Kickstarter Weekly--Jan. 31 2014

Well another week has completely sped by here at TOG--and what a week it's been! Podcasts...reviews...all kinds of stuff. Today as we finish up the week we once again bring you our old faithful Kickstarter Weekly piece, to help you navigate through the countless campaigns competing for your gaming dollar. Let's dive in!

Featured Campaign!

coverDraco Magi - Robert Burke Games

Well, we just published our review of Draco Magi yesterday, and since then they've unlocked their first stretch goal... Coincidence? Probably. Regardless this campaign is already a juggernaut, with lots of stretch goals that everyone will get to enjoy, but if you back the campaign you'll get to enjoy them for $10 less than folks who wait until it hits retailers.

The campaign ends on Feb. 21 and it's a mere $15 to get Draco Magi shipped to your door! The full campaign, stretch goals and details can be found right here!

four tribesFour Tribes - Grey Gnome Games

Four Tribes is a light strategic card game of influence and area control. It's driven mostly by cards, with some extra wooden bits thrown in. The buzz around this game is pretty positive and they've already funded and unlocked some stretch goals.

There's just a few days left to get in on this one--it ends on Feb. 6. A pledge of $30 will get you a copy of the game, and there are also some deals to be had with other titles as add-ons. You can find all the details of the campaign right here!

TortugaTortuga - Queen Games

Well, wouldn't you know it, another Pirate Game made it to Kickstarter Weekly. Queen Games, who brought us the Spiel Des Jahres winner Kingdom Builder in 2012, is Kickstarting Tortuga, a transport-and-plunder dice-roller for both young and old gamers. Or so they say. The images on the campaign page show a great, bright and colorful game with lots of custom bits & dice, player screens & boards. They've funded and unlocked all but one stretch goal already, so if you want to grab a copy, it's time to jump on board!

Ends Feb. 13 a few $41 level pledges left for the full game and stretch goals; then it goes up to $50. Find out all the details right here!

Why?

kittensKombat Kittens: The Card Game - Large Animal Games

The internet has--inexplicably--generated an obsession with kittens doing things. I (Jeremiah) seriously don't get it. (Firestone doesn't get it either!) Nor am I very often entertained by this phenomena. But for those of you out there who find no end to the amusement afforded you by... cats. This one is for you. Kombat Kittens: The Card Game, is... a card game. Featuring artwork that is half kitten half drawn in battle gear. And then you make them battle and stuff. The Campaign video epitomizes the underbelly of the internet's cat "thing".

The campaign ends Feb. 20.  And you'll cough up $25 for a copy. Find all of the "adorable" details right here.

Don't Miss Out!

Just a few quick reminders of some campaign we think you'll be sorry if you missed out on!

UltimateWerewolfDeluxeCoverUltimate Werewolf Deluxe Edition - Bezier Games

Another spin on Werewolf that touts gameplay for up to 75--that's seven-five--players! This campaign is making its final push and ends Monday Feb. 3. $25 Click here for the details!

ZepeldromeZeppeldrome - 12SP Entertainment

Come on! This is a great game that you can pick up inexpensively. We're not sure why Zeppeldrome isn't getting the love on Kickstarter we think it so deserveredly deserves! Click the link for all the details on this fun game that is great for players of any age and skill level!

This campaign ends Feb. 16. $29 for a copy of the game! HERE is where the details are!

Thanks for reading TOG, let us know what you're backing or if there's something awesome out there we missed this week!

In the meantime our contest for a free copy of Relic Expedition is still going!

Just follow, like or subscribe your way into the contest by clicking one or all of the following: Facebook, Twitter, Instagram, YouTube, or typing your email in the box over on the right!

Thanks for reading, and play some games this weekend!

Draco Magi--A Double-Take Preview

cover"A dragon lives forever, but not so little boys. Painted wings and giant rings make way for other toys. One grey night it happened, Jackie Paper came no more, and Puff that mighty dragon, he ceased his fearless roar." - Peter, Paul & Mary

Over the past several weeks, we've seen an influx of 2-player games come our way, and today's review is yet another one. Draco Magi is a 2-player battle as the Gold and Green factions seek to claim the recently vacated throne, and become the Dragon King... errr... that is, Draco Magi. Let's take a look!

We should state that the images we've included, and the copies we're reviewing, are prototypes and may not be indicative of the final product that is released.

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The Components

Cards, cards, everywhere! Here's the breakdown of the cards that come with the game:

Battlefield Cards--16 double-sided cards that serve as the battlefields where your dragons will duke it out, and feature a location name, some modifiers that affect the dragons you send there, and a colored jewel. Each side of the card is different, which gives you twice as much bang for your buck, and extra replayability.

Dragon Cards--There are two identical decks of 26 Dragon Cards, one Gold and one Green. There are 5 attributes to take note of on the Dragon Cards: Defense value, Ranged Attack value, Melee Attack value, Special abilities, and finally the Dragon's Type, which is anything from its color, to its "metallic" type.

Battle Cards--Two decks of 20 Battle Cards. Again, each player has an identical deck. These cards are broken into two sections: The top section is the Ranged Attack section, with a Defense value and an Attack value, and the bottom section is the Melee Attack/Defense section.

Advanced Battle Cards - This is a single deck of 18 that players add to their individual Battle decks as the game progresses.

First Player Token--We didn't get one in our prototype, so we just grabbed whatever and imagined it was something dragony or kingy or dragon kingy. But the game will come with one.

