No, its not Settlers of Catan, but it is an award winning card-game that I designed! It can help kids learn math, risk-taking and memory skills, and its an incredibly portable game that you can take to the coffee shop for date night. And NOW, Bellwether Games is offering FREE shipping through Dec. 31.
Sunday, October 23, 2011
Drop Site: FREE shipping
No, its not Settlers of Catan, but it is an award winning card-game that I designed! It can help kids learn math, risk-taking and memory skills, and its an incredibly portable game that you can take to the coffee shop for date night. And NOW, Bellwether Games is offering FREE shipping through Dec. 31.
Saturday, August 20, 2011
Mass Scheduling Via Card Drafting Mechanic
It can be! It can be really easy! Keep reading and I will tell you how.
Ways its been done in the past: 1. Just pick dates for each person out of a hat. Good, but then you have to force people to take shifts they don't want. That leads to unhappiness.
Ok, well, just give everyone an opportunity to trade away the shifts they don't like. Good, but that could take a while, and you still might end up with people who have shifts they can't work.
2. Alternatively, have all the workers draw a draft number, and then let them choose shifts one at a time based on their draft number. This is a fair method, but...it could take hours (approximately 6 hours with 32 workers and 96 shifts).
3. You could even implement a worker placement mechanic to gamify the process--something I've done before. Even with this strategy, it would still take way too long to schedule 32 people.
There has got to be a better way!
And, there is!
It's a somewhat common game mechanic called "Card Drafting" which could be described simply as drawing cards to your hand or play area from a common source.
Some notable games with card drafting are Ticket to Ride, 7 Wonders, and Dominion.
How can this help you schedule workers? Let me tell you what we did.
The New Way:
First, we made 96 cards by labeling note cards with a marker. Each card had a weekend shift labeled on it.
Second, we gave our staff a "heads up" by telling them to be prepared to make quick scheduling decisions and to bring their calendars to our next meeting. This is an important step.
On the day of the game, we shuffled all 96 cards, and put three face up on each of 32 chairs. After giving instructions about how the game was played, we had each staff member stand in front of one of the 32 chairs.
When we said, "Go!" each person looked at the three cards on their chair. They had 30 seconds to pick a card before we said, "Go!" again and told them to move to the next chair.
Every time we said "Go!" they had another 30 seconds. After a staff member had picked up three cards, they were done and had to go in another room to wait for everyone else.
There were only three rules to the card drafting:
1. You had to choose to pick up either one card or zero cards at each chair
2. Once you picked up a card you could not put it back down on any chair
3. You could not peak ahead at the next chair(s)
In our session, we only had to say "Go!" about 5 times (that's about 3 minutes total) before everyone had their three shifts selected. Then we gave them 5 minutes to make trades with each other before we had them write their names on their cards and turn them in.
For example, Player A stands in front of chair A which has three cards face up. The first card says Sept 27-28, the second says Oct 21-22, and the third says Nov 6-7. Player A chooses to pick up Sept 27-28, which means they will have to work the shift on that weekend. After the moderator says "Go!" Player A moves to Chair B, which only has two cards on it because Player B was just there and had already picked up one of them.
This scheduling game was an incredible success!
Not only did we schedule 32 staff members on 96 shifts over 14 weeks, we did it in less than 10 minutes, AND our staff members were complimenting us and telling us we should schedule this way next semester too.
Win/win.
This scheduling process could have been long and arduous. We could have just picked shifts and told them to "deal with it," but I believe there is always a better solution. A well-contrived game mechanic can make it possible to benefit all parties.
Some of the reasons why this works:
1. Its simple. With only three rules, everyone can understand.
2. It puts the onus on the worker to choose shifts they might not otherwise choose
3. It forces people to make decisions rapidly and to be prepared ahead of time
4. Its completely random and 100% fair
Try it. We used this game to schedule Resident Assistants at a State University for their On-Call shifts, but its application can go further.
We'd love to hear how you've adapted this game for your own organizations and institutions.
Saturday, August 6, 2011
Using Games to Manage Your Finances
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Thanks to my good friend Jeff for pointing out this excellent article about the application of board game mechanics. It discusses the uses of game design principles for managing your personal finances. Here is a quick quote:
"But I quickly realized that I’ve subconsciously been using game design principles to help me cut spending, boost income, get out of debt, and build wealth. My own approach to money management has been game-based for the past seven years, but I haven’t realized it until now."
