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Making Games For A Living!
Jackson Pope
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Eighteen months ago I started a company making Board Games to sell a game I had designed. Eighteen months on I'm going to quit my day job and go professional for a year to see if I can get that company off the ground. Here's how it happened...
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1. Board Game: The Big Idea [Average Rating:6.40 Overall Rank:1340]
Jackson Pope
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It all started about six years ago. I played a game of Mighty Empires with my two best mates. We met at one of their houses, and spent all weekend playing the game. Thirty-six hours, with only minimal food and sleep breaks. At the end of that thirty-six hour marathon, some mad thing involving dragons occurred, and the guy who was comfortably winning is suddenly in last place. We called it a day there and went home. I realised that most people don't have thirty-six hours for a game - we lead busy lives these day, so I though I'd come up with something with a similar feel that was much shorter. I had 60-90 minutes in mind.
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Chris Childs
Australia
Melbourne
Victoria
Just a couple of ideas for you, Myself and a friend started inventing games about 15 years ago in Australia. After much time and money was wasted we started licencing our games. Have you thought about licencing your games to games companies? Less money but no hassels other than getting the right company to take your game. By the way we are both still working other jobs 15 years later, but have supplemented our income from our royalty payments.
 
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  • Posted Thu Apr 3, 2008 8:40 am
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2. Board Game: Border Reivers [Average Rating:6.41 Overall Rank:4501]
Jackson Pope
United Kingdom
Newcastle upon Tyne
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Over the next three years Border Reivers took shape. I mostly playtested it with friends and family, but I got it to the point where it worked. Then I bunged it in a Tupperware box on a shelf and forgot about it for a couple of years. When I found myself hating my day job I thought about it again, got it out and started playing it. I thought, seeing as I'd made a complete game it was a shame to leave it on a shelf - I should make it and try selling it. I reckoned I could sell 50 to friends, family and a few gamers, but when it came time to make it, I couldn't get it half-way to affordable without making 100. Big gamble. But it paid off, I sold out in 11 months.
 
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3. Board Game: The Menorah Game [Average Rating:7.27 Unranked]
 
Jackson Pope
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A post on my blog (click the microbadge under my profile if you're interested) about my new website, led to Yehuda asking if I was interested in publishing other people's games. Interesting. Why not? So he sent me a copy of The Menorah Game. I loved it right from the very first play, but I couldn't see the religious theme playing that well with my customers (primarily in the UK), so I asked Yehuda if he was happy for me to re-theme it? It had already had several different themes during development, so he was fine with that.
 
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4. Board Game: It's Alive! [Average Rating:6.47 Overall Rank:1177]
Jackson Pope
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Newcastle upon Tyne
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Slight theme change! From nice religious game to collecting body parts Still, I though it would prove more popular with geeks, and I was right. I'd decided to make 300 copies of It's Alive!, still by hand, but it was much simpler to make than Border Reivers, 90 minutes work instead of 3 hours! The huge backlog at the beginning led me to getting the boxes made professionally, which further trimmed construction time to 45 minutes. Still, with 300 to make that's a lot of work.
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Avri Balofsky
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Beit Shemesh
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So are you planning on reprinting any of your already published games at a larger scale and at better margins to sell them worldwide?

(i.e. will there be mass runs of Border Reivers and It's Alive?)
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  • Posted Mon Mar 31, 2008 1:03 pm
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Jackson Pope
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There's been some interest in Border Reivers, and I've a few ideas for second edition rules that could iron out some of the kinks in the limited edition. But no immediate plans.

It's Alive! however is still available in limited edition, so I'll not be making any decision about it until the limited edition sells out. If (when) it does, I'll see how popular it is and think about it then.

Cheers,

Jack
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  • Edited Mon Mar 31, 2008 5:53 pm
  • Posted Mon Mar 31, 2008 5:52 pm
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Ove Hillep
Estonia

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Oh, it looks so GRAND. This lovely mad-scientist theme and my favorite age. I'm very ready to help You get rid of one copy
 
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  • Posted Wed Apr 2, 2008 6:17 am
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Jackson Pope
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Hiya Ove,

Thanks! I've GMed you instructions on how to buy.