Kickstarter Promo Card

The Setup

Setup is fairly easy and quick. Each player takes their Dragon and Battle Cards and sets them in different piles. Then shuffle the Advanced Battle Cards and draft them: Each player is dealt three, they keep one, give one to their opponent, and the third is shuffled back into the Advanced Deck. The cards the players drafted are shuffled into their respective Battle Decks. The Battlefield Cards are shuffled, and three are dealt out from the bottom of the deck. Each time a new Battlefield Card id dealt out, it's from the bottom of the deck so the next location(s) are hidden from both players. The Gold Dragon faction gets the First Player token, and each player draws 8 Dragon Cards and the game begins.

The Gameplay

The game is played in 5 rounds.

Set Battlefield Phase--Which you already did during the setup, but in subsequent rounds you'll deal out enough cards to have 3 battlefields in play.

DracoBattlefieldDraw Phase--Which, again, you've already done in Setup. But as the game moves along, players will draw back up to 8 dragon cards to their hand.

Placement Phase--This is where the game starts to get interesting. Players will--in turn and starting with the first player--place one Dragon Card on a battlefield. There can be no more than 3 of a player's Dragon Cards on a battlefield, and each dragon played is placed on top of a player's previously played dragon. If a player places a Dragon Card with a Ranged Attack value and there is an opponent's dragon on that battlefield, then the Ranged Attack is resolved. Ranged attacks are resolved by looking at the number next to the placed dragon's flame icon, and the defending player's top dragon's Shield/Defense value. Players then draw and flip over the respective number of Battle Cards from their own Battle Deck. The attacking player counts up the number of successes (starburst symbols) in the Ranged Attack section of the cards drawn, and the defending player does the same for the Defense section of their cards. If the attacker has more bursts than the defender, the defender loses his or her top dragon. If the defender has at least the same or more bursts, they defend and their dragon stays in play. This placement phase continues, and players place and resolve Ranged Attacks until players are either out of cards in their hand, or there are 3 dragons on each player's side of the battlefield.

DracoBattleCardsMelee Phase--The First Player gets the party started by picking a battlefield, and the battle begins. Here's how melee battles work. Each player adds up their Melee Attack value for that Battlefield by adding together the numbers listed on all of their dragons' claw icons, and then draws that number of Battle Cards from their Battle Deck--remembering to check for Battlefield or dragon special abilities that can affect that number! Once cards are drawn, again beginning with the first player, attacks are made, this time using the melee section of the battle cards. So the attacking player makes an attack with a Claw or Bite card, and then the defending player must defend those attacks with the same type of card. Each of these cards have a "combo" icon that allows you to attack with multiple cards as long as the icons on the cards match. For each attack card that can't be defended, a dragon on that battlefield is defeated and discarded.

Then the player who just defended gets to attack, and this goes back and forth until only one person has dragons left on the Battlefield--or both players run out of battle cards. The player with more dragons wins the Battlefield, and its all-important gem. If the players run out of battle cards and there are an equal number of dragons on both sides, it's a tie and all of those dragons stay there, along with the Battlefield, until the next round. Once a Battlefield is resolved, the second player chooses the next Battlefield and it's Game On once again.

Draw Phase--After all three Battlefields have been resolved, each player draws one Advanced Battle card, and shuffles it and all of their Battle cards in the draw pile, discard pile, and any left in hand to re-form their battle deck. You can choose to discard or keep any Dragon cards that may be left in your hand, and then draw back up to 8 Dragon cards and return to the Set Battlefields phase.

Game End--The game ends immediately when one player wins enough battlefields to collect 3 gems of the same color, 3 gems of different colors, or 4 gems of any combination.

KS Promo cards

The Verdict

Jeremiah--Finally! A game that's clever, but not too clever for its own good! I can't really remark on component quality at this time, since we have prototypes, and the quality, art, graphic design, etc., will vary once the retail version hits the shelves. Robert Burke has been in contact with us, and some of the concerns I did have about iconography and fonts and such are being resolved, which is great news. The overall look and artwork, though, is amazing! The dragons look super awesome, the Battlefield artwork is really spiffy too! I can't wait to see the cards in their full splendor!

Firestone--Yeah, the art on those dragons is just terrific. They're colorful and evocative, and each one is unique. It probably wasn't cheap, but that was money well spent!

Jeremiah--I was really impressed with the way this game brings two unique and completely different styles of battle to the table, using the same set of cards. The battles interlock well enough to not make it feel completely disjointed from the game, but are still unique and have their own strategies. The dragons' abilities play well into the battle systems, also. Some are better at Melee while others better at Ranged attacks. It's slick and streamlined. I'm a fan of both battle systems.

Firestone--Really what this all reminded me of was Blue Moon. You're both competing for the same "thing," and playing cards to jockey for position to win that thing. It works really well.

Jeremiah--My first thoughts on resolving battles--especially Ranged--were, "Oh, no. It's down to a card pull, or luck of the draw." But this game is super balanced. There were plenty of battles where I thought I was going to blow away my opponent, and barely squeaked out a victory--or even lost--and vice versa. Every game I've played has come down to some pretty epic battles that decided the game one way or the other. I haven't seen a game that was completely lopsided.

Firestone--There's definitely some luck in the cards, though. For one battle, both of my Flight cards were drawn out during the Ranged attack. Well, that made it really hard to win that Battlefield--and, indeed, I lost it. I'm okay with the luck here, though. It feels about right for the weight of the game, and rarely feels punishing.

