نویسنده: BinaAli

  • Farms Race taken off of Kickstarter due to IP dispute with Stonemier Games — Pine Island Games



    You can read Jamie Stegmaier’s take in the comments section here.

    The First Amendment & Terms of Service

    Medium Brow contends that their use is clearly parody and so protected under the first amendment. While generally speaking parody products are protected there are a few wrinkles (from my non-lawyer perspective to Medium Brow’s argument.

    Here is some good reading where I am pulling the following opinions from Lott Fischer – a law firm specializing in intellectual property law.

    the creator of the derivative work, the parody, must take only so much of the original work as necessary to bring to mind the original host work…

    Medium Brow used actual icons from Wingspan (which are copyright protected), rather than using original and reminiscent iconography without directly copying Stonemaier’s card symbols.

    Humor at the expense of the trademark owner, that assaults the wholesome image of a product has, in most cases, been unsuccessful in court.

    I’m not sure how strong an argument this is, but Wingspan has a wholesome family (non-dystopian) image. Medium Brow’s representation clearly deviates from that image.

    One of the most significant changes to federal dilution law was the TDRA’s creation of an express exemption for parodies. Before the TDRA, parodies were protected by the FTDA’s “non-commercial use” defense, a catchall exclusion which courts interpreted to include a broad range of uses of another’s mark, “from negative commentary on a personal website, to use of trademarks in political campaigns, to parody and artistic expression.”

    Parody defenses are stronger when they are not for commercial use. Clearly a for profit Kickstarter doesn’t have this same protection.

    While interesting from a first amendment perspective, none of this actually matters. Stonemaier isn’t suing Medium Brow for trademark infringement, they simply reported Medium Brow to Kickstarter for a violation of their terms of use.  

    You won’t submit stuff you don’t hold the copyright for (unless you have permission). Your Content will not contain third-party copyrighted material, or material that is subject to other third-party proprietary rights, unless you have permission from the rightful owner of the material, or you are otherwise legally entitled to post the material (and to grant Kickstarter all the license rights outlined here).

    Even if the parody pack of cards would hold up in a first amendment lawsuit, Medium Brow clearly doesn’t own the copyright to at the very least Stonemaier’s card iconography – and therefore runs afoul of Kickstarter’s user rules.

    Thoughts from an Indie Publisher

    We’re too small for anyone to want to steal our IP for parody purposes, but this is my blog, so I have thoughts.

    1. Owners of intellectual property 100% need to protect their IP. This isn’t a matter of Stonemaier stepping on a smaller creator, but failing to protect your IP can weaken your claim on it – or you can even lose your IP protections entirely. For a property like Wingspan this would be an absolute disaster.

    2. This is probably a net positive for Medium Brow and Farms Race. While getting a successful (on track to be six-figure) Kickstarter pulled 3-days into the campaign sucks, my gut is that this will settle out to be a net positive for Medium Brow and Farms Race. They still have all their initial marketing contact lists (I assume), possibly their Kickstarter backer list, and they’ve gotten a fair bit of publicity out of the conflict.

     

    What are your thoughts – should Medium Brow have made their parody packs in the first place, and should they be allowed to publish them as part of their campaign?





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  • Exactly how does casting another players spells work? (Aeon’s End)


    There are a couple of ways in which Player 1 can end up with the option to cast spells prepped by Player 2.

    At the start of the game this is very simple – P1 casts a spark that P2 prepped, and deals 1 dmg. Great.

    But as the game progresses this gets more and more complex, and it doesn’t really specify exactly how this works?

    Things like:

    • Which Breach is being used? Do you get Breach 3/4 bonuses?
    • If the spell text refers to "you" then who does it refer to P1 or P2?
    • If the spell lets the player discard/destroy, then is it the owner or the active player?
    • If another spell/card cared whether "you had cast a spell" … then who cast that spell?
    • Where does the spell go after casting?



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  • The Four Stages of Board Game Prototyping — Pine Island Games

    The Four Stages of Board Game Prototyping — Pine Island Games



    Initially, you’ll mostly use free or stock art in this stage, and although different implementations both prettier physical prototypes along with digital prototypes (I prefer Tabletop Simulator) will allow you to playtest more broadly with other gamers and designers.

