Archive for Tony Fanchi
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Tony Fanchi
United States Iowa City Iowa
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It's been a while since our last post, but that doesn't mean we haven't been hard at work. When we had Basketball G.M. polished to the point we felt we could call it "done," we set to work on some new ideas. We currently have prototypes for two games, which we are calling Downtown Dash and Intruder Alert! (Those who follow us on Twitter may know the latter as Self Destruct.) This past weekend, Gamicon was held right here in Iowa City, Iowa, so I packed up the two prototypes and took them to the convention. There, I had the opportunity to demo them for Jay Tummelson, the CEO of Rio Grande Games. This was a fantastic opportunity and a very encouraging experience. Though you won't be seeing one of our designs published by Rio Grande in the near future, I came away from the demos with lots of good feedback and many ideas about how to make the games more appealing to publishers. But that's not the main focus of this post.
In addition to demoing our prototypes, I also had the opportunity to listen to Mr. Tummelson talk informally about game design and, perhaps more importantly, game publishing. Mr. Tummelson has more than a decade of experience publishing games (he founded Rio Grande Games in 1998) and provided great insight into what it takes to sell a game design to a publisher, so I thought I would share some of what I learned in that respect with any other aspiring game designers out there.
1) Game publishing is a hit-or-miss business. Part of Rio Grande's business plan is to publish lots of games and hope that a few will hit the mark with gamers. Print runs for Rio Grande typically are about 2-3000 copies. Games that sell out will get reprinted, but those that don't, won't. Board gaming is a fairly small and highly competitive market, so just because your game gets published, doesn't necessarily mean it will succeed, so temper your expectations.
2) Rio Grande pays 8% royalties to designers. Other companies are likely somewhere in the same ballpark. That's 8% of what Rio Grande gets from a game. A game that sells in a store for $50 will probably bring in $20 for Rio Grande, which amounts to $1.60 for the designer. Coupled with #1 above, this means that even if a developer gets that first game published, it probably won't net the developer that much money. Perhaps a few thousand dollars. If you're hoping to make a fortune on game design, you're probably better off looking into another line of work.
3) Your best chance to sell a design is at a convention, particularly a German convention like Essen. Many game publishers have webpages indicating how to send game designs to them, but the best way to sell a design is to pitch it to the company directly, and the best way to do that is at conventions. Obviously this requires upfront investment to get to the convention, but it is far more likely to pay off than an online submission. (Still, it's no guarantee of success.) And the best conventions to attend to pitch a design are German conventions because game companies send representatives to these conventions specifically for the purpose of finding new games. And if you go, go early. Thursday and Friday are the best days to pitch a game idea because the conventions are much less crowded on those days.
4) Art is not required to sell a game. Publishers don't really care much what your prototype looks like or if it has professional art. They'll most likely replace the art anyway. However, that's not to say appearances don't matter. You still want the prototype to be functional and clearly presented, and if you want to get people to playtest it or demo it, you'll want it to look nice, but as far as publishers are concerned, art is not a requirement.
5) Don't worry about someone stealing your ideas. If you ask a publisher for a non-disclosure agreement, you'll get laughed out of the room. Publishers look at lots and lots of game designs, and most of them have similarities with other designs. There are very few truly original ideas out there, and even if your idea is an original one, it's probably cheaper for the company to pay you for your design than to pay someone else to develop it. So don't hesitate to share your designs with publishers.
6) If you're a game designer, you don't want to also be a publisher. While it is possible to self-publish a game first and then get it picked up by a publisher (we've seen this happen with a number of games recently, like Flash Point: Fire Rescue), being both a publisher and designer is not a great long-term strategy. It's just too much of a time drain to do both. As anyone who has self-published could tell you, publishing is a lot of work, which means you won't have much time for design. Once you get that first design picked up by a publisher, let them do the work.
7) Give your game to only one company. If a company likes your game enough to take a copy to look at closely, then they will actually put resources into doing so. If they come back to you with a contract for the game and you've sold it elsewhere, you've just lost a potential buyer for future games, and word will get around about that. However, when you hand your game over to a publisher for a closer look, you can ask how long they expect it will take to get you a final answer, and if they take longer than that, you can ask for your game back and they will return it with no hard feelings.
