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Tuesday, 31 December 2013

The 12 Games of Christmas - 5. King of Tokyo with Power Up

King of Tokyo was a firm favourite two years ago at Christmas and has passed in and out of favour over the years. Regardless, I still think it’s one of the best light games in my collection that nearly anyone, regardless of their gaming experience, can sit down and have fun with.

King of Tokyo is a competitive dice rolling game where the players are Monsters vying for control of Tokyo. Based on Yahtzee players roll the dice three times, keeping any results they want after each roll. They can score victory points, heal damage, inflict damage and accumulate power. Power can be spent to buy cards which allow the monsters to use special abilities, gain victory points or inflict damage. The game is played to 20 points or until all but one monster is eliminated.

Because the game features player elimination you can end up on the side-lines just watching the chaos unfold, however, I’m always more than happy to cheer on a player attacking the monster that offed me! Overall King of Tokyo is a family friendly game, very fun and tongue in cheek, it plays fast and even with the expansions it remains simple to play. You can read my full review here.

So what does Power Up Bring to the table? The Power Up expansion adds a new monster Pandakai, (I love saying that name!), several new power cards and a new mechanic Evolutions. Prior to Power Up all the monsters were the same, each had 10 health and needed 20 VPs to win. Now however each monster has their own deck of Evolution Cards.

A player may play an evolution card when he rolls three hearts. He still gets the benefit of the roll, and can still draw an evolution while in Tokyo where he would not normally be allowed to use the hearts for anything. Each set of Evolution Cards are unique to the monster, giving them a new flavour and making each play slightly differently.

Do Evolutions make the game better? I think so, I never play without them now, after all, having more options on your turn is never a bad thing and it encourages damaged monsters to take the heals and to try and get an evolution to come back to the fight stronger for having rested. It’s not a vital expansion but its certainly one I would recommend to any fans of King of Tokyo, plus you get a giant kung-fu Panda and that’s always awesome!

Monday, 30 December 2013

The 12 Games of Christmas - 4. Rivals for Catan with The Age of Enlightenment

As with a lot of people The Settlers of Catan was my gateway into the hobby and I have always retained a soft spot for everything Catan. I own most of the expansions, plus I own two different digital versions and the original card game.

When Rivals came along I tried to hold out on buying it, after all I already owned the Settlers the Card Game, which, while fun, suffered from stilted mechanics, but Rivals looked so pretty and after playing it once I retired my copy of Settlers The Card Game and Rivals for Catan took it’s place. In fact when it comes to Civilization style games, this is my one of choice.

Rivals for Catan is a two player card game set on the island of Catan. In the game players are building roads, settlements and cities, along with buildings and units which enhance their settlements/cities with the aim of being the first to score 12 points. Rivals features several improvements, including streamlined rules and a faster playing time. Rivals is deeper than it’s board game counterpart but it is limited to two players, takes up a lot of playing space and takes a little longer to play.

But what does Age of Enlightenment add to the base set? Three new scenarios. Each of these has their own theme and mechanics. First up The Era of Explorers, which has the most complex set of rules for a Rivals scenario. This is the scenario that will get most people to buy the expansion because Explorers adds sailing and exploration, it’s like Seafarers for basic Settlers. Each player has an identical set of 9 sea cards and 3 ship tokens which they can use to explore the sea. Players must build buildings to develop Cannon and Sail points which allow their ships to attack bigger pirates and sail further out into the ocean. The Lars the Naval Hero The Reform of the Card Game 2012 – Part 15scenario plays very well and is dripping with theme. However my favourite thing is that Mayfair president Larry Roznai has finally been immortalised in card form as Lars the Naval Hero!

Era of Sages adds a new resource to the game, Wisdom Points (Owls). Players need to place Sages, who generate wisdom whenever the region they are on would generate resources. Era of Sages focuses on using Wisdom points to generate various effects, as well as build buildings, allowing players to choose their cards or control the event deck. In addition each player has the ability to score additional points by developing the Manifesto for Humane Conduct.

Era of Prosperity adds another new resource, Public Opinion (Stars). Stars protect you from the event deck, which brutalises you with Riots and Insurrections, which destroy your buildings. Once you have Public Opinion on your side however there are various ways you can abuse it! For example, when the event Taxation comes up you can lose public opinion to generate resources and gold! You can work with mercenaries to fend off the Brigands but your subjects will be disappointed in you. However, certain buildings allow you to generate public opinion when Celebration or Trade is rolled, while others like the Travelling Theatre allow you to spend resources to generate additional stars. Overall this set has a very thematic flavour to the ebb and flow of Public Opinion.

Before I discuss my thoughts on the set, I just want to mention the translation, particularly in the Era of Prosperity set. It feels like Mayfair just let Google Translate do the job. For example one card reads “When you build the monument, your opponent must determine two of the units he placed, chose one of them and add it to your hand.” while another reads “The Prince never changes over to the opponents principality or to the cards in his hand” This does not feel like it was translated by a person, I would normally expect better from Mayfair.

That said, I think this is a great expansion. Age of Enlightenment retails for around £10 and adds a lot of cards to the game. If I had to choose between this and Age of Darkness I’d choose Enlightenment for the Explorers set which really does make for a very different feel to the game. Sailing to different islands and fighting pirates is really different to the base game, but it doesn’t really change the base mechanics. The other two scenarios are also fun, I prefer the thematic-ness of Prosperity over Sages but both offer some nice cards, but Explorers makes this expansion for me.

If you’ve always wanted to play a Civilization Building CCG style game then you really should check out Rivals for Catan. The learning curve is probably a little steeper than Settlers of Catan but it really isn’t too hard to grasp, there is a tutorial mode and there is a How to Play Video on the Catan site. As for Age of Enlightenment, I think if you already own Rivals, it wont hurt to pick this up, three new scenarios for £10 is great value and there is some cool and unique stuff in this set.

Sunday, 29 December 2013

The 12 Games of Christmas - 3. Quarriors with Quest of the Qladiator

Deck Building games have been around for a while now, it all started with Dominion but since then others have come to challenge the crown. The same cannot really be said about Quarriors, which took the deck building genre and added dice.

Quarriors is a competitive and combative dice building game. Instead of buying cards to add to your deck you buy dice, when you score those dice you can cull your dice and in doing so increase the chances of drawing out the better dice. Dice only score if they can survive for a whole turn.