Jeremiah--I liked the function of the Advanced Battle cards. As the game moves along, there's a little more variation given to each player. So while  you know the majority of your opponent's Battle Deck, there are still a few surprises along the way. Again, nothing that really throws the balance of the game, but enough to make the choices you make during melee battles just a little more precarious.

Firestone--One of the best things about the game was the "small" decision to let people add one Advanced Battle card to their decks at the end of a round. (There are a couple of other ways to get the cards, too.) That inserts some "fun stuff" into the game, but it also pushes it toward the End Game. Adding those cards makes it so most games of Draco Magi are going to go three or four rounds, which keeps it from overstaying its welcome.

Jeremiah's Final Verdict--I really had a lot of fun with this game. It plays right around 30 minutes, and packs a lot of punch for a relatively small number of cards and components. Every card played in the game requires a strategic decision, and these decisions then ripple through the upcoming phases. This is a really fun game, and I suggest you Put This on Your Table!

Firestone Final Verdict--There's a good amount of game in this set of cards. It's fun, and clever, and cheap, and plays quickly. And that art! I also really like their Kickstarter strategy, which is just: "Give us $15 and you get this game." No exclusives. No convoluted tiers. Just the game, and some stretch goals that everyone gets. Bravo. You should go back this game, and then Put It on Your Table!

We'd like to thank Robert Burke Games for supplying us with prototype review copies of Draco Magi. This in no way affected our opinions.

KS Promo cards 2

Draco Magi is on Kickstarter! It's only $15 for a copy shipped to your US door! And you can find all sorts of updates on their Facebook Page - Right here!

You can subscribe to our blog over on the right ----->

And don't forget to look for us all over the web: Facebook, Twitter, Instagram, YouTube and our Podcast!

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Another Podcast Episode!

TOGLogoHey! It's another podcast episode! We've brought back some of our favorite features, including: Fire and Ice, and Fill in the Blank--PLUS, we answer listener questions! How many Star Wars references will we make? Only one way to find out!

Click the link after the jump to download the latest episode -or any that you've missed- and while you're there, be sure to subscribe to the podcast!

You can find the podcast right here!

Also, don't forget that you can still enter to win a free copy of Relic Expedition, and it's really easy to do so!

To enter simply subscribe to the blog--over there on the right--Like us on Facebook, Follow us on Twitter and Instagram, and subscribe to our YouTube Channel! For each social media outlet you like, follow, subscribe to, etc. you will get another chance to win this copy!

Thanks for reading, and listening!

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Kickstarter Focus—Ultimate Werewolf: Deluxe Edition

UltimateWerewolfDeluxeCoverBy Firestone With less than a week to go, Ted Alspach's Ultimate Werewolf Deluxe Edition is crushing it on Kickstarter. For fans of deduction games, Werewolf games, and things with the words ultimate and deluxe in the SAME TITLE, you should check it out before it's gone.

Yes, it's another Werewolf game. But this one supports 75 people! That sounds like the most insane thing in the history of time to me, but you know someone will get a 75-player game going at GenCon, or something...

Anyway, the game comes with 75 base cards, and thanks to stretch goals, they've unlocked a Classic Movie Monsters expansion, Night Terrors expansion, Urban Legends expansion, and the Wolfpack expansion. And some others are close to getting unlocked too.

In addition, a bunch of board game artists signed on to create artwork for some of the game's cards, and you can add those artpacks onto your pledge.

You get the whole shebang for $25--which includes a shipped copy of the game--with the expansions--along with a Getting Started Guide, a Moderator Guide, a Team-Building Guide, scenarios, a Moderator scorecard, and one of the artpacks of your choice. You can, of course, up your pledge to get more stuff.

The campaign ends Monday night. And you might be too delirious from the Broncos' Super Bowl victory to remember to back it. So go check it out now!

Thanks for reading!

Relic Expedition—A Double-Take Review

reliccoverSeptember 13, 1997--I brought the machete down again and again today--cutting a swath through the dense jungle. It's been days since we've seen anything besides this oppressive jungle and more bugs than I thought existed in the entirety of the world. As the son was setting, we did run across a pair of giant paw-prints. I pray we don't meet their owner... It's been a few years since an exploration game broke any new ground. But newcomers Foxtrot Games are hoping to change that with their first game: Relic Expedition. So how is it? Let's see...

The Overview

You're an explorer, making your way through a jungle in search of treasure. But there are dangers lurking around every corner. Well...jungles don't have corners, but you get the idea. The first player to collect four matching Relics, move to a helicopter clearing, and use three Action Points, wins the game.

RelicSupplyThe Components

  • 4 Wood backpack racks
  • 4 Explorers
  • 3 dice
  • 4 large tile boards (Basecamp, Mountain, Cave, River)
  • 16 Wood animal figures
  • 36 Triangle curse markers
  • 50 Draw supply tiles
  • 1 Cloth bag
  • 20 Board supply tiles
  • 36 Relic tiles
  • 16 Starting jungle tiles
  • 96 Regular jungle tiles

RelicDiceThe Setup

  • Place the starting tile in the center, and then each player puts his explorer on one of the camp spaces and grabs the Backpack rack in his color.
  • Randomly place one of the starting Jungle tiles onto any empty space adjacent to an Explorer. Any unused starting tiles are removed from the game.
  • Place the regular Jungle tiles, Animal figures, Board Supplies (with the green faces), Curse marker, and feature tiles next to the board.
  • Place the Draw Supplies into the bag.
  • Place Relics facedown onto the Relic Table spaces on the feature boards--the Mountain has 4, the River 6, and the Cave 6. Place the remaining Relics facedown in a pile next to the board.

