Showing posts with label Knight Moves. Show all posts
Showing posts with label Knight Moves. Show all posts

January 20, 2015

Junk Wax Battle 2.0 - Players Needed!


If you're a longtime reader of this blog, you know that I'm all about innovation in this wonderful hobby of ours. Not so much innovating the cards themselves, but how we as collectors approach and make sense of them, and their meaning and use within our lives.

Back in October, my friend Matt and I hosted a game—we called it Junk Wax Battle—at our local board game cafe in Brookline, Mass. The goal was to put together a complete set of 1988 Donruss by ripping packs, trading with other players, and winning in-game auctions. We had five players and one judge.

And while it was fun, it was too chaotic, frenetic, and crazy to keep track of everything at once. That was problem number one. By going for a complete set, players had to keep the cards face-down in order to view each card's checklist number, so they couldn't appreciate the ugly, futuristic blue design and photos on the fronts of the cards (problem number two). And after two-and-a-half hours, none of the players had completed the set. So there was problem number three.

Our post mortem with the players revealed other problems: there were too many moving parts in the game-play structure and the set itself was too big to complete in the time we allotted. While the players' different checklisting styles wasn't an issue, the time it took each of them to sort and then physically cross names and numbers off the checklist was.

Armed with this constructive criticism and firsthand experience, it was back to the drawing board. And now, after much tinkering, Junk Wax Battle 2.0 is ready to be put to the test.

We've incorporated smaller checklists—within the larger set—that can change from game to game (or even round to round). We've made the scoring system easier to manage for the players and for the judge. We have a game board (like a baccarat mat), and a less convoluted game structure than before. And we have a real prize, supplied by a generous local card shop. All we need now are players.

Would you pay $10 for a chance to win an autographed David Ortiz baseball card? We're looking for 3 to 5 players available for Sunday, February 15th. If you're in the Boston, Massachusetts area and are interested in competing in Junk Wax Battle 2.0 for a chance to win this great prize, drop me a line.

October 06, 2014

Junk Wax Battle Postgame Report

Judge Matt Sienkiewicz explains the rules.
Last Thursday evening we kicked off what is sure to be a national phenomenon: Five players. Seven-hundred-and-twenty unopened packs. One ugly set. Yes, the inaugural Junk Wax Battle: 1988 Donruss was a success.

We played at Knight Moves Board Game Cafe in Coolidge Corner, in Brookline, Mass. Starting just after 7pm, we had to call the game due to time constraints  after two and a half hours of frantic wheeling, dealing, and ripping of packs. And no, I did not find a Robbie Alomar Rated Rookie OR a Roger Clemens...

We've proved some of our assumptions correct while others fell by the wayside:

1. Our game was awesome. We knew going in that our rules would provide plenty of frantic moments, from the mass bedlam of five people ripping packs at one table, to heated auctions for needed cards that no one could find in packs. Our prizes were pretty good—a signed Casey at the Bat poster, a 2002 Japanese Topps card of Raul Ibanez, an unopened pack of 1987 Fleer, among others—and the players were competitive. All of it made for a compelling game.
Collating their way to glory.
2. Collation was a nightmare, only not how we expected. Some packs yielded complete fifteen-card runs, like cards checklisted on numbers 240–254 all in one pack, while other packs were more random. And a few other packs, from within the same box, were exact doubles of earlier packs. All told, none of our players completed the 660-card set. The closest full set was still missing around 120 cards. (I thought that at least one person would complete the set, but there were whole swaths of the checklist that nobody found—like cards in the 400s and mid-600s.)

3. Players felt too hurried, and there was too much for them to do. One suggestion was for players to compete in pairs, with one person ripping packs and collating, and the other managing auctions and marking the checklist. This is something we'll tinker with in future games. Another idea was to slow down the game.

Checklisting took a lot of time.
4. The judge was a great idea, and for larger games with more players, two judges could work as well. The Judge's Challenges added life to the game and made it easier for players to amass cards.

5. 1988 Donruss was an inspired choice for our inaugural game. With a 660-card checklist, and terrible collation, it was challenging to put together a set in two and a half hours. In fact, we proved it was practically impossible. Many players said that the checklist was too large for a game like this, but I contend that your amount of time to play dictates the size of the checklist you should use. Two and half hours might be too short for a 660-card set. But at three hours? The beauty of our rules is that the game works regardless of checklist size. We're thinking of using 1988–1990 Topps Big Baseball for our next game, to see how a 264-card checklist might work within the same time constraints.


6. From baseball card shops looking for ways to bring new customers in and kill off their dead junk wax stock, to an exciting group activity at a sports card convention, to a child's birthday party—we think this game has a lot of potential. It may even work as a self-contained game you could buy in a toy store. All of these are possibilities.

E-mail me if you want to participate in our next Junk Wax Battle, and I'll give you the details.