And here is a link to the complete article: http://www.getrichslowly.org/blog/2011/08/03/playing-to-win-turning-money-management-into-a-game/
Monday, June 20, 2011
Drop Site party photos
These kids are game designers too. It was a lot of fun to talk to them about Drop Site and their interest in game design.
At one point we had three full tables of people playing Drop Site. If we had set up more tables, I think we could have gotten even more games going.
Thanks to my wife Sara for making a truly awesome cake. Very tasty too!
If you are interested in getting a copy of Drop Site, go to our website www.bellwethergames.com! It will not be sold in retail stores, so this is the only place to find it.
Thursday, June 16, 2011
exciting days
The release party was held today, and, again, the media was involved. Two different camera people were there representing two different news stations. The event was a big success. Thanks to the news article on the day prior, many people from the local community came by just to buy the game. A highlight for me was probably talking to a dad and his two sons, one of whom has designed several games himself.
Sara also made a terrific looking cake that looked like a crate of aid from the game. Overall we sold about 30 copies of the game and made several contacts with people who love games. At 5, the local news aired and both stations ran the Drop Site release story as one of the top stories. Both did a pretty decent job with it, although I did not sound very articulate for the camera. Still, very exciting, fun and a unique experience.
Pictures coming soon!
Monday, June 13, 2011
Over a Barrel = Next Game = Updates
Greetings All!
We had a good development week for our next game, Over a Barrel! Imagine a game with adventure, strategic investing, timing, and keel-hauling all in one! (Well, maybe not exactly keel-hauling). Sounds pretty exciting doesn't it!
It is! But it can be very difficult to combine all of these elements into one game. The graphical representation of all the different information on the board has at times been tedious to accomplish, but this aspect of game development is incredibly important. Your artist may not understand the game play, so it is imperative that the designer or publisher devote a great amount of scrutiny to how the elements, rules, and player options are represented on the board.
Our efforts to perfect the board for Over a Barrel have been the main topic of discussion over the past week and we are pleased that progress is being made. In addition, we are nearing completion of several play test copies of the game, which we hope to send out in July. Let us know if you are interested in play testing!
We think Over a Barrel will be a hit, so get in on this one at sea level!
Tuesday, June 7, 2011
Drop Site Release Party
Monday, May 23, 2011
The 2011 Spiel Des Jahres Nominees Are...
...and the 2011 nominees are:
-Asra
-Qwirkle
-Forbidden Island
But wait, aren't there usually five nominees for the SdJ?
Yes, but this year the SdJ jury decided to split the nominees into three groups. The three already listed are for the regular SdJ trophy. There were three more nominated for "kinderspiel des jahres" (children's game of the year), as well as for "kennerspiel des jahres," which goes to the best complex game of the year.
You can find the full list of nominations at the SdJ website.
A list of 12 other "recommended" games was also announced by the jury. Apparently these are games that didn't make the cut, but might be worth your time and money anyways. Check out those recommended games here.
Friday, May 20, 2011
In Which I Hold My First Published Game
Thursday, May 19, 2011
Game of the Year Nominees Announced May 23
What were the best board games of the year? You may have your own opinions about that, or you could rely on the opinions of the Spiel des Jahres jury. If you are still new on your quest for the perfect game, the Spiel des Jahres (SdJ) is the German Board Game of the Year Award, presented every year in June. On May 23, five lucky nominations for the prize will be announced.
Its kind of a big deal. The German award is considered the top in the world and SdJ winners have consistently become some of the most-famous and best-loved games on the market.
Read more about the prestigious award from wikipedia, or go straight to the source.
Above is a close-up of the actual SdJ trophy to the 2001 SdJ award-winning Carcassone (Hans Im Glueck). Note a second SdJ trophy in the background.
Monday, May 16, 2011
Drop Site in Switzerland
A big thank you to Jonathan Franklin who visited the museum and took a picture of Drop Site in the exhibit. The photo appears below:
I think the set-up of the game in the exhibit display leaves a little bit to be desired (note the upside-down cards at the bottom) , but I am just glad its there!
-Dennis
Sunday, May 15, 2011
Pre-Orders for Drop Site Now Possible!
Now, and for a limited time, you can now pre-order the award-winning Drop Site card game. All pre-orders (up to the first 50 orders) will receive 30% off the sale price.
When will I get my pre-order?: We can't ship your copy of Drop Site until we get them ourselves, but we plan to ship all the pre-orders by May 31 (before the official Drop Site release date of June 1).