RelicExplorerThe Gameplay

On your turn, you'll roll the two dice--the animal one and the number one. If an animal is rolled, and one of those animals is on the board, it moves. Starting with the person who rolled, he will choose one of those animals and move it one or two spaces. If there are any other of that type of animal, then the next player clockwise will choose one of those unmoved animals and move it. This continues until each animal has moved. There are some specific rules on where and how an animal can be moved, but those aren't important for the review.

If an animal moves to a space with an explorer, an encounter happens. What that looks like will depend on the animal. Snakes will cause that explorer to lose a turn, but a player can trash a first aid kit supply token to avoid it. Boars cause you to lose a turn and become "knocked unconscious"--which means all of the things in your backpack are placed on the space, and can be stolen by other players until you pick them up on your next turn. This can be avoided by playing a trap or tranquilizer supply token. Panthers wreck you even worse, and cause you to lose your stuff and be MedEvacced out.  You can enter on a helicopter clearing of your choice, and hopefully make your way back to where your stuff is. Again, tranqs and traps can help with this. Monkeys will take a random item from your bag; hopefully it's not a Relic. They can be bribed with bananas.

The number die will give you a result of either 2, 3, or 4, and that's the number of actions you can take. As you move through the jungle you'll reveal new tiles, and sometimes animals or Relics or new features will be revealed. There are rules that govern what can and can't be traversed, and how many action points it costs, but, again, it's not important for the review. Just know you'll be moving around, trying to avoid animals and trying to get Relics. There are three special features that have loads of relics on them. The Mountain, Cave, and River features are all triggered when you find certain tiles. The feature is now moved to the board, and the Relics on them are open season. But each feature also takes a special supply token to traverse. So a Raft to get on the river, and a Headlamp for the cave. It's evocative and interesting.

RelicBackpackThe Relics have six different insignias and six different colors. Someone has to have four matching Relics--either the same color or the same insignia, make it to one of the boards helicopter landing spots, and spend three action points. Each backpack only holds eight items, so this makes for some interesting decisions, as the closer you get to winning, the fewer handy tools you can carry in your backpack. So you might be winning, but you're also vulnerable.

The winner flies off into the sunset, leaving the others as Panther Chow...

The Verdict

Firestone--I really did like this game, but the fact that your actions each turn are determined by a die roll just kills this for any kind of serious play. That simply means it's a family game, and that's okay.

Jeremiah--Yeah, that die roll is a head scratcher for me too, but definitely not a killer. Our family and my gaming friends enjoyed it. If the die is that big of a killer I think playing with a house rule of a set amount if actions is a suitable option.

RelicAnimeeplesFirestone--The exploration aspect of this was great. In a game such as Tikal, the jungle is still constrained by the board, so the "exploration" aspect is mostly muted. I think one of the reasons Carcassonne works so well is that it can go anywhere and everywhere, so you're never sure what the board will look like. Similarly, the jungle we revealed in Relic Expedition was different every game. And the special features like the cave and the river add even more interesting exploration options. It just works.

Jeremiah--Couldn't agree more, the feature pieces are a nice variation from just placing hexes. But the art design and the way the jungle is revealed as you explore it is awesome! Every time we play the jungle looks unique and picturesque!

Jeremiah--MEEPLES, MEEPLES, MEEPLES! Monkeys, snakes, jaguars, boars, Indiana Jones-looking adventure meeples! They're all awesome. Everything about this game's bit and boards is super well done!

Firestone--Yeah, that's all top-notch. Those animeeples are great, and way better than just using tokens. The board tiles are all nice and thick, and the artwork is great. And I really like the art and aesthetic of the supply tiles; those just grabbed me for some reason.

Jeremiah--My only complaint is the rule book; it's a small book, designed to look like a pocket field guide. I get it: The form is awesome, but the function isn't so much. The learning curve isn't that strong on this one, so you don't have to grab the rule book too often after your first play or so, but the rule book made it a little tough for quick-referencing certain scenarios. Again the form is awesome and it fits the theme perfectly. But the function leaves a little to be desired.

RelicJungleFirestone-- Making it a Field Guide was clever and evocative--and I didn't even mind that it was small. It has color pictures, and line drawings of the animals, like you would find in an old scientific journal. That's cool! If it had been organized better, and had everything I needed, I wouldn't have complained at all.

As it is, there are a few times where the Field Guide says, "See the Quick Start Guide for details." Well...no. A quick-start guide should never have the details. It's a quick-start guide. The rules should have everything, and the quick-start guide should be for starting...quickly. It should gloss over rules. That, and the fact that rules weren't found where you expected them to be made it a little slow to get started. It's not overly complicated, and after a couple of games you probably won't need the rules at all, but for the first couple, it's kinda rough.

Jeremiah--While I agree that the dice roll to determine the number of actions a player gets each turn is maybe a little to far down the random trail, using the die to determine which animals--if any--move/attack that turn is spot on and the way it plays out is seamless and balanced.

Jeremiah Final Verdict--We've certainly seen our share of Kickstarter games that have come to market with questionable gameplay, component quality, and everything from minor to major design flaws. But Relic Expedition is one of the best Kickstarter games we've seen! The game is fun to play, has massive replay value, is gorgeous to look at, and appeals to everyone from kids, to families, to casual players, and maaaybe even some serious gamers. We didn't do a list of top Kickstarter game's but if we did, Relic Expedition would be a top 5 game on that list, no doubt. So with that I say, emphatically, put this game on your table!

