This week we had the luck to talk with Alberto Aznar, a novel board game designer who is about to publish his very own game after under one year of development, Número Perdido. Alberto’s journey is a great example of how a good idea can take you far, and the importance of gaining contacts and relationships with publishers and distribution companies to make your game a reality.
You can watch the full interview in Spanish with subtitles in English at the end of this blog post, or read about it in english now. We hope you enjoy it as much as we have!
Hi Alberto, could you introduce yourself and explain how you started to design your own boardgame?
I’m Alberto, a Project Manager at a software development company, and I’ve always been passionate about board games. My journey into board game design began as a personal interest. Although I had previously collaborated on a project with a friend, the real spark came when I managed a work-related project involving Tabletop tools.
This project gave me the chance to explore the technical aspects of game design while experimenting with ideas I had been holding onto for a long time. It was the perfect formula: merging technical learning with creative ideas. From there, I started taking small steps, turning my interest into something tangible, and eventually, “Número Perdido” was born. While I didn’t have a complete vision of the game at first, the creative process and testing phases helped me shape it into what it is today.
What is “Número Perdido” about?
“Número Perdido” is a game that combines fun with mathematical challenges. The premise is simple: players solve math operations to reach a target number and earn points. Each player has a deck of cards containing numbers (from 1 to 21) and basic mathematical operators like addition, subtraction, multiplication, and division. A target number is placed in the center of the table, and players must match it or get as close as possible without exceeding it.
The game ends when a player successfully completes three targets and wins. While the concept is straightforward, the design ensures the game remains accessible and dynamic without sacrificing strategic depth. The mechanics are carefully balanced to keep gameplay fast-paced and enjoyable. Although there are additional rules for tie-breakers and special situations, the primary goal was to create a game that’s easy to learn and play.
What was the design and development process like?
The initial idea came from observing my wife, who is a math teacher. She used similar exercises with her students to practice calculations, and that inspired me to think about turning it into a game. I collaborated with teachers and friends to refine the concept, ensuring it was both educational and entertaining.
The development involved extensive playtesting with a wide range of players. Testing with diverse profiles—from math enthusiasts to those less comfortable with calculations—was crucial for refining the mechanics. For instance, we decided to include more addition cards than division cards and limited high numbers to avoid overly complex operations.
There were also significant graphical adjustments. Early prototypes revealed that when players held their cards in a fan, they couldn’t easily see the numbers. This led us to include values in the top corners of the cards to improve usability. The iterative process of trial and error was essential to ensure the game was both fun and functional.
What were the main challenges of publishing your first game?
Publishing a board game for the first time is a long and complex process. Once I had a solid prototype, I moved on to figuring out how to publish it. I identified three main pathways: working with a publisher, partnering with a distributor, or launching a crowdfunding campaign.
I chose to collaborate with Asmodee as a distributor. They handle moving the game to stores and online platforms, but I took responsibility for production. This required a steep learning curve to coordinate with factories, adapt designs for printing, and manage production timelines. Additionally, contacting publishers and distributors was a challenge in itself. The board game market is saturated, so persistence and patience were crucial in sending personalized proposals and finding opportunities until Asmodee expressed interest.
How long did it take to develop and publish the game?
The process began in October 2023, with the launch planned for December 2024—a total of about 14 months. While there were interruptions, like the birth of my child, I maintained steady progress. This timeline included the initial design, testing, validation, adjustments, networking with publishers and distributors, and managing production. Each phase had its own challenges, but careful planning and my project management experience helped keep everything on track.
What role did events play in the development and promotion of your game?
Events are crucial for gaining visibility and refining your game. I participated in one organized by Tabletop Creator, which was an incredibly enriching experience. At the event, I not only received valuable feedback from designers and players interested in game creation, but I also observed innovative mechanics and ideas from others.
These events are essential for connecting with a passionate community that offers fresh perspectives and constructive feedback. Unexpected opportunities also arose, such as schools expressing interest in using “Número Perdido” for educational activities. My plan is to attend more events in the future to promote the game and continue learning from the community.
What advice would you give to someone looking to publish their first board game?
What do you wish you had known before starting?
I wish I had understood more about approaching publishers in a personalized way instead of sending mass emails. Customizing pitches to match their preferences and needs would have likely increased my success rate.
Additionally, I would have benefited from a deeper understanding of manufacturing and printing processes. Details like margins, bleed areas, and color standards are critical to avoid design errors. Logistics and legal requirements, such as barcodes and labeling, are other aspects that would have been useful to learn beforehand. Familiarity with these areas would have streamlined the process significantly.
Do you have plans to design more games in the future?
While I’m currently focused on the launch of “Número Perdido”, I’ve already started brainstorming ideas for a potential sequel. For example, a cooperative version with events and characters that maintains the essence of calculation but introduces a narrative element. My priority now is to gather feedback from players and use it to improve the game or develop new ideas based on their experiences.
When and where will “Número Perdido” be available?
The game will be available starting December 27, 2024. Thanks to Asmodee’s distribution, it will be sold in local game stores and online platforms. More information will be available on the official website, numeroperdido.com, and on Instagram (@numero_perdido), where I’ll share updates and points of sale.
👉 Watch the whole interview here 👈