Danny Devine is a great guy and a really smart designer. I had the pleasure of meeting him in person in the Summer of 2013 and again at an UnPub event in Sacramento. He’s got a great sense of humor and a great design sense. I have played his game Ghosts Love Candy and loved it. When I found out Mob Town was coming out on Kickstarter, I knew I had to interview him.
Hyperbole Games: I’m looking up my police file on you. Danny Devine of Reno. Introduce yourself — who are you? What should we know about you?
Danny Devine: Well, my name is Danny Devine…and I’m from Reno NV… (dang it Grant! You stole my well crafted intro!)
I am happily married to my beautiful wife Rachael, we have a rambunctious 2 year son and a dachshund that is somehow more rambunctious than he is. When I’m not working at my day job or chasing the family around the house, you can usually find me at the kitchen table with a new game prototype or in my office working on some art for said prototype.
Hyperbole Games: Your first published game, Mob Town, is now live on Kickstarter for funding. Your publisher is 5th Street Games, the kind soul who saw fit to publish Farmageddon. Tell us about Mob Town.
Danny Devine: Good ol’ 5th Street Phil, he sure knows how to pick ‘em.
Mob Town is a 2-4 player area control game that features secret agendas, set collection and a little dash of take that. Every round starts by building out a randomly generated town that is different every time you play. Players play as rival Mob families competing over limited space in order to earn the most points before the Law shows up and ends the round. The game takes between 30-45 minutes to play making it a great game to play during lunch, which is when I usually play.
Hyperbole Games: What is the origin of Mob Town? How did it come about?
Danny Devine: The very first thing was the core set collection mechanic. The main deck has 5 suits each of those suits is helpful at taking control of exactly 2 types of the 5 different areas you can control. The theme was a basic medieval theme, really pasted on and dull, but it gave me a place to start. Once I had that I built, I added on from there. I had created the Map Building mechanic for a game called “Space Thingz from Space.” That game was terrible, but the Map mechanic had real promise.
It was literally the same week that I had added that to the game that the Game Crafter announced their Map Building Design contest. It was too perfect to pass up. How could the contest be based around something I just started working on? As dumb as it sounds, it felt like more than just a coincidence to me. I had never entered a design contest before, nor had I ever released one of my games into the wild. All I knew is that if I didn’t try it, I would regret it.
Hyperbole Games: Who would love Mob Town?
Danny Devine: I would say that Mob Town is for people who like fast paced gameplay, simple mechanics with plenty of decisions and options, and people who don’t mind sticking it to their neighbor when they get too big for their britches.
The theme is friendly and inviting enough that you could play this game with Kids or Grandparents and no one will be offended.
Some of initial rules go a little beyond really casual games, but if you have played games like Ticket To Ride, Carcassonne or any of 5th Streets other games, you will have no issues here.
Hyperbole Games: You’re also the artist for Mob Town! Tell us about your inspiration for the style, which is cute, anthropomorphic mob animals.
Danny Devine: The look for the 5th Street redesign was definitely inspired by the movie Roger Rabbit. We needed a way to make Mobsters family friendly to match 5th Streets line and that was the way to go. Artistically the look for the game was inspired by the load screens from Grand Theft Auto San Andreas. They are clean, simple, gritty and appealing all at once.
Hyperbole Games: I had no idea, but the connection really makes sense. I LOVE Who Framed Roger Rabbit. Brilliant film.
What are some of your favorite games? Did any of them influence Mob Town?
Danny Devine: My favorite genre of game currently is deck building; I am in love with Trains, Marvel Legendary, Pathfinder Adventure Card game (that one is pushing it, but it still has a semi deck building feel to it). Unless I’m thinking of someone else, you’re a little “meh” on deck builders right Grant?
Hyperbole Games: Not necessarily. I love Ascension and have played it almost 2000 times. And, I think Dominion is brilliant, though I don’t want to play it much. I guess I find many of them very same same, so I lose interest. That being said, one of the prototypes I have in mind next uses a deckbuilding mechanic at its core with some other innovations. So…who knows?
Danny Devine: As far as the influence for Mob Town, I can definitely pinpoint the main 2, Ticket to Ride and Small World. The suit matching set collection aspect and idea of 5 face-up cards to trade with all came from my love for Ticket to Ride, along with the 1 action allotment per turn. Having only 1 action per turn makes your decision harder and makes downtime between turns almost non-existent. With Small World I loved the idea of everyone competing over cramped quarters and the aspect of things getting harder and harder to take from people as time went on.
Hyperbole Games: Do you have any expansion ideas for Mob Town? What do you think about expansions, in general?
Danny Devine: We are actually including the first expansion “Mob Town City Limits” in the Kickstarter campaign, so for $35 you can get the base game and the expansion straight away.
The cool thing about the expansion is that it really feels like 3 mini expansions that you can mix and match or use all 3. We have City Cards, which have “clever” animal pun names like Beaverly Hills & Clam Francisco that not only name the city each round, but alter the gameplay that round as well.
Landmarks are shuffled into the property deck when you build the town, controlling these spaces gives you a special ability on your turn or bonus points. Finally we have my favorite, The Professionals, these are for-hire characters that grant you a powerful ability to help turn the tide in your favor, things like taking over certain properties for less or getting and extra turn when the Law shows up.