8) If your game is picked up by a publisher, they will make changes to it. You have to be okay with that and work with them. If you are too inflexible, they will tell you to take your design elsewhere. You can voice your concerns over potential changes and tell them why you think they won't work, but do so succinctly and don't press the issue if they don't see things your way. It is their game to change as they feel is necessary. And if they publish the game, you have to love the game as it is, at least publicly. No one will buy the game if they think even the designer doesn't like it, and you won't get other designs sold if you publicly complain about the final product.
Those are the main lessons I took away from Gamicon. I hope that you find them useful. I want to thank Mr. Tummelson again for taking the time to speak about game design, and for offering feedback on our game designs. It was very enlightening and encouraging to have the opportunity to speak with the founder of such a prominent game publisher.
Thanks for reading!
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Tony Fanchi
United States Iowa City Iowa
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Today we conclude our Basketball G.M. demo game with a head-to-head Championship Game. Chris finished the regular season with more victory points, so he will roll 3 performance dice, while Tony will roll only two. During postseason play, GMs do not draw Occurrence cards and do not sign Free Agents. The competing GMs put their best squad on the court, pick a Strategy card, and the winner is the champion!
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Set Lineups Phase
Chris
Strategy Card: In Their Prime Text: Your players with ages 25-30 are Ability +1.
Chris’s Analysis: From Joshua Jones (age 25) to Brian Colby (age 30), my entire rotation is within the sweet spot that this card hits. So in the final with me rolling 3 dice to Tony’s 2 based on Victory Points, a +8 should be almost insurmountable.
Tony
Strategy Card: Hot Shooter Text: Modifier. Choose a 3-Point Shooter. He is Ability +2 (+4 if he is also a Scorer).
Tony’s Analysis: It’s playoff time! Time for my Stars to step up, specifically the guy who has been the face of my franchise the whole year, Wayne Dade. I will put the ball in his expert hands and hope that he can come up big.
Set the Standings
Chris Ability Subtotal: 72 Modifiers: +8 Roll: 5 (5, 2 and 1) Total: 85
Tony Ability Subtotal: 71 Modifiers: +4 Roll: 6 (6 and 3) Total: 81
Chris is the Champion!
Chris’s Final Analysis: I have to say that in all I got fairly lucky in this game, and that luck plus some good roster management resulted in a fairly convincing win. Where I got luckiest was in the Occurrence department (almost no negatives) and in the trading block, with a second, very good Star coming up not long after Tony got the first. I may have been able to keep the game close without Colby, but I think ultimately Tony would have won. I do feel like I drafted the better team, in part because I had the better pack and in part because the players I got had a lot of synergy with my coach. Tony’s coach is one of the better ones in the game, and definitely kept things on even footing to start and made up for his slightly inferior draft pack. It’s definitely neat to win with Jones, the game’s “worst” Star, and it was fun making things fit with my coach and Antoine Parkman’s game text.
Tony’s Final Analysis: It’s unfortunate the final score wasn’t closer, but Chris deserved the win. He had the better team and his squad outperformed mine over the course of the season. I had a few unlucky breaks, but in the end he outmaneuvered me. I think it all goes back to the Howard White trade. I paid a steep price, but if I had to go back and do it over, knowing how things worked out, I think I still would have done the same. White was a great fit for my team, and Chris was smart to make me pay big for him. It was a calculated risk that another Star wouldn’t show up on the block, but one did.
Thanks for following this demo game! Basketball G.M. is on sale now at a holiday season discount price. If you haven’t taken advantage already, visit our shop page and get your copy of Basketball G.M. today!
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Today we continue our Basketball G.M. demo game with turn 8. Chris clinched home court advantage in the championship round by increasing his victory point lead to 3 with just one turn to play. Time for our GMs to rest their starters for the postseason.
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Chris’s Turn
Occurrence: Four Games In Five Nights Text: Modifier. Each of your starters is Ability -1 this turn. You may add up to two players (must be different positions) to your rotation this turn. [1 Performance Die]
Free Agent: Did not sign SG Juice Kraft.
Chris’s Analysis: Thanks to last turn’s One Team’s Trash..., I have to lose 8 Salary to get to the cap. Thus I let Gallegos go, and obviously cannot sign the Juice. This Occurrence hurts, but thanks to Miles Michaels on my bench, I can plug him in as a 5-pointer, but I’m going to be even sneakier than that. Stay tuned to see the craziness!