In deck building terms Quarriors is most similar to Nightfall, it’s all about attacking your opponent to stop them scoring and making sure they can’t defeat your creatures. Quarriors doesn't hit the table all that often in our house and here is why…

Deck Builders do it better. Quarriors is quirky and unique and fun but it is also more fiddly than a deck building game, it’s more random too. You can try and set up combos but most of the time you're just going to pull one creature and some basic dice. It’s not that I don't like Quarriors, I do, but it isn’t a strategic or even a tactical game, it’s just a dice rolling slugfest.

Quarriors

Does adding Quest of the Qladiator change that? Nope. What it does add are new dice and cards with some cool effects and a new type of symbol; the Locked Dice. This dice sits in your play area and adds a special ability, globally, until it is unlocked. While this is a really nice idea, it is again, a bit fiddly (the expansion comes with a doubled side piece of A4 paper for additional rules and most of them are about locked dice) but any player can spend 2 “Quiddity” to unlock it, which in real terms isn’t much at all given on an average turn I would roll between 4 and 6 quiddity.

I guess I sound like I’m coming down a little hard on this game, but it is expensive for what you get, especially given how lax quality control can be! I paid £20 ish for the expansion, but it retails at nearly double that and you get 2 new spells and 6 new creatures. Yes that is a total of 40 new dice, but at the same time if I bought a Thunderstone expansion I’d get 300 cards, adding dozens of new monsters, heroes and items and at nearly half the price!

Do I recommend Quarriors? Yes, but I’d definitely say try before you buy and don't expect the same level of depth you get from a deck builder and if you like Quarriors and you are just looking for more monsters and spells you could pick up Quest for the Qladiator, but I don't feel it’s a must add expansion. It doesn't fix any of the problems I have with the base game.  

 

Quarriors

Friday, 27 December 2013

The 12 Games of Christmas: 2. Elder Sign with Unseen Forces

Elder Sign has been a favoured game in our house for a long time now, although personally it had fallen out of favour with me because it was just too easy, I can hardly recall the last time we lost. When you compare that with it’s Android counterpart Elder Sign Omens, my win/loss ratio is certainly below 50%!

So, when I heard that Unseen Forces amped up the difficulty I knew I had to pick it up. Elder Sign is a cooperative game in which the players are working together to seal away an ancient evil that is attempting to enter our world and devour it! Using dice you complete tasks and unlock the powerful Elder Signs which will banish the ancient one back to where it came from. For a full overview check out my review here.

So what does Unseen Forces add to the game? A bit of everything. When the expansion was first announced, I, like many others, was a little disappointed that we wouldn't be seeing a themed campaign pack like the Ithaqua or Cthulhu expansions for Elder Sign Omens. But what we did get was more of everything else.

 

More adventure cards allowing for new rewards, penalties, midnight effects etc. I was glad to see that there were more cards that offered Allies as rewards too. Also included were reprinted and errated cards that replaced and clarified cards in the base game. New Investigators were added bringing with them a collection of new special abilities. New, tougher, Ancient Ones adding variation and challenge to the game. New items and spells, along with new, tougher Mythos cards to help bring the pain and make the game harder to beat.

But amongst all that they also introduced a new mechanic. Blessed and Cursed dice. Blessed gifts you an additional dice each turn until you fail an adventure, while Cursed will rob you of one. In addition if you are unlucky enough to get cursed twice you are immediately devoured.

But is it worth it? Does it increase the difficulty and make Elder Sign a competitive game again? Well we’ve played twice with the expansion, first against Glaaki who generates extra doom when an investigator is devoured. Unfortunately we beat Glaaki within 12 turns so he didn't prove himself to be much of a challenge. I had removed the Master Mythos cards from the deck, thinking they would probably be too much to handle, but now I’ve added them in and plan to keep using them. 

Our second adventure did not fare so well. This time we went up against Shuppe M’Ell who closes down adventures after you fail them, when you run out of open adventure cards you lose the game! We opened with a slew of Midnight effects and locked dice and in a six player game these are harder to prepare for. By the time the game came to a close we had only clocked up 7 of the 12 required elder signs. This Ancient One becomes very scary very quickly, not only can you not use the assist action, but you have to be pretty sure you can complete an adventure before you attempt it. The Master Mythos cards made a few appearances in this game, definitely scarier than the basic ones but not so bad.

Overall more of everything is great (although campaigns would be awesome too, even if they are Print on Demand). I like the addition of harder adventures and scarier mythos cards as they can be added retroactively to amp up the difficulty of previous ancient ones. Unseen Forces does feel a little like a patch for a game that had become a little too easy, but anything that brings the fun back is a welcome addition. The jury is still out on Blessed/Cursed, so far I’ve only seen players be blessed. If you liked Elder Sign there’s no reason not to pick this up as well!

Thursday, 26 December 2013

The 12 Games of Christmas 1. Legendary with Dark City

In this series I am going to be providing a series of mini reviews of 12 games that we played over the festive period.

The marvel deckbuilding game, Legendary from Upper Deck has become a quick favourite in our house. Being set in the Marvel universe it draws on familiarity and nostalgia for the theme for its enjoyment, but those two things would not be enough without a solid, if somewhat simple game underneath.

Legendary is a co-op game, with a victory point mechanic that allows for players to assign glory to the best player. All the players are working together to defeat the mastermind and thwart the scheme. The schemes themselves change the game mechanics and determine the winning and losing conditions. By simply introducing a new scheme you play an entire different game of Legendary. Combining different schemes with different masterminds gives you a new game every time you play.

So what does Dark City bring to the table? More of that variation! There are 17 new heroes in the set, which is actually more than in the base game. The heroes contain some of the darker characters in the marvel universe, such as, Blade, Punisher and Daredevil, whilst adding in some more well known characters such as Professor X, Jean Grey and Nightcrawler. The new heroes also introduce two new keywords. Versatile allows the Hero to use attack as recruit or vice versa. Teleport allows the player to move cards he doesn't want to use into his next hand, in addition to the standard six he would normally draw.

However, while the heroes bring some new flavour to the game its the other stuff in the box that really brings in the variation. 8 new schemes and 5 new masterminds brings the totals up to 16 and 9 respectively. That’s 144 variations you could play before you’ve tried out each combination once! In addition to this Dark City adds more villain groups too bringing in well known villains such as Rhino and Electro but it also adds the welcome addition of new bystander cards that have special effects when they are rescued.

All in all Dark City gives you more of everything and brings some fan favourite characters and villains to the table while amping up the difficulty with masterminds like Apocalypse and Kingpin. If you enjoyed Legendary then pick this up while its still available in the UK and if you enjoy the deck building genre, co-op games and the Marvel universe then you owe it to yourself to try and get your hands on a copy of the base game. Legendary is a simple game, but its full of variety, it plays fast and it has a theme I love.

