Blue Beard Entertainment

Scuttle! Design Diary - Part 3

Finding an Artist and Renaming a Game


Many say "from the back" is my best angle.

It was snowing in New York.

I'd been in the country for three days. I was extremely jetlagged, freezing cold, and ludicrously excited. I'd never been out of Australia before...I'd never seen snow before!

Everything was so new.

I was sitting in a cafe, watching the snow (pictured above) when I noticed the lady sitting . . .

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February 11, 2016

Scuttle! Design Diary - Part 2

Theme and Expansions


Art by the incomparable Kelly Jo

You can't make a good game without a theme.

Well, I guess you can...but I don't want to play it.

As I've gotten deeper into the world of board games, I've realized that I just don't really care about themeless games. Even stuff like Splendor, which is supposedly about trading and collecting jewels - the theme is . . .

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February 08, 2016

Scuttle! Design Diary - Part 1

Behind the scenes of the first Jellybean Games release



At the start of last year, I became obsessed with Kickstarter.

This isn't hard to do (especially if you're a board game designer) and there's dozens of resources online to feed the obsession. I read through the entirety of Jamey Stegmaier's Kickstarter Lessons website...twice. I read through all the updates of the . . .

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February 05, 2016

The Blue Beard Business story - Part 5

Who I am, what the point of the company is, and how it all came about.

The Blue Beard Business Blog

Here's an image of what this blog post looked like when first published. Meta, hey?

Goal of the Blog

So why keep a blog?

Believe it or not, every business doesn't need a blog. They might need a "news" page, or some way of updating their customers on when their next release is, but they don't need a blog.

Firstly, because I enjoy it. I'm not an extrovert, but I do process . . .

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February 01, 2016

The Blue Beard Business story - Part 4

Who I am, what the point of the company is, and how it all came about.

Goals, Strengths and Weaknesses

That is not me. Yet.


Jellybean Games has a mission statement: to make kid-friendly games that grown-ups will love.

It also has a goal: to generate enough income that I can live off it full-time.

At the moment I'm a professional author. Writing has been my sole source of income since 2012, so I could theoretically work on . . .

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January 10, 2016

The Blue Beard Business story - Part 3

Who I am, what the point of the company is, and how it all came about.

Silvrback blog image

Writing a Mission Statement

When I first came up with Jellybean Games, it seemed pretty simple. Make good games that I was proud of, release them on Kickstarter. Repeat?

But then I started reading books about business, doing research, and - perhaps most importantly - learning more about branding and it quickly became apparent that wasn't . . .

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January 09, 2016

The Blue Beard Business story - Part 2

Who I am, what the point of the company is, and how it all came about.

Jellybean Games logo

About Jellybean Games

In July of this year I was trying to convince Christopher Badell (designer of Sentinels of the Multiverse, Deck Building the Deck Building Game and co-designer of Hex Mex - more on that later) that Greater Than Games should buy the rights to Story War.

At the start of 2013, my friend Tom and a couple of his mates . . .

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December 27, 2015