Tony’s Turn
Occurrence: Too Many Scorers Text: Modifier. If you are starting exactly 1 player with Scorer skill, your Total is +3. [2 Performance Dice]
Free Agent: Signed C Barry Sousa, Rookie Free Agent. 20 years old, 6’10”, 230 lbs, Ability 1, Salary 1, Value 2. Personality: TEAM PLAYER, Skills: REBOUNDER. No Text.
Tony’s Analysis: Turns out I have too many scorers to take advantage of Too Many Scorers (5 out of my 7 rotation players are Scorers), so I won’t be getting that +3. Still, at least it wasn’t a negative Occurrence. I sign Sousa to give me an emergency C.
Set Lineups Phase
Chris
Strategy Card: Win At The Charity Stripe Text: Modifier. Your Free Throwers are Ability +2.
Chris’s Analysis: Alright, time for some roster management magic! Thanks to my Occurrence I can add 2 players to my rotation. The obvious choices are Miles Michaels (2 Ability SF, +3 if you’re in 1st place) and Seamus Montgomery (1 Ability PF/C). Since both of these guys are Team Players, I will start them. Michaels bumps Joshua Jones to the bench (take that, Diva!) and Seamus knocks DeMille Paulson to the bench. This makes Miles a 6 and Seamus a 3, so along with the -1 to all starters (-5 overall), I will be a net +4 from this Occurrence. Not too shabby. Additionally, my Strategy gives me another +4 for my two Free Throwers.
Tony
Strategy Card: Breakout Season Text: Duration: Permanent. Choose a Free Agent. Attach to that player. This player adds 1 Skill (your choice). [+2 Ability, +3 Value]
Tony’s Analysis: Since this turn means nothing in the grand scheme (I’m too far behind in VPs to possibly catch Chris), I decide to beef up one of my Free Agents, just in case I draw a Strategy card that might make the player relevant. (Note: in the Championship round, no Occurrences are drawn.) I put the card on Walsh Upton since he’s got 2 Ability and plays two positions. I choose to give him the Defender skill since there is a Strategy card that gives me a bonus if I have a Defender on my bench. (I don’t have this Strategy card in hand now, but I might draw it.)
Set the Standings
Chris Ability Subtotal: 72 Modifiers: +8 (-5+9+4) Roll: 4 (4) Total: 84
Tony Ability Subtotal: 71 Modifiers: 0 Roll: 4 (4 and 2) Total: 75
Standings Chris 14 (+2) Tony 10 (+1)
Coming Next: The Championship!
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Today we continue our Basketball G.M. demo game with turn 7. The trade deadline passed last turn, so we jump right in with Chris’s turn. In turn 6, Tony faced a do-or-die situation, and came out with a win. However, he still has to win out in order to simply tie Chris in VPs by season’s end.
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Chris’s Turn
Occurrence: Godfather Offer Trade. Reveal the top player of the Player Pool. You may trade any player(s), regardless of value, for the revealed player. [1 Performance Die]
Free Agent: Did not sign PG Morris West
Chris’s Analysis: In a way, this Occurrence actually hurts me. By rule, Occurrence and Strategy cards with the Trade keyword are treated as blank after the trade deadline. In a way, this is good because nothing bad happens. On the other hand, I’m still saddled with the 1 Performance Die number on the card, even though I didn’t receive the benefit. I suppose it could be worse. My free agent has 4 Salary, so he has no shot of being signed.
Tony’s Turn
Before his Occurrence was drawn, Tony played the Strategy card Risk Management Text: Before your Occurrence card is drawn for the current turn, peek at the top 2 cards of the Occurrence pile and replace them in any order.
Occurrence: Insensitive Comments Text: Modifier. Choose a Diva or Basket Case. Chosen player is Ability -3 this turn due to heightened media scrutiny. [2 Performance Dice]
Free Agent: Signed PG Kelly Collison, Rookie Free Agent. 20 years old, 5’10”, 165 lbs, Ability 1, Salary 1, Value 2, Personality: TEAM PLAYER, Skills: PASSER. No Text.
Tony’s Analysis: I decided to use my Strategy play in an attempt to find a beneficial Occurrence (or else avoid a bad one). Unfortunately, both options were bad for me, so I had to go with the lesser of two evils. Newly-acquired Jamar Adams has apparently been spouting off to the press, and it’s affected his play to the tune of a -3 Ability penalty. Unfortunately, no one on my bench is any better than Adams, even with the -3.
Set Lineups Phase
Chris
Strategy Card: One Team’s Trash... Text: You may sign one player from the Role Player or Free Agent discard piles.