Wednesday, 11 December 2013

Stak Bots

As the guy behind the UK Gaming Media Network, I’m always interested when a British gaming company approaches me about helping them, which is what happened when Tom from Dog-Eared Games asked me to take a look at Stak Bots.

If you like what you read, go and back Stak Bot’s first expansion (you can also get the core game through the KS) on Kickstarter as it’s still £400 short of it’s target.

botswhiteright-11

Theme

Humanity has been wiped out, leaving behind only sentient robots, programmed to kill, doomed to forever battle until only one bot remains.

Okay, so that’s not the official back story of Stak Bots. The game is a fast, light hearted, even tongue-in-cheek, combat game.

Unboxed

Stak bots costs £7 and it consists of a single deck of 60 cards. The cards are nice enough, they aren’t Signed Bot Postcardlinen finished or anything, but they do the job. The artwork on the cards, for me, was initially off-putting. It has an amateur feel and as I have stated on this blog before, the look of a game is often the thing that appeals to me most. Of course, Stak Bots could well be a prime example of the imperative “Don't judge a book by it’s cover”

That said, I’m not saying that Stak Bots couldn’t be improved, at least visually with some Portal style robot graphics!

The rules for Stak Bots are mostly okay, the layout doesn’t follow a traditional flow which can make them harder to follow and actually the online how to play is better. There are also tutorial videos on the site and the free iOS app has a tutorial level you can follow. In truth, the hardest part of understanding the game is learning the turn structure, after that the game pretty much teaches itself. Talking of which, lets move on to…

How to Play

To setup the game each player is dealt a stack of 9 cards and a hand of 2. Do not look at your stack. Turn over the top card of your stack, do not follow any instructions on the card you turn over. Place all remaining cards in a central draw pile.

The game is now ready to begin. On your turn you must first draw a card from the central draw pile, then you may take any of the following actions in any order any number of times.

  • Play a Card from your Hand on to the top of your Stack
  • Scrap a card from your Hand or your Stack
  • Attack with the top card of your Stack

Play a Card – When you play a card from your hand it is placed on top of your stack so that the card below is still partially visible. Then any Entry Effects (Marked with a > icon) are carried out. Most entry effects are mandatory and target the “top card” of a stack. This means you have to take the action and all stacks are viable targets, including your own.

Scrap a Card – You may always scrap the top card of your own stack. This is often a tactical manoeuvre to reveal better cards. If you scrap the only faceup card on your stack you will turn over the next card and follow any entry effects on the revealed bot. Note that scraping cards from your own stack lowers your health, as when you run out of cards in your stack you are out of the game.

Attack – You may attack with the top card of your stack, any number of times during your turn. However, you may only attack with the top card of your stack and you may only attack with one bot per turn. This means that if you attack, then play a card so that your attacking bot is no longer the top card of your stack, you would not be able to attack again unless you scrapped the card covering your attacking bot.

Bots always attack using their full power, the green number at the top of the card.

This number is also the bots Health. Attack Power is never reduced, even when the bot takes damage. When a bot attacks another both take damage equal to the others power. If a bot takes more damage than it’s power it scraps. A bot heals all damage at the end of every players turn. A player may continue to take any number of actions, following these limitations, as he likes. When he chooses to stop play passes to the next player.

At least one bot must enter the scrapheap before a player can end his turn, meaning if you can’t scrap an opposing bot you must choose to scrap one of your own.

A player is eliminated when he has no cards remaining in his stack. When only one player remains they win the game.

Thoughts

I like it! I didn’t think I would. It looked too simple and the artwork looked too childish. After reading the rules I felt confused about the attacking situation. However, once I played the game and saw how it all worked together, it clicked and I could start to see the tactics behind it.

And it is a tactical game, not a strategic one, you are playing with a nine, random, unknown cards, you cannot plan ahead. If the game gives you lemons, then you must figure out how to make the most toxic lemonade you can!

You have to know when to scrap your own bots, when to fight to the death and when to stop and let your bots heal up. Some bots like “Shot Bot” are great because the shoot your opponents when they enter the game, but they also have 0 health, which leaves you vulnerable to Bash Bot and Spike Bot who scrap additional cards when they attack on the other hand it could protect one of your stronger bots from the power of Reaper Bot who scraps the top card of a stack. To scrap or not to scrap, that is the question!

Sure, the game is random, you don't know what you’re going to have in your stack, but if you can get over that and realise the game is about making the best with what you get dealt and winning despite the obvious handicaps then you’ll find yourself having a blast.

Also, because the average game takes 5-10 minutes I can forgive the randomness. Over a series of hands the luck factor balances out and if it really bothers you the game features a ranking system to allow for deck building and more balanced games.

So far I have only played the basic game, but Stak Bots also comes with a bunch of variant play modes, more of which are being released with the expansion  Because the game is so simple the designers can tweak the rules like this and create a very different play experience without adding to the complexity of the game.

Finally I love how the mechanics of the game reflect the theme. When you play a card it carries out its function, it feels automated, like the robots the cards depict. There is no complex “if” statements like you might find in a CCG, it’s very straightforward but each bot adds colour and flavour and different tactical decisions to make.

Final Thoughts

Stak Bots is a cheap and simple game with a passionate designer. It offers multiple ways to play, to appeal to serious tactical gamers, casual and family gamers and with the new variants, even players who love chaos! It plays quickly and is easily transportable. Stak Bots has easily become my filler game of choice while I wait for other people to choose the next game!

Dog-Eared Games kindly provided a review copy of this game.

Sunday, 8 December 2013

Board Game News 34: A Grab Bag of Kickstarter Projects

This week’s news contains, unsurprisingly, a large number of Kickstarter projects. Included are some great titles, including the expansion for UK designed Stak Bots, which I’m backing. However, we also have Monsters, Pirates, Wizards and more, including Trivia, Educational and Party Games. Also, Gryphon and Eagle Games have offers on several Reiner Knizia titles and as always Paul is here to tell us all about the new releases…

Stak Bots

Fun, quick and sneakily strategic! The next batch of Bots is ready for the production line! Get the expansion and the original game!

Stak Bots is a fun, deceptively simple and sneakily strategic battling card game suitable for all ages.

It can be a quick and casual filler game, or it can take up your evening with repeated battles and customisation.

You can try out the 2 player version NOW by playing the free IOS app, see what reviewers think further down the page, or watch Tom Vasel's video review.

Each turn you try to do as much damage to your opponents as possible, then leave yourself in a good defensive position for when they retaliate.

