"'Any news?' inquired Fagin."
(
Oliver Twist, ch.39)

















 
This is where we have tried to keep those who are interested up to date with FAGIN'S GANG's progress towards publication - and beyond. Do please keep coming back to keep an eye on us!

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News (latest at the top)
18th to 20th October 2007
Ludorum Games will be showing at Spiel07 in Essen, Germany (18th-21st July 2007)
Come and visit us in Hall 5, Stand 76 (sharing with JKLM Games).

20th August 2007
Fagin's Gang and Ludorum Games had a very successful weekend in Stoke, at Shire Games' The
Cast Are Dice event. Fagin's Gang continues to garner praise, and we had many return players from the UK Games Expo. We also playtested our new game ICE FLOW, which went down very well. Thanks to Nick and Sue Fisk for organising a great event.
2nd July 2007
We are thrilled to announce that
Fagin's Gang has been picked up by another major UK distributor. "Esdevium Games Ltd. is the leading distributor of hobby and mass-market gaming products to the UK and Europe". Thanks to Tom Pike for his support for our game. Further details here.
4th June 2007
We are pleased to announce that Fagin's Gang has been picked up by a major UK distributor. JKLMnP Games and Distribution supplies boardgames to retail outlets in the UK and Europe, and will soon be expanding into the USA. Thanks to Markus Welbourne and Paul Evans for their support for Fagin's Gang. Further details here.
3rd June 2007
UK Games Expo - Day 2. We have had a very successfull day. Firstly, a number of people visited our stand this morning to say that they bought Fagin's Gang yesterday, played the game at their hotels, and loved it! Dean was interviewed by Steve, whose podcast report will appear soon (more details to follow here). Feedback for the game has been very positive all round. Alan How arrived to give us a copy of his Counter magazine, issue 37 (in which Fagin's Gang is reviewed) - thanks Alan. AND, to top the day off, Fagin's Gang won the prize for BEST NEW BRITISH BOARD GAME. The Shortlist included: Brass, from Warfrog; It's Alive, from Reiver Games; JKLM Games' Phoenicia; Surprised Stare's Scandaroon; and the 2nd edition of Canal Mania, from the Ragnar Brothers.
2nd June 2007
UK Games Expo - Day 1. The inuaguaral event opened in Birmingham UK, and appears to have been a great success. We hear that over 1000 came through the doors of the Clarendon Suites to be greeted by games tournaments, traders and exhibitors from all over Britain. The Fagin's Gang pitch was very busy, with some very positive feedback about the game, and some useful networking going on. We had the pleaseure of meeting Richard Breese (Keythedral, Aladdin's Dragons, Reef Encounter), who came across to see us - and perhaps to talk to Markus Welbourne from JKLM Games, who spend 45 minutes at our table and has been very helpful with advice and encouragement. A great day was had by us. We look forward to Day 2...
31st May 2007
Fagin's Gang has been reviewed in the UK's premiere gamers' magazine: Counter. Thanks to Alan How for his rigourous and honest comments, including:
"All the mechanics work well and I particularly liked the market option...". We also have a Q&A session in the same edition, in which Dean explains to Stuart Dagger some of the finer points of Ludorum Games and Fagin's Gang's development.
17th March 2007
Fagin's Gang will be played at this year's The Cast Are Dice gaming weekend in Hanley, Stoke-on-Trent. Shire Games has finally released details for this year's sequel to last year's very successful innagural weekend. 2007 event dates are: Saturday 18th & Sunday 19th August. This year will be even bigger and better, but numbers are still limited, so book your tickets now: http://www.thecastaredice.co.uk
23rd February 2007
We are receiving a lot of enquiries about Fagin's Gang for PC. This is now close to the beta testing stage, but development has been delayed by the arrival of Microsoft Vista, which, so I am told, is likely to have 'reliability issues' until the first service pack is available. I won't tell you what our programmer called Vista: it wasn't very nice!
10th February 2007
Fagin's Gang should now be available at your favourite UK games shop. If it is not, please get in touch with them - or us.
9th February 2007
All of our pre-orders around the world have now been sent. Many thanks to everyone who ordered - and thanks for your patience!
8th February 2007
After some delay, our UK stock has finally arrived in our UK offices - and it looks great!
3rd February 2007
FAGIN'S GANG has hit the German shops. Marcel at spielgilde.de e-mailed to say all is well.
2nd February 2007
We have a game! FAGIN'S GANG is on its way! Our games are out there on the truck/ship to England. In fact, they were put together and sent on Wednesday (31st Jan), but our German manufacturers didn't mention it! Our trade orders have now been sent from Germany. Thanks to everyone for your patience; you may well see the finished game before we do!
