Gather round, I'd like to take you through the story behind the design and development of Multiuniversum.
https://boardgamegeek.com/boardgame/192638/multiuniversum
https://boardgamegeek.com/boardgame/192638/multiuniversum
In 2012 I wanted to represent time travel through game mechanics.
Time was represented in a line. A ticker went forward every turn. The players could control and even reverse it. Every card had every action in the game, which would activate based on where the ticker was.
Time was represented in a line. A ticker went forward every turn. The players could control and even reverse it. Every card had every action in the game, which would activate based on where the ticker was.
The timeline looped around so I called it Carousel.
I had made the first prototype by hand because I didn't have access to a printer. It worked well enough for the first prototype but as you can imagine, changing one action would mean updating every card by hand.
I had made the first prototype by hand because I didn't have access to a printer. It worked well enough for the first prototype but as you can imagine, changing one action would mean updating every card by hand.
At this point the game was a bit abstract and players asked for more meaningful goals.
I added a spot in the timeline that would reward players for getting there: $.
They immediately started making plans. Not only to get there, but to stop others from doing so.
I added a spot in the timeline that would reward players for getting there: $.
They immediately started making plans. Not only to get there, but to stop others from doing so.
From the "$" alone the players started to make stories in their heads. They started calling it a bank and I rolled with it. Now there was a mechanic where the bank would fill up over time and the players could collect from it.
I added colors when the iconography was clear enough.
I added colors when the iconography was clear enough.
I showed it to @MEBOgames, who wanted to distribute it to big post offices, which in Portugal also sell things about the country and its culture.
The numbers turned to regions, coins are now envelopes. The bank is gone and instead of a single ticker, each player had a van.
The numbers turned to regions, coins are now envelopes. The bank is gone and instead of a single ticker, each player had a van.
Collecting/stealing envelopes didn't seem appropriate so I started adapting it to the theme. Each envelope would have a destination, and players would get points by taking them there.
That partnership didn't pan out but I continued working on the game.
That partnership didn't pan out but I continued working on the game.
Delivering mail was fun but too quick. Players could do it on the same turn. I wanted something they would have to prepare and then deliver, so food felt intuitive.
Pizzas are so modular, they felt perfect for this new version. I changed its name to Pizza-go-round.
Pizzas are so modular, they felt perfect for this new version. I changed its name to Pizza-go-round.
I started wanting to pitch my games to publishers but all the conventions were in other countries, which would be very expensive.
I heard about @idigmusicfest , who offered tables to promote games by local developers so there I went, on my birthday!
I heard about @idigmusicfest , who offered tables to promote games by local developers so there I went, on my birthday!
At this point I had a few games I could pitch on the same trip. At last, a good reason to go to Essen Spiel but I had to make it count.
I booked 14 meetings for Spiel 2015.
Thank you @doodlio_studio for making these sellsheets!
I booked 14 meetings for Spiel 2015.
Thank you @doodlio_studio for making these sellsheets!
Most of the publishers didn't seem too interested but @BoardAndDice finally saw the potential in my little pizza game. They seemed really excited about it and called me a few days later to offer a deal.
They wanted to change the theme, which was no problem.
They wanted to change the theme, which was no problem.
A few days later they called to tell me about a brainstorm where they had picked a new theme for the game. Scientists opened portals to other dimensions and now creatures are invading! We must stop them.
Time to update the prototype.
Time to update the prototype.
Based on @FilipGlowacz 's feedback I added abilities to the transformer cards and bonuses based on set collection, which added to the depth.
It was very fun to follow the new artwork as it was being produced. Each universe was very different. This was the most popular:
It was very fun to follow the new artwork as it was being produced. Each universe was very different. This was the most popular:
Multiuniversum came out at @UKGamesExpo 2016 and I taught it for as long as I could speak.
I was surprised when people started asking for autographs so I signed with the simple ballpoint pen I had with me. The next day @robinwriting flew over and brought me a better one!
I was surprised when people started asking for autographs so I signed with the simple ballpoint pen I had with me. The next day @robinwriting flew over and brought me a better one!
@BoardAndDice wanted to have a crowdfunding campaign for a Cthulhu-themed expansion so I started researching it. Yikes!
I tried to keep the problematic aspects out, instead focusing on the cosmic horror and paranoia.
The campaign was 278% funded!
I tried to keep the problematic aspects out, instead focusing on the cosmic horror and paranoia.
The campaign was 278% funded!
The expansion came out at @SPIEL_Messe 2016 and was very well received, with some players swearing it must be cut content from the original design, which was definitely not true!
I had spent so long watching video reviews that when they were suddenly saying things about my game I could barely believe it.
@Zee_Garcia from @thedicetower even gave it a Seal of Approval!
@Zee_Garcia from @thedicetower even gave it a Seal of Approval!
It was a joy to run into my game on stores!
The game was translated and was licensed to other publishers to help with distribution overseas. @GreyFoxGames gave it a new cover and upgraded scientists!
The game was translated and was licensed to other publishers to help with distribution overseas. @GreyFoxGames gave it a new cover and upgraded scientists!
The game has been hovering around spot 2000 in @BoardGameGeek since, and eventually ran out of print.
Now the rights have reverted to me.
If you're a publisher and would like to know more, please reach out.
Now the rights have reverted to me.
If you're a publisher and would like to know more, please reach out.
Thank you for reading!
If you want to know more about it, I posted throughout the whole development on my blog: https://gamesbymanuel.com/category/multiuniversum/
If you want to know more about it, I posted throughout the whole development on my blog: https://gamesbymanuel.com/category/multiuniversum/