About the game:

Every Bot is unique - Some are destructive, some manipulate the other cards. Some are just plain quirky. They all affect the game differently.

It is novel - The game is played vertically; where cards are in the Stak are as important as what the cards are. 

You get full control - A fully open turn structure lets you combine and repeat actions as much as you are able to on your go.

You are always involved - Your revealed cards can trigger decisions and you can play from hand to defend yourself, even when it's not your turn.

It is quick to learn - But it takes a while to master how the Bots interact and the shifts in power that they create between players. 

It grows with you - As you get more competent you can add more Staks, more rules and more Bots. Play how you want.

There is a lot to discover - After playing thousands of games, I am still encountering new situations, combinations and tactics. 

Great multi-player game dynamics - Plead rationally with your attackers, victimise players, bear grudges and expose others' weaknesses.

You can read in more detail about the features of the game on the front page of theStak Bots website

Number of players: 1+ players or teams. Play solo, free for all or in teams. 

Recommended age: On the box it says 11+, but we've taught kids as young as 5! The younger ones don't necessarily understand the strategies, but they love destroying each other's Bots! There is no upper age limit. 

Time to play: 5mins - 20mins per game. Once you are familiar with the game it plays very fast. The more players and Staks there are the slower it will be as the decisions get trickier! 

Check it out on Kickstarter and look for my full review later this week.

 

Big Angry Monsters

A board game where players assume the roles of Giant Monsters in an attempt to be the last Monster standing by destroying each other and the Island of Nacob in the process.

Players begin the game in or around the Island of Nacob, Monsters will then duke it out with a "press your luck" dice rolling mechanic where Monsters can take each other down, destroy buildings, do super moves and gain power to buy crazy upgrades and effects in order to be the last one standing.

Big Angry Monsters will comfortably seat 2-8+ players and take as little as 30 minutes to an hour to play.

The Base Game will include the Following:  

The Island Game Board, 4 Monster Standees printed on 700 gsm punchboard stock with Corresponding Stat Trackers printed on 400 gsm coated paper stock, 12 custom Molded Dice, 50 double sided Location Tiles printed on 700 gsm punchboard stock, 54 Power Cards printed on 300gsm casino grade cardstock each with its own artwork, and a Scenario/Rule Book. (Note: Some stretch goals will add Monsters and Stat Trackers to the base game)

Check it out on Kickstarter

Karma Games

Pretty? Ugly? Pretty Ugly! – a satirical card game

The Startup Karma Games from Berlin/Germany launched the satirical card game against beauty mania in our society.

Pretty Ugly already exists as an Online-Game and you can order the card game on Kickstarter

Kickstarter: http://www.kickstarter.com/projects/375006719/pretty-ugly-the-satirical-card-game-against-beauty

Karma Games launches its first card game „Pretty Ugly“ on the crowd funding platform Kickstarter.com (www.karma-games.com). „Pretty Ugly“ is a simple card game, that satirises the craze of beauty mania in our society. Pretty Ugly is already complete as an online-version that can be played via Facebook: (https://apps.facebook.com/prettyuglygame).

Players compete as models, who must adapt their body parts to a randomly determined, ever-changing beauty ideal that they can never really reach. Part of the 'beauty ideal' can be hairy legs or a chubby belly! The ideal can also be changed during the course of the game and then: 'Ugly is the new Pretty!'

“Pretty Ugly” is a fun party game for 2-6 players and takes only 30 minutes to play. The target group are mainly young people between 12 and 29 years. The game was even successfully tested in ethics classes of 12 year olds to promote a discussion about beauty mania among the students.

In the USA, more than 200,000 Teenagers undergo Cosmetic Surgeries every year. Everywhere, beauty mania is growing among young people at alarming rates. Among those to blame are TV programs such as Next Top Model that give their audience an artificial and unhealthy idea of what beauty is. With the satirical card game “Pretty Ugly”, we play with popular cultural views and give players a new perspective on beauty. 

Pirates! The Card Game

Pirates! is a fun and engaging card game created by game geeks, illustrators and product designers. It took over 4 years to develop - from the first prototype to the final illustrations.

Pirates! is the first card game that uses a unique combination of cards, crew tokens and dice. The playing cards (in contrast to the traditional board games) make of every turn an unexpected adventure, just like a real pirates’ life. The customised dice and crew tokens bring fun and excitement to the battles.

Our dream and months of hard work will come true when people from all over the world will play Pirates! together!

 

Reserve your copy now on Kickstarter

 

Wands

The cover of the WANDS box

Wands is a fast-paced fantasy card battle for two to five players, combining elements of Uno and Magic: The Gathering.

You play the role of a witch or wizard, engaged in a magical battle with your opponents.  You and your rivals start with 10 life points each.  Using a combination of Blasts (unblockable magicks), Spells, and Counter-Spells, you try to reduce your opponents to zero life points and be the last spellcaster standing.

If you cast a Spell, opponents have a chance to cast their Counter-Spells.  Multiple Counter-Spells can be cast on each other, adding more damage and greater effects, shifting effects, or cancelling them altogether.  Imagine one of the wand battles from the Harry Potter movies and you get the idea.  

WANDS is best with two to five players.  Games can be as short as a couple of minutes, and it shouldn't take more than ten minutes for anyone to learn the rules.

WANDS is not a collectible card game.  You only need one set of cards; there's nothing to collect; no booster packs; no rarity; no drafts.  This is the full game.

Check it out on Kickstarter now…

Hostile Takeover – Not Dead Yet Games

Genre-bending game launching on Kickstarter December 2nd

Hostile Takeover is a combative board game that blurs the line between miniatures gaming and board gaming. The game captures the fun and excitement of a skirmish miniatures game and combines that with the lowered cost and increased ease of play of a board game. When asked about his inspiration, designer Andrew McGrady says, “I love minis gaming but that hobby is very costly and time intensive. Additionally, most of my friends are board gamers but not minis gamers. Hostile Takeover is the result of my effort to create a game that would appeal to board gamers while scratching my itch to play minis games.”

Game Backstory:

Hostile Takeover, the debut release from Not Dead Yet Games, takes place in the not too distant future where the world is ruled by massive corporations who compete for control of empires. When wars waged by private armies proved too costly, the Wolf & Phoenix Marketing Conglomerate introduced an out-of-the-box way for megacorps to resolve their differences: The Hostile Takeover Arena. Corporations can now settle disputes by simply hiring a team of mercenaries to out-maneuver and out-gun the competition in a quick, bloody, ratings-exploding spectacle.