Chris’s Analysis: This is a tough decision. I can either play a card called Scapegoat, which lets me cut a player (in this case, a Free Agent) to get an additional Performance Die this turn, or I can play the card I did. I chose One Team’s Trash because it lets me sign PF/C Ken Chang, whom Tony traded away last turn. Chang is a 6 Ability Role Player that is a Team Player, so he will actually be 1 point better overall than Mario Gallegos, my starting Center. Also, because we have already passed the Manage Roster Segment, I can add Chang “for free” (regardless of cap and roster space) until next turn.
Tony
Strategy Card: Risk Management Text: See above.
Tony’s Analysis: As mentioned above, I played Risk Management to pick my Occurrence from the top two Occurrence cards, and it didn’t turn out too well. Fortunately Chris didn’t play a Strategy for a bonus, and he rolls only 1 Performance Die this turn, so I might still get lucky. It’s no fun to see Ken Chang return to make me pay for offloading him last turn.
Set the Standings
Chris Ability Subtotal: 72 Modifiers: 0 Roll: 1 (1) Total: 73
Tony Ability Subtotal: 71 Modifiers: -3 Roll: 3 (3 and 3) Total: 71
Standings Chris 12 (+2) Tony 9 (+1)
Coming Next: Turn 8
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Today we continue our Basketball G.M. demo game with turn 6. As turn 6 is the trade deadline, this will be the final turn with a trading block. Chris has pulled out to a 3 victory point lead with only three turns remaining, meaning Tony has to win out just to tie. We will be playing a championship round at the end, and the regular season winner will get a bonus Performance Die to roll.
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Trading Block
Role Player SF/PF Jamar Adams, Do-Everything Forward. 31 years old, 6'10", 230 lbs. Ability 6, Salary 11, Value 9, Personality: BASKET CASE, Skills: REBOUNDER, DEFENDER. Text: If this player is starting, he gains Scorer. Traded to Tony for 13 Value (Dudley Garrett and Ken Chang).
Tony’s Analysis: I paid far more than was required to get Adams in order to make everything work under the salary cap. Adams’ addition gives me a +1 to my SF Ability, as well as an extra $2 under the cap, but costs me my last non-Free Agent bench player. Here’s hoping my guys can stay healthy.
Role Player SG Jim Friese Not acquired.
Chris’s Analysis: I passed on the opportunity to make the first offer as neither of these guys would go into my rotation. If I had more salary cap space to work with, I probably would have tried to get one of the two just to stash on my bench for a rainy day, but with the cap as it is, I really had no choice but to let them both go.
Chris’s Turn
Occurrence: Rule Emphasis: Over the Back Text: Global. Modifier. All Rebounders are Ability +1 and all Post Players are Ability -1. [2 Performance Dice]
Free Agent: Signed PF/C Seamus Montgomery, Rookie Free Agent. 22 years old, 6’8”, 245 lbs. Ability 1, Salary 1, Value 3, Personality: TEAM PLAYER, Skills: REBOUNDER.
Chris’s Analysis: My Occurrence is another non-negative one, which is always a relief, especially when you’re running a thin bench. I have 3 Rebounders who will get the benefit of the rule emphasis, but I also have 2 Post Players that will be under a closer watch by the refs, so I net a +1. As for my free agent, Seamus’s 1 Salary will put me at the cap but give me another body on the bench, just in case.
Tony’s Turn
Occurrence: A Marathon, Not A Sprint Text: Global. Modifier. All teams’ Role Players are Ability +2 this turn. [2 Performance Dice]
Free Agent: Signed SF/PF Walsh Upton, Washed Up Forward. 35 years old, 6’8”, 260 lbs. Ability 2, Salary 2, Value 2, Personality: TEAM PLAYER, No Skills or Text.
Tony’s Analysis: I get +2 from the Chris’s Rules Emphasis, which gives me a +1 over him. We each have 2 Role Players, so neither of us gets a leg up from my Occurrence. Upton fits onto my bench under the cap, so I brought him aboard. He’ll only see play in an emergency.
Set Lineups Phase
Chris
Strategy Card: Physical Game Text: Modifier. Your Free Throwers are Ability +3 and Scorers are Ability -1.
Chris’s Analysis: Not the best Strategy to play when I’m already behind in the turn, but my other two provide me no benefit at all this turn. Still, I have 2 Free Throwers (for a total of +6) along with 4 Scorers (for a total of -4) and a net of +2. Hopefully Tony’s isn’t too much greater than that.