    This stage of prototype can cover a long period and involves most of the playtesting polishing your game system and mechanisms. This is when you’ll balance your game, make sure the complexity is right, trim the fat, and learn how to onboard players to a smooth experience.

    Stage 3: Custom Components

    The third stage of prototyping involves sourcing custom components for your game. For many designers this is  the final stage before a crowdfunding event and includes assembling review copies. That said, we skipped this stage of prototyping on our most recent project (Sigil), and I expect us to skip this stage altogether going forward.

    Since we know we are making manufacture prototypes for reviewers (see Stage 4), it’s more economical for us to source our custom components directly from our manufacturer.

    There are a lot of great options for sourcing custom components including print on demand solutions if your goal is to have a modest print run and are willing to accept the high per unit cost.

    Some that I’ve used in the past and have had a good experience with are:

    Keep in mind that there are some limitations to sourcing custom components – for instance, I found it extremely difficult to source custom wooden meeples in the US.

    Stage 4: Manufacturer Prototype

    More indie designers should be taking advantage of this option for prototyping. Once your print files are done, you can send them to your manufacturer (see How to Find a Manufacturer) and commission them to print some copies offline (they won’t shut down a full inline printing press).

    You can have copies of your game made to your actual specifications – with all of your custom components, and all of the finishes you can expect in your final production run.





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  • Is reading the back of the main villain cheating?


    I was learning Star Wars The Clone Wars Board Game | A Pandemic System, and while setting up, I ended up reading the back side of the villain card just to understand the mechanics of the game. Is the back side supposed to be hidden information or just another phase of the game?



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  • Bazaar Diaries – Froggy Bazaar – Pt 1

    Bazaar Diaries – Froggy Bazaar – Pt 1



    I think an approach that is more useful to most designers is to get pen to paper as soon as possible and start playing, and tweaking, and iterating.

    Either way, eventually I get my components out in front of me and I get to ask myself the most important question: is it fun?

    And, if you haven’t realized it by the fact that I am writing an entire series on publishing this game, Froggy Bazaar is fun, it is a lot of fun.

    It also works, right out of the bat the gameplay was smooth. There is still a lot of work to do, but I’m already confident that we have something on our hands that people like (although we’ll eventually need blind playtesting to really solidify that assumption).

    Quick Overview

    Within the next few weeks I’ll have a Tabletop Simulator version of Froggy Bazaar up for general playtesting, but for now I think it’s worth giving a brief overview of what this game is mechanically.

    Froggy Bazaar is a tableau building and movement game, where you play a frog hopping from lily pad to lily pad collecting bugs (dice) to add to your rucksack. End of game scoring is based on secret and public bugjectives based on the pattern of dice (numbers and color) in your rucksack.

    On a player’s turn they have three optional actions

    1. Hop to an adjacent lily pad – collect the die on the tile to add to the top row of your tableau. Then replace the die with a random die from the bag.

    2. BIG hop – re-roll all dice on the top row of your tableau and re-distribute them (get one bonus froggy buck).

    3. Go to market – trade dice the top row of your tableau with the communal market.

    The game ends at the end of the round when a player fills their rucksack (12 slots). Whoever has the most points wins.

    Early Playtesting

    In early playtesting with my closest circle, I’ve answered two of the most important questions about Froggy Bazaar – 1. is it fun? and 2. does it work?

    I am in the process of making a basic Tabletop Simulator version so that I can test the game with a broader group of people – like our Pine Island community, and a broader group of friends and colleagues.





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  • Who, if anyone, opens 1NT strong (15-17) in first and second positions and weak (12-14) in late position?


    As dealer, I would be afraid to open 1NT with 12-14 for fear that one of my two opponents might clobber me with a strong (15-17) 1NT hand.

    If all pass to me in later positions, at least one of my opponents does not have an opening hand, and in fourth position neither has such. With a balanced 13 in last position, I figure that the other three hands each have 7-11 points, and even if partner has the weakest of the three remaining hands, we’re no worse off than even (13+7=20).

    If I had a good five card major, I’d open one of the major. But suppose by distribution is 2-3-4-4, that is skewed to the minors. A bid of a minor would invite opposing overcalls in the majors, while 1NT forces the next bid to come at the 2 level.