Brief Rules Overview:

During the game, players recruit and use a team of 4 mercenaries to accomplish scenario-specific objectives that earn them victory points. Each scenario is specifically designed to bring all teams together in a flurry of combat.

Ranged and Melee Combat checks are handled by rolling 3d6 and trying to equal or exceed a given target number. Each Character has a chart describing their ranged and melee weapons that quickly and easily provides the target number to roll against based on a variety of factors.

About Not Dead Yet Games:

Not Dead Yet Games is the dream of husband and wife team Andrew and Rebekah McGrady. They have been playing board games, card games, miniatures games and RPGs for a combined 35 years. “We are deeply grateful to the hobby gaming industry for the lifetime of fun and friendship it has brought us. Our deepest wish is to bring family and friends closer together over rousingly fun games.”

Vital Stats and Links:

Number of Players: 2-4 (5-6 Player Expansion is in the works)

Play Time: 30 minutes per player

Recommended Age: 14+

Not Dead Yet Games website: www.notdeadyetgames.com

Hostile Takeover Art Gallery: http://notdeadyetgames.com/hostile-takeover/hostile-takeover-photos/

Hostile Takeover Rules: http://notdeadyetgames.com/hostile-takeover/hostile-takeover-rules/

Facebook: www.facebook.com/notdeadyetgames

Board Game Geek: www.boardgamegeek.com/boardgame/150352/hostile-takeover

Kickstarter Preview: http://www.kickstarter.com/projects/1344486816/323164177?token=731d05f3


The Jane Game

Enter Jane Austen's world of elegance, wit and romance along with your friends when you play The Jane Game

The Jane Game is a trivia board game devoted to Jane Austen’s six novels. It is designed to bring Austen admirers together to share in her stories, characters, wit and language. While playing, each participant enters Jane’s world as one of her heroines. As such, you seek after a fortunate life by becoming an accomplished woman, gaining life experience and choosing to marry or not. Through chance, expertise and choice you could become the envied Mrs. Darcy, the pitied Mrs. Collins or the new roommate of Miss Bates.

The Jane Game is for 2-7 players (Austen wrote seven heroines into her six novels) and lasts about an hour to an hour and a half, depending on how chatty and good-humored the heroines are.

Check it out on Kickstarter now…

Bedlam

Bedlam is a hilariously chaotic card game for 2 - 4 players in which you strive to stay sane while scaring your friends to death!

Bedlam is a crazy, frightening place. There are freaky Enemies everywhere, not to mention life’s little Ordeals, like when you Have To Stop Armageddon. To make matters worse, your psychotic opponents try to screw you over all the time. And with 180+ unique cards in the mix, be assured that every game will play chaotically different from the last.

Bedlam has the hilarity and ‘take that’ of Munchkin, give-and-take sliders akin to Arkham Horror, and the mind-bending damage control of – well, Bedlam! - as well as a bunch of original features and mechanics that will drive you crazy. Bedlam truly exercises your brain and competitive nature as well as testing your play skills against your friends.

Check it out on Kickstarter…

 

Privateer

A Game of Piracy on the High Seas!

An exciting new game from Ensignia Games launching on Kickstarter November 16th

Davy JonesBuy, sell, and steal cargo while improving your captain's prowess and increasing your infamy.

Launched in 2013, Ensignia Games was founded by Rick Barnes, Braven Carver, and Zack Schuster in Irvine California. What started out as three friends playing an invented board game has turned into collaborative business venture. The goal to create a fun, strategic, and easily accessible game for family and friends has never been closer to being reached. Inspired by games such as Sid Meier’s Pirates and Settlers of Catan, Privateer will be a must own for hard core and casual gamer’s alike.

Privateer has undergone hundreds of plays and countless hours of testing to ensure that it is a fun game, which remains strategic and exciting. After each game, players are hungry to play again with a new captain and to try their hand at a new strategy or play style.

About Game:

The object of the game of Privateer is to be the first captain to amass a total of 20 "Infamy" points. Infamy is a measure of how fearsome, clever, and skilled your captain has become throughout the entirety of the game. Infamy can be gained through upgrades to your captain's ship or through the accumulation of powerful and rare Relic cards.

Game Board

Everything in Privateer is based off of your captain's upgrades. Upgrades can be purchased in any of the game's four unique tracks, which are detailed as follows:

  • Sails: This track determines how quickly your captain's ship can sail between ports. A higher sails score allows you to visit ports more frequently, catch and attack other ships, or even outrun other ships altogether.

  • Crew: This track governs your captain's influence. Throughout the game there are a large number of events which may transpire during play (called Fortunes). When a Fortune occurs, captains with a high crew score often receive larger benefits than captains with a lower score. For instance, during the Parley Fortune, each captain rolls a six-sided die and adds the result to their total crew score. The captain with the highest total roll may receive a free upgrade to any of their four tracks!

  • Cannons: Upgrades to this track will allow your captain to best other ships in combat. This track is essential if you wish to plunder cargo from other ships or if you want to ensure that your own cargo will not be plundered by other aggressive captains. A captain with a low Cannons score can often fall prey to continuous attacks from greedy captains with an eye out for easy plunder.

  • Hold: This track affects a captain's ability to store cargo. Simply put, the higher a captain's Hold score, the higher the number of goods he or she can carry and trade at a time. This is often a very important track for merchants, or even for pirates who often plunder large amounts of cargo at one time. What is the use in plundering cargo if you have nowhere to store all of your hard earned booty?

All of Privateer's captains are wholly unique, and have special abilities that increase a player's ability to utilize different track upgrades. You will often want to play to your captain's strengths in order to ensure victory. Often, however, a player may choose to play their captain in an alternate way depending on the way the game is transpiring. There is no wrong road to victory!

Number of players: 3-6 (with a variant for 2 players)

Recommended age: 9+

Kickstarter Page: http://www.kickstarter.com/projects/971032770/privateer-0

Facebook Page: https://www.facebook.com/privateergame


Eagle & Gryphon Games

Eagle-Gryphon at Board Game Geek Con!

We had the opportunity to send several of our team members to represent Eagle-Gryphon Games at BGG con last week, and it was a terrific experience. Thank you to all the people that came out to support the convention and stopped by our booth. It was so great to be around so many people who were all gathered together for one purpose only -- to just play and enjoy boardgames! 

We are also VERY excited to say that three of our games placed on the BGG leaderboard. The final lineup was as follows:

#1 Francis Drake

#3 Triassic Terror

#4 Rococo

You can check out the whole leader board on BGG here!

We'd like to extend a huge thank you to everyone that voted! Your support means the world to us!