Firestone Final Verdict--I've been thoroughly impressed with Foxtrot's first game. They stumbled a bit on the rules, and I can't get on board with the action die, but this is a great, great family game. It can be hard to truly capture the feeling of exploration, but Relic does that really well. As the board opens up, you realize how well done the game is, and how thought-out the decisions are. Combine that with cool animeeples, great artwork, and a little luck, and you've got a game that deserves to be on your table.

We'd like to thank Foxtrot Games for providing review copies of Relic Expedition. This in no way affected our opinions on the game. 

Thanks for reading!

An Interview With Zeppeldrome Co-Designer Anthony Gallela

ZepeldromeToday we’re joined by Anthony Gallela of 12SP Entertainment, co-designer of the currently Kickstarting Zeppeldrome: a zany zeppelin, puzzle, race game.

Anthony, thanks for joining us today!

Thank you for having me!

So for those who don’t know much about you and 12SP, can you give us a little back story?

I’ve been in the game industry since the 80s. I started as a play-tester and a convention-runner (including KublaCon), and then moved on to being a game broker, game developer, and the like. I’ve managed a couple of game stores, run the Game Manufacturers Association (including Origins and GTS), and, of course, designed a couple of games.

12SP Ent is a new company I’ve started with my friend, and “Zeppeldrome” co-designer, Jeff Wilcox. We’re looking to publish a few titles that we’ve been working on over the years while we’ve been helping other folks get their games to market.

Tell us a little about Zeppeldrome.

“Zeppeldrome” is a humorous strategy game for 2-4 players where players race dirigibles through a silly and hazardous, floating obstacle course. The course is laid out next to a giant, floating zeppelin castle, and the dirigible pilots use anything at their disposal to help themselves, and to hinder their opponents.

The game is played with cards that are either your planned route for the turn (top half of the card), or actions that you play to hinder other players or to help yourself (bottom half of the card). “Zeppeldrome” has four sections that each have interchangeable boards. This modular board allows players to set a different courses each time they play.The core game comes with four boards for each of the four sections. The four for each section includes one blank and three with hazards. The blank board is for players to use with downloadable hazards that will be available on our Web site. These boards are both puzzling and challenging in game-play, and funny and lighthearted in theme and artwork.

Lately zeppelins have become a “thing” in the gaming world: There have been a few popular titles on Kickstarter featuring zeppelins, with a few more on the way. Did the theme come before the game design, or did the game design push you into the zeppelin-air-race theme? Or was it just because the name wouldn’t make any sense with another theme?

We’ve been working on “Zeppeldrome,” off and on, for about ten years. The idea came from a long-time love of, and interest in, airships. As we’ve worked on the game over the years, steampunk has become more and more popular. This is great for us, of course, though it might seem like we’re coming late to the party.

I think that the idea that you’re negotiating obstacles in a flying machine works quite well with dirigibles. Other kinds of flying machines feel too fast and uncontrollable to really have the silly fantasy of a floating obstacle course. I don’t think that “Zeppeldrome” would work with anything other than the “zeppelin-air-race” theme, and that’s great, as Jeff and I both love the idea of crazy airships.

zeppelboardWhy do you think steampunk is so popular right now?

I have no idea, of course, but I think that it’s because 1) science is popular, 2) science fiction and science fantasy are popular, 3) cosplay is popular, 4) many people like the idea of a seemingly more civilized society, and 5) it’s just so cool. I think that steampunk feeds nicely into several trends: those I’ve mentioned, the rise of geek culture, the hipness of stylized dress … it’s just the right time for it.

This is the second time you’ve launched a Kickstarter Campaign for the game; what’s the difference between this campaign and the last—what lessons did you learn?

We learned that we needed to give folks a thank-you -- a bonus -- for backing us right away. Rather than paying MSRP ($35) for a copy of “Zeppeldrome,” when you back us, you’re only paying $29. We also learned that our page needed to be more graphical, and that we needed some lower reward tiers. And that getting any press we can toward the beginning of the project was important too.

What are some of the fun rewards and stretch goals you have set up for the game?

First off, rather than paying MSRP for a copy of “Zeppeldrome” when you back us ($35), you’re only paying $29. Additionally, we’ve (mostly Jeff) designed a two-player-only, mini version of “Zeppeldrome” that backers get for free as a PDF.

Our higher backer levels let you get in the game by being able to name cards, the airships in the game, different characters in the game, and more.

photo (1)Why do you hate lemmings?

We love lemmings! So why do we have a hazzard board called the “Tragic Lemming Migration,” where the last-place player controls lemmings who slowly fall in the way of the racers? Well … we have no good excuse. They do fall slowly, though. They flap their little arms, and when their tokens falls off the bottom of the board, they do come back to the top to be used again …

So aside from Zeppeldrome, what else does 12SP have on the horizon?

We will be republishing my (and co-designer Japji Khalsa’s) award-winning board game, “Dwarven Dig!,” with it’s yet-unpublished expansion, “Ancient Rivalries.” The expansion adds six more dwarf types, allowing you to build your party before the game. We’ll also be coming out with a brick bridge-building game called “Hoshi.” It will come with MEGA BLOKS- / LEGO- type bricks (though neither of those brands). Each player rolls dice in an interesting way, and uses the results to determine which bricks he or she will use each turn to build a bridge as expeditiously as they can.

