By January of 1978, I was broke,
unemployed and trying to sort things out. It occurred to
me that attempting to simulate real life situations in
games - or anything - was unsatisfying. Was it possible
to build a game from simple elements? It was worth a try.
I created a pattern of diagonal squares on a scrap or
orange construction paper with a ball point pen. It
resembled a nautical map, so I drew harbors at the
corners with an island in the center. Each player used
three ships to take cargos fro the island and movement
was determined by rolling one die. The board game wasn't
very entertaining, but it seemed to have potential.
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My
early hunch about family board games was paying
off. TMA stats showed category growth at 25% for
1997. |
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Later, I enlarged
the game board onto the back of a poster with in pencil.
Tradewind areas were created to accelerate movement and
nickels were taped over and drawn with crude symbols for
ship markers. A second die was added and the cargo was
limited to one shiny nickel Suddenly, the game worked.
Still, I needed a game. One day, I was watching one of
those classic old pirate movies with Charles Boyer. He
responded to a challenge of his allegiance by a French
naval officer by saying, "I have no nationality. I
am a Privateer." Bingo.
On June 1, I released the first copies of
"Privateer." The game board was silk screen
printed on white denim with hemmed edges. Playing pieces
were silk screened in multiple copies on hardwood disks.
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The treasure coin
was stamped brass with a silk screened "P," and
the components were stored in cloth tobacco sacks.
The whole assembly rolled up neatly into a corrugated
cardboard tube, also screen printed. Making these games
by hand was a difficult process, but it was gratifying
that they sold within a month. My debut in the game
manufacturing business was a success.
A
Phoenix Rises - 1995
Sally began trimming investers
-literally. A talented hair stylist and an awesome
salesperson, she has the complete attention of anyone in
her chair. Weekly, we entertained prospective
shareholders with dinner, wine and a slide show. I showed
the new package, demonstrated the game, presented
business plans and collected money. By March, I had
raised $150,000 with our first stock offering.
On July 1, Pirateer was launched with a gala
opening at Village Toy Store in Mendocino and we sold
nearly 100 games. Shipments were sent to two dozen other
retailers and sales were brisk. In September, our first
large account came in when the 50 store Game Keeper chain
finally agreed to buy Pirateer. I was, according to buyer
Hank Schubert, "...like a pit bull on a pant
leg." By December, our account base swelled to 350
stores by year's end, over 3,500 copies had been sold.
Critical acclaim was generous. San Francisco Chronicle's
film critic Mick LaSalle called it addictive, Chicago
Tribune's Phil Bettel praised the well written
instructions, and the Wisconsin State Journal's John
Kovalic named it "Game of the Year." Not bad
for an upstart.

Read more about Scott's voyage
as he looks to manufacture overseas
in his next tale.
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