Our man in the field, Topher, took this snapshot of the action in "Demo-Land"!

Roll Through the Ages: Iron Age Has Landed on Kickstarter!

Gryphon Games is proud to present Matt Leacock's Roll Through the Ages: The Iron Age by Tom Lehmann, the much-anticipated sequel to the best-selling and highly-awarded 

Roll Through the Ages: The Bronze Age.

Roll Through the Ages: the Iron Age gives players different ways to build their empires: the trade and naval strategies of the Phoenicians, the conquests of Alexander the Great, and the engineering prowess and gradual absorption of new provinces by the Roman Republic.

Grab those dice -- including the Fate die -- and prepare to build the greatest empire as you continue to Roll through the Ages!

Support us on Kickstarter and receive:

The Limited Edition Mediterranean Expansion !

Click here to visit us on Kickstarter!

November and December Winter Special! 

Select Knizia Games

50% OFF the MSRP!

Reiner Knizia games feature simple rules matched with careful balance, thus achieving an elegance in design that is usually built on a foundation of mathematical sequences, patterns or numbers.

~~Ender Wiggins, BGG.com

Money

Money rules the world! It doesn't matter whether you collect euros, dollars or yen as long as the exchange rate is in your favor. And the more you exchange, the more you can make - if you plan carefully and keep your wits about you. This light game provides an enthralling experience for families and gamers alike. Money is a necessary part of any game collection! A 1999 Spiel des Jahres Recommendation.
"Knizia's most underrated design. The fact that the money is both what you use as currency and what you are trying to collect, makes for some very interesting decisions."  ~~
Jason Gische
MSRP: $21.99   Sale Price: $10.99

Details Here!

3-5 players | ages 10+ | 20-30 min.

High Society
It is one thing to be the richest family on the block... it's quite another to flaunt it successfully. High Society pits you against your neighbors in a race to reveal the most blue-blooded family in your midst. To win, you must acquire all the trappings of great wealth, avoid as many of the pitfalls as you can and still walk away with a huge pile of cash at the end of it all. This Reiner Knizia classic makes a great travel game and an easy one to introduce to friends and family.
"Nothing short of pure magic...the game is yet another in the long list of intriguing and agonizing games by the prolific inventor Knizia. Put High Society on your 'HIT' list." ~~Greg J. Schloesser, BGG.com
MSRP: $25.99    Sale Price: $12.99
Details Here!

3-5 players | ages 10+ | 30 min

Swat!

Those pesky bugs just keep coming at you! Your job is to SWAT them right when they score the most points. But be quick or your fellow players will SWAT them first. Do you go for Sure

Stings, or wait for Double-or-NoStings? Or maybe you try to get the most Swat-or-Nots or Zappers, since these can be worth even more points. 

"Swatting is fun. Swat is fun. You laugh, but waiting for just the right moment to swat that pile before someone else does is deliciously tense, totally absorbing, graced by the wonderfully whimsical art of Charlie Bink."~~Bernie DeKoven, MajorFun.com

MSRP: $11.99   Sale Price: $5.99

Details Here!

2-7players | ages 7+ | 30 min.

Desperados

Times were mighty hard for miners during the Gold Rush. Rival miners fought over the rights to the few productive gold, silver and copper mine sites. Then came the Desperados. Those gold thieves and mine robbers showed up in all shapes and sizes. It was best to have the help of a reliable partner to fight 'em off.

"Very easy and fun game to play with the kids!" ~~Darin Kelsey, BGG.com

"The art in Desperados is awesome! ...the pictures (particularly the bandits) are a boatload of fun." ~~Matt Drake from Drakes Flames

MSRP: $11.99   Sale Price: $5.99

Details Here!

2-4 players | ages 10+ | 15-30 min.

Yin Yang

Yin Yang is an ancient Chinese philosophy, that two complementary forces exist in the universe. Many natural dualities-e.g. dark/light; male female- are examples and a balance of both is optimal. In the card game Yin Yang, the player who best succeeds in balancing these two forces will be the winner. This trick-taking card game, challenges players to try and score "0" points.  

"Oh, so painfully wonderful. Trick taking at its best." ~~Chris Fenwick

"The game isn't difficult to learn or play, but it does present the players with some interesting hand management decisions. A great choice to play with families and friends." ~~Greg Schloesser, BGG.com 

MSRP: $11.99   Sale Price: $5.99

Details Here!

3-5 players | ages 8+ | 30 min.

Heads up for Social Media Weekend Sales!

You work hard all week, and the weekend is the perfect time to play some games! To help you get your weekend started, Eagle & Gryphon games are running special 48 hour sales, but these sales are too good to tell you about here, (plus our boss might see them) so we are going to be running them exclusively on Facebook and Twitter (our boss doesn't even know what these are). So when the weekend comes around, be on the look out for a special treat!  

Help Eagle & Gryphon Games get to 800 likes on Facebook!

We don't like to think of ourselves as ego-maniacs, but you should totally follow us on Facebook and Twitter. Seriously, it's the only cool thing to do...Everyone else is doing it! Okay, fine, we'll tell you. We're going to do some special sales and giveaways that will be available to our followers when we hit 800 and 1000 likes on Facebook and 3000 follows on Twitter. We like you, do you "like" us?   


Seekers: Treasure Hunt

A competitive, fast-paced strategy game for 2-4 players, where your goal is to be the first to find the buried treasure!

1. Fast-paced action: Although there is no time limit, Seekers: Treasure hunt is a race to find a buried treasure. While playing, you will have an immediate sense of urgency and the excitement builds as you unveil more clues for each game. Players do not need to take time to develop their characters, bases, or accumulate money. They hit the ground running.

2. Balanced gameplay: Do you hate it when someone keeps getting the perfect dice roll and you can’t do anything about it? Do you find yourself giving up halfway through a game? In Seekers: Treasure Hunt, whenever a player pulls far ahead, the other players can form temporary alliances and level the playing field. Cards and map layout are designed to keep each and every game as close as possible.

3. Good-natured competition: Many of our cards are just plain fun to say, and their in-game effects are even more entertaining. In Seekers: Treasure Hunt, you do not have to reach a certain number of points, obtain a certain amount of money, bankrupt other players, or destroy other players to win the game. You simply strategize and hold things fall into place.

4. Easy-to-learn and teach: Seekers: Treasure Hunt can be taught in a matter of minutes. It has enough elements to keep it interesting, but not so much that you lose track of things.

Find it on Kickstarter now…

Deck Around

Heard this one before? You're having drinks with friends and everyone is on their iPhone. One person is talking about their new diet (nobody cares). 

