Posted on behalf of Jacqueline Verges, Pack The Essentials Game Designer
I grew up in a family that always loved to play board games. Many of my favorite memories over the years together were us playing games together, from playing Sequence while camping in our little pop-up camper, to learning Scrabble from my grandparents during a sleepover at their home, to hanging out in the living room with my mom, dad, and sisters playing our millionth game of Triple Yahztee. At this time, I was moderately aware of modern board games, familiar with titles like Catan, Unstable Unicorns, Azul, and Wingspan. I had just started using Kickstarter and was learning about new games coming out and just how many different types of games there actually were.
My mom really liked puzzley games so I started with that. I thought about all the different games we played and decided that I wanted to work off Blokus because I liked the game, but it really had no theme to it. I was packing my suitcase to go visit my family for the weekend when my cat Leyla crawled inside and packed herself on top of all the stuff. “Now, that’s a funny theme” I thought, and thus I decided my game would be about packing cats in suitcases.
I got myself a sketch book and brought it with me on the trip and on my way home I sat on the Long Island Railroad train and got to brainstorming. One of the first things that came to me was the name, before there was even a concept of what the game was going to be I decided that “Pack the Essentials” had a nice ring to it, and that the “essentials” were going to be the cats.
On their turn, players would add a tile to the game board to try and score points. Players’ tiles needed to touch at least one of their previous tiles and all players had to start the game on a space on the edge of the board of their choice. All players would start with the same 21 tiles, which is every shape you can make from polyomino tiles that are 1-5 pieces total. In the original game, your goal was to fit your pieces into the shared suitcase and try to score more points than your opponents by the end of the game by effectively placing your tiles.
However, removal of pieces meant a new challenge, how did players guarantee a way to keep their points after playing a tile? One of the first things I decided was that I wanted tiles to be double sided where each side was worth a different amount of points. Originally, I had a light side and a dark side to each tile. A player could always play a tile from their tile pool light side up on their turn. This would grant them 1 point per square on that tile. The dark side of the tile would be worth 3 points per square it contained. Since this was a potentially large jump in points for a single piece, it needed to come with a challenge to obtain Enter, the Pack Rats, your friendly neighborhood packing service that would help you pack your items better! The Pack Rats were a way to play tiles dark side up.
I decided that to keep each game different, the Pack Rats would be tokens that moved around the board. If you placed a tile over a space with a Pack Rat on it you collected the Pack Rat token and you could use it on a future turn to place a tile dark-side up. When a Pack Rat was used a die twice would be rolled and the results would correspond with a space on the board and that was where the Pack Rat would move to be obtainable on a future turn.
I then wanted some more things to bring variation to each game play, so I decided to create some end-game goals that could be swapped out with each game so that players wouldn’t always resort to the same strategy. I called these “ To Do List Goals”.
I spent the months of October and November working on the art and graphic design for the game. Shout out to DesignBundles.Net for the original cats I used for the very first game. Originally I planned to have cats and dogs in the game but I couldn’t find matching art assets so I ultimately went with just cats. I spent almost every night for about 6 weeks working on the game trying to get it ready for print with enough time for it to arrive before Christmas. The hardest part of all of this was learning to make laser cut lines because I never used SVG files before. After a lot of trial and error on November 22, 2019 I ordered the first copies of the game.
In case you’re curious, this is what it included:
I thought long and hard about how to address the problem of “take that” elements with not wanting a player to be stuck early on and ultimately I decided it just wouldn’t work on a single game board, so I decided to move to each player having their own suitcase. However, without a shared board, there was no longer any player interaction as players were simply selecting pieces from their own tile pool and placing them into their own suitcase, so the game felt much more like a very poor multi-player solitaire.
I wanted the game to have some randomness but I wanted a way to mitigate that with strategy so players had to make choices that required thought, and not just luck. I also wanted some interaction where player’s choices did impact each other, but ultimately I wanted a game where players had a variety of different ways to earn points so that every decision they made in the game made them feel good and not like they were being punished for someone else’s choice. This way there would be multiple paths to victory and players could utilize different strategies to win.
