Brisca and the strategy of a good game

No business is too small if the objective remains clear, and after learning that in this case, the first investment made was for a ream of paper, it is incredible to think how in such a short time, Brisca has taken off to include a small workshop, a catalog of more than ten products and a loyal and growing community of followers.

In a country for years lacking domestic creation of games materials to play at home, Brisca presents itself as an enterprise focused on the production and commercialization of board games. Through the entertainment they provide, the enterprise’s creator, designer Tomy Clarens, identified the possibility of expanding beyond mere made to order sales, to promote the culture of board games to the maximum.

“When it comes to choosing a game, we first see if it is possible to make it, and make sure it is suitable for our audience, identified between 16 and 30 years of age. We always try to make games that require some kind of skill, that are not just about rolling the dice and moving chips, that do not reward chance, but rather the best strategy or creativity; where the player makes decisions and these influence the game,” Tomy explains, who is accompanied in this endeavor by his partner, Leyanis.

Based on this criteria, Brisca proposes a list that includes Pictionary, Carcassonne, Monopoly Deal, UNO, Scrabble, Exploding Kitten and Game of Thrones (the latter with their respective developments), among others; all available for consultation and request on its Telegram channel: t.me/briscacuba.

The manufacturing process starts with the scans of the games and is based on the corresponding availability of resources, with analysis on their attractiveness to the market and efficiency. The team produces a prototype, tests it and if everything goes well, prepares the public for its launch in order to guarantee orders. Once presented, they note any suggestions and if there are any defects, they make the necessary adjustments to deliver a better final product.

As Tomy explains, “We have uploaded free PNP (print and play) copies to the Telegram channel for people to download and print them, and I am not the least bit worried if someone makes a business out of it; in fact, I would like to meet them to establish a partnership, because in the end what Brisca wants is to promote the board game ecosystem in Cuba.”

Although they have always been applauded for their quality and details, the team has its feet firmly placed on the ground and is already focusing energies on designing their own games; a process which demands a lot because starting with a bad move is not an option. For this, they are looking to contact a printing company in order to improve their standards, secure the constant supply of materials and focus fully on the development of their games from scratch.

Other projects include the redesign of the well-known Deuda Eterna (Eternal Debt – like a Cuban version of Monopoly) and the relaunching of a club in which, in partnership with a bar in Old Havana, they can expand the world they champion. In fact, Tomy’s aspiration is for “Brisca to function as a board game publishing company, with advertising for the projects in production and national events so that people get more involved with this environment; to continue with the alternative of giving people the possibility of printing the games, providing them with the tools to develop their own game ideas, and to be able to operate all over the world exporting our products.”

While they are still planning the strategy to effectively reach more provinces of the country, the game is far from over for the Brisca team, who in times of technology are hedging their bets on the rich experience of playing in person.

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