Deck Around is here because parties need more -- more laughs, more surprise, more ridiculousness. 

  • You'll learn the game in 27 seconds
  • You'll start laughing 1 minute after that
  • Enjoy it with big groups of friends and strangers alike
  • No downtime, no waiting for turns -- no boring shit

The game is designed, thoroughly tested and I've locked down a solid supplier who can make it real! I can't offer the game at this great of a price for all of us unless we purchase a large volume of them -- so that's why I'm trying to get a big order in before Christmas with the funding here on Indiegogo. 

How to Play

Watch the video above to find out how to play. Here's a quick description for if you can't hear or something: 

  1. You'll get a deck full of slang terms -- words like twerking or Dutch oven -- but more obscure. You pick a random one and everyone writes a made up but convincing definition for the word and anonymously hands it in. 
  2. One person reads all the definitions aloud, including the actual definition of the word, which is randomly mixed in. 
  3. Everyone guesses which definition is the real one. They usually fall for someone else's bullshit definition.
What's in the Box

The full game has everything you need to Deck Around:

  • 106 rounds of gameplay in a deck of cards -- that’s a big deck!
  • 400 sheets of answer paper, and after that, you’re on your own
  • 6 mini pencils I stole from a public golf course
  • 1 sexy shrink wrapped box with instructions
  • 0 dice, game boards or little plastic houses

Check it out on Indiegogo now…

Secrets of the Lost Tomb

The Cinematic Pulp Action Adventure Board Game! A Fast-Paced Cooperative and Competitive Tomb Diving Experience for 1 to 6 Players!

We at Everything Epic Games bring you a new Action Adventure board game set in the 1930’s Pulp Era. Secrets of the Lost Tomb incorporates similar mechanics to games like Arkham Horror, Betrayal at House on the Hill, and Mice and Mystics with thematic inspirations from the worlds of H.P. Lovecraft, The Da Vinci Code, Pirates of the Caribbean, and of course Indiana Jones!

What’s in the Core Game Box:*

  • Rulebook 
  • 4 Adventure Scripts (Double Sided)
  • 50 Tomb Room Tiles 
  • 8 Character Sheets (More in Stretch Goals) 
  • 8 Custom Laser Etched Dice 
  • Over 250 Cards Including:
  • Story “Adventure/Misadventure Cards” (Over 50 Double Sided)
  • Tomb Cards
  • Tomb Monster Cards 
  • Elite Monster Cards 
  • Boss Monster Cards 
  • Item Cards
  • Artifact Cards 
  • Room Search Cards
  • Character Status Cards
  • Objective Cards 
  • Over 200 Full Color Die Cut Tokens Including:
  • Monster Damage Tokens 
  • Audacity Tokens 
  • Attribute Bonus Tokens 
  • Rope Tokens 
  • Script Objective Marker Tokens 
  • Personal Quest Objective Tokens 
  • Search Marker Tokens 
  • Item Pile Tokens Action Tokens 
  • Plastic Dial Connectors (Used for Character Sheet Spinners) 
  • Character Standees 
  • 8 Character Plastic Stands 
  • 15 Monster Plastic Card Stands 
  • Player Reference Cards 
  • Comet Track/First Player Marker Spinner

*Final contents could change. (Most likely more items will be added because of stretch goals) 

Check out the video below and then shoot over to Kickstarter to back the project.

Out This Week

And finally we have this week’s release courtesy of Paul over at Board Game Guru

Arrived in store late this week

‘Ogre : Designer edition’, – How refreshing to see a publisher put more in the (aircraft hanger sized) box than you'd expect for the price! One for the Ogre connoisseur and/or the cardboard investor.

‘Rokoko’, ‘Coal Baron’ and ‘Nauticus’.

The Zman franchised Essen games arrived on Friday and most can be described as ‘Gamers Games’:- ‘Russian Railroads’, ‘Bruxelles 1893’ and ‘Glass Road’. There is also the rather charming ‘Blueprints’ , ‘Ginkgopolis :Experts’ and re-stocks of 'Tash-Kalar' and 'Tribes and Prophecies'

Expected next week

‘Zombicide : Toxic City Mall’

'Kingdom Builder : Crossroads'

‘Baba Yaga' and ‘Three Little Pigs’ from Iello

‘Clubs’

‘unNatural Selection’

'Plunder'

'Modern War 9 : War by TV kosovo 1999'

The next batch of ‘Cruel Necessity’

Arriving late December /early January

‘Darkest Night: On Shifting Winds’

Restocks

‘Last Will Getting Sacked’, ‘Lords of Waterdeep’, ‘Nieuw Amsterdam’, ‘Space Alert’, ‘Al La Carte’ (at a nice price), ‘Lord of the Rings : The Confrontation’,  the German edition of ‘Little Prince’ (nice price) and the German Edition of 'Hanabi'.

Happy Gaming

Paul

Tuesday, 3 December 2013

Utter Bedlam

Sometimes a company is just so crazy that you have to let them do stuff, even if it’s against your better judgement! That’s what happened when Sam and Dave from Madhouse Ink introduced themselves and their crazy card game Bedlam. I figured, what’s the worst that could happen? So I gave them the run of the blog and this is what I came home to…

BEDLAM!

Dont Go Crazy or Get Scared to Death.

Header

Sam: The card game Bedlam started out as a conversation between me and my buddy, Dave Williams.

Dave: Hi.

Sam: We are both avid gamers ....

Dave: Maybe ‘addicted’ is a better word.

Sam: ... and we spend far too much time late at night playing various computer games while yelling at each other over Skype. A common catch-cry of ours: ‘Why is it always 2am?’

Dave: It does always seem to be 2am.

Sam: Yes, it’s like a rule of the universe. Anyway, we also play tabletop games with a group of friends, like a lot of other game groups out there. After a particular session one day, we got to talking about game design, which was something we have both been interested in for ages. I work as a stand-up comic and a fantasy author, and Dave is more of an entrepreneur.

Dave: Thanks for not saying ‘feckless bum’.

Sam: I’m just trying to make you sound better than you are.

Dave: Well done.

Sam: Dave suggested that with my awesome literary and joke writing skillz, and his non-specific business and mathematical nouse, we could create something together that was both funny and fun. We love the hilarity of Munchkin, for example, and the constant screwing over of other players. We also love competitive play. We wanted a game that would make people yell at each other like we do.

Dave: You should hear what we say to each other. It’s amazing we’re still friends.

Sam: You’re an idiot, Dave.