Is there some way I can learn how to play before I buy it?: Yes! We will be putting up a video tutorial as soon as we get our shipment in. Follow us on Twitter to get the latest updates.
What payment method does Bellwether Games use?: Right now, all our orders are placed through Pay Pal, where you can use either your credit card or Pay Pal account account to make the order.
What does the game look like?: Here is a sneak peak of one of the cards. The artwork was completed by Paolo Vallerga at ScriBabs and looks incredible!
Saturday, May 14, 2011
Announcing: Bellwether Games!
Tuesday, May 10, 2011
Drop Site to be Released June 1
Thursday, May 5, 2011
Bueller...Bueller...Anyone...
"Ferrous" refers to the presence of iron in a substance. (Hence the reference to the "Ferris Bueller's Day Off" on the Iron Dwarves card above.)
And like the versatile Ferris himself, the mechanics behind Small World have proven themselves to be versatile as well.
Small World (Phileppe Keyaertes, 2009) is simply a remodeling of Keyaertes' 1999 game Vinci, And now Underground is another reincarnation. The games play similarly, although the aesthetics are different.
The rules to Vinci exhibit some differences to Small World, but the main difference is the change of theme and the change of artwork. Underground on the other hand, is unlikely to have any major rule changes to its predecessor, but will have a completely new game board and set of player powers.
So I pose the question: What is the distinction between an existing game and a new model?
I don't think anybody would claim that Dogopoly, for instance, is really a different game than Monopoly the original (good ole Uncle Money Bags milking the brand for all its worth!), but is Vinci really something different than Small World? Is Lost Cities (Knizia, 1999) something different than the Spiel Des Jahres winning Keltis (Knizia, 2008)? It seems at least that the Spiel Des Jahres jury thought so...
What do you think? When is a new game really a new game, and when is it just being a versatile little Bueller?
Monday, May 2, 2011
More "Drop Site" Updates
Drop Site is finally in Charleston, SC after a long voyage across the Atlantic aboard a stoic vessel named, La Margarine.
While at sea, my precocious supply of games endured tossing waves, poor conversation and days without food or water, and now they must wait at the docks until they have been cleared by customs.
Be strong, Drop Site, be strong. Your journey is nearly at an end. I have a shipping company ready to take you swiftly to your final resting place, deep in the heart of the new world.
Meanwhile. back in Venice, studiogiochi hastily prepares Drop Site for the interested Turkish publisher. Change is felt in the wind. Changes to the rules are suggested by studiogiochi, some of which might improve the game play...but who can know for sure?
I have done my best to test these potential changes and respond with a good opinion, but who knows what will result. Only, be patient and wait and I will, in time, conclude this story of adventure...
PS. The ship's name was a lot less interesting than La Margarine. Pardon the embellishment.
Tuesday, April 26, 2011
Drop Site En Route
988 copies of Drop Site are on their way to the United States from Belgium.
And now, finally: a sneak peak at the artwork for the game...
Friday, April 22, 2011
Ahoy Turkey! Here We Come!
What did Turkey say to the card game?
Saturday, April 2, 2011
A Lot Going On
So between Job Searching, finishing my graduate work, and getting ready for the release of my game Drop Site, I have not found a lot of time to write posts, but there are plans in store for you...
Yes! Plans...
Drop Site will ship from Europe next week to the States. This means I have to be ready to Sell it when it gets here!
Problem is, we are also getting ready to move (to wherever I am able to find a job).
In other words, I don't have a release date yet, but I am aiming for mid-June officially.
Are you wondering: "WHERE CAN I GET A COPY?"?
Good news! You will be able to order a copy Online from our Website...which is not up and running YET, but will be...(again) I hope by mid-June.
But what about PINEBARS?
Good news again! I have a back-log of blog post ideas just waiting to be written. These will begin to appear either HERE (at pinebars.blogspot.com) or at our Website (URL withheld for now).
In the meantime, are you looking for more board game news? Check out Erik Arneson's board game newsletter. It comes out about every week and has some good board game info.
Tuesday, March 1, 2011
My Wife Won't Play Dominion With Me...Help!
We all know Dominion is awesome, right?
It won the Spiel Des Jahres in 2009, its spawned numerous expansions, has beautiful artwork, and plays as good as a computer game as it does as a card game.
So why won't our wives play it with us?
