April 20, 2015
It’s been over a year since we made Specimen available in print-n-play form. Since then we’ve continued to work and improve it. Right now we’re working on an expansion for Specimen as well as a brand new companion game involving the rescue mission sent from DeLeo-Kaga.
In order to do these things, we needed to find out what happened to our Ship, Crew and Specimen in universe.
Now, we could have just made it up, cause we’re clever about stuff like that. But instead, we decided to play the game and have the results be what happened. So, we decided to run a special Specimen tournament, with the final game being used to determine the history. In honor of the NCAA men and women’s basketball tournament, we’re calling it Specimadness.
First, we got in touch with seven really good Specimen players (cause there are seven crew members in the game – get it?) and asked if they were interested.
Once they were all on board, we put together this nifty bracket and started scheduling the games.
It should be a lot of fun. We’ll be posting AARs of the games, so stay tuned faithful readers!
January 11, 2015
Back in December of 2014, I was lucky enough to be a finalist in Wildclaw Theatre’s Deathscribe 2014 festival. Here is a review of the night’s activities that we found on line. These guys do a really good job of reviewing all five stories as well as saying who they would have selected as the winner and why. They also have some really nice things to say about my story, which is a plus!
Check it out at:
December 17, 2014
Check this out! I’ve only seen three of them. Guess I’ve got some film watching to do!
How many of them have you guys seen?
November 18, 2014
I’m humbled and honored to have my script selected as one of the five finalists for Deathscribe 2014. It’s going to be an awesome night. If you’re going to be in Chicago on December 1st, and are looking for some spooky fun, please check it out!
PLEASE STAND BY
written by Steve Baldwin
directed by Kevin Theis
THE WOLF AT THE DOOR
written by 2011 Bloody Axe winner Jessica Wright Buha
directed by Anderson Lawfer
written by Kevin Alves
directed by Shade Murray
DOWN BY THE LAKE
written by Ignacio Zulueta
directed by Mary Rose O’Connor
written by Christopher M. Walsh
directed by Sara Sevigny
If you go, stop on by and say howdy!
September 6, 2012
“Well, we’re on our way.” – FDR upon learning that American troops had set sail for the invasion of North Africa
So here we are. After months of feverish activity, lots of late nights, and gallons of leaded coffee, our Kickstarter campaign for Specimen is now up and running. I would like to say that I’m relieved, but that just ain’t true. To paraphrase the tag line for Specimen, “When the Kickstarter starts, the terror begins.”
At least I had some semblance of control while we were preparing everything. Now, it’s up to you guys. Oh sure, Joe and I will be furiously tweeting, blogging, and posting on Facebook, basically doing everything we can to get people interested. But really, a board game like Specimen will either appeal to you or it won’t.
So, now begins 30 days of prodding, poking, and cajoling to everyone and anyone I can find to support this project.
That being said, visit www.kickstarter.com/projects/toxicbag/specimen-board-game to donate to the kickstarter.
Please, take a minute to check out the rewards we have for pledging at different levels. And if you think the project is as cool as we think it is, please consider pledging a few bucks. You can be part of the Specimen Community and help send this great, fun game out into the world!
Every little bit helps, and Joe and I will be very grateful.
Finally, I can’t express enough how proud I am of all the hard work and contributions I’ve gotten from everyone involved with Specimen. You guys listened to the crazy ramblings of wide eyed, obviously mentally impaired or over-medicated bald guy and somehow turned them into a really cool, slick looking game. And for that, I will be eternally grateful, whatever Specimen’s end.
YOU GUYS ROCK!
And so far in the first day, we’ve raised over one thousand dollars!
Well, we’re on our way!
Now, if we can just raise a million bucks…
‘Course, what do I know?
August 28, 2012
This past Saturday I had the pleasure (read ‘sheer terror’) to have my first board game design, “Specimen”, put through a blind playtest. What exactly is a blind playtest, you ask? A blind playtest is where the players play the game using just the rule book. There is no instruction from an experienced player. This type of playtest is actually a critical step on the path to releasing the game. Since I’m not planning on sending myself along with every copy of the game to teach people how to play, making sure that the rules are complete and make sense with minimal confusion is a really good idea. I should point out that I have never written an instruction manual before this, so while everything in it makes sense to me, to others, probably not so much.