Dave: See? And that’s nothing. That’s almost a compliment.

Sam: I can’t quite remember what came first, the Slider or the spreadsheet ...

Dave: That old chestnut.

Sam: I’m tempted to say the spreadsheet. We started off by brainstorming funny characters, enemies and equipment, coming up with things like:

The Octopleigic Spider

Doesn’t Care Bear

Squadron of Flying Pigs

Extremely Thin Cloth Hat of Headbutting

Genuine Leather Underpants

The Monster with Two Names, Or Ed

1

Dave: We didn’t restrict ourselves to any particular genre. Bedlam was born from the idea that fantasy games are fun, well, because they are fun! But the problem with them is really that the fantasy aspect makes it hard to get some people to want to play. All the dragons, trolls, goblins, elves and the like tend to put a lot of people off.

Sam: I have a mate who won’t touch anything that involves the word ‘mana’.

Dave: We wanted to make a game that anyone could be convinced to play, and would get enjoyment from playing.

Sam: Plus we wanted a feel of ‘anything is possible, as long as it doesn’t involve much common sense’.

Dave: That’s why there is an Undead Phonebook in Bedlam. Who brought it back from the dead? Eh? AND WHY WAS IT EVEN ALIVE IN THE FIRST PLACE?

Sam: The thematic idea was that Bedlam is like a surreal asylum world, where all the lunatics and rabid dregs from elsewhere in the multiverse have been sent to live side-by-side.

Dave: And they’re all out to make you Go Crazy or Get Scared to Death.

Sam: Yes.

Dave: Anyway, we should talk about the Slider.

2

Sam: The Slider was the seminal mechanic of Bedlam. I like the give-and-take nature of the sliders in Arkham Horror, in which stats are linked, so that when one goes up, the other comes down, and it’s always a trade-off. I felt there was a way to increase such a mechanic’s importance and place it front-and-centre in terms of gameplay. By raising the numbers, extremes were much more possible –

you can3 see that our Slider ranges from 1 - 9.

Dave: The idea behind our Slider was to loosely link a player’s Courage and Sanity, so that in order to be Brave you must also be Crazy. Conversely, if you are Sane, you are probably Scared.

Sam: There are two ways to change the values on the Slider. One is to use the Gizmo, which can be moved during a player’s turn, up to 3 notches. The other is when cards are used – for good or ill – to send the Slider out of whack. For example, if you used a Double Edged Broom Handle on someone, their slider would look like this.

4

Sam: You can see this makes life difficult for them, because it becomes harder to get better linked stats.

Dave: When you face an Enemy or Ordeal, you want your Courage and Sanity to be higher than what you are facing. This can be difficult once people start screwing with your Slider! It also created a challenge for us as designers, because mathematically it must be 5possible to beat a monster that is 9/9.

Sam: Bring on more spreadsheets, we said.

Dave: MOAR SPREADSHEETS!

Sam: Ah, beautiful spreadsheets.

Dave: They keep us warm at night.

Sam: And there are heaps of cards to keep track of – over 180 and every one of them unique.

Dave: In a regular game you’ll probably get through about a quarter of the deck, maybe. And because cards stack up, get stolen, re-used, passed around, they reoccur in play.

Sam: Yeah, you really find that each Bedlam game has its own flavour depending on what cards have come out. We had a game recently where one player had Mahatma Ghandi, a Book of Inspiring Quotes, and an Effect card called I Am An Island In a Sea of Calm. So he had this whole non-violent, serene man-of-god vibe going on. And he was coming against another player, who was playing cards like the Hammed Devil, Demon Goat Summoning Device, Fireball and Satan’s Belly Button Lint. It was a really thematic clash.

Dave: The feel of the game is quite different to any we’ve played. A lot of Bedlam is based around damage control. For example:6

Dave: See how this card has a condition on it for being Brave? That means if you win on Courage, this condition will apply. But the condition is to lose 1 Mind point, which is bad! Yes, that’s right – if you win, with this card something bad happens to you.

Sam: Yes, the game can be quite mean.

Dave: It is a big old meanie for sure.

Sam: Not all cards are so nasty, of course, but it’s good to keep in mind when playing Bedlam that sometimes you are simply trying to minimise the horrible things being done to you – hopefully long enough to outlast your opponents. And do even more horrible things to others than what is being done to you.

Dave: On that, we should mention the two winning conditions. Either you acquire a certain number of points, or you are the last person not to lose all their points. So you can either play with the intent to cost others their points, or to gain points for yourself. There is a constant flow of decision making.

Sam: Something else we’ve found with Bedlam, which is very gratifying, is that it causes players to say sentences that make everyone laugh.

Dave: ‘You receive a Dead Antelope in the Mail’.

Sam: ‘The Giant Wall of Bricks wants to fall on your head!’

Dave: ‘The Bonsai Triffid licks your feet with its whippy tongue!’

Sam: ‘I scare away the Sponge Cake Elemental with my Sneezing Baby Panda.’

Dave: ‘I throw a Non-alcoholic Molotov Cocktail at the Roast of Christmas Past.’

Sam: ‘I Dress Up Like a Thief and steal your Whale Songs CD.’

Dave: ‘I Look Down the Back of the Couch and find Einstein’s Brain in a Jar.’

Sam: ‘I Watch Braveheart on DVD and now I can beat Scots on the Rocks.’

Dave: Haha! Hilarious.

Sam: Indeed.

Dave: All right – we should wrap this up.

Sam: Hmm. How?

Dave: With some pizzazz.

Sam: And a call to action.

Dave: Good idea – okay readers, if you like the sound of Bedlam, please visit us on Kickstarter and help us make it a reality.

Sam: Yes – we are fully funded so you will definitely get the game!

Dave: Woo hoo!

Sam: Huzzah!

Dave: Whack-e-do!

Sam: Tally ho!

Dave: You can also find out about the Kickstarter exclusive hand-made laser etched wooden boxes I’m making.

Sam: Don’t start with the boxes.

Dave: But I love boxes! I could write an essay on boxes. Nay, a sonnet.

Sam: I know, but if people really want to find out about your boxes, they can visit the page.

Dave: Okay, okay.

Sam: So, thanks for reading this post, and thanks to Unboxed for having us. And now ...

Dave and Sam: Go forth and cause some Bedlam!

Bedlam Kickstarter Campaign: http://kck.st/HX3GNA

Bedlam on Facebook: https://www.facebook.com/bedlamcards

Also you can find more banter from Sam and Dave in this amusing designer video…

And if you enjoyed this post, I think you’ll enjoy the game so go and support them on Kickstarter.

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