    Does anyone (of note in the bridge world) bid a weak 1Nt in late position and a strong 1NT in early position?



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  • Introducing… The Treehouse Blog + Podcast! — The Treehouse

    Introducing… The Treehouse Blog + Podcast! — The Treehouse



    Here at The Treehouse we’re lucky enough to have staff who enjoy what they do. Our front-of-house team all share a love for games and a desire to share this with the world, not to mention a massive amount of expert knowledge on the subject, which is only building and developing as time goes on. 

    As we approach our first birthday, some of our staff have decided that recommending and teaching games to customers in the cafe just isn’t enough of an outlet for their enthusiasm. So, they’ve decided to create both a brand new blog and a Treehouse podcast to share their thoughts on all things games-related with the world.

    Introducing Patrick Lickman and Matt Turner, the instigators behind what you’re about to read/ hear. They’ll no doubt be familiar to many of you who’ve visited the cafe, as they’ve been with us from the start and are here rather a lot! Patrick is the main author behind the blog, while they’re very much co-conspirators on the podcast.

    If you find the results suspiciously professional for a first-time effort, that’s because Matt is something of a podcast veteran, with 185+ episodes of his excellent Life’s a Pitch podcast already under his belt. The Treehouse podcast will also be featuring other members of our team, starting with lovely games guru Jenny episode one. 

    We hope you enjoy their efforts! If you like what you hear, please subscribe wherever you get your podcasts. If you have any feedback for us on the content, we’d love to hear from you via Facebook or Twitter, or by email at contact@treehousesheffield.com.

    Happy reading and listening!

    The Treehouse xx



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  • Parks Second Edition Review – One Board Family

    Parks Second Edition Review – One Board Family


    Parks was a monumental hit for Keymaster Games when it was released in 2019. We backed the original printing while on Kickstarter and it quickly became a game night staple. Parks is still one of my wife’s favorite games of all time.

    The second edition of Parks was released this Spring and this box contains more than a minor facelift for this modern classic. In this review, I’ll cover some of the changes to the game and hopefully help you decide if this new edition should hike its way into your collection.

    Parks 2nd Edition - hikers

    A Hike in the Woods

    Throughout a game of Parks, players are hiking trails, collecting tokens that can be turned in to experience National Parks that roll out during the game. There are gear cards that help you along the way. Players can take photos that are worth victory points at the end of the game. In the original game, you would hike the trail a total of four times, with each trail being slightly longer than the last.

    In Parks Second Edition, you can tell that time and experience has led to a tighter and more refined game. First off, the rulebook has been tweaked, refined and structured in a way that is easy to digest. Instead of taking four hikes on trails that grow throughout the game, players now hike three times on a trail that has a set number of spaces. The overall playtime doesn’t seem to be impacted and we never felt like we were missing out on the fourth hike of the game.

    Parks 2nd Edition - seasons

    The trail is now built into the central board and the perks at each trail site are tied to tokens that are distributed before each round. You still get the variability, it just happens differently. Players are still given two hikers to walk the trail, with the ability to extinguish their campfire if you want to share a space with another hiker. Landing on a trail site lets you take the action on the token and collect any weather tokens that are available from the trails setup at the start of the round.

    As you reach the trail’s end, you’ll get to determine what final action your hiker takes and gain a bonus if you’re the first to take that action. Once there is only a single player left on the trail, they proceed to the trail’s end to take their final action(s).

    Parks 2nd Edition - park cards

    New Additions

    In the six years since Parks original release, we’ve seen two different expansions that add new mechanics and depth to the game. Inside this second edition is a good chunk of the content from those two expansion. Some of the cards from the Wildlife expansion is present in the game as well as the camping mechanic from the Nightfall expansion. Keymaster Games has also included a specialty die that was part of the Trails game published in 2021.

    Not every element from these expansions came over and I think this is a good thing. It feels like the best parts from each of these properties made the final cut. The Camping Mode is something that you can add into your game or leave out entirely. Your choice.

    Parks 2nd Edition - camping expansion

    When your hiker lands on a trail site with a tent token, you can take the normal resources on the site or utilize the tent to take the resources on any open Campsite. Adding in this bonus content and rebalancing the game feels really good.