And later, we’ll be publishing Jeff’s awesome adventure game, “Phantasy Realm.”

Okay, it’s time for the Rapid-Fire Section! We ask the questions; you answer them with one word (or super-short phrase)! And, GO!

Cannonball_runFavorite race movie?

“Cannonball Run”

Favorite Zeppelin song?

“Since I’ve Been Loving You”

Favorite hazard board in Zeppeldrome?

Four Old Folks Looking for the Farmer’s Market

Favorite steampunk novel?

Agatha H and the Airship City

As you’re walking through the woods one day, you pass an old woman struggling to make her way home. She drops her basket of bread just as you’re walking by, and you help her pick up the bread. She thanks you, and tells you that as a reward, she will cook you your favorite meal in the whole entire world—once-a-week, for an entire year. You just have to tell her (and us) what that meal is…

Italian Sausage and Sweet Peppers in a Red Sauce

Well that's it! We'd like to thank Anthony Gallela for joining us today. Zeppeldrome is on Kickstarter right now, and it needs some help to make it to the funding goal! A mere $29 gets you a copy of the game shipped to your door. And it's a good game--just check out our Double-Take Review and see for yourself. Thanks for reading!

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Zeppeldrome—A Double-Take Preview

ZepeldromeYes, they're chaotic, and unpredictable, and sometimes full of take-that mechanics, but race games are also pretty stinking fun. 12SP Entertainment has just launched a new racing contender on Kickstarter—Zeppeldrome: A Humorous, Hazardous, Dirigible Relay. So is it worth your money to back this project? Or will it crash and burn, Hindenberg-style? Let's find out.

The Basics

You're a dirigible captain, competing against other dirigible captains in a race. You'll have to fight your way through numerous hazards to claim the prize—all while messing with your opponents' plans, just as they mess with yours...

The Components

Please note that the copy we reviewed was a prototype. The final components will be better, and some may have changed.

● 10 Double-Sided Playing Board Sections ● 4 Dirigible tokens ● 4 Flight Plan covers in corresponding colors ● 4 Movement cubes in corresponding colors ● 70 Flight Plan Cards ● 8 Ballast Tokens ● 1 Chunk-Chunk Token ● 4 Old Folks Tokens ● 7 Lemming Tokens ● 20 Vector Chits

photo (2)The Setup

First you're going to pick which four hazard boards you'll be using. The boards are divided into A, B, C, and D sections, which indicates which order they'll go in. If you want a shorter game, you can choose to use fewer sections. Then you'll randomly choose the order players will start the race, and put each player piece on the starting spaces. Each player grabs a color, and its associated pieces. Then shuffle the Flight Plan cards and deal each player four of them, and place the rest as a draw pile.

Two things before we move one. First, you determine who is in the lead(or sequence) by looking at the dirigible closest to the finish line. If multiple dirigibles are in the same column, then it's the one that's closest to the top that is in the lead.

Second, each Flight Plan card has a top section and bottom one. The top one shows a flight plan, and the bottom shows an action. You'll be using each card for only one of those things, so whenever you get a card you'll be looking at each card and determining which section is best for you right now.

The Gameplay

On your turn you'll have four cards in hand. Each player will pick a card to play for the Flight Plan portion. That will constitute the "base" that you'll be flying. Everyone picks one, and then you simultaneously reveal them. Each player has a little card, that matches his or her player color, that you can use to cover up the bottom portion so everyone can quickly see your color, and what you'll be doing that turn.

It may be that none of the cards have a flight plan y0u want to follow. In this case you'll just leave the card facedown on the "reveal." Each card has a single-movement-in-any-direction icon on it, and you'll be doing just that for your flight plan.

Now, in sequence order each player has the option to play one of the three remaining cards in his or her hand for its action. Some of the actions hurt, and some helpand some do a little of both. As such, you can choose to play the action on yourself or on another player.

Most cards will affect a dirigible's movement during the regular movement step. The game comes with extra chits with directions on them that you can grab and add either before or after your Flight Plan, depending on the action played.

photo (3)Some action card effects happen immediately. If that happens, move the dirigible immediately, and this might affect the sequence for the next round of cad play. Once each player has had a chance to play one action card, or passed, you'll start a new round. Because things on the board have likely changed, players who passed previously can jump right back in and play a card this round. These rounds of card play continue until every player has passed.

Now the movement phase begins with the person in the lead. Movement is the only "tricky" part of the game, but because of the mechanisms it has to be. First, you take a cube and move it onto the farthest left vector of your Flight Planwhich might now have extra vectors attached to it, thanks to action cards. Once you've done that, then you'll attempt to move your dirigible piece on the board. If your dirigible runs into a hazard, or another player, it simply bounces back to the space it came from. But the cube remains on the vector, because you've attempted that move. Some Flight Plans have alternate routes, designated by an open arrow (rather than the solid one you'll usually see). In order to take that route, you'll need to discard a card from your hand.

Once each player has movedor attempted to moveon the first vector, then you go to the next one. But player order may have changed now, and you use the new player order. This might change after every single vector, but that's just part of the game.

People will start running out of vectors on their Flight Plan, and as they do, they're just done. Others continue moving until they run out of vectors, too.

Once everyone has moved, each player can discard any unwanted cards, and then draw up to four cards.

Once someone crosses the finish line, he or she is declared THE WINNER!!!

photoThe Hazard Boards

We'll just highlight a few of the hazard boards. Again, some of these might change, or become promos, or whatever. This is just to give you idea of what sort of things are on the boards.