Thanks to Eric Van Tassel (“Specimen’s” plucky Science Officer Franklin), we had two very experienced gamers arrive at Stately Cullom Manor at 11:30 AM. After brief introductions and a tour of my fanboy abode, I sat Alex Hunt and Jonathon Hagedorn down at the table with the board, several piles of counters, cards, dice and two copies of the rules and let them have at it. The three of us agreed that I wouldn’t tell them anything and they wouldn’t ask me any questions unless they were completely flummoxed.
Here is where the ‘pleasure’ began in earnest (mostly in my living room, but definitely earnest too). Alex and Jonathon began by reading the rule book cover to cover. Both were armed with post-it notes and pens and very quickly (Like page freaking one!) they began to make notes. It’s quite an experience to watch something you’ve spent basically the last three years of your life working on being picked apart and being powerless to intervene. It’s all for the greater good (the greater good), I kept telling myself. The game will only get better with this. So I sucked it up and went with it. I decided to try and distract myself from the vivisection going on at the table by watching the blu-ray of “The Thing” (the new version, not the Carpenter one.)
By the time the film came to its happy, upbeat conclusion, Jonathon and Alex were well into actually playing the game. Now I got the pleasure of hearing little snippets of their conversation as they confer on game play and rules. “I believe that attempting to damage the ship costs 2 action points, right?” and things like that. Of course, it seems to me that the only bits of the conversation that I can make out clearly are ones that indicate that my rule-writing skills hover somewhere between ‘awful’ and ‘second grader.’ I’m fairly certain that not once did I catch the phrase “This is brilliant. Whoever wrote it is clearly a genius and should be standing in some sort of sun-god robes on a pyramid with a thousand naked women screaming and throwing little pickles at him” (Why am I the only one who has that dream?).
As this torture rolled on, I became convinced that at any moment the guys were going to announce that the rules are a mess, the game is a failure and my sense of home decor is questionable at best.
Fortunately the whole affair ends quite well. They both enjoyed the game. The rules as I wrote them are serviceable. Jonathon and Alex both put forth a lot of good suggestions for improvement and a few GREAT ones. Several sections can be combined. Several should be expanded. And several new ones should be added.
So, I think that we’ve passed that step. Or at least, didn’t trip and break our freaking necks on it. I’m now in the process of implementing their suggestions, and hope to have a new draft of the rules soon.
After that, I guess I’ll take a serious look at my home decor…
‘Course, what do I know?
July 23, 2012
For the past few months we’ve been working feverishly to enhance the look of our new game, Specimen. Armed with gigabytes of new images from our photo shoot, we’re updating the graphics and design of every aspect of the game. Recently I’ve taken on the challenge of redoing the Attribute cards. Out of all the materials of our prototype, the Attribute cards were in the most dire need of a re-boot. Plain and un-imaginative, these cards were whipped out to be purely functional.
The original prototype version of an Attribute card
Since our specimen is part of Doctor Viktor’s research, it made sense to me that the attributes would be his findings. So I designed a display screen that has all the pertinent game info but also included some other cool window dressing as well.
First draft of the new look attribute card
I think that this new look is a step in the right direction.
What do you think?
October 15, 2011
Result: Minor Crew Victory
15 Space Monster Victories
7 Crew Victories
Play Tester Game Playing Level: High
Note – Italics indicate that a card was played as an event.
As Turn 1 began, the Space Monster moved to Cargo Hold One and successfully damaged it. The Captain moved to the Computer Room and Science Officer Cinder moved to the Infirmary. Cinder then discovered that the monster had a chameleon ability (One of the Monster Attributes). The Monster then emitted an EMP (another Monster attribute) which shut down all of the lights, monitors and the ship’s computer for the rest of the turn. Alarmed by this, the Crew decided to attempt to fix the ship and began moving to the damaged sections. The monster appeared in Corridor Two and attacked Second Officer Palance. Palance wounded the monster on the first combat roll, but was killed when the monster emitted a sonic screech (the third and final attribute of this monster). Both player decks would expand to 40 cards during the end phase.
