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Flash 8: Visual Design Diary

Although it’s much more common to see Illustrators’ Diaries, this project went through so many changes, and required so much research, that I think a general overview of its visual development would be much more fun and informative. First Age: Primordial Soup (early 2017)

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All board game publishers have a certain envy for video game tutorials. No need to read a weighty manual or suffer through explanations by 'the person who knows the rules'...but who clearly has no idea how to explain them. No sir! Simply fire up the game and the interface guides us as we learn how to perform all the necessary actions to lead us to glorious victory!This kind of system could help bypass the biggest barrier in our beloved hobby: Learning The Rules. You can imagine my excitement, therefore, when I came across a number of board games that offered in-game tutorials! What a concept! I threw myself into them with great enthusiasm, and discovered... that I wasn't at all convinced that they were a good idea after all. 

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The Ten-Thousand Dollar Email

At the beginning of December, we started an emergency print-run for Zombie Kidz Evolution, which was selling faster than we had expected. Our manufacturer promised to have them done by January 10th, at the latest, which would allow our shipper to pick them up in time to be able to catch the boat leaving for France on January 18th. That would be the last boat until Chinese New Year, at which point EVERYTHING stops in China for a month (and a bit more this year, due to a certain... illness...).

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I didn’t want to talk about COVID-19…

I didn’t want to talk about COVID-19… 

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Strategic Decisions   It takes time to make a good game. That’s why we have an 18-month period between the moment we start work on a game and its release. This means that we often sign prototypes 2 years before the final version appears on store shelves! This development period that we give ourselves requires us to look more efficiently toward the future and to plan better. 

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2019: In Words and Numbers

Well, here we are: the 4th Scorpion Masqué Year-End Review (and the first to be translated into English!), in words, thoughts, and numbers!Year End Review?For newcomers, my name is Christian Lemay, and I founded Scorpion Masqué in 2006. Every year since 2016 I’ve put together a review of what we’ve been doing for the past 12 months, and also added my thoughts on the board game industry, the marketplace, and how it has evolved over the year. In addition to this, I also give some very juicy financial details. The thinking behind sharing this kind of information was inspired by Steve Jackson Games's Annual Stakeholder Report, as written up by their CEO, Phil Reed.

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Leaving a Mark in the Board Game World

When we released Decrypto, I gave myself the goal to reach the 300th position in the ranking at BoardGameGeek.com. I even dreamt of 200th place, without really believing it. I also told myself that if Decrypto didn’t make it to 500th position, I would give up this whole publishing gig!! Why? Without taking away anything from the other titles in our catalogue, Decrypto had the best potential to connect with the ‘connaisseur’ gamers (notice the quotation marks!) that often visit Board Game Geek, and who play hundreds of games. Our other top-sellers, Monster Chase, and J’te gage que… (I Betcha), don’t appeal to that crowd, despite selling 200,000 and 400,000 copies respectively. If Scorpion Masqué wasn’t able to get Decrypto to 300th place, we would have to be doing something wrong, perhaps without even knowing what… and there’s no room for improvement if we can’t identify our mistakes.

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About Scorpion Masqué

Founded in 2006, Scorpion Masqué is a Montreal board game publisher that offers games that are both simple and original: Zombie Kidz: Evolution, Decrypto, Stay Cool, Monster Chase, J'te gage que ... / Bluff Party, Miss Poutine ... Our games can be found in more than 20 languages, in over forty countries.