Cheers,

Jack
 
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  • Posted Wed Apr 2, 2008 7:38 am
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nestor romeral andres
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So you've made 300 copies of it by hand??? More than 200 hours!!

N.

 
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  • Posted Sun Jun 15, 2008 10:00 pm
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5. Board Game: Quanta Costa? [Average Rating:4.00 Unranked]
Jackson Pope
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The other downside of making the games by hand is the cost. It costs me more than half of the £15 price tag for a copy of It's Alive!, and so it was difficult to sell to shops, several were interested, but I couldn't really afford to sell it cheap enough for them to make a decent cut. A few picked it up, but the exchange rate with the US really hurt me, and I couldn't afford to deal with the US suppliers interested in it. So I've sold most of them at conventions and via my website. Still got some left though.
 
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6. Board Game: Let's Go Shopping [Average Rating:0.00 Unranked]
Jackson Pope
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The more I think about it, the more I need to get my games professionally manufactured, that way I can afford to sell them to distributors and shops, which will increase my visibility enormously. But that means larger runs, higher initial outlay and greater risk. Sounds exciting
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Philip Reed
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Kyle
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I recommend checking China. If you need some suggestions (we work with a few factories that have great prices) just shoot me a message.
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  • Posted Sun Mar 30, 2008 8:24 pm
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Jackson Pope
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Hiya Philip,

I'm not keen to get my games to develop in China, despite the obvious advantages to my bottom line.

My reasoning is: language problems, I've heard of horror stories (the mouldy games being the worst), I don't like the environmental cost of shipping the entire run to the UK before shipping around the world to sell, and I've no guarantees about the working conditions at the factories.

So I'm going to stick with EU manufacturing for now.

Cheers,

Jack
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  • Posted Sun Mar 30, 2008 8:40 pm
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Fraser
Australia
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Yep that was 12 Power Grid maps back to back over two days. Worth doing, but possibly not in such a concentrated burst.
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CaptainJax wrote:
I'm not keen to get my games to develop in China, despite the obvious advantages to my bottom line.

My reasoning is: language problems, I've heard of horror stories (the mouldy games being the worst), I don't like the environmental cost of shipping the entire run to the UK before shipping around the world to sell, and I've no guarantees about the working conditions at the factories.

So I'm going to stick with EU manufacturing for now.

There's an Australian mob, the Doctor Wood Challenge Centre who seemed to have got most of their games published in India. I haven't heard of anyone else using India, but at least two or three of their games that I have looked out were printed in India.

It would avoid the language issues, however the environmental problems are pretty much the same, albeit slightly less from the UK, but still a lot further than around Europe.

 
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  • Posted Mon Mar 31, 2008 8:55 am
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Jackson Pope
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That would solve the language problems as you suggested, but I'd worry about all the other things. I think I'm still sticking with the EU for now.

Cheers,

Jack
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  • Posted Mon Mar 31, 2008 5:54 pm
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7. Board Game: Dream On [Average Rating:3.54 Unranked]
Jackson Pope
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Ever since I started the company I've been dreaming about doing it full-time at some point in the future. It's a pipe-dream, I can't afford to risk it.

But wait! I've been diagnosed with a critical illness Still, the silver lining is a payout, which means it's now a possibility.

That just makes things worse. Now I'm agonising about it. My dream for 18 months is now a possibility, but really, is that wise?

My day job becomes less and less fun, and with this hovering over me it's hard to conjure up any enthusiasm for it. Sod it! I do the sums, and I can afford to try the company out for a year. If it works, I'll have got the company off the ground enough that I can afford to keep going. If not, I'll have wasted some savings. I promptly hand in my notice.
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Jackson Pope
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Thanks Ryan,

So was I! Still, it's not too bad at the moment, so mustn't grumble.