1st February 2007
We have a secured a Spanish translator for the rules. More details soon.
26th January 2007
False Alarm! Another delay. I guess this is part and parcel of being a games publisher with no manufacturing arm, but it is all very frustrating. Our suppliers in Germany have e-mailed us to inform us that their suppliers have still not got the wooden components right! The colours of the pawns, yes; the colours of the discs and cylinders, no. As a result, we have to wait here in England while the problem is sorted in Germany. To compound matters, Nürnberg 2007 is close and the factory is very busy. We can only apologise to the the people who have already ordered around 25% of this first edition. Please be as patient as we are; we thank you.
26th January 2007
Success! We have been asked to submit our dipatch notes to Germany for our Fagin's Gang pre-orders Hooray! We must have a game. We will launch online at the weekend.
23rd January 2007
New Production Day - we hope! We await confirmation from our manufacturers in Germany.
22nd January 2007
We've had a rather curious objection from a retailer in UK to our game's tagline: "What are YOU going to steal today?". This FLGS owner seems to feel that
our "obnoxious advertising by-line" may serve to encourage "con-men and shoplifters". It is perhaps unnecessary, but we should state here for the record that FAGIN'S GANG is what is commonly referred to as a 'game'. It is in no way meant as a celebration of stealing or a manifesto for thieves. In fact readers of Dickens will tell you that Fagin himself meets with the strong arm of the law at the end of Oliver Twist; a moral message for us all. I wonder if our objecting retailer stocks Tigris & Euphrates, with its wanton destruction of civilizations; or Puerto Rico (slaves); Monopoly (greed); Killer Bunnies (cruelty to animals); any war game; or even Power Grid, with its irresponsible sale of fissile nuclear materials on the open market. Comments welcome.
19th January 2007
Problem solved! To their credit, our German manufactures have spotted the problem with the wooden components, and are replacing the light natural wood pieces with darker versions. However, this will push production into next week. We now expect delivery around 29th January.
18th January 2007
Problems! We have just received in the mail samples of the wooden components to be included with Fagin's Gang. Unfortunately, the white playing pieces are very similar
(too similar) in colour to the natural wood pieces. The wooden pieces we used in play testing are quite a bit darker than these, so the problem did not occur to us. It's too late to change, so we will have to go with this situation for the 1st edition. It may be necessary for people to add a blob of coloured paint to one set of playing pieces. Nick has optimistically pointed out this situation only affects 6-player games. Dean's girlfriend has been even more optimistic by suggesting that will make the first edition a collector's edition!
18th January 2007
Printing Day! As far as we are aware, Fagin's Gang is being printed as we write this. We await confirmation from Germany of the birth of our baby. We expect delivery next week.
13th January 2007
We now have a very good German translation of the rules, courtesy of Frank Dohse. Thank you Frank.
All our translations will be made available on our download page once Fagin's Gang has been released.
11th January 2007
We now have a distributor for the Benelux region...
If you are a retailer in Belgium, The Netherlands or Luxembourg, please visit our Retailer Zone for details.
10th January 2007
The game is being translated into German as we speak (or "jetzt", I should say). All our translations will be made available on our download page once Fagin's Gang has been released.
January 8th 2007
We have received written confirmation from our German manufacturers that FAGIN'S GANG should be ready for "week 03/07"; that's next week, which is very exciting! Watch this space.
January 6th 2007
Our game has now been translated into Dutch by
Melissa De Lombaerde and our friends at spellenwinkel.be: Luk De Lombaerde, Pascal Taillaert. Many thanks to them. If there are any Latin translators our there, we would be pleased to hear from you.
January 2nd 2007
January Sales! We are pleased to announce that we are offering FREE WORLDWIDE POSTAGE to anyone who orders and pays for FAGIN'S GANG before its scheduled release date at the end of January. Offer ends February 2007. Details here.
January 1st 2007
The New Year has arrived! At Ludorum Games we feel that this is going to be 'our year', but we're not greedy: you can have a piece of it too. Jim and Dean would like to wish gamers everywhere the very best for 2007.

