I’m pretty proud of it, and it may be the only one that ever makes it past prototyping, so you’ll have to forgive me for going back to talk about it some more (if it’s new to you, the designer diary is here).
In brief: I started the design, Matt Dunstan helped bring it to a playable state, Seb Antoniou added his artist skill and finally Brett Gilbert polished both the rules and graphic design; a stupendously rich team for a very small and humble game. It had been put up on Brett’s Good Little Games print and play website – but what happened next?
Seeing the game up on Board Game Geek was a tremendously proud moment – but also a terrifying one. As a journalist I’ve written thousands of reviews; now I was on the other side of the divide with my baby out there at the mercy of all you miserable bastards.
They say never read your reviews, and definitely don’t take them personally. Right. Good luck with that. I subscribed to the page immediately, determined to read everything as it came along, as well as being around to answer queries. Luckily Brett’s popularity meant his site was getting some traction and the involvement of Matt also raised the profile; but it was still ‘just’ a print and play in a world of posh published games.
To date, comments and questions have been polite and each gives me a thrill. As for ratings the way BBG’s are worded I’d decided 6 or above was fine; even 5s for people who don’t like this style of game. But I’d be a liar if I said the first 4 didn’t hurt! It was actually a 3.8, and (last look) was still listed by them as ‘owned/want to play’ – and as they also rank Kingdom Builder a 3.8 I’d say we’re in good company!
I’d essentially designed The Empire Engine for Brett’s website, using his 18-card restriction as a way to try and fuel my game creating juices. This has proved really successful in terms of reach; in just a year The Empire Engine has been downloaded more than 2,000 times!
But with my Essen trip for 2013 booked, Matt and me decided it was worth trying it with a few publishers while there – especially as he had arranged meetings to show off some other games anyway. What did I have to lose?
I only went to one, with Stephen Buonocore at Stronghold, which was as exciting as it was terrifying. Despite Stephen being really nice it was somewhere between a job interview and a first date; luckily Matt did most of the rules explanation as I’d have probably made a massive cock up of it. Stephen didn’t bite, but to my immense pride somebody else did.
We found out the day after Essen, on the Monday. I was halfway home in a bar in Cologne with friends when I heard the news – and duly celebrated with some of the world’s best beers. If things went to plan, my little idea was going to be in the shops!
The slow (but awesome) BGG burn
Unfortunately it was a crossover year in terms of eligibility, while the rules allowed games that had been P&P but as part of successful Kickstarters to be included, so we didn’t really have a chance of winning. But a nomination was enough!
And it started to become clear people were really digging the game, or at least the idea of it. The P&P community is a truly brilliant one, as well as amazingly resourceful. Both the cards and rules had soon been translated into French, German and Russian – and then Ilya Baranovsky did an awesome sci-fi redesign of the cards (pictured). All of this work was totally unsolicited and hugely humbling.
The first proper Empire Engine BGG review was exciting, getting ranked even more so (4,345th like a bullet!) – as have been the first few bits of podcast coverage (On Board Games, The Game Pit and Printin’ & Playin’). And all this before it has been ‘properly’ announced in any shape or form.
The next year…
So as we approach Essen again, a year later, we know the cards are with the printer and the publisher is hoping to have a copy in its hands in time for showing to some folks at GenCon. I’ve booked a six-day trip to Essen just in case it happens and am determined not to miss a single moment – this could be the one time this happens to me. If there was any way I could afford to go to GenCon too, I’d be on a plane.
Of course so much can still go wrong. A similar game may come out next week and the publisher may cut its losses; it could get printed but the boat sinks; zombie apocalypse. Or worse still Tom Vasel might hate it – or more seriously, most people might hate it. Today we had our 50th rating on BGG – an inglorious ‘5’ to mark the occasion…
But I’m still playing ‘my little game’ and enjoying it and whatever happens, I know that something I created has brought a bit of enjoyment to some people in a hobby I love – and that’s good enough for me.