Cheers,

Jack
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  • Posted Sun Mar 30, 2008 1:56 pm
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Mike Jones
United States
Gainesville
Florida
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Good Luck!

Might as well give it a go. Live is too short. If you really think there is a silver lining, then you might want to take it.

 
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  • Posted Sun Mar 30, 2008 2:11 pm
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Jackson Pope
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Hiya Mike,

Exactly. If it doesn't work out, I figure it'll still look good on my CV.

Cheers,

Jack
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  • Posted Sun Mar 30, 2008 3:05 pm
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Jackson Pope
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Now I'm committed, I need to build up a pipeline of games. A request for submissions generates a lot of interest, 11 submissions so far
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Mike Jones
United States
Gainesville
Florida
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I would have thought there would have been a lot more.
 
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  • Posted Sun Mar 30, 2008 2:16 pm
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Jackson Pope
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I was expecting less. Very few people know who I am, so I've got to build up a reputation before the games will come flooding in.

Cheers,

Jack
 
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  • Posted Sun Mar 30, 2008 3:06 pm
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Jackson Pope
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It's around thirty or forty now

Cheers,

Jack
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  • Posted Tue Apr 1, 2008 11:59 pm
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Jackson Pope
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I've chosen my next game, another submission, this one submitted last year by a previously published designer. Unfortunately I can't start publicising it until I've chosen a name. A request for ideas leads to a lot of suggestions.
 
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RanDomino Nickelmaster
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I had an idea! But then they made Road to Legend, which is about the same thing. I suspect that whenever I have an idea, I just have to wait a few years and someone else will do it better.
 
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  • Posted Tue Apr 1, 2008 12:30 am
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Jackson Pope
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RanDomino wrote:
I had an idea! But then they made Road to Legend, which is about the same thing. I suspect that whenever I have an idea, I just have to wait a few years and someone else will do it better.

But those few years could be yours!

Cheers,

Jack
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  • Posted Tue Apr 1, 2008 6:18 am
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10. Board Game: In the Beginning [Average Rating:0.00 Unranked]
Jackson Pope
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My first job is to get some good advice. The small business adviser, my bank manager and contacts at distributors and manufacturers all need to be plumbed for information. I've not been in this business very long, and I've never got a game manufactured for me, or sold through a distributor, time to learn all I can in a short space of time.
 
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Steve Jones
United States

Good luck to you.

I have heard more than once, from people who work full time in the game industry, that the best way to make a small fortune is to start with a large one. That, or get the Settlers of Catan license so you can make money regardless of whatever else you publish.

If you have limited exposure and want to broaden your reach, you may want to try going through a consolidator like Key20 or Impressions (in the US) to represent you to the various distributors. True you're adding an extra "tier" (and the cost that implies) but you are freeing up more time to work on games rather than the "biz" side of the business.

Blue Panther
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  • Posted Sun Mar 30, 2008 4:41 pm
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Jackson Pope
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Hiya Steve,

I'd not heard of either of those - thanks for the heads up.

Cheers,

Jack
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  • Posted Sun Mar 30, 2008 5:09 pm
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11. Board Game: Hexcite [Average Rating:5.56 Unranked]
Jackson Pope
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This is both exciting and terrifying, it's a big step giving up your day job, but my wife, friends and family have all been very supportive. Now I just need to come up with the goods. Wish me luck! Or call me a idiot. I probably need more of the latter.
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David Bohnenberger
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Quote:
Wish me luck! Or call me a idiot
.

Good luck, you idiot!
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  • Posted Sun Mar 30, 2008 12:39 pm
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Mark B.
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Nice read, but I am still a bit confused as to what game(s) you actually have or are planning on making.
 
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  • Posted Sun Mar 30, 2008 12:46 pm
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Jackson Pope
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Dweeb wrote:
Quote:
Wish me luck! Or call me a idiot
.

Good luck, you idiot!

Hiya David,

Well done for covering the bases

Thanks!

Jack
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  • Posted Sun Mar 30, 2008 1:56 pm
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Faithful wrote:
Nice read, but I am still a bit confused as to what game(s) you actually have or are planning on making.