Tony
Strategy Card: Carrying The Team Text: Modifier. Your player with the highest Ability is Ability +X, where X is the Ability difference between him and the Ability of the next highest Ability player in your rotation. Add 2 to X if the player is a Leader or Alpha Dog.
Tony’s Analysis: Time for Mr. Howard White to step up and put this team on his back! White is an Alpha Dog, so he gets the extra +2, in addition to the +1 for the Ability difference between him and my next best player, Wayne Dade.
Set the Standings
Chris Ability Subtotal: 71 Modifiers: +7 (+1+4+2) Roll: 6 (6 and 3) Total: 84
Tony Ability Subtotal: 71 Modifiers: +9 (+2+4+3) Roll: 5 (5 and 1) Total: 85
Standings Chris 10 (+1) Tony 8 (+2)
Coming Next: Turn 7
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Attention basketball and gaming fans: In celebration of... er, homage to the soon to be lost 2011-12 NBA season, we are offering Basketball G.M. at a 20% discount! This sale will only last through Thanksgiving (Nov. 24th), so act now and get your discounted copy today! The 144-card Introductory and Advanced Sets are available for $19.99 ($5 off the regular price) and the Complete Set, which contains all 288 cards, is available for just $35.99 ($9 off the regular price).
We have updated the rulebook with the latest rulings for the game, including the new Performance Dice rules that are featured in our Demo Game blog posts. For those of you that have already purchased Basketball G.M., the updated rulebook is available for free on our website, fanfaregames.net.
Be sure to check back here all this week as we will be flying through the Demo Game with a new post each day.
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Today we continue our Basketball G.M. demo game with turn 5. In our last post, Chris had pulled out to a two victory point lead. Can Tony make up ground and keep from facing a must-win scenario?
Trading Block
Role Player SG/SF Miles Christianson, Jr., Sixth Man Extraordinaire. 26 years old, 6'6", 232 lbs. Ability 6, Salary 6, Value 6, Personality: CHUCKER, Skills: SCORER, DEFENDER. Text: If this player is a starter, he is Ability -3. Traded to Tony for Sarge Akiba (Value 6).
Tony’s Analysis: Not a big move here. Christianson gives me a backup guard in case I lose a player for any reason, and he’s one Ability point better than the Sarge.
Role Player PG/SG Stu Dangerfield Not acquired.
Chris’s Analysis: Dangerfield is 7 Salary and only 5 Ability, so there was no good reason to make a bid for him. Christianson is also only 6 Ability and not quite tall enough to get my coach’s bonus, so I let Tony have him for cheap.
Chris’s Turn
Occurrence: Jealousy Text: Modifier. If you have a Leader or Alpha Dog, your Lone Wolves, Chuckers and Second Fiddles are Ability -1. [2 Performance Dice]
Free Agent: Did not sign Gregory Bodden
Chris’s Analysis: Finally! I’ve been due for a negative Occurrence, although this one is only a -2 after the trades I’ve made. It’s no surprise that Second Fiddle Jon Jacobson has become jealous of newly acquired star Colby, but Rios! C’mon, man! Bodden is a fun player, having game text that allows him to essentially absorb an injury, but I’m holding Dr. Andrew James in my Strategy hand that can cure an injury, so I don’t need to cut Miles Michaels to add Bodden. If only Bodden was Salary 1...
Tony’s Turn
Occurrence: Rule Emphasis: Charging Text: Global. Modifier. All Defenders are Ability +1 and all Free Throwers and Scorers are Ability -1. [2 Performance Dice]
Free Agent: Did not sign SG Jack Lucas.
Tony’s Analysis: The league crackdown on charging has really put a crimp on my Scorer-laden team, but Chris is just as negatively affected. Fortunately for me, the green-headed jealousy monster has reared its ugly head in Chris’ locker room, which will give me a bit of an edge for this turn.
Set Lineups Phase
Chris
Strategy Card: Dynamic Duo Modifier. If you have an Alpha Dog and a Second Fiddle OR a Leader and a Team Player in your rotation, your Total is +4.
Chris’s Analysis: Well, it seems the jealousy was short-lived and soon my locker room was singing "Kumbaya" as a dynamic duo is formed to lead the team, hopefully, to victory. Once again I will be discarding a Strategy this turn, although it's one that may be helpful (currently just good for a +3).
