Can you give us a “Tale of the Tape” for your game? The title, genre, playtime, age ranges, etc. 

Big Easy Busking is an area control game for 1-5 players that plays in about 45 minutes for ages 8+

What is the elevator pitch? 

Big Easy Busking is an area control game for 1-5 players about being the best street musician in New Orleans. The game is played over three days, where players choose which locations to play their set of songs. It takes time to play a song, so players decide on their next turn whether they’re going to use all of their energy at the location or to only use some of it to save the rest for later songs. If a player matches the mood of the people with the song that they’re playing, they can get bonus tips!

Escalating Rounds: The game starts with three locations players can play at, but by the final round, there’s five locations so players have to choose where to play wisely! Engaging Gameplay: Players determine how much energy to allocate to each location after seeing how other players play, so players pay attention to what happens between their turns. Thematic Actions: Songs require differing amounts of energy from musicians and players are rewarded greatly for playing the songs that the crowd wants to hear.

When is your Kickstarter running until?

June 6th.

Where are you in production/development? How close are you to complete? 

It is live on Kickstarter! Click here to check it out!

Are there any other games that you think are comparable to your game? 

World’s Fair 1893

You’re a game designer. You could have made any game you wanted. Why did you make THIS game? 

I’m the publisher, but I signed this game because it’s a really unique take on area control. In the game, you start playing your song at a crowd of your choice, but song playing takes time. So you don’t make a decision on how much energy you’re putting into the song until your next turn. This means that you have an idea of what your opponents are doing, but there’s always someone that surprises you. This makes the game so entertaining and replayable.

What was your design process like? 

I designed the solo portion of the game. My process for this always starts with trying to figure out the player interaction in the game and the different player types. Once I get an idea of the player types in the game, I try to create a different Robot that represents each player type.

I try to make the solo mode really easy to play, but still surprising. So I made the songs that Robot plays a deck of all the other player cards in the game. This created a lot of variety and it wouldn’t be known what the Robot would do, even though the Robot’s actions are easy to make happen. I then play the game over and over, to get the different difficulties right. Then I make sure that each Robot is different enough, easy to follow. Players can master each robot if you play enough and try enough different strategies.

What is the number one reason why a family MUST purchase this game?

Big Easy Busking is a truly unique and player friendly experience. With the wide player count and quick and intuitive gameplay, it should be a great fit for most families. Adding in the unique theme, friendly take on area control, and large amount of player interaction, it gets everyone engaged in what is happening, but not in the negative or attacking way, like a lot of games that have player interaction. 

How long has this game been in development?

Around 3 years.

What obstacles did you encounter making this game? 

I think the biggest obstacle I encountered while making this game was trying to find an artist. I really wanted to find an artist from New Orleans and I asked around and did a lot of searching, and ended up finding an artist living in New Orleans that I really liked! She agreed to do the artwork, but then had some sickness in the family that came up and wasn’t able to work on the project. I finally found an artist that I liked. Unfortunately, it was after months of searching and required going outside the New Orleans region. The final artwork seems to be really representative of the area, though, which I’m very happy about.

What did your first prototype look like? 

Cardstock and numbers! I tend to print out my prototypes, as my hand writing is terrible and even I can’t read it sometimes.

Why did you get into making games? 

I first got into games as a creative outlet, but I was hooked once I made my first prototype and saw how much fun the people that played the game had. I love being able to be part of the reason that people have more fun and I like to think I’m improving people’s lives this way.

What other information do you want us to know about you, your company, and/or your game?

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By Linda Wrobel

Managing Editor: Board Games Mother, Educator, and Board Game Editor.

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