![]() In the end, all you can do is do all your homework and roll the dice. With all of our campaigns, there have been reasons to expect them to explode, and reasons why they might not. We hoped! It’s hard to know what to expect. Apparently you can never be too prepared for the worst! The technical troubles we were going to have! We had power outages, poorly-timed forced Windows updates, lost data, a reviewer prototype lost by the shippers, and a host of annoying issues. If there was one thing you wish you knew before you launched Brass, what would it be? It doesn’t matter how well you market the game if nobody enjoys playing it. If you can achieve that, the rest is easy – reviewers will be impressed, you have something concrete you can show and say in your advertising. I think the most important thing is to try to produce something people will want in the first place. What is your best marketing tip during the campaign? Santorini is already very different from Super Motherload and Steampunk Rally so we’d already proven we’d had some versatility… I think it would be a trap for Roxley to become known for only one kind of game, so if there was a risk, it was a necessary one. Where you worried about doing a new game in another genre? Richard Ham and Undead Viking were our reviewers for Santorini and they were both wonderful.īrass is a really different game than Santorini. Meeple and Heavy Cardboard were instrumental in getting the word out.ĭid you do anything different when you were building an audience for your campaign for Santorini?īoth Brass and Santorini already had fans, but while Santorini’s existing fanbase was much smaller, they were very eager to be engaged with they helped with the rulebook, new god development, details of Greek mythology, and more. Arranging key reviewers was also crucial – Man Vs. We strengthen this good will with customer service and community engagement. We’re fortunate that Super Motherload, Steampunk Rally, and Santorini have been received well by the community. The most important thing is to produce good games in the first place. What did you do to build up a following before you launched the Brass campaign? ![]() This is a codesign by Martin Wallace, Gavan Brown and Matt Tolman, and has been developed by Roxley to be a dynamic, rich new experience for those that love the original. It reimagines Martin Wallace’s legendary economic game with brand new art, graphics, and rules improvements, and then pairs it with a new game, Brass: Birmingham. Brass is our third and most successful Kickstarter, with over $1.7M in funding. We’re based in Calgary, which is rich in game designers, and Gavan pulled me from this pool to be Community Manager. Roxley is run by game designer, graphic designer, branding expert and entrepreneur Gavan Brown. Tell us a bit about yourself, Roxley Games and your latest game called Brass. The campaign succeeded reaching 1.7m CAD given only 80.000 CAD was pledged and both games hit retail in 2018.Paul Saxberg, you are the community manager of Roxley games. At the same time the successor, Brass: Birmingham, was introduced, adding Gavan Brown and Matt Tolman to the design team and featuring new mechanisms while keeping the same core rule-set. In 2017 Canadian publisher Roxley Games launched a Kickstarter campaign to realize a reprinting of the game under the new name Brass: Lancashire with new artwork and components as well as slightly modified rules. It was later published by Pegasus Spiele as Kohle - Mit Volldampf zum Reichtum ('coal') with additional artwork by Eckhard Freytag, and under its original name by Eagle Games and FRED Distribution (USA), White Goblin Games (France) and Wargames Club Publishing (China) 2018 reprint and successor The game was published in 2007 by Warfrog (now Treefrog) Games, Wallace's publishing company. Brass was followed by Age of Industry, which is basically a simplified (no canals), shorter (2 hours) and more accessible (minimum 2 players instead of 3) version of Brass. It is suggested to be played by ages 14 and up. Number of players 2-4 but it is best played with 4 players. ![]() Depending on the card the players draw, they will be limited in their choices. Victory points are scored at the end of each. ![]() The game is divided into two historical periods: the canal period and the rail period. The object is to build mines, cotton factories, ports, canals and rail links, and establish trade routes, all of which will be used to score points. Peter Dennis, Eckhard Freytag (Peagus Speile edition)īrass is a board game set in Lancashire, England during the Industrial Revolution. ![]()
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