We also have a solo/co-op variant in which players take on the role of the Police trying to run a powerful Mob Boss out of town before he completes his operations.
I love expansions! When there is a game I really like, I want more of it especially if it adds new mechanics or shakes up gameplay. The only problem I have with expansions is when I can’t play with them because its someone’s first time playing. My game group ruined Carcassone and Small World for a couple of our friends because we gave them too much at once…oops.
I know you are a fan of them in general as well, and you’re working on a fantastic one that I got to play last year for Farmageddon. What is your favorite expansion, what about your least favorite? Why?
Hyperbole Games: My favorite expansion is probably Kaispeicher for The Speicherstadt. It’s a very smart way to expand the game that still feels core to the experience. I played Leaders for 7 Wonders the other day and thought it was brilliant. I also own and love tons of expansions for Memoir ’44 and Summoner Wars and Netrunner that are basically more stuff.
My least favorite expansion is probably the one for Alien Frontiers. It added a lot of stuff that didn’t feel necessary, greatly slowed the game, and made it too complex. We stopped playing with it pretty quickly and never looked back. Ultimately, it felt like it wasn’t needed.
You also have an adorable game called Ghosts Love Candy, which I played last year at GaymerX. That is a delightful game. Tell us about Ghosts Love Candy and the schedule for it.
Danny Devine: Ghost Love Candy is a quick playing cardgame (about 20 minutes) for 2-6 players. It’s based upon the common knowledge that Ghosts absolutely love candy but can no longer acquire it. However, on Halloween, rules are off! Ghosts have learned that they can temporarily possess trick-or-treaters and eat all the candy they can get their invisible hands on. The mechanics were inspired by games like Get Bit and Smash Up. It’s really light-hearted easy to teach and play but still offers plenty of room for strategy.
Ghosts Love Candy is currently scheduled for a Kickstarter launch in late June early July.
Hyperbole Games: Will you also do the art for Ghosts Love Candy?
Danny Devine: That is the current plan; I already have some art styles in mind for it that I can’t wait to try. I currently have a LOT of art to do for the Mob Town expansion and we have the talented Derek Bacon on board to help out there. I’m running a tight deadline to finish art for Mob Town and get Ghosts Love Candy rolling, so we have polished looking review copies to send out, but I am looking forward to the challenge. Having a finished game designed and Illustrated by me is truly a dream come true.
Hyperbole Games: When you generally begin work on a game, what is your process or approach? How do you create something?
Danny Devine: Theme or mechanics, theme or mechanics, that’s what people always jump between. I am no different; it really depends on the situation. A lot of times my ideas for mechanics will come from games I’m currently playing that I mash together until something new and interesting emerges. That was the process for Mob Town, mechanics were in place before the theme emerged. With Ghosts, the complete opposite. I had an idea that I wanted to make a game about ghosts possessing people at a party, I mentioned it on Twitter, and it eventually evolved into a Halloween inspired game. The mechanics fell in place shortly after I realized I wanted it to be more chaotic free for all like Smash Up, instead of a Mr. Jack like deduction game.
In general, I design games that fit in the medium to light category and can be played during lunch (under and hour).
What about you Grant? Based on your games that I have played, I get the feeling theme is really important to you up front when designing.
Hyperbole Games: I design for an experience and bring in thematic and mechanical pieces as I satisfy that. For York I wanted an attrition heavy, aggressive war game that used technology from about the mid 19th century. I didn’t want to use dice and I wanted it to play in an hour with 4 or fewer players. That drove a lot of ideas. For Sol Rising, I wanted space ships and fleets. I wanted you to be an admiral. For Flipped, I wanted a light euro first and came about a light city builder thing as a follow up.
Two published games is a big deal. But, I have to ask you what’s next? Any other ideas you’d love to pursue? Themes that interest you? Mechanics that are exciting?
Danny Devine: Too many to list! I can’t possibly make them all, but I am certainly going to try. I will give you 2 quick examples of the front runners right now. Keep in mind, they are basically both in brainstorming states right now.
Monkey Fruit Farmers: 2-5 Player worker placement game. Players take on the role of a fruit farmer that hires local monkeys to pick fruit for them in order to sell them to the market or fulfill the endless amounts of orders flowing in. There is going to be a fluctuating economy based on the demand of each fruit. Sometimes bananas are worth more than apples. The monkeys you are hiring must be paid in fruit, and they want what the people are eating, which means you have to decide when to feed your monkeys the top dollar fruit, meaning more monkeys but less profit, or throw them the leftovers and watch as half of them go on strike.
I don’t have a name for this other one yet, and it’s pretty ambitious but what I want to achieve is the overarching character development from the Pathfinder card game or how Risk Legacy changes from game to game, but make the experience more compact and easy to play. I want something that can be played at lunch, and the whole campaign takes 5 playthroughs allowing for a week long lunch campaign. I love how dice games like King Of Tokyo or Bang the dice game play, so if I could fit a dice and card game as the core mechanic I would love to. And to top off this pile of random, I want players playing as Super-Hero Vigilantes, not with super powers, but like Kick-Ass or Batman. I would love to figure out a way for you to start the game day 1 as your origin, and by day 5 you are battling your arch nemesis that developed along with you in a glorious final battle!
I want to thank Danny for taking the time to conduct this interview. Check out Mob Town on Kickstarter now!
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