A Bit of BallastOn this board are a number of tokens depicting anvils connected to balloons. If you stop on a space with one of these tokens, you can pick one up and keep it with you. You immediately move one space down. At any time you can drop one of these ballast tokens to immediately raise up one space. You can have (and drop) multiple tokens at the same time.

Inspiration PointIf you end your move on this board, you can draw up to five cards instead of four.

Slalom 1There are four gates on this board, each in one of the player colors. You HAVE to move through your color of gate in order to proceed to the next board.

Slalom 2This is just like Slalom 1, except there are gates at the start and the end of the board. And the colors aren't lined up...

HeadwindsDirigibles cannot move straight forward on this board. All other movement directions are okay, but any straight forward move results in a bounce.

Four Old Folks Looking for the Farmer's MarketThese are four balloon tokens that start on the board in predesignated spaces. After action cards have been played, but before movement, the player in last place gets to move each on of the tokens to any adjacent open space. They block movement just like any other obstacle, and dirigibles will bounce.

There are others, but you get the idea...

photo (1)The Verdict

Firestone—Two turns into this, my 9-year-old said, "This is a really fun game!" And that pretty much sums up my thoughts, too. This was fun. While I'm generally not a fan of take-that, and mess-with-your-opponent games, it fits the theme here. It reminds me of the old Hanna-Barbera "Wacky Races" cartoon—except everyone is Dick Dastardly and Muttley, trying to jockey for position by sabotaging opponents.

JeremiahYeah, this is a fun take-that game with some great puzzle-solving strategery involved. The art and theme constantly reminded me of a Monty Python-esque universe in the animation style of Terry Gilliam. Pretty outrageous, and absurd all at the same time. It made for a lot of fun. I will say that my 5-year old did have a tough time getting through this on;, it seems like it's a game he would hang in there with, but I had to give more than a moderate amount of advice to him each turn.

Firestone—The hazard boards are a great way to introduce variability, replayability, and humor into the game. I generally like racing games, but the only real variability in games such as Mississippi Queen and Snow Tails is that sometimes the track will go this way, and sometimes it will go that way. That's good, because static tracks get boring quickly, but these hazard boards make every game really feel different. And it's ripe for expansions—either from 12SP themselves, or fan-made boards people post on Boardgamegeek. That's going to give Zeppeldrome legs...

Jeremiah I totally agree: The board and card concepts make this game exponentially expandable, and multitudenally (that's not a word) re-playable. I also enjoy the fact that you can create a custom length to the game by adding or subtracting game boards, without completely breaking down the game and how it plays.

Firestone—The programming can be a little complex, as you're trying to figure out where your zeppelin might end up, and when that might happen. You also have to look at what other people's programs look like, because someone moving to a spot before you will cause you to bounce back to where you were, and that will affect your programming. That puts it on the upper end of the Nongamer Complexity Spectrum (tm) for me. Not a dealbreaker at all; just be aware.

Jeremiah—Yeah, like you said, whereas most race games are very non-gamer friendly, this one can lead to tons of analysis paralysis, and many, many threats of the cutting off of hands, or other forms of bodily harm in order to get the game moving again. I think the general rule of thumb is either play every action card on yourself, or every action card on someone else to try and mess them up. Splitting your strategy seems to be a bit confounding.

Firestone—I like how you can strategically fail a move, just to allow you to do what you want. You're limited by what the cards in your hand will allow you to do, but there are ways to manipulate it in your favor. That adds a lot for me. There's still chaos, mind you, but also some strategy.

Firestone—The only word of caution here is one of the cards: It's called "Captain Ernst's Cheapass Engine." This is a nod to James Ernst, who founded the game company Cheapass Games, which has small, cheap games that simply provide you with a set of rules, and you cobble together the needed pieces from other games. There are two of those cards in the game, and I simply took a pen and drew over the word "ass." It was a simple fix, though I wish I hadn't had to make it—especially since everything else about the game is so perfect for playing with your family!

Jeremiah's Final Verdict— Go back this game! Zeppeldrome is a fun family game that will get you some great replay value; it's a fun theme that will engage both gamer folks and non-gamers alike! There's plenty of fun, decision-making, an,d of course, a touch of chaotic take-that, which leads me to say, put this game on your table!

Firestone's Final Verdict—Zeppeldrome is a fast, fun race game. The programmed movement works well. The variable boards mean most games with be different. And the ability to mess with your opponents feels right in this sort of racing game. My family has had great fun with this one, and you should definitely put this game on the table! (After you back it on Kickstarter, of course!)

We'd like to thank 12SP Entertainment for providing prototype copies of the game for us to play. This was NOT a paid preview.

Stay tuned for more on this game—including an interview with co-designer Anthony Gallela next week! Thanks for reading!

Kickstarter Weekly Jan. 24, 2014

Things are finally getting back into gear for us with the new year. We've launched two new episodes of our podcast, we've got a ton of new reviews that we will be publishing very, very soon. And there are a bunch of new and exciting projects that we are working away at in the background with much fervor and gusto! While all of that is going on, the Kickstarter Community is alive and doing well, and, as usua,l we're here to point you towars a few that we think are interesting enough to write about! So here we go with this week's Kickstarter Weekly!