Hiya Mark,

For clarity:
I have made a 100 copy limited edition of Border Reivers, it's currently sold out.
I have made a 300 copy limited edition of It's Alive!, there's currently some left in stock.
I have several games planned for this year, but until I've got names for them I don't want to publicise them too much. The next one is described briefly at the top of this thread: http://www.boardgamegeek.com/thread/303123.

Cheers,

Jack
 
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  • Posted Sun Mar 30, 2008 2:00 pm
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Mike Jones
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CaptainJax wrote:
Faithful wrote:
Nice read, but I am still a bit confused as to what game(s) you actually have or are planning on making.

Hiya Mark,

For clarity:
I have made a 100 copy limited edition of Border Reivers, it's currently sold out.
I have made a 300 copy limited edition of It's Alive!, there's currently some left in stock.
I have several games planned for this year, but until I've got names for them I don't want to publicise them too much. The next one is described briefly at the top of this thread: http://www.boardgamegeek.com/thread/303123.

Cheers,

Jack


What happened to that 'York 400 AD' game?
 
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  • Edited Sun Mar 30, 2008 2:18 pm
  • Posted Sun Mar 30, 2008 2:18 pm
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Jackson Pope
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Guantanamo wrote:

What happened to that 'York 400 AD' game?

Hiya Mike,

I've delayed it. I got some negative feedback that made me think it's still not quite ready. So I'm going do some more work on it before I release it.

Cheers,

Jack
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  • Posted Sun Mar 30, 2008 3:08 pm
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Melissa
Australia
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Best wishes to you all for 2011. xxx
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Congratulations! And good luck.
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  • Posted Sun Mar 30, 2008 1:00 pm
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Bruno Valerio
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Best of luck to you!

We really need more people dedicated to just making better and better boardgames. Well done.
 
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  • Posted Thu Apr 3, 2008 9:32 am
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Jim Marshall
United Kingdom
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Hi Jack

I'm impressed by your decision - takes balls to deviate from the 9-5 path the majority of us follow!

I've also heard about your illness, which if I've heard right is one that I've had experience of in my family.

Good luck on both counts!

Regards,

Jim
 
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  • Posted Thu Apr 3, 2008 11:41 am
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Have a Logical Day
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Corunna
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Very interesting story! I am not one to tell you what to do, but if it were me - I'd go for it full force and believe that it will work with all my heart.

Recommended DVD's to watch which may help your state of mind on the whole affair (business and health):

What the Bleep Do We Know?
The Secret

I've read the reviews of Border Reivers and It's Alive and I REALLY want a copy of Border Reivers! I don't think I could get my wife to play It's Alive just because it seems too macabre for her sensitivities.gulp
But you should seriously think about putting BR back into print!

Keep us posted,
Greg
 
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  • Posted Thu Apr 3, 2008 5:34 pm
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Stasey Norstrom
United States

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Hi there! I stumbled across your name a while back, reading through some post or other. From there, I found your Border Reivers game and was instantly intrigued. I was sad to find that you are across The Pond and, shipping what it is, made it quite difficult to obtain a copy of the game.

That being said, I began keeping an eye on your activity, both on BGG and on your webiste, curious to see how things progressed for you. I always enjoy seeing small and indy ventures succeed and grow (until, of course, they become MegaGloboCorps, and then must be stopped).

I commend you on your new enterprise. Curious to know though: had you not found out about your illness, would have still quit yer job, or at least taken a 'slower' approach to it? Fear of the unknown and a fear of failure can both be crippling emotions; to overcome both of them requires great strength and it's great to see that strength within you.

I, too, am taking the s-l-o-w approach to game design (having a family, job, and schoolwork can hinder free geek time), but I have a vision and the commitment to see that through, no matter how long it takes!

Cheers to you, sir!

-Stasey N.
www.daedalusgames.com
 
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  • Posted Thu Apr 3, 2008 10:10 pm
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