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Industry Guest: Victory Point Games

Victory Point Games (http://www.victorypointgames.comwill be attending Unpub Protospiel and sent the following introduction:

Victory Point Games is an independent board game studio and publisher based in Costa Mesa, CA; we’ve been making games since 2007 and we manufacture our components in-house via a custom print-on-demand system we’ve created over the years. Our focus is on design, ensuring that every game that we choose to develop receives the care and attention it needs; we only release a game once we feel it’s ready and we work extensively with the designer to make sure as much of their original vision is maintained as we get ready for publication.
 
Representing Victory Point Games at Unpub Protospiel San Jose will be Josh Neiman, Head of Board Game Development, and Barry Pike III, Head of Visual Development; both have extensive job duties on the business side of running Victory Point Games, but they’re also the core team that looks over submissions to determine which games are to be developed and eventually published.
 
Josh Neiman oversees the development and production at Victory Point Games, assigning projects, keeping an eye on progress, and creating the release schedule. With a background in theatre and film production, project management, and market research, Josh combines those skillsets with 25+ years of gaming to make each Victory Point Games title a great game that will appeal to a broad range of gamers.
 
Barry Pike III brings a similarly diverse background to Victory Point Games; as a graphic designer he helps oversee the layout and visuals of our games, but he also uses his background in logistics and project management to guide the company towards more efficient processes and techniques. His experience with gaming covers almost three decades and hundreds of titles, making him an invaluable member of our review team.

Josh Neiman

Josh Neiman

Barry Pike III

Barry Pike III

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Designer Badges Sold Out!

Greetings!

Designer badges are now sold out (they were limited to 40). There is no limit on player badges and they are still available.  Let me explain my logic behind the designer limit and a bit of the game plan.

At Game Kastle we will have the use of two rooms:

The Dungeon (the larger room): 20-25 tables
The Arena (the smaller room): 13-15 tables
Total: 33-40 tables
Chairs on hand: 110

The Registration/Badge Table will be in the Arena for higher visibility. 
One table will be devoted to raffle prizes (in the arena). 
One table devoted to snacks/food.  
That leaves 30-37 tables free for games.

My working theory is that not all designers will be attending every day or running games at all times.  Thus, I’ve limited the designer badges to 40. That should provide enough space for everyone but it may be tight at times, especially on Saturday.

The Dungeon room at Game Kastle can hold 20-25 tables.

The Dungeon room at Game Kastle can hold 20-25 tables.

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Updated: How the raffle works.

I received an email with an alternate suggestion on how to work the raffle.  I found the logic sound and intend to use the method suggested instead.

"Quick piece of feedback for the raffle.

Since, as you mentioned, some people will be playing large 3 hour euros and others 30 minute casual games. Would it be more fare to just put each person's name in the bucket when they arrive and then when you do the drawing you draw x names and then they get a prize but need to be present to win. Then you put them back into the bucket.

That way the longer you stay and participate the more raffles you are in, instead of who can marathon the most games?

Just a thought to make it even for everyone and encourage people to play what ever they want and not feel like they need to optimize their play time for the most drawings.

It's also easier for you and the staff because you don't have to worry about people forgetting to put their name in or cheating and putting in to many or more importantly managing every game's players as each game ends.

It's a simple drawing and you need to be present to win and after each drawing the pot resets and everyone is back in the drawing."

This seems fair, better for the deep euro games and easier to implement.  This is how we will implement the raffle.  

When you register at the registration or pick up your badge, we will drop a slip with your name on it in the raffle bucket.  Throughout the day we will pull winners out and tape them to the side of the bucket.  Stop by and point out your ticket to claim a raffle prize of your choosing from those available. 

 

-=-=- Original Post Follows -=-=-

Greetings!

Thanks to Aldo Ghiozzi of Impressions Game Distribution we have a huge block of board games to give away as raffle prizes.  Sam Waller of Slugfest games is also bringing some of Slugfest's popular titles for use as raffle prizes.

How do you win these awesome prizes?

Very simple.  Each time your play a DIFFERENT prototype game you get one raffle entry.  On the raffle slip, write your name and the name of the game you played.  There will be a raffle slip box on the registration table.  The more different games you play the more chances to win you get! 

We will have numerous drawings over the weekend so you will have plenty of chances to win. 

Game designers are allowed to participate in the raffle.  Each time you play another designers game (not your own) you get a raffle entry.

 

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Game Design Contest

On Saturday, we have will have a Game Design contest.

The contest is open to both designers and players. Participants will be asked to form teams of three (limit 10 teams).  Teams are then given a mystery box with various blanks and board game components.  Teams have exactly one hour to design and prototype a game.  

Each team will then have no more than 3 minutes to present their game to a panel of judges.  

The judges will then vote and one game will be crowned the winner.  The winning team gets a certificate, fame, glory and all the potato chips they can eat.  All participating teams get to keep the design kit filled with goodies.

I got to participate in a contest like this one at Protospiel Houston and had a blast!  

I need to issue two thank yous.

1. Print and Play Productions for putting together the design kits of goodies for us.

2. Franklin Kenter for donating $100 to subsidize the cost of the design kits. Thanks to Franklin's donation we are able to add a bunch of goodies to the kits provided to further build on the fun.

Each kit will have $15-20 of game design parts, meoples, blank chits, dice, tokens and some surprises.

 


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Settings Good Expectations and Best Practices

Greetings,

I wanted to take a moment to share some ground rules and best practices.  I have now been to five Unpub and Protospiel events across the country.  I’ve learned some lessons the hard way.  Learn from my mistakes and come prepared.

- There are no reserved tables.  We all need to share.  Be respectful of table space and don't clutter a table with bags/parts/papers/food if you are not using that table at that moment.

- Play other designers games and ask them to play yours.  If you sit around waiting for people to come to you, you will have a long weekend.  Every other Protospiel event I've attended has been 70-90% designers and only 10-30% players.  I'm hoping to attract more players by running the event at Game Kastle, but I can't predict turn out as we have never done something like this locally before.  Other designers will give you much more insightful advice than friends, family or random players.  Explore new games and mechanics and help your fellow designers out with your feedback.

- Match the game to the player.  Some players prefer short casual games while other players are looking for longer deeper games.  Don't burn out a casual player by talking them into playing your epic 3 hour euro empire building game.  Don't force the bearded euro player into playing a party game that they loathe.  

- Focus on testing just two games each day.  This advice comes straight from Unpub and I think it is spot on.  Don't split your focus.  Devote each day to testing just 1-2 games.

- Have good public manors.  Unpub Protospiel is a family friendly event and several people have told me they are planning on bringing their kids.  Our event policy AND Game Kastle's game room policy does not allow cards against humanity level language.  Please watch your language and be respectful of others.

- Use feedback forms!  Use the feedback form from Unpub or design your own.  Take notes, or make an audio recording on your phone of feedback after the game.  You will be rushed, stressed and pulled in different directions.  You will NOT remember all the feedback you get.  Feedback is a gift, if you value it, take steps to capture and record it.

- If at all possible have a summary for your game.  Think of this as what you would read on the back of the box for your board game.  A summary helps players get an idea about your game when deciding what to play.  A good summary includes: Theme, Play Time, # of Players, Complexity/Age Level, and a description of gameplay.  An example is shown below.

- If possible, have a sell sheet for your game.  A sell sheet helps prospective publishers understand and remember your game.  A sample is shown below.

Example Game Summary

Example Sell Sheet

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