Tag Archives: Publishing

State of Clay Crucible Games, Spring 2017

Over on Reddit, someone asked me about the status of a game they remember I was working on a couple of years ago, and that made me realize that it might be fun and informative for me to write a “state of the company” post, focused on where my various designs stand right now. Let’s dive in!

Chaos & Alchemy: Out of print, still available from some retailers

This was my first ever game design, and the game that inspired the name of my company (Clay Crucible was one of my favorite cards from the game). I published the first edition in 2012, and Game Salute published the second edition in 2014.

The rights to publish Chaos & Alchemy have now reverted to me, but I don’t have any plans to do anything with them. You can still typically find copies of the second edition on Amazon or the BGG marketplace for somewhere around MSRP.

Otters: Available via print-on-demand

Otters was my second published game, which was also the first Kickstarter campaign I ran on my own. This was quite a pleasant experience, start to finish! It’s a simple game, aimed at kids, with cute pictures of otters on the cards. The Kickstarter campaign exceeded the funding goal, and I delivered rewards ahead of the promised date.

Now the game lives on in a print-on-demand format from DriveThruCards. I’ve just added a printed tuck box to the game there, which should make for a much nicer overall product.

Alchemy Bazaar: Under development by Grey Fox Games

As I wrote back in 2014, Grey Fox Games signed Alchemy Bazaar for publication. The company went through some changes in the intervening years which led to Alchemy Bazaar being slower to see print than originally expected, but they are now actively developing it. I don’t know when to expect it to actually come out, but let’s say “someday.” Probably within the next year, I’m guessing.

Everest: Technically unsigned, maybe will be published by Grey Fox Games

Everest is in an odd little limbo. I wrote about this in that same 2014 blog post. Randy from Foxtrot Games put me in contact with Shane from Grey Fox Games due to Shane’s interest in Everest. I showed Shane both Everest and Alchemy Bazaar at Gen Con 2014, and Shane liked them both. He wanted to do Alchemy Bazaar first, and that’s the only game we have a contract for. But Everest might come from Grey Fox someday, I suppose. <shrug>

Fibercraft: Forthcoming in 2017 from Clay Crucible Games

As I wrote recently, Fibercraft is my newest game, and I’m planning to publish this one myself. Stay tuned!

And now for the really obscure games:

Gods & Champions: Shelved

This was my second game design attempt, started during NaGaDeMon 2012. I wanted to build a card game where you had a Champion that you were adding powers to, but each round the Champions could be swapped around,

Mansion Builder: Shelved

I put up three designer diary posts about this game, and I continued developing it for several months past the final diary post (my last version of the game is dated July 2014 and the last blog post was April 2014). I took it to a local convention for playtesting, and it went okay, but not well enough for me to get passionate about polishing it.

This was also about the time that I decided I needed to spend more time with my wife and less time developing and playtesting games, so I intentionally backed off for a while.

Robo Battle: Shelved, almost certainly forever

I never blogged about this game, but I demo it at a couple of local conventions. The funny story here is that it has been totally superseded by Mechs vs. Minions.

A little known fact about MvM is that it was based on an older, never widely published game called Weapons of Zombie Destruction. That game was designed by Stone Librande, who is a friend of a friend of mine. Our common friend had a copy of WZD that I played back when I lived in San Francisco.

I always though WZD was an interesting game, so I started designing Robo Battle as my own twist on it. I didn’t get especially far, but then last year Mechs vs. Minions came out. I’m definitely not going to be able to compete with that! So, Robo Battle is on the trash heap.

Corporate Rivalry: Shelved

This is one you would only know about if you closely followed my tweets in early 2016. I enjoy Twilight Struggle, but I would love to capture a similar experience in a shorter play-time. So, I started designing my own twist on it, where the two players are rival corporations trying to gain market share in a region. A game like this needs a strong theme in order to direct the development, I think, and I don’t have that theme yet. I could see coming back to this one someday.

Clay Crucible Catan: Freely available!

This isn’t really a full-on design, but just a one-page printout to modify the rules of Catan (aka Settlers of Catan) to remove the luck of the dice. It’s basically a mash-up of Concordia and Catan. Honestly, I don’t think this one gets enough love, especially because I regularly see people complaining about how the dice can wreck a well-played game of Catan. Take out the dice!

So there you have it: The state of all of my games that have gotten at least as far as the prototype stage, as of spring 2017. Do any of the shelved games pique your interest? Have you seen any of these out in the wild? I’d love to hear about it!

Michael Iachini – @ClayCrucible on Twitter

Two of my games have been picked up for publication!