I suggest three reasons:
1. Anything that looks like Magic the Gathering triggers an "Ok...why don't you and your friends go downstairs with that..." response. Let's face it, if it looks medieval, then its obviously your attempt to escape to a fantasy realm, and she's not going anywhere near that.
2. There are too many cards and too much reading. The basic game (alone) comes with 500, not to mention expansion cards. Talk about overwhelming! Even Hand and Foot Canasta only uses 270, and you don't have to read those cards.
3. No meeples. Meeples rock. Not just the original Carcassone meeples either. Any wooden game pieces provide a sense of stability in the game play. They're your identifying color, you can build little towers with them when its not your turn, and if the game goes poorly you can hold other player's meeples ransom.
That's right. I said it. Hold meeples ransom.
So, we've established Dominion rocks, and we've analyzed why your wife won't play it with you, but how can you get her to warm-up to the idea?
Again, three suggestions:
1. Point out that Domion is a lot like the Drug Store Game. If you don't know what the Drug Store Game is, its basically the real life version of trashing a card to gain 2 gold and an extra buy in Dominion. Or a little bit like the Moneylender card.
2. Play it one on one. Sometimes a crowd can make Dominion a little stressful. I don't like when everybody else plays their turn so fast that I'm still struggling to shuffle my deck from my last turn. Take it slow when you teach new people and let them read the cards!
3. Bribe her. Offer to make dinner or do the dishes or anything to get her to play. Dominion is awesome right? So if you can finally get someone to play they will probably love it, its the "getting them to play" that's the hardest part.
This post is not intended to be sexist in any way. I promise. My wife beats me at games about 60% of the time! This post is about whomever is not playing Dominion with you and how to change that.
So go forth and have good luck building your dominion of Dominion players.
Saturday, February 19, 2011
Drop Site Updates
That means, I wouldn't get to have all of the 1,000 copies, but I would still make a profit on the games that are distributed.
Friday, February 18, 2011
Ticket to Ride Design Contest
Interested in Ticket to Ride?
Saturday, February 5, 2011
Workers, Select Your Meeting Agenda
Thursday, January 20, 2011
Viva La...Board Game Add Ons
Board games are incomplete.
Friday, January 14, 2011
Drop Site (So Close)
Thursday, January 6, 2011
Forbidden Hall: Res Life Training Game
Pretty forbidden right?
Forbidden Island, a game published by Game Wright, by Matt Leacock tempts potential adventurers to test their wits and luck against the island of doom.
We run a residence hall on a college campus, and I wanted my RAs to get some training review, to have fun, to run around, and to think and act as a team.
Enter "Forbidden Hall."
I gave them clues (relating to serious Res Life issues that could come up...things that would require a little thought) to help them find "treasures" hidden within the building. After starting the timer, I set them loose to strategize, organize and go!
Every minute I drew more cards to determine which rooms were in need of repairs. One of the RAs stayed behind to communicate to the others (via text message) which rooms needed repairs.
The treasures were pretty well hidden too. I wanted them to feel a sense of anxiety whenever they entered a room...knowing it could collapse at any second.
The outcome?
I'd say it went well. They found all the treasures (all they needed was one of each color) and returned to the office within 6 minutes. Nobody died.
I'd like to say they got a little lucky...which they did. I didn't draw any "waters rise" cards, which would cause the "damaged" rooms to begin to collapse, but they also put their minds together, ran hard, and generally let their imaginations grant them the incentive they needed to find the treasures in just over five minutes.
Tuesday, January 4, 2011
Board Game Are Management Tools
Don't tell me they can't. They can!
Board games Can help train managers. They Can help foster skills for better management decision making.
I am not alone in this bizarre type of thinking.
In an interesting, although somewhat dated, article by Ari Manor, board games are highlighted as versatile training tools. Board games, teach teamwork, decisions under pressure and logic among other skills.
Manor, a CEO himself, says that "Quite a few senior managers say that the skills and habits they acquired in playing games give them an extra edge in business and in management. This includes handling fast changes, taking calculated risks, self-discipline, improved memory, "coolness" under pressure, and determination to carry-through the right strategy - even if it leads to short-term loss."
He suggests several games for developing management skills in the article, which you can find here, none of which I have played, unfortunately, but I am certain that another could be added to the list: Forbidden Island by Matt Leacock.
What better way to learn '"coolness" under pressure' than when the island you traverse with your team mates begins sinking under your feet?!
AND SO, I undertook my own quest to find Forbidden Island's nugget of training treasure.
Details on Thursday!