Featured Campaign

scovilleScoville— Tasty Minstrel Games

Tasty Minstreal Games has been incredibly busy over the past few months bringing a lot of highly anticipated games to Kickstarter and proceeding to completely smash their funding goals and about 4,729 stretch goals along the way—okay, that might be an exaggeration... Anyway, Scoville is a farming game designed by blogger extraordinaire Ed Marriott of Boards and Barley. Players will be bringing the heat to a small town by planting and harvesting exotic peppers. We know Ed's been hard at work on this project for some time, and we wish him —and Michael Mindes of TMG— all the best with this campaign!

You have until Feb. 22 to help fund Scoville, and a  $40 pledge will score you your very own copy. Check out all the details right here!

GridironMasters of the Gridiron— Sports Moguls

Master of the Gridiron is a two-player football simulation card game. It features real players from real teams, is easy and quick to play and learn. Tabletop games and sports are an odd marriage. But both of us are big into gaming, as well as football, so we're intrigued. Although I (Jeremiah) don't often enjoy these worlds colliding. Still, we will be publishing our preview of this one very soon, so keep an eye out for that.

In the meantime the Kickstarter Campaign is in full swing and will end on Feb. 19. Early birds can score two decks —one team per deck— for $25, or for $39 you can get four decks. Check out all the details right here!

LivestockLivestock Uprising - A Call to Farms - Dog Might Games

Okay, maybe there's something to this "farm" theme we've seen in two campaigns now... Will this be the year of the farming game? I suppose time will tell. Anyway, Livestock Uprising is a tactical barnyard battle for two to four players, that features a randomized playing field, a bunch of cards, and bits. This one looks pretty polished and ready to go, and has already funded, so it will be coming to market.

A pledge of $35 will score you a copy of the game, and this campaign ends on Feb. 16. You can check out all the details right here!

Dice EmpireDice Empire Series: Series One - Tinderbox Entertainment

So, this really isn't a "game," but I (Jeremiah) couldn't help but get a little mesmerized by all the sweet designs of these dice! There are some pretty awesome looking dice here. The price points seem about average for custom printed dice--what you would see at a Con. This is a super easy campaign to jump in on.

$4 gets you any single d6 from the series and then it jumps to $22 for any ten. The Campaign ends on Feb. 21 and you can see all the awesome designs right here!

coconutsCoconuts "Crazy Monkey" Dexterity Game for 2-4 Players - Mayday Games

What's in a name? In this case everything you need to know. Coconuts is: a crazy monkey dexterity game for 2-4 players! Upon watching the video in its 17 seconds of splendor we have come to this conclusion: CCMDGF2-4P is pretty much Beer Pong with mechanical monkeys, sans beer. Who doesn't want to make a monkey fling coconuts into containers to score points though? This should be a favorite for kids and families and the manga crowd. We imagine monkeys flinging coconuts is a better selling point than them flinging... well, you know.

$30 gets you a copy shipped to your door; the campaign ends on Jan. 28 and you can check it out right here! 

Thanks for checking out Kickstarter Weekly. Are you backing any of these? Are you backing something we haven't mentioned? Sound off below in the comments!

And don't forget, if you subscribe to the blog over on the right, Like us on Facebook, Follow us on Twitter, and Instagram and Subscribe to our YouTube Channel you will be entered -a total of 5 times- into our contest to win a free copy of Relic Expedition! So what are you waiting for--start clicking those links!

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Z-Man Games Announces a Vikings Reprint!

vikingscoverThis is GREAT news for people who like GREAT games. Z-Man has announced they'll be reprinting the OOP Michael Kiesling classic Vikings in 2014.

Sell 'em if you've got 'em, because this 2007 game has been fetching big $ on the open market.

Image from BGG user Galender

It's an auction and tile-placement game. There's a cool "table" that acts as the market for buying different viking-and-tile combinations to place into your kingdom. As vikings/tiles on the lower-cost end of the wheel are bought, the wheel will spin, and those that were expensive are now cheaper. Or, you can just buy that tile/viking combo you really need at the higher price. And there are marauding enemy ships that you're sometimes forced to buy and deal with. And because of the way the wheel works—which is much too complex to explain without showing you—you can set it up so your opponents are forced to buy tiles they don't want or can't use. It's devious and wonderful!And there's an advanced version that adds even more complexity, but also some more interesting decisions.

No news yet on whether this will be a straight reprint or not.

Trust me on this: Vikings is a TERRIFIC game, and if you don't have a copy, make sure you snatch up this reprint.

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An Interview With Michael Coe: Tiny Epic Kingdoms, Dungeon Heroes, and More

TinyEpicJoining us once again is Gamelyn Games guy, Michael Coe. Today we get to have a little chat about some exciting news as Gamelyn has launched a Kickstarter Campaign for Tiny Epic Kingdoms!

Michael, thanks again for joining us; we appreciate your time!

So before we get started on Tiny Epic Kingdoms: Last time we chatted we were discussing Dungeon Heroes. We can only assume most of your efforts recently have been directed toward Tiny Epic Kingdoms, but has there been anything new in the works for Dungeon Heroes? Expansions? Multiplayer mechanics?

Both actually, Dungeon Heroes offers a rich canvas in which to paint multiple expansions and variants. I’m currently working hard on putting together a 4-player Dungeon Heroes. Likely, a new game altogether but keeping true to the original concept and engine of Dungeon Heroes. Along those lines, I’m excited to announce that Dungeon Heroes will be coming to iOS this summer!!

If yes, do you have any estimate for a timetable that these plans will be unveiled?

I’d really like to have something ready to show this summer. I plan to release Dungeon Heroes on iOS at Origins this year. I hope