This post has been a long time coming, but I’m thrilled that things are settled to the point that I can talk about them publicly.

The big message: Two of my unpublished game designs, Everest and Alchemy Bazaar, have been picked up for publication by Grey Fox Games. Woo hoo!

Now, things are a long way from the end point right now, and there can be a lot of changes between today and the day that you can buy these games in a store. The contracts aren’t signed yet (though they’re pretty close to being done), and Grey Fox Games will be doing some development work on both games, which could mean different names, different themes, etc. But they have agreed that they want to publish both of these games in the next few years!

In case you couldn’t tell, I’m excited about this. Let me tell you how I got here.

From Foxtrot to Grey Fox

The story of my connection to Grey Fox Games goes back to Gen Con 2013 and a different publisher entirely, Foxtrot Games. Specifically, the man behind Foxtrot Games, Randy Hoyt.

Randy was one of the publishers who attended the first Publisher Speed Dating event at Gen Con 2013. I was there for two separate one-hour sessions: One of them showing off Everest and the other showing off Alchemy Bazaar. Randy had apparently seen me talking about Alchemy Bazaar online and was specifically interested in checking it out at Speed Dating.

I wrote in detail about this event on my old Online Dungeon Master blog last year. The part about Foxtrot Games is what I referred to in that post as “Meeting 3: Micro publisher follow-up.” Randy is a great guy, and he and I have become friends over the past year. He and his son had a lot of fun with Everest, and he was strongly considering publishing the game, even to the point of having some nice prototypes made up and sent out to playtesters. Ultimately, though, it wasn’t quite the right fit to be his company’s second game, so he decided to pass. Everest Board However, because Randy liked Everest so much, he decided to help me find a publisher. He was doing some demos of the game at BoardGameGeek Con 2013 (last November), and he got a couple of people from Grey Fox Games to sit down for a demo. They were really interested in the game, and Randy and I ultimately worked together to develop the game further for Grey Fox.

Gen Con 2014

By the time I was preparing for Gen Con this year, I had already had extensive discussions with Shane at Grey Fox, and he had already agreed that he wanted to publish Everest, though it would likely come a bit later in their production schedule. Since he and I were both going to be at Gen Con, I set up some time for us to meet Saturday afternoon to nail down the details about Everest.

First, though, I had some other publisher meetings.

Thursday morning of Gen Con I met with another publisher friend of mine who had expressed interest in Alchemy Bazaar at Gen Con 2013. We went through a demo with the updated rules, and while he liked the improvements from last year, he ultimately decided to pass on Alchemy Bazaar.

Friday evening at Gen Con I went to Publisher Speed Dating again. This time it was two hours on a single game, Alchemy Bazaar. I talked to about a dozen publishers about Alchemy Bazaar, four of whom seemed to be very interested in the game. None of them got back to me before my Saturday meeting with Grey Fox, though.

So, Saturday afternoon I met with Shane at the Grey Fox booth, and we found a table in a slightly quieter area to talk about Everest. I pulled out the prototype copy of Everest I had made for him, explained the rules, and we played through the game (which takes about 15-20 minutes). It’s a cooperative game, and we just barely lost, but it was a close call. Shane was happy with it, and we talked about further development plans (getting it in the hands of Grey Fox playtesters and such).

As we were talking, I decided that I should at least mention Alchemy Bazaar. I described the game briefly, and Shane told me that he’d like to see it. I had a prototype with me (naturally), so I brought it out and went through things in a little more detail. Shane was very intrigued, so I offered to let him take the Alchemy Bazaar prototype (I still had another one), which he eagerly did. (I also gave him a copy of Otters, because he has kids in the right age range.) Alchemy Bazaar Formula Card Back

Decision!

Fast forward a few weeks to Labor Day weekend, when out of the blue I get an email from Shane saying that he and his friends had played Alchemy Bazaar, they really liked it, and Grey Fox Games wants to publish it!

As I mentioned above, there are still a lot of details to work out. It seems likely that Alchemy Bazaar will be published first and Everest second (which is fine with me). As publisher-level playtesting moves along, we will likely try out some changes to both games. It’s entirely possible the themes might change (which is also fine with me). But if all goes according to plan, you will eventually see two of my games published by Grey Fox!

By the way, for those of you who are not yet familiar with Grey Fox Games, they’re the publishing offshoot of CoolStuffInc. They are publishing two games that have already had success on Kickstarter, Draco Magi and Conquest of Speros, with Run, Fight or Die and other games coming in the future. I’m excited to have my games in their future lineup.

