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Cult Leader

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What was the most difficult part about the design process?

Playtesting and working out the final bugs was definately the hardest part. It's difficult to find a dedicated group who can spend enough time playing one game to find and eliminate all of the problems. We changed different rules of Cults Across America so much in playtesting that I occasionally teach new players old, half-remembered playtest rules by accident in demonstration games.

Most playtesters were friends of mine, or (earlier on) people at Pagan Publishing who made some suggestions and did some early development work.

cult crossing
Where did you find playtesters?

Drooling in gutters.

How important was the playtesting process for this game?

Can't be overstated. There are so many inter-relating factors in Cults Across America that it would have been impossible to create a playable design without it.

What did you enjoy most about designing Cults Across America?

The initial euphoria and free-wheeling invention of the game's different parts: inventing new types of units, creating new cards, making up new strategy options. Each idea leads to others, branching endlessly. Sometimes it's hard to decide where to stop.

Where did you have the game manufactured?

All over the place. The board, tray, and chits were made by SVH of Holland, Michigan. The rulebooks were done at McNaughton & Gunn of Saline, Michigan; the dice came from Koplow. I think that's it.

What surprised you most about the manufacturing process?

That it's basically impossible to include all of the components that you want, be able to choose a reasonable retail price, and make money. Someone wise once said someting like: "Cheap, fast, good. Choose two."

How successful has the game been?

Modestly. Cults hasn't set the world aflame, but it's broken even and I get a reasonable royalty check every quarter. I'm happy enough with it's success -- and with the lessons it's taught me.

What kind of feedback have you received from players?


"I wanted to play something like Axis and Allies, but set in the Cthulhu Mythos, and with a seriously irreverant attitue."
--Jeff Tidball


A lot of people come up to me at conventions and tell me how much they like the game, and that really means a lot ot me. Another things that I really get a kick out of is signing peoples' newly-purchased copies of the game at conventions.

Most of the negative feedback has been about the board's appearance/construction and the price point. The problems with those are economic rather than design-related, so I don't feel too bad about them.

Some reviews have noted that the game takes too long, or that it's too complex, but I don't see that as a drawback. The game wasn't designed to be a Settlers of Catan or Formula De. Really, it has as much in common with counter-pushing wargames as with the currently-trendy European games.



This interview continues with Tidball's thoughts on the state of table games today, his favorite board games and more.



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