Designer Diary: Lost in the Woods with Anja Wrede

Designer Diary: Lost in the Woods with Anja Wrede
Board Game: Tales & Games: Lost in the Woods
[Editor's note: Bruno Faidutti submitted this designer diary in November 2018. I held onto it with the intent of publishing it when this title hit the North American market — then it slipped by me and I re-discovered this diary only recently. My apologies to Bruno and Anja for sitting on it this long! —WEM]

Anja Wrede is a Berlin redhead who has been designing children's games for more than twenty years. She first worked at HABA before going independent and collaborating with several other German game designers — and, by the way, no, she's not Klaus-Jürgen Wrede's wife. Anja publishes some of her lighter games through her own one-person company, Edition Siebenschläfer, which is named after a German mouse that hibernates during seven months every year; before checking this, I even didn't know that mice could hibernate.

Anja has another talent, which I'm terribly jealous of because it is completely foreign to me, indeed almost impenetrable: She draws remarkably well, and she has illustrated most of her own games with various cute animals.

Board Game: Moo's Code

Since I'm much older than Anja's usual target audience, I've not played all of Edition Siebenschläfer's games. Among the ones which are as interesting with adults and children, I especially recommend Moo's Code, a fun card game about cooking in which players have to hit the table with a wooden spoon. It's not published in the U.S., but the Chinese edition from Jolly Thinkers (shown above) has English rules.

Anja is a regular at my Ludopathic Gathering, a yearly meeting in Etourvy, France that I organize with gamers, designers, and publishers I really like. We also sometimes meet in Paris or Berlin, and despite our styles having so far been very different, we had to try to design something together some day.

From gallery of faidutti
Anja and I playing Knock Knock! in 2003; she has more hair now, while I have much less

One of the first ideas Anja and I developed when we started designing games together was a touch recognition game called "Grabbit". Since we still have hope of seeing it published some day, I won't go into details, but it's still one of my favorites. Then we made Fearz, a fun memory and reaction card game that can also be played with a tablet, and Junggle, a set of card games inspired by the "animal circle" of Chinese Animal Chess — two cute kid-friendly card games that unfortunately went largely unnoticed.

Board Game: Fearz!
Board Game: Junggle

We were still toying with the idea of touch recognition and tried to use the "Grabbit" idea in a different and more thematic way. We imagined a lighter game with fewer (and cheaper) components about a shepherd looking for his lost sheep. Anja drew about thirty different sheep with slightly different shapes, and the shepherd had to find, by feeling with only one hand in a cloth bag, the sheep that was represented on a card. The set-up was cute, and the theme fit well, but it didn't appeal to the publishers who saw our prototype. A few were even concerned that this could be mistaken for a religious game — the lost sheep, the lord is my shepherd, and all that stuff. They liked the game system, though.

From gallery of faidutti
I could not find a picture of Anja and me playing our prototype, so here's one taken in Etourvy where she is playing an old game we both really like, Klondike, with our publisher, Benoît; I think we playtested Lost in the Woods just before this, but I didn't take a picture

By chance, at my yearly Ludopathic Gathering in Etourvy, Benoît Forget of Purple Brain Creations, after playing a game with us, suggested a new setting that could make the game fit in his Fairy Tales family game series, specifically the "Little Thumb" story; this story is not that popular in the English speaking world, but it's known by everyone in France and Germany.

We were skeptical at first since the game didn't use the story's main drive — the pebbles, then the breadcrumbs that Little Thumb lets fall behind him to find his way back home. Anyway, Benoît managed to convince us, and Anja made a new prototype in which the sheep had become trees in the dark forest where Little Thumb and his brothers were trying to find the way back to their parents' cottage. (We still have those light wood sheep, all different, so maybe we'll make another game with them one of these days.)

From gallery of faidutti
From gallery of faidutti

I really like the idea and the look of the Tales & Games series, and I wanted for a long time to get one of my designs in this line. Unfortunately, when I had told Benoît that I might have an idea for a "Hare and Tortoise" game, Gary Kim's The Hare & the Tortoise was already in the pipe. It's been published since and is among my favorite ones. Anyway, I'm glad I finally made such a game with Anja and with Little Thumb lost in the woods.

From gallery of W Eric Martin
First sketch, final cover illustration, and board art by Frédéric Pillot

The art for Lost in the Woods was made by the French popular children's book illustrator Frédéric Pillot, mostly known for the illustrated series Lulu Vroumette and Edmond le Chien. The board and cover were hand-painted, which gives them a charming old-fashioned style that fits the game perfectly.

Anja has already published dozens of children's games; I have not, mostly because I can't work on game designs that I don't have fun playing. Memory, which I often use as a minor element in my designs, is one of the few skills in which adults are not better than children. Touch recognition is another one, and this allows older and younger gamers to play together without having the adults "cheat to lose". That's why Lost in the Woods, like all the games in the Tales & Games series, is not only a kids game but really a game for all and everyone.

Bruno Faidutti

From gallery of faidutti
First copies of the game at SPIEL '18

Related

Asmodee Distributes Funforge, Acquires Tric Trac, and Prepares a Summer Reading List

Asmodee Distributes Funforge, Acquires Tric Trac, and Prepares a Summer Reading List

Dec 16, 2019

Asmodee — more specifically, Asmodee USA Distribution, a sales, marketing, and distribution arm of the global Asmodee Group — has signed a distribution deal with Funforge to carry that Paris...

Tokyo Game Market 2019 Autumn: Report from Table Games in the World

Tokyo Game Market 2019 Autumn: Report from Table Games in the World

Dec 16, 2019

Editor's note: Game Market took place in Tokyo on November 23-24, 2019, and Saigo — who translates game rules between Japanese and English and who tweets about new JP games — has translated...

Game Overview: The Mind Extreme, or Melding Point

Game Overview: The Mind Extreme, or Melding Point

Dec 16, 2019

I've already discussed my love of The Mind in great detail in this space, and now I'm back eighteen months later to express similar love for The Mind Extreme, a design from Wolfgang Warsch and...

Japanese Game Round-up: Arrange Glasses, Make Cake, Collect Treasure, and Find Valuable CDs

Japanese Game Round-up: Arrange Glasses, Make Cake, Collect Treasure, and Find Valuable CDs

Dec 15, 2019

• I'm clearing out my inbox since we're nearing the end of the year, and I'd wager that at least 20% of the messages are notes that I sent to myself about Japanese games that I swore I'd follow...

Links: Games as Life Lessons, Games as Clothing, and Games as Storytelling Vehicles

Links: Games as Life Lessons, Games as Clothing, and Games as Storytelling Vehicles

Dec 14, 2019

I'm still digging through my inbox and discovering items that I sent to myself throughout 2019, so let's examine a few that are still relevant:• Takuya Ono is a board game journalist who runs...

ads