If you’re listening to this podcast, there’s a good chance you know someone personally who has launched a Kickstarter campaign. Did you feel obligated to back it? We try to break down this social etiquette around the subject in this episode.
Today we attempt to define what a reference card is, which isn’t as easy as you may think, and then we pull them apart and figure out which games need them and how to design them clearly. Then we end with a Top 5 list of tips to make your reference card better. Here are some questions and topics we discuss:
Which games do we wish had them that do not?
Which games have them but don’t need them?
Do we need one for each player?
The psychological effect of having a reference card.
Can a game be too simple to have a reference card?
The cost of a reference card.
Top 5 Tips for Designing a Reference Card:
#5) No Walls of Text
#4) Use 1 Double-Sided Reference Card
#3) White Space is Your Friend
#2) Make Them Visually Distinct
#1) Use Symbols
Today we discuss licensed games and the specific challenges associated with making a game from them. If you are granted the rights to make a card game based in the Star Wars universe, how do you make a game around it? Or should you make the game first and try to acquire the license later? Here are some questions we answer:
Should I design a game for a license?
How much does it cost to get an intellectual property?
Do you pay up-front or are there royalties or both?
What does the schedule/deadlines look like?
What impact does this have on your cash flow?
How do you learn enough about the chosen universe?
What kind of help can you expect from the licensor?
Can you add to the universe?
Are there any conventions that you should go to related to licensing?