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The Wolves has had quite an eventful path to publication. We wanted to invite you to take a closer look at that journey with us as we share how we co-designed a game in the midst of a pandemic.

Clarence: The Tabletop Mentorship Program is a crown jewel of the tabletop design community. They run a service that matches up volunteer mentors with mentees across all different disciplines within tabletop game design. The program is open to everyone and completely free of charge. They matched me with my own mentor, Rob Newton, who helped me pitch what eventually became my first published design, Merchants of Magick.

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Since then, I've served as a mentor myself many times, hopefully giving a helping hand to the next generation of designers. One of those times, I was assigned to mentor a passionate gamer who wanted to dive into game design. He had a lot of ideas, but hadn't made anything tangible yet. I was new myself and had only been designing games seriously for about six months, but if you know things that you didn't know when you started, then you can be a mentor, so I thought I might be able to help him out. That mentee was Ashwin, my eventual co-designer on The Wolves.

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I didn't snag enough photos at PAXU, but here's one where we got a chance to hang out with some of the Seattle game design crew! https://t.co/53NWBZudYA— Clarence Simpson 🔜 ??? (@StoicHamster) December 12, 2019

Ashwin: Just being completely transparent here, with no intention of being punny, I felt like a lone wolf prior to all of this. I was/am missing home, missing family, wishing I could build something for myself. A mid-late 30s transplant in Seattle where art, music, dance and innovation at the community level is masked by not only gray skies and awful traffic congestion, but also mass transit on life support and overpriced housing everywhere you go! Struggling to find definitions in my life, I stumbled upon the Seattle Tabletop Game Designers community, a group that I once mistook for a board game meetup, but is now a group that I call family.

After being a joyous fool overly excited about everyone's projects, one person asked me a simple question, "Ashwin, where's your game?" I stopped showing my face for a few weeks. I always run away. I always do this. When adversity hits, I hit up my favorite burrito joint, play hours of Dota 2, and drown myself in box wine. This wasn't even adversity! This was just me not committing to something creative, joyful, and full of meaning that I quickly discovered about myself when I took a leap, a pounce? of faith. After overproducing a few mechanical concepts trying to show off what I found in the aisles of Michaels and Home Depot, I was guided to this Tabletop Mentorship program to sign up and be a mentee to someone who is definitely going to try to support my goals.

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Clarence and I met under these incredibly unique circumstances, where if it weren't for those series of events mentioned before that led to us meeting, The Wolves wouldn't have been made, and we wouldn't have known each other. I am eternally grateful to Clarence, firstly, but I also want to give a special shoutout to the Tabletop Mentorship Program that is hosted by the lovely Mike Belsole and Grace Kendall that led to us getting together.

All right, so after a few months in the mentorship program, I had almost nothing to show for it. I was obsessing over the game Glory to Rome and wanted to do a city rejuvination game with concepts inspired by it. I was off to a coldboywinter start as while I never knew I had it in me, I was approaching things slowly, in my head, without working nearly anything out.

Clarence started to provide some guidance: "show me", not just "tell me" type of guidance. All sorts of real conversations were had to help push it out of me, but the biggest takeaway from all of this was that it's okay to ask for help, and it's a glorious thing to have a person, like Clarence, in your corner, believing in you, and attempting to hold you accountable. It was something similar to a penpal of sorts...getting to know someone cut from the same cloth, offering to be a sherpa or just a person to talk to, and we kept in touch over the weeks/months.

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Oh, I remember the day. It was raining outside. I was wearing my favorite shirt and probably shorts, with my pasta water boiling over when I got a notification buzzing sensation in my pocket. Clarence asked what games I was working on and whether we could meet about a potential co-design. Grinning from ear to ear, that moment woke me right up. That was all I needed to hear. It was a pasta primapassion for those wondering what was made that evening.

Designer Diary: The Wolves - Digital Art Boardgamegeek Next Step Process

I love working with others. I love building something and solving problems with others. This had the make-up of something great from the get go. We were in high spirits, and we needed a project to really motivate us, and most of all, keep us connected. We started considering different game concepts and mechanisms to work on with seemingly endless lists of random themes. With a goal of publication in mind, we looked at current games and marketability, eventually settling on basing a game on our mutual interest in wolves.

Ashwin: Underrepresentation is a big thing for me, and not just about me being a minority, but also designing around an under-served subject matter. Shining a bright, elevated spotlight on wolves was a key driver in my desire to theme a game around them. Wolves are hunted still to this day and often characterized as vicious, villainous creatures, when they are quite the opposite. They are nomadic, territorial, and a great indicator of a thriving ecosystem. I wanted to break these harmful stereotypes, educate players about our endangered wolves, and as much as possible, make the game's mechanisms mimic what wolves are like in real life, from how they move as a pack, how they stay territorial, prowl and survey the land for what prey they typically hunt to how they make their homes near water sources.

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We looked at types of wolves, and while there weren't many outside of a few regional species, most sources of material were describing wolves in a wolf pack led by a pair of alpha wolves. This clicked instantly with us as we could use wolves in different ways and maybe not asymmetrically. In certain regions, pack sizes are large, upwards of 20-30, but a loose definition of a wolf pack described them peaking at no larger than 8-12 wolves. How convenient. Pinch me. We're really doing this!

It came quickly to us. In mere hours after a 4:30am text from me saying, "Yo Clarence, you up?", we were penciling in major thematic mechanisms from wanting wolves to grow and strengthen their pack, evolve in the types of actions players would do, and hunt in this game while fighting for control of what is considered theirs. It was inspiring. Out of thin air, we found something we could really sink our teeth into.

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Found the exact moment The Wolves was born - when @BoardGameGhee texted me and first suggested wolves as a game theme. pic.twitter.com/HY31CNIakr— Clarence Simpson 🔜 ??? (@StoicHamster) November 4, 2022

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Clarence: After settling on a wolf theme, we decided on some core design pillars. We wanted a competitive game that involved minimal randomness. We wanted high player agency and high interactivity. We wanted to support 3-5 players minimum. We wanted games to run no longer than 90 minutes and ideally closer to 60. We wanted the game to be about authentic, natural wolves and not some cartoony or anthropomorphized version of wolves. We wanted strong connections between theme and mechanisms.

We kept these design pillars in a shared Google Sheet that served as a sort of living design document and reference throughout the project. Occasionally, when thinking about what direction to take the design, we'd go back to these pillars to confirm that what we did would still be in service to those pillars.

It was almost too easy to pick a title for our game. Originally, we simply called it "Wolf". We were surprised that no existing games already used that title. Plus, it was one of those four-letter titles that seem so trendy these days.

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We also took some time to brainstorm all the words we could think of that might be associated with wolves. That word list would help guide what components, actions, and systems we built into the game. Mechanically, we quickly settled on grid movement and area control as key game mechanisms that made sense for controlling packs of wolves in a competitive game.

Ashwin and I also had a shared love of the game Hansa Teutonica. From the very first iteration of "Wolf", we had a core system in which you

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