Turn 2 started with the Crew arming themselves with guns. Next, they discovered that the Monster was using the vents to move around the ship. They quickly decided to hunt down and kill the monster immediately. The Monster avoided detection and managed to heal its wound. The Crew finally located the monster and attacked. During the melee, Britt was wounded and the Monster managed to get away.
At the beginning of turn 3, Navigator Hamm and Executive Officer Abel moved to the Bridge and began plotting the ship’s exact position. This would take the entire turn. The rest of the Crew headed towards the damaged sections. The Monster now attempted to evolve, but was unsuccessful. Cinder and SISTER turned up something useful to use against the Monster, resulting in the Monster losing a card from next turn’s hand. The Engine room suddenly lost pressure, making it uninhabitable for the rest of the turn. The Crew finished out the turn by quickly constructing a couple of electrical prods to combat the monster.
Turn 4 began with a bang as the cargo in both holds exploded. The Crew headed to the damaged sections to attempt repairs. Just then, the Captain and Science Officer Cinder moved to the Infirmary to look at something interesting. They would be forced to spend the rest of the turn there. The rest of the crew reached the damaged areas and managed to repair the damage in Cargo Hold One. New damage was detected in the Crew Mess. The Crew responded by splitting up again. The Monster appeared in the Cargo Hold Two and wounded Chief Engineer Milton before he was able to escape. The Monster again emitted an EMP, shutting down the ship’s system’s for the turn. During the End Phase, the Monster evolved to Stage One.
Turn 5 started with the Monster quickly evolving to Stage Two. To negate the monster’s sonic screech attack, three of the surviving Crew members put on EVA suits. New damage was detected in Corridor One. The Crew decided that in order to better fight the monster they would split into two teams. But this idea was immediately negated when they started bickering and fighting and not trusting each other. New damage was detected in the Escape Pod. The Crew was able to repair the damage in Corridor One.
At the beginning of Turn 6, the Crew moved to the Bridge and held a burial in Space for Palance. This forced the Crew player to randomly discard a card from his hand. The monster became distracted by the lights on a control panel and had to randomly discard a card. The Captain came up with a plan to deal with the situation and the Crew went into action. The Captain then attempted to activate the SISTER computer to gain an extra card for next turn’s hand. But SISTER was unable to elaborate. The monster attacked and killed Science Officer Cinder in the Crew mess.
Turn 7 began with the five surviving Crew members suddenly developing suspended animation sickness, resulting in all of their Crew cards being flipped to the wounded side for this turn. First aid was applied to Milton and Britt, so they would be back to full strength once the animation sickness wore off at the end of turn. The monster attempted to damage the ship while the Crew succeeded in repairing the damage in Cargo Hold Two. Knowing that the monster was going to become more powerful as the game progressed, the Crew constructed two incinerators to help fight it.
In Turn 8, machines repaired the damage in the Escape Pod. But just as that was taken care of, new damage was detected on the Bridge. The Crew spent the rest of the turn attempting to repair the damage, and one of the incinerators ran out of fuel and was removed from play. The Monster evolved to Stage Three at the end of turn.
Turn 9 began with Milton and Britt refusing to work unless they got some more money. The Captain went into the vents to try to force the monster out of the ship. His attempt failed, and he was killed at the third junction. Hamm was told to go take care of something by herself in Corridor One. The Monster appeared out of the shadows there and killed the hapless navigator. Now only three crew members were left alive.
Turn 10 started with Milton and Britt again refusing to work. Machines repaired the damage to the Bridge. The Monster attacked again and killed Engineer Milton. The two survivors, Abel and Britt, quickly moved to the Bridge to plot their next move.
Turn 11 began with action as the Monster managed to get into the Bridge undetected and kill Britt in the ensuing battle. Abel, armed with both pistols, managed to inflict three wounds and drive off the monster. But the respite was only temporary as the Monster again attacked. Abel’s aim was true, and he killed the Monster. The game had ended in a Minor Crew Victory.
Another exciting game, this one ending with the Crew winning! We got to see the Sonic Screech and the EMP attributes used together. They could be a deadly combination. The EMP will have to be tweaked. One suggestion by the players was to have a recharge roll during the end phase to see if the EMP is available again after it has been fired. I like that idea, and will put it into play for the next batch of playtesting. I was glad to see the Crew win a game, but they still need help to give them more of a shot!