    Players will notice a new Passions card in this new edition of the game. This replaces the goal cards from the previous edition and is given to players at the start of the game. Completing a Passions card allows the player to earn a gear effect or earn an end game bonus.

    Parks 2nd Edition - player board

    The Upgrades

    Let’s talk about some of the upgrades that Parks Second Edition brings. First off, I really love the player boards that come with this new edition. These boards show a backpack representing the number of tokens you can carry along with your canteen on the left side of the board. Visually, these are excellent and the canteen mechanic has been revamped.

    When gaining a canteen, players now add a token from the central board onto their player board. When you add water to your canteen, you can trigger the tokens in that row, earning those bonuses. This gives players more control and agency as they plan for future rounds. Each canteen has three rows, allowing for three different combinations of tokens that can be paired up.

    The camera from the original Parks has been replaced with the Shutterbug token. This token gives the player holding it the ability to take a second photo each time they are given this opportunity.

    Parks 2nd Edition - cards

    Probably the most divisive change in this new edition has to be the art and illustrations on each of the sixty-three parks cards. The original game was built off of the Fifty-Nine Parks series. This series of art prints brought together some incredible artists that has raised more than $225,000 for National Parks since 2016. This artwork is beautiful, inspiring, and at times, inconsistent.

    This artwork was part of a licensing deal that made Parks stand out within our hobby. While I loved the original art direction, I think that the artwork from Josh Emrich and Lisk Feng is stunning. As a package, the artwork and design works together so well. Each National Park card feels unique but there is a cohesiveness that wasn’t their in the original game.

    Parks 2nd Edition - components

    Art is so subjective and every person will have an opinion on which version they prefer. I personally feel that this game is more consistent throughout because of the focused work of the two illustrators who worked on Parks Second Edition.

    Final Thoughts

    As a fan of the original Parks, this is an easy game to suggest for nature loving board gamers. I think the changes inside this box make sense as Keymaster Games moves away from licensing agreements that could challenge future printings and expansions of the Parks game line.

    Parks 2nd Edition - board

    Parks Second Edition is a streamlined, well built, and cohesive game that improves on the original. The MSRP of $50 to $59 for this new edition may feel like a lot for a person who owns the original. The first edition of Parks is not broken and is still a fantastic game. More than anything, this new edition feels like an upgrade that is preparing for more Parks content in the future. That’s something I’m excited about.

    Parks Second Edition is available now at your local game store, on the Keymaster Games webstore, or at your local Barnes & Noble.

    Highs

    • Gameplay feels streamlined, refined, and cohesive
    • Player boards and new canteen mechanics are excellent
    • Minimal setup for the trail between rounds
    • Entire package is top of the line and beautiful

    Lows

    • Art is subjective and some won’t like the change

    Complexity

    2 out of 5

    Time Commitment

    2.5 out of 5

    Replayability

    3.5 out of 5



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  • The Treehouse Podcast for September 2018

    The Treehouse Podcast for September 2018


    After an emergency call from the leaders of the world, the team discuss the adorable area control game Bunny Kingdom, give some tips on teaching games to the uninitiated, and guest game guru Jenny Garner brings in Patchwork.

    The Treehouse

    Bunny Kingdom on BoardGameGeek

    Patchwork on BoardGameGeek



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  • In Seven Wonders, can I build multiple Halicarnassus B stages in the same age, and thus play multiple discarded cards in the end of the same age?


    This came up last game I played. I purposely built Halicarnassus stages 2 and 3 both in age 3 with the expectation that I would be able to then play two cards from the discard at the end of age 3. Is that allowed?

    Here’s the rulebook entry for Halicarnassus side b – doesn’t seem to restrict using two stage powers the same age?

    The Mausoleum of Halicarnassus

    • the first stage is worth 2 victory points and the player can look at
      all of the cards discarded since the beginning of the game and build
      one for free.
    • the second stage is worth 1 victory point and the player can look at
      all of the cards discarded since the beginning of the game and build
      one for free.
    • when they build the third stage, the player can look at all of the cards
      discarded since the beginning of the game and build one for free.
      Clarification : this special action is taken at the end of the turn in which the
      stage is built. If players discard cards on that turn (for example, during the
      6th turn of an age), the player can also choose from among those cards.



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