Scott Peterson inventor, Pirateer

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.

My early hunch about family board games was paying off. TMA stats showed category growth at 25% for 1997.
   

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.


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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