October 1, 2011
Result: Major Space Monster Victory
15 Space Monster Victories
6 Crew Victories
Play Tester Game Playing Level: High
Note – Italics indicate that a card was played as an event.
Turn 1 saw the engineers, Milton and Britt, complaining about their contract and refusing to work, while the rest of the Crew moved to normal duty stations. The Monster unsuccessfully attempted to evolve and the Crew decided to build the motion trackers. The monster moved about the ship and unsuccessfully attempted to damage it. The end of the turn saw machines repair the damaged cargo hold.
Turn 2 had new damage detected in Corridor One. Both engineers moved to the damaged section, but were unable to repair it. The rest of the Crew built the high-strength nets.
At the beginning of turn 3, the Monster damaged the now-vacant Engine Room, and Cinder discovered that the Monster was going to be harder to kill (One of the Monster Attributes). The Crew then constructed the electrical prods; Britt was told to go to corridor one to take care of something. All by himself, Britt was attacked and killed by the monster. While the rest of the Crew attempted to find it, the Monster again tried to evolve, but failed. The end of this turn would see the player decks expand to 40 cards.
Turn 4 began with the Crew learning that the Monster was strong and smart and out to kill them. This resulted in the Monster drawing an extra card for its next hand. Realizing this, the Crew decided to construct 2 incinerators. Both Cargo Holds suddenly exploded, causing light damage in each. Machines quickly repaired one of the holds. The Monster appeared in the Crew Mess and although it received a wound, it killed Navigator Hamm. The Captain came up with a plan and the Crew attempted to find the monster. The Monster evolved to Stage One at the end of the turn.
Turn 5 had the Crew arguing amongst themselves, costing them a card for next turn’s hand. Cinder and SISTER then turned up something useful to use against the Monster, resulting in the Monster losing a card from next turn’s hand. Smith, the ship’s cat, got loose, making it more difficult for the Crew to track the Monster. The rest of the turn saw the Crew trying to repair the damaged sections and the Monster healing its wound.
Turn 6 saw the Captain activate SISTER and ask for advice, gaining an extra die in combat. The lights on C deck suddenly went out, making it much harder for the Crew to search.
Turn 7 began with the Crew discovering that the Monster was using the vents to move around the ship more quickly. New Damage was detected in the Engine Room, but was quickly repaired by machine. Engineer Milton was attacked by the Space Monster in Corridor Two. When the rest of the Crew got there…he was gone. The rest of the Crew spent the rest of the turn trying to fix the damaged sections.
Turn 8 had the Monster appear out of the shadows and attack the Crew. Although wounded twice, it succeeded in killing the Captain and Executive Officer Abel, the latter by emitting a sonic screech (one of the Monster Attributes). To protect themselves from this new deadly attack, the rest of the Crew donned EVA suits. The Monster evolved to Stage Two at the end of turn.
Turn 9 began with the Monster quickly evolving to Stage Three. The surviving Crew members quickly assembled on the Bridge and decided that they were gonna kill the Monster, rather than attempt to abandon the ship. The Airlock depressurized, making it inaccessible for the turn. The highly evolved Monster attacked and killed Cinder on the bridge. This left Palance alone to fight the Monster.
Turn 10 saw Palance decide to make a last stand in the Computer room. She activated SISTER and would receive an extra card for the next turn…assuming there would be one. The Monster didn’t attack and instead attempted to damage the ship.
Turn 11 had the Monster attack Palance in the Computer Room. In the first two rounds of Combat, Palance succeeded in wounding the Monster. With only one wound left, the Monster attacked again and succeeded. With her dying breath, Palance fired a harpoon gun. If it hit (by rolling a 1), the Monster would be killed, resulting in a draw. But the die came up with a 4. Palance was dead, and the Monster had won the game.
Another exciting game; this one ending with both players having a chance to win the game. We got to see the Sonic Screech attribute used successfully. The Search mechanic is still not working right. I’m also thinking that the bowels of the ship area – a safe haven for the Monster – will have to be adjusted as well. The Crew player needs something to even the odds. But again, the overall experience was positive!