Introducing the game (part I)

Updated: Oct 27, 2020

Since the very first time we shared with you one of our miniatures, I've heard the same recurring question: is there a game to play these miniatures with?

Indeed, I was (and still I am) really happy to answer this question, despite I feel guilty because the answer is, still, "not yet".

Creating a game is such a challenge that, despite I've started to work on it 5 years ago, only now I can say I have something in my hands.

So, what better moment to share with you this embryonic, raw, foundations of the game that we will soon start to seriously playtest?

Before going, on, however, let me talk a bit about the bumpy ride that brought my initial ideas of the game, to the actual, dare to say the definitive, version of it.

Beware: in this post, I will be as sincere and honest as possible, without filters, so don't be too hard on me, after reading all my naivety!

It's incredibly easy to design a miniature, or better, it's not that difficult: it's just a matter of imagining a cool character and try to bring it to life. We all have eyes and, hopefully, enough imagination to take some references and mix them to create something worthy to be called "miniature".

Regarding the game design, however, things are way more difficult, especially nowadays, the "boardgame age": designing a game, 15/20 years ago, was difficult too, but at least there weren't so many competitors to overcome, and people, in my opinion, were less demanding!

So you may imagine my doubts and fears when I started to imagine a game based on my miniatures and lore, knowing that it should be worthy to compete with tons of fierce, expert and awesome rivals. Because I'm a bloody competitive person, furthermore, I couldn't accept to design just an average game: I wanted to make something unique.

As you may imagine, putting too much pressure on something, especially when it's the first time you try to deal with it, it's not a smart move, and in fact, I quickly fell in the quicksand: my first rough ideas of gaming design were not so fresh, nor interesting, I have to be honest.

I was too attached to my personal gaming experience, so I suddenly realized that I was just trying to imitate GW and Rackham rules: no good.

Moreover, at that time I had in mind a kind of mass-skirmish game (like Wrath of Kings), but for some reasons, I wasn't totally sure that it would have been the best direction for Into the Quest, both commercially and ideal speaking: we love to produce unique miniatures, this is our strong suit, so the idea to make regiments of clones didn't sound totally cool to me.

Frustrated, but not overcome, I decided (well, I was obliged!) to focus on the Iron Crows KS campaign, postponing my gaming troubles for a better moment.

As often happens in life, the solutions come unexpectedly when you stop to overthink to find them, and concerning my game, they decided to unveil themselves when I started to play to Switch videogame MarioXRabbids Kingdom battle.

For those who haven't already played this game (including Valerio, shame on you Valerio!), MarioXRabbids is a kind of X-com style game designed by Ubisoft Italy, a strategic game that I enjoyed so much (and appreciated for its typical Italian humour and self-irony).

Italians are world masters, concerning jokes about Italians

After hours and hours spent on it, I had a kind of illumination: what if I make a game like that?

Obviously, I was aware that it would be almost impossible and unfair (and not interesting, too!) to just make a board game version of a videogame, but at that moment I felt like I finally realized the kind of gaming experience that I wanted for my game: a board game with simple mechanics, rapid pace, a few characters that run all over the board battling with no quarters!

Since that moment, with clearer ideas in mind, I really started to give shape to Into the Quest: the game.

the game foundations