked Apples wins the BFIG audience choice award!

Dear Everyone,

You are amazing. It was quite the weekend for Wicked Apples at the 2016 Boston FIG. Not only did it sell out of it's first print run, but it also won the tabletop audience choice award. So a huge thank you goes out to anyone who played, bought, voted for, glanced at, sneezed on (you know who you are) or told a friend about the game.

For those who weren't able to get a copy at the Boston FIG, I've already started looking into ordering a new bushel of Wicked Apples. I'll post more info on that as soon as I know where and when it will be available. 

Thank you again,

- B

Wicked Apples available at BFIG 2016!

I'm excited to announce that Wicked Apples was chosen to be a featured game at the Boston FIG this year. This means that for the second year in a row Almost A Game will have a presence at the BFIG. Things are going to be a little different this time around though.

While Space Chase was well liked by players at the BFIG last year, it's game length made it tough to demo and it's printing cost made sale copies risky. Wicked apples fits much better into a convention setting with full games taking 10-15 minutes to play and a much lower price point. Because of this I'm pleased to say that Wicked Apples will be on sale during the Boston FIG!

There's still lots to do in preparation for the convention, but everything is falling into place. So stop by and say hi for a wicked good time. :)

- B

It's that time again!

Yet another Boston FIG is almost upon us and with it comes a new list of design items to complete. This year I've submitted Wicked Apples as my table top entry. It's come a long way over the years, but now it needs some finishing touches. Small things like 25 cards worth of art (but only 4 left) and a pretty instruction manual.

I've only made it through the first round of curation so far, so nothing is certain. The next round involves sending off a prototype for blind play testing which is always scary. Oh to be a fly on that wall... 

I'm not worried though. I'm pretty sure this one is almost a game.

- B

 PS - See what I did there? Nailed it!

Game Crunch Crafter FIG

And I'm back... It's been a while and although I haven't been posting about it here, I have still been working on games and meeting with various testing groups. Actually, I've been working on games quite a lot and have much to show for it. Last time I posted I had just got back from Boston FIG (Festival of Indie Games). I was kicking myself a little for not submitting games for it. I vowed that next year I would have my games in submission shape and be ready to FIG. Well apparently that time is fast approaching since last year's submissions needed to be for June. Currently there is no official date, but I'm assuming it will be around the same time so I'll be game crunching the next few months to tighten up everything I have.

What games do I have these days you ask? Currently I'm Looking at 3 or 4 games with most of the design done, a half dozen prototypes of each and mostly complete instructions. I should be sending stuff of to The Game Crafter sometime this week for a few different games to start testing "final" prototypes.

Current prototype games include:

Space Chase (Mercury) M.E.G.A. 8 (Earth) Wicked Apples Lords of Battlemore

I still reserve the right to change any of these names, but I think it's good that I have something specific to refer to them by. I'll try to post some images and gameplay synopsis of each one this week.

- B

100% complete! ...with 80% of the game

I'm really good at starting projects. I think a of of people are. It's finishing a project that's the killer. Since my last post I've started 2 new games, but I'm not sure it's a bad thing this time. In my last post I was on my way to test out Earth and see if it was any good. Although play testing was limited, people really seemed to enjoy the basic set of cards (about 90 total) that I was testing with. The testers put forth a few ideas and I headed home, anxious to complete the rest of the game. As I began to introduce these new ideas, they lead to questions. And those questions lead to roadblocks that I couldn't get past. They were simple questions, but important enough that they needed a lot more testing before I could continue pushing forward with new cards and content.

After a week of tweaking mechanics and self play testing I was a little burnt out. I decided to take a break and design a new game. A simple game. A game that wouldn't keep me up at night crunching numbers. First I came up with a name, Wicked Apples. Then I imagined what playing a game with that name would be like. I know it sounds completely backwards, but it actually worked out quite well. It's the first game that has a name I like instead of a random planet. I'm not sure, but I think this may be my new creative process.

Since creating Wicked Apples I've gone through 3 rounds of play testing and 4 prototypes. People are really enjoying it and with only 23 cards it's been evolving very quickly. I'm really excited about the latest version and can't wait to get in some more play testing as soon as the new cards are complete.

Here's a sneak preview to keep you curious:

6-Curious

I also went to Boston FIG (Festival of Indie Games) last Saturday which showcases both video games and board games. It also gives you a chance to talk directly to the game creators which is always interesting. I met some nice people, played some cool games and can't wait to go again next year. If you've never gone I'd highly recommend it.

I'm going to try to make weekly posts a thing from now on. There are always new ideas, artwork and complaints to share. Now I just need to make the time.

- B