Meanwhile, Romania and Bulgaria have now joined the European Union
. Welcome! Unfortunately, it now means that they will have to pay VAT (value added tax) on purchases along with the rest of the EU. The rest of you can still buy FAGIN'S GANG tax-free!
December 25th 2006
Dean is in Barcelona with his girlfriend, walking around this beautiful, historic city. Rather surprisingly, most things are open on Christmas Day, so we have visited Gaudi's famous house, Casa Batllo and the stunning Sagrada Familia. Both highly recommended. We brought Wolfgang Lüdtke's Caesar & Cleopatra with us (a favourite of Dean's girlfriend - as well as small and light), but we haven't had a chance to play yet.
November 2006
Sorry, things have been hectic here at Ludorum Games, so this news page hasn't been updated for a while, but it will be soon, I promise
October 1st 2006
Our "coming soon" advert on the Bardgame Geek site (see here) is coming to the close of its 30 day stint. Over 1000 people have clicked through to this site from that one, which I think is pretty good. Thank you if you are one of those people. Ane let's hope that this initial interest translates into sales!
September 30th
We are still waiting for our German manufacturers to return to us with a response to our latest small query, which has taken over a week now. It's very frustrating as each small (but important) query seems to take a week to reply to. We can't finalise data until we get a response. I hope the printing isn't this tardy. The end of November deadline is looking shaky.
September 17th 2006
Apparently the games that use ISBNs are breaking the guidelines! These games are not listed in the regular Nielsen BookData's bibliographic database. We have been advised to contact the EAN people, with whom we should be registering Fagin's Gang in the UK. Watch this space!
September 16th 2006 (even later the same day)
The ISBN people have undertaken to look into the matter. Our e-mail has been passed up the line at the International ISBN Agency!
September 16th 2006 (later the same day)
The ISBN people are very efficient and, it has to be said, adamant that ISBNs are not used for boardgames. We have replied to our correspondent with a few examples: High Society (0-9740913-2-4), Lost Cities (1-892081-23-7), Amun Re (0-9719420-9-9), Samurai (1-892081-15-6), and asked for clarification of this apparent contradiction.
September 16th 2006
Barcodes. All games have them, they are easy to generate, but which type to choose? For those not in the know, which included us just 24hrs ago, barcodes come in many shapes and sizes: EAN-8, EAN-13, UPC-A, UPC-E, Code 11, Code 128, Postnet, Royal Mail, ISBN, RSS-14, FIM C, etc. The list goes on. For a better undertsanding, take a look here: http://www.terryburton.co.uk/barcodewriter. As I said, easy to generate a basic UPC-A barcode, but is it the right type of barcode? As many of the German games have ISBN numbers, we have contacted the International ISBN Agency at: http://www.isbn-international.org
September 14th 2006
More questions and requests for clarification have been sent to the printers. This includes the component correction. It has to said that, whilst the printers have very good English (better than our German), the language barrier may well be causing problems. We have decided that our next game should be based on Pythgoras' Theorem - at least that is universal. We await the further response of the printers. Our only concern is hitting our November deadline. It could now be tight!
September 13th 2006
Our updated quote has finally arrived from the German company. It's better than the last one: more complete and cheaper; however, some of the components that were listed correctly on the last quote are now listed incorrectly! We are deciding whether it will be necessary for Jim or Dean to go to Germany to check each component before it goes to press.
August 14th 2006
Good news! A local firm has returned with a fair price for the rule booklets, AND may well be able to cope with the boxes and boards, and can certainly handle the die-cut components. Time will tell. Meanwhile, our complete-project quote is being prepared in Germany.
August 10th 2006
A decision has been made to attempt to source the components for FAGIN'S GANG individually - and as locally as possible. In the meantime, we have are contacting another Germany-based company for a complete-project quote.
August 9th 2006
Quotes have been received for runs of 500-5000; financial decisions need to be made.
August 5th 2006
Headingly, 2nd day of the 3rd Test between England and Pakistan. Younis Khan and Mohammad Yousuf put on an unbroken century stand to frustrate England after the hosts had piled up 515. Meanwhile, the graphics are being checked by Jim.
August 1st 2006:
Specifications are being sent to various printers and manufacturers for their quotes. We wait with baited breath.
July 23rd 2006:
Although a number of English dictionaries allow both 'handkerchieves' and 'hankerchiefs', a survey of Dickens' original text (courtesy of Project Gutenberg), clearly favours the latter. The graphics are being updated/corrected (depending on where you sit in the office), as we speak.
July 21st 2006:
Debate has entered the Ludorum office. For months now, the red commodity on the Seven Dials location track has been: "Handkerchieves". Now, one of our number thinks that, despite the fact that 'leaf' takes as its plural 'leaves', 'hankerchief' actually takes the plural 'handkerchiefs'
. Not everyone is convinced; we will look to Dickens as our arbiter.
July 18th 2006
:
Play-testing is almost complete (if that can ever be the case). We need at least one further 6-player play 'to the death' to test the longest time.
Lost Months
More to follow in here... On how the graphics were developed; the decision to change from a phase-based game to a round-based game; the problems of German translation; developing a website; testing with the neighbours; development of the PC version; writing the rules; blind-testing; and the joys of having a game that people ask to play again and again.
February 26th 2006
The game, now called Fagin's Gang, gets its first five-player test - with the Snell family. The new market works, but not perfectly. However, the game as a whole is a great success. 14 year-old Ashleigh uses bits of paper to track her progress, and is completely engrossed. Step-father Chris suggests that the tracks be incorporated onto a single board. He's right.
February 24th 2006
A 3am e-mail from Big John suugests a market innovation: sectors. This way the market cannot get clogged up with commodities of a single colour.
February 23rd 2006
The game and the basic graphics are tested at Big John's house. It's only a three player test (with Dean and Little John), but the new market gets a thorough shake-down. It is decided that, whilst a market is essential to the game, the current system is too fiddly. Dean undertakes to go away and re-think. Meanwhile, the new graphics are very popular.
February 19th 2006
Whilst there is some work to be done, there is clearly enough in the game to warrant starting on some graphics. The tracks provide the central mechanism, so these are addressed first. The initial idea is to produce the tracks as separate units to be placed on the table in a fan formation.
February 18th 2006
Armed with a better opening setup, Dean takes the game to Jim's house for a test. This basic early version
(still called "The Merchant Classes" at this stage) is a success, but the market clearly needs some work. It keeps getting clogged up with the pieces nobody wanted; however, nobody likes the idea of the arbitrary "clear the clogged up market" rule. It needs a natural mechanism. The very early deck of cards, conceived with the original game, is dumped as unnecessary!
February 17th 2006
Armed with little bits of paper with numbers scrawled on them, Dean attempts to test the game for the first time on his girlfriend. However, they can't decide on an opening that doesn't rely on an arbitrary
setup or the luck of the dice. The session ends in argument and little testing.
February 16th 2006:
Dean takes his new concept to the games group. They like it! Big John hopes that there's a version ready to test at the next session.
February 14th 2006
Dean stops work on the rudimentary prototype in order to cook his girlfriend a lovely Valentine's Day dinner. The food is good, but the talk soon drifts towards the new game.
February 10th 2006
Dean starts work on the tables, algorithms and quadratic equations that will underpin the game's central mechanism. If this is not solid, there's no game!
February 9th 2006:
Dean e-mails his rudimentary write-up of the game concept to Jim and Alex. They like what they see.
February 8th 2006:
Dean comes up with the idea for the game mechanism whilst swimming at the local pool. The game, however, has nothing to do with swimming. In fact, its original title is "The Merchant Classes".