I decided that since we no longer had a shared player board that we should have a shared pool of tiles instead. I kept the four unique colored tiles but decided to move away from dark and light sides and instead make tiles with one side with clothing and one side with cats. I enjoyed drafting games and thought this could be a good way to help players wind up with unique sets of tiles for their suitcase and thus Pack the Essentials became a tile drafting and placement game. I created cards that were laid out in order featuring 4 tiles. Each round one tile was placed on each card and my original thought was to just pass the first player each round and players would just draft in clockwise order. However, I needed a way to have players decide whether to pack clothing or a cat. I decided I wanted to keep the idea that one side of the tile was worth more points, so I made the cats the valuable option. I continued to use the Pack Rat tokens as a way to flip the tiles, but as there was no longer a board to obtain them from, I needed a new way to do so.
I also hired an artist from Fivrr to make me some basic art for my prototype because I now needed cats, clothing, and a cover that all sort of matched. My only request was to make the cat on the cover look like my cat Leyla. It didn’t quite work out that way, but I wound up with a bunch of cute cats that would do for a prototype.
With my four new suitcases I drew up (rather roughly) in procreate, I recreated my game assets and headed back to The Game Crafter to print up a new prototype. I know they tell you not to worry about art and stuff while designing a game, let’s just say I was bad at that. I like pretty prototypes and if I have to throw out stuff after I make it, at least it looked good on the table until then.
On November 14, 20212 I ordered my latest prototype that I was going to bring with me to my first ever board game convention, Pax Unplugged. I signed up for an Unpub playtesting session and figured I would see what people who were not just my friends and family thought.
This was an enlightening experience. Having never been to a board game convention before, it amazed me that strangers came over to try out an unknown unpublished designer’s game. I will be forever grateful to the people who kept my table full through the whole playtest session.
Next, a playtester suggested adding a game board for the tiles and the draft places, and that was a brilliant idea so when I got home I set about working that up.
After this Unpub I was feeling pretty confident in the direction the game was headed in as people had been giving me really positive feedback. I had to then decide what I wanted to do next. I knew I didn’t want to self-publish. I work full time already and the thought of managing marketing, production, and fulfillment was not for me. I like designing and wanted to focus on that. I made the decision that year to attend Gen Con to try and pitch Pack the Essentials to publishers.
As a brand new designer, I was ecstatic that Debbie liked Pack the Essentials and thought it would be a good fit for their new family friendly game line. I had played a lot of Hero Realms digitally over the pandemic and thought it would be super cool to work with a publisher that made a game I really enjoyed. My only request for Pack the Essentials was that the theme remain and that Leyla got featured on the box. I had put a lot of work into tying the theme into the different parts of the game and I was passionate about making a game about packing cats in a suitcase. Debbie matched my enthusiasm for this and said it would be possible. So, I signed the game with Wise Wizard Games!
She traveled across the country when we moved back to the East Coast from California. She slept cuddled with me like a stuffed animal every night. And she was the greatest player of pompom fetch there ever was. She retrieved the pompoms and everything. The pink pompom in the game is a nod to her favorite toy. She loved every human she ever met and was the most friendly fur kid we could have asked for. I cannot put into words what it means to now bring this game to life and give her memory the honor it deserves. I wish she could be here for the release of the game with her little self on the box and to try and whack her player piece off the table (she really loved messing up everything as soon as I staged a game photo for a picture), but I truly hope that she brings as much joy to the yellow player as she did to us for the 5 years we had together.
Danielle and I worked a lot on developing a Solo mode for the game with the goal of making it feel similar to the multi-player version. We wanted the AI to be simple to upkeep but also provide enough challenge and replayability that solo gamers have an equally fun time with Pack the Essentials. As an avid solo gamer myself, I am really proud of what we accomplished and I hope solo gamers will enjoy it a lot.
Each time a new milestone has been met, I am filled with joy from playtesting the almost final version with Danielle at Unpub in 2023, to getting to see the final art for the first time (and my surprise that my new kitten made it onto the box. His name is Solo (after solo board gaming) and he is now a 16lb floof that is half the length of my body.), to playing the final version with friends at Pax Unplugged this past December. Solo does a good job carrying on the Pack the Essentials torch, and will happily pose in any suitcase you offer him.
Getting the final copy of Pack the Essentials in the mail last week was one of the most surreal moments of my life. I want to thank everyone who has had a hand in making this dream a reality for me.
I appreciate everyone at Wise Wizard Games, all the playtesters, my supportive friends and family, my fellow gamers who encouraged me to keep going, and of course my cats. Thanks for being on this journey with me and I can’t wait to see what you think!