Tony
Strategy Card: Tactician Assistant Coach Text: Duration: Season. Attach this card to your Coach. If you replace your Coach, discard this card. (Adds +1 Salary and +1 Strategy.)
Tony’s Analysis: This week's Strategy was a tough call. The only bonus card I had was worth +1, which I didn’t figure was significant enough to play, so I went with a longer-term strategy by playing the assistant coach, who will hopefully provide me with better Strategy options on future turns.
Set the Standings
Chris Ability Subtotal: 71 Modifiers: -1 (-2-3+4) Roll: 5 (5 and 4) Total: 75
Tony Ability Subtotal: 70 Modifiers: -3 Roll: 4 (4 and 1) Total: 71
Standings Chris 9 (+2) Tony 6 (+1)
Coming Next: Turn 6
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Today we continue our Basketball G.M. demo game with turn 4. Last turn, Tony took a hit when his best player was suspended for too many technical fouls. This turn, he tries to pull even again with Chris.
Trading Block
Star SG Brian Colby, Super Star. 30 years old, 6'6", 205 lbs. Ability 12, Salary 12, Value 14, Personality: ALPHA DOG, Skills: 3-POINT SHOOTER, SCORER. Traded to Chris for Warwick (6 Value), Mosely (5), Nasser (5), Whitted (1) and $6 cash.
Chris’s Analysis: Obviously when the roll came up with a 1, I knew I had to get the Star, whoever it was. When it turned up Colby, then I REALLY knew. Tony made a nice run at it considering his lack of bench players and cap space, and made me pay pretty good value to make the deal (in fact, I probably would have gone up another 3 but that’s all). Now I’m as cap-strapped and short-benched as him, but my talent level is a lot better than it was.
Role Player SG/SF Chris Turk With just 3 Ability, Tony lets Turk go.
Tony’s Analysis: I was not pleased to see another Star come up on the block when I had so depleted my bench of any excess Value. I drove up the price as high as I dare without leaving myself in a position to be crippled if Chris left the player to me. Even so, he got Colby at a discount compared to what I paid for White. The final half of the season should prove to be very competitive as my Ability total lead has disappeared.
Chris’s Turn
Occurrence: Favorable Schedule Text: Modifier. Your starters with at least 2 skills are Ability +1 this turn. [1 Performance Die]
Free Agent: Did not sign PF Paul Vasser.
Chris’s Analysis: Another positive Occurrence for me (all 5 of my starters have 2+ skils!). Unfortunately Vasser’s 3 Salary was simply too much for me to sign, so I’ll be running a thin bench for at least one more turn.
Tony’s Turn
Occurrence: The Old Guard Text: Global. Modifier. All players over the age of 29 are Ability +2. [2 Performance Dice]
Free Agent: Signed SG/SF Byron Talapia, Towel Waver. 26 years old, 6'6", 230 lbs. Ability 2, Salary 1, Value 2, Personality: ENERGY GUY, no skills. Text: If this player is not in your rotation, your Total is +1.
Tony’s Analysis: I get no help (but also no harm) from my Occurrence, while Chris pulls a lucky one of his own, giving him a +5 from his and a +2 from mine. The only good news is Talapia, who’s enthusiasm and cheerleading from the bench gives my team a +1 bonus.
Set Lineups Phase
Chris
Strategy Card: Share The Rock Text: Modifier. If you have a Scorer and a Passer in your starting lineup (must be separate players), your Total is +4. If you have a Passer and no Scorer, your Total is +2.
Chris’s Analysis: Again, this is the only Strategy card I have that gives me any kind of a bonus, so I have to play it immediately and try another discard to get something better for the future. Still, with my Occurrence and this card, plus the Colby trade, I like my chances this turn.
Tony
Strategy Card: Major Turnaround Text: Modifier. Your Total is +1 for each turn you had the lowest Total this game.
Tony’s Analysis: I didn’t have any great options from which to choose a Strategy, so I picked my best option, which was a measly +2. But hey, it’s better than nothing.
Set the Standings
Chris Ability Subtotal: 71 Modifiers: +11 (5+2+4) Roll: 1 Total: 83
Tony Ability Subtotal: 70 Modifiers: +2 Roll: 3 (3 and 3) Total: 75
Standings Chris 7 (+2) Tony 5 (+1)
Coming Next: Turn 5
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Today we continue our Basketball G.M. demo game with turn 3. In turn 2, Tony made a big acquisition from the trading block and took the turn to pull even with Chris. In this turn, Chris tries to keep stride with Tony's improved squad.
