Blog

Last time around, I shared a few of the reservations I have about tutorials - those favoured means of explaining rules in video games - and how many people are interested in transposing them into the wold of board games. I would like to continue my analysis here, and see if there might actually be some lessons to be learned from tutorials, an if we can possibly import some of their elements to board games. Tutorials can be integrated in different ways and to different degrees in board games.  

Read more

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)

Read more

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. 

Read more

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...).

Read more

I didn’t want to talk about COVID-19…

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

Read more

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. 

Read more

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.

Read more

Pages

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.