How we work

A game created…

… it’s a long way from the first idea for a game to the first prototype to the finished product which can be purchased by you as a customer in a shop. Many different decisions must be made in order to be able to give you a high quality and challenging product at the end of the day.
At this point we would like to initiate you into the secrets of game creation and raise the curtain on the world of game-makers … .

1. The Prototype …

so where is the prototype? We have before us approximately 300 prototypes and ideas from very promising authors. Each one must be reviewed and of course, as far as possible, extensively played and tested.
But how does one make the right choice among all these good ideas?
We face this question before we begin to produce any new game. And as always we mostly have a long and intensive phase of testing ahead of us. (We take this opportunity to thank all the game-testers and playing groups that took on so much work during this phase and give us such great support.)

Wait a minute, what’s that. A small box stands out among the crowd. What does it say on the top; “Guild Master” by Wolfgang Panning. A-ha. Is that “the game”? We begin to read the first rules, not always easy and immediately understandable, sounds very interesting though. After some initial difficulties we’ve quickly played a few rounds. We decide to pass “the game” to our test groups for more extensive testing. So the first hurdle has been taken, phew, made it!
Jetzt drücken wir die Daumen, dass das Spiel nicht nur uns gefällt.

2. Finding ideas …

… after a long test phase we finally have a result. “The game” is to be added to our range. There’ll be some minor changes, but it will be given a fair chance to survive in the market.
But we’re not quite ready to launch production just yet. The intensive time of testing has passed, but “the game” still has one or two hurdles to jump before it is finally released.
Do the individual components of the game really fit with one another? Are there possibly elements of the game which need more consideration? Is the theme suitable? Just a few of the questions we must ask ourselves at this time.
Following further discussions the theme is established and the rough chronological structure of the game scenes are settled.
We decided on the year 1302, the guild revolution in Flanders.
Moving on …

3. The first sketches …

… now we can really get going. However, first there is still one question to answer.
Which illustrator can give the game his/her personal accent, in addition to that of the author?
But we quickly find one and the first concepts are made. What should the cover look like? What about the game pieces, in this case a board, cards, tokens and various playing counters?
But have a look for yourself how the actual layout is created and the game made to come alive …

4. The finished game …

Done, the data has been sent, our work is complete to the movement. Now we wait. The production normally needs around 6 weeks.
6 weeks can be a long time. Unfortunately, there is still a lot which could go wrong with such a production. We become increasingly nervous towards the day when we can finally hold the game in our hands.

One morning the doorbell rings. Parcel delivery, with a large parcel. At last it’s here, fresh off the press and brand new!welle

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