Trading Block
Starter PF DeMille Paulson, Underrated Big Man. 26 years old, 6'8", 250 lbs. Ability 7, Salary 8, Value 9, Personality: ENERGY GUY, Skills: SCORER, REBOUNDER. Traded to Chris for Zack Rudolf (6 Value) and Lane Parker (2).
Chris’s Analysis: This trade was an easy decision. In addition to getting rid of a Basket Case in Rudolf, I upgrade my backup forward (keeping the lower Ability Warwick starting because he’s a Team Player) and the move is salary neutral. I’m a little surprised Tony didn’t drive the price up a bit, but I’m happy my initial offer was enough.
Role Player PF/C Sarge Akiba, Shot Blocker. 29 years old, 6'10", 235 lbs. Ability 5, Salary 6, Value 6, Personality: TEAM PLAYER, Skills: DEFENDER. Traded to Tony for Marciss Jenner (5 Value).
Tony’s Analysis: Jenner was overpriced and I needed some cap room, so I moved him out for the equally-talented Sarge. My bench is still very shallow, so injuries could really hurt (pun intended).
Tony’s Turn
Occurrence: Racking Up T’s Text: Suspension. Duration: 1 turn. Your starter with the highest Ability number last turn (your choice if tied) is suspended for receiving too many technical fouls and cannot be in your rotation. [3 Performance Dice]
Free Agent: Did not sign SG R.J. Simpson.
Tony’s Analysis: My Occurrence draw will kill me this turn, but it could have been worse. With my best player, White, out of the lineup, I’ll be nine points worse this turn. At least it’s only one turn, and I actually have a player to plug into White’s spot. My luck was no better with the Free Agent draw as I got another high-priced player I couldn’t afford to sign, leaving my bench very shallow.
Chris’s Turn
Occurrence: Outcasts Text: Global. Modifier. All Chuckers and Lone Wolves are Ability -1. [2 Performance Dice]
Free Agent: Signed PF/C Walt Whitted, Journeyman Big Man. 30 years old, 6'9", 240 lbs. Ability 1, Salary 1, Value 1, Personality: CHECK CASHER.
Chris’s Analysis: I dodge anything scary this turn as I have no Chuckers or Lone Wolves on my roster, but neither does Tony. Fortunately, his Occurrence really hurts him so I have a really good shot at winning this turn. There’s a decent chance he won’t even try, so maybe I can play a lesser Strategy and still pull out the turn.
Set Lineups Phase
Tony
Strategy Card: Gameplanning Text: Peek at the top 3 cards of the Strategy pile. Immediately play one of them and discard the others.
Picked A Spark Of Energy: Modifier. If you have an Energy Guy in your rotation, your Total is +4.
Tony’s Analysis: Despite the massive hit to my Ability total due to White’s suspension (he always did play a physical game), I wasn’t far behind Chris in Ability, so I decided to roll the dice with some Gameplanning and got a spark from my Energy Guy, Dudley Garrett. Unfortunately, I’m still 5 behind Chris, so the best I can hope for is a tie.
Chris
Strategy Card: Hit The Boards Text: Modifier. Your Rebounders are Ability +1.
Chris’s Analysis: Turns out I only had one playable Strategy, so I figured I’d play it for the decent (+3) bonus and pitch one of the other useless ones to hopefully ensure a win this round.
Set the Standings
Chris Ability Subtotal: 66 Modifiers: +3 Roll: 2 (2 and 1) Total: 71
Tony Ability Subtotal: 60 Modifiers: +4 Roll: 6 (6, 4, and 1) Total: 70
Standings Chris 5 (+2) Tony 4 (+1)
Coming Next: Turn 4
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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Tony Fanchi
United States Iowa City Iowa
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Today we continue our Basketball G.M. demo game with turn 2. Chris came away with a close win in turn 1, so Tony will be looking to even things up and avoid falling further behind.
Trading Block
Star C Howard White, Super Star. 26 years old, 6'11", 265 lbs. Ability 11, Salary 20, Value 13, Personality: ALPHA DOG, Skills: REBOUNDER, DEFENDER. Text: While this player is starting, your starting 3-Point Shooters are Ability +1. Traded to Tony for 30 Value (Marcus Aldritch, Jammer Nielsen, George Alexander, Carlos Gonzalez, and $12 cash).