I’ll keep you posted when there’s news to report (Kickstarter campaign, etc.). It will probably be a while, so be patient! 🙂

Michael Iachini, Clay Crucible Games

@ClayCrucible on Twitter

Publishers: Pay your artists!

When you’re just starting out in game design, you probably don’t have a lot of money to spare on game-related stuff. You’re going to be taking money out of your own pocket to cover the cost of paper and printer ink and card sleeves and meeples and such, just to get your game prototypes to the stage where you can test them out.

I sympathize. Really, I do.

Later on, perhaps you’ll get to the point that you have a great, playtested game that you’re ready to put on Kickstarter so that you can afford a big print run (or a small print run, as in the case of Otters). If you’re going to run a successful Kickstarter campaign, it’s going to have to look good. You’ll need some illustrations to show what your final game is going to look like. You’ll also need some great graphic design.

You don't want art like this. And I hereby release this into the public domain. Go nuts, guys!
You don’t want art like this. And I hereby release this into the public domain. Go nuts, guys!

You want backers to see you as a professional. And that’s going to cost money.

Now, you might be thinking, “Isn’t the whole point of a Kickstarter campaign to raise money that I obviously don’t have? How can I pay for art and graphic design before running a Kickstarter campaign?”

And here’s where you have to face a hard truth:

You’ll need to invest some of your own personal money into your game before you’re ready to take it to Kickstarter.

Lesson 1: Don’t ask professionals for free art

You might be tempted to ask talented people to work for free. Please don’t.

Palette icon by James Fenton
Palette icon by James Fenton

Now, if it’s a close friend or family member who just wants to help you, that’s fine. But please don’t work your network to find someone you’re vaguely connected to who has artistic ability and then ask them to donate their time and energy for nothing.

Lesson 2: Don’t ask professionals to work now for post-Kickstarter payment

This is the one that inspired this post. A game designer was asking for referrals to professional artists who would work now and get paid if the designer’s Kickstarter campaign is successful.

That’s a big if. What happens if the campaign does not succeed? The artist gets nothing.

Public domain money bag icon
Public domain money bag icon

Now, if you have an artist who wants an equity stake in your project, that’s open to negotiation. Maybe they are interested in getting, say, 10% of the Kickstarter gross or an actual share in your game publication business or something. That way they share on the potential upside, too.

But if you have an artist who would charge, say, $500 for the work you want done, it’s not cool to ask them to do the work now and pay them if (and only if) your Kickstarter succeeds. You’re the one taking the business risk here – don’t ask the artist to take that risk for no upside.

Lesson 3: Don’t steal art

I hope that this one doesn’t need to be reiterated, but we live in the era of the internet, and it’s easy to use creative works that you don’t have the rights to. Do a Google image search, and you’ll find tons of awesome artwork that’s ready for downloading and dropping into your game.

Burglar icon by Joab Penalva
Burglar icon by Joab Penalva

If you’re putting together a first draft prototype that will only ever be seen by your close personal friends and family, then this is okay. But if you plan to show your prototype online, let alone print it for money, you can only use art that you own the rights to.

This means that you either pay to commission or license art from a professional, or you find art that you’re legitimately allowed to use without paying for it (such as public domain or Creative Commons commercial-use art). Don’t just use an awesome image because it’s there if it’s not yours to use.

Why should I care?

One of the criticisms I faced when I called out a designer who was trying to get artists to work for potential post-Kickstarter payment was that the question of work terms was between the project creator and the artist. If the creator could find artists willing to work for the hope of payment, that’s between the creator and the artist, right? Why was I butting in?

Well, I think that all of us in the (relatively small) game design community have a duty to make it a better place. I want a community where artists feel welcomed and respected, not one where they feel like they’re going to get screwed over at any moment. I want to foster a feeling of respect all around, and standing quietly while a fellow designer engages in business practices that I find unethical doesn’t build the community that I want to see.

Community icon by Wilson Joseph
Community icon by Wilson Joseph

We’re all in this together – designers, artists, gamers and everyone else. Let’s make the gaming community a better place.

Pay your artists.

Michael Iachini – Clay Crucible Games

@ClayCrucible on Twitter

P.S. You may have noticed that the illustrations accompanying this post are icons. These are from the excellent Noun Project, which has tons and tons of icons that are available either in the public domain or in a Creative Commons commercial-use license (hence the attributions in the captions). And if you want to use the CC-licensed icons without attribution, you can buy the rights for $1.99 per icon (or $1 per icon if you buy 10 at a time or 50 at a time or whatever). Great site – go check it out!