 

Evolution of the Playing Board
For those who are interested in how this has developed (latest at the top)...

Lucky 13: Image file sent to the printers.

13r: Reverse of the board sent to the printers.

12c: Almost there. Printer test, including 15mm overlap around the edge.

12c: Colour test - white.

12a: Colour test - beige. Shilling track anti-clockwise.

11c: Map test 3. Our play testers shook the table too hard!

11b: Map test 2. A radical departure, rejected because it lacked clarity for players.

11a: Map test 1. Using our own scan of a C19th map of London to avoid copyright issues with the Dickens image.

10d: Disc developed for the early PC version; considered for the board version. but rejected becasue there's not enough room for all required components.

10c: Oliver Twist text as a background still, but with the central glare removed.

10b: Oliver Twist text as a background. Central 'glare' light gradient considered too distracting for play.

9: Dickens image lightened, but the image was finally rejected totally for copyright reasons.

8: Player guides are available on all 4 corners now. Game title moved to the centre of the market.

7: Spot the difference!

6: The sectored market has been coloured. The shilling track around the edge now goes to 100.

5: Early incarnation of the sectored market. Fagin's image has been added to the top of each track for clarity of play.

3: The market here is circular, but is still a single block, taking all commodities anywhere.

2: This version shows a 'Turn Order' track for the rejected phase-based game, and the original market square.

1d: Early colour testing.

1c: The tracks gain names taken from the locations in Oliver Twist (Seven Dials did not make the final cut - it was replaced with Snow Hill and finally Holborn Hill).


1b: Basic prototype tracks for testing the concept.
The concept of side-by-side tracks was revisited for the PC version of the game - see here.

1a: Concept: Basic tables and calculations undescore the central mechanism of Fagin's Gang.


 


 

 

 

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