Tony’s Analysis: When I saw White come up on the block, I knew I would be all in on him. First, he is a Star with a printed Ability of 11, which I can double with my Coach and gain a point over doubling Dade. Second, I have two starters who are 3-Point Shooters who will each be +1 thanks to White’s game text. I went into the bidding ready to give up the shirt off my back, and I came away with my man. The price was steep, but it always is when a Star is on the block. I don’t feel too concerned, however, since I do still have a player on my bench I can plug in for injuries or use to build a bit more depth. The main concern is that I’m now only $1 below the cap, so this move will probably be my last big one for the season. Still, I think this move was a must since it’ll put me in a great position to rack up a lot of victory points.
Role Player PF/C Zack Rudolf, Utility Big Man. 24 years old, 6'9", 260 lbs. Ability 5, Salary 6, Value 6, Personality: BASKET CASE, Skills: REBOUNDER. Traded to Chris for Jeremiah Appleton (Value 1) and James T. Hinson (3).
Chris’s Analysis: After Tony won a major bidding war for White, I get to offer whatever I want for Rudolf, with a minimum of 2 less total Value than his 6. Appleton and Hinson are both benchwarmers and Rudolf can slot in ahead of Mosely as my reserve "guard" (for which I can use a forward, thanks to my coach). I add 1 in salary, but after Tony’s trade I have a lot more room under the cap than him, so hopefully another big gun will come up on the block in the next couple of turns. Of course now I’ve got one more basket case to fill my psych ward.
Chris’s Turn
Occurrence: The Next Generation Text: Global. Modifier. All players under the age of 25 are Ability +1. [2 Performance Dice]
Free Agent: Signed C Lane Parker, Immobile Big Man. 32 years old, 7'2", 290 lbs. Ability 1, Salary 2, Value 2, Personality: CHECK CASHER, Skills: DEFENDER.
Chris’s Analysis: Except for my newly acquired player Rudolf, I have no players in my rotation under age 25. Unfortunately my Occurrence actually helps Tony more than it helps me. No fun. I go ahead and sign Parker to fill out my roster back to 12.
Tony’s Turn
Occurrence: Don’t Give Him The Ball Text: Global. Modifier. Any team with a Chucker in its rotation is -3 to its total. [2 Performance Dice]
Free Agent: Didn’t sign SF Jay Swisher, Shooting Specialist. 33 years old, 6'6", 220 lbs. Ability 3, Salary 4, Value 3, Personality: LONE WOLF, Skills: SCORER
Tony’s Analysis: Not much to say about Occurrences this week. Chris and I avoid the negative modifier of my Occurrence and pick up a +3 from Chris’s Occurrence. I really like my odds this week. I didn't sign Swisher due to a lack of cap space.
Set Lineups Phase
Chris
Strategy Card: Playoff Push. Text: Modifier. If there are two turns or less remaining in the regular season, your Total is +5.
Chris’s Analysis: As I discussed above, I move Rudolf into the rotation in place of Mosely to give me a net +1 to my subtotal indefinitely and an additional +1 for my bonus this turn because he’s 24. I don’t have any Strategies that can give me any benefits at all this turn, so I just burn a useless one and I’ll discard one of my other two to try and refresh my hand.
Tony
Strategy Card: Dropping Dimes. Text: Modifier. If your starting Point Guard has Passer skill, your total is +4. Otherwise, if you have a Passer in your rotation, your Total is +2.
Tony’s Analysis: It cost me big, but the addition of White to this team has given me a massive 7 point boost to my team’s Ability subtotal. He plugs right into the lineup in place of the traded Aldritch. I picked Dropping Dimes as my Strategy even though I don’t have a passer to get a bonus from it because both it and another card in my Strategy hand are not beneficial to me, so I can get rid of both this turn. With my big Ability boost this turn, I feel like I have a good enough lead not to need any help from a Strategy this turn, and my last Strategy option was no guarantee to help me either.
Set the Standings
Chris Ability Subtotal: 64 Modifiers: +1 Roll: 5 (5 and 3) Total: 70
Tony Ability Subtotal: 69 Modifiers: +3 Roll: 6 (6 and 6) Total: 78
Standings Chris 3 (+1) Tony 3 (+2)
Coming Next: Turn 3
For the latest updates, check out our Twitter feed (@fanfaregames). Also be sure to like us on Facebook (Fanfare Games) and check out our website ( www.fanfaregames.net) for more updates and spoilers! © 2011 Fanfare Games.
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