Designer Diary: Call To Glory

Designer Diary: Call To Glory
Board Game: Call to Glory
With ninja wisdom included throughout...

A few months ago, I saw a documentary about ninjas that included an interview with the last living real ninjutsu teacher. The movie offered a lot of previously unknown insights of the movement that started in the hidden province of Iga and created popular Japanese heroes such as Hattori Hanzo and Ishikawa Goemon. That fascinating story proved for me the decisions we made when developing Call To Glory.

"Follow the day and reach for the sun."

Board Game: Drive
The story begins in 2003, when the game had its first appearance as Crazy Chicken from Ravensburger. The prototype was originally a multiplayer one, but when Ravensburger asked for a two-player game idea, I created a special version just for two and presented it to them.

"Don't fight if you don't know what you're fighting about."

Crazy Chicken became the first title in Ravensburger's new two-player-game series. Unfortunately the product line was abandonded in the same year it started due to strategical decisions. Over the following two years were frequent discussions about taking the design into the regular portfolio as a multiplayer game, but that never happened.

"Do or do not; there is no try."

In 2005, the game was rereleased as Drive in the U.S. with a small game board. This was followed in 2010 by Crazy Chicken again, with the original illustrations used in an iOS App (which my wife loves to play :-)) that was developed by a start-up software team while I started to look for a publisher for the "analog" game.

External image
First sketches of the Call to Glory cards

"Pain is a strength, not a weakness."

When I met Jonny de Vries from White Goblin Games at the "Internationale Spieletage" (a.k.a., Spiel) in Essen, he was very enthusiastic about the design and agreed to release the game with the new multiplayer rules, with a minimum of three cards now needed to play the numbers 12, 14 and 16. (A small difference that makes a big effect.) The design, which would appear in its metal box card game series, should also have a different theme. What might that be?

"Freedom is not free."

The theme was a suggestion from the publisher and fits perfectly with a game system in which you kick out the sets of others and try to get enough sets yourself to be victorious. The artwork is done by Drew Baker and is very impressive; it would make a really nice series of posters for the living room.

External image

"Never bite off more than you can chew."

External image
A layout of the
ninja figures
In the last part of the project before production, the publisher and I worked on variant ideas which resulted in two additional ways to play the game (aside from multiplayer). One variant includes some cool little ninja figures, and I'm looking forward to the final produced ones.

Finally, we worked an unusually long time on the quite short rule booklet just to have a perfect result.

So the last chapter of the story is kind of a deluxe happy ending for one of my strongest games under the headline Call To Glory.

Michael Schacht

Board Game: Call to Glory

Related

Game Overviews at Gen Con 2012: Core Worlds: Galactic Orders, DC Comics DBG, SolForge & Zombiepocalypse: NYC

Game Overviews at Gen Con 2012: Core Worlds: Galactic Orders, DC Comics DBG, SolForge & Zombiepocalypse: NYC

Aug 21, 2012

Here are the first of many, many videos that Scott Reed (a.k.a., Skelebone) and I recorded at Gen Con 2012. I'm not sure of the exact count, but I'm guessing the total is between forty and fifty;...

Crowdfunding Round-up: Steel Stars, Dragon's Bard, Gauntlet of Fools, Avalon & The Keep

Crowdfunding Round-up: Steel Stars, Dragon's Bard, Gauntlet of Fools, Avalon & The Keep

Aug 21, 2012

• As some users pointed out in the last c.f. round-up, U.S. publisher Indie Boards and Cards has launched a Kickstarter project for Don Eskridge's The Resistance: Avalon, a sequel/standalone...

Gen Con 2012 Reboot: Gangnam Style

Aug 21, 2012

As often happens at conventions, I caught something at Gen Con 2012 that came fully to fruition in the 13-hour car ride home, with me drowsing in and out of conversations and feeling like crud...

Designer Diary: Expedition: Congo River 1884

Designer Diary: Expedition: Congo River 1884

Aug 20, 2012

Expedition: Congo River 1884 is the first of my games to be published, so I think it deserves a little diary of "how it was done". The idea of the game began to spin around my mind the first week...

News from Gen Con 2012: A Short Non-Report

News from Gen Con 2012: A Short Non-Report

Aug 18, 2012

• I'm at Gen Con 2012 to cover the event for BGG News, but rather than repost what I've already reported on while at the show, I point you to the Boardgame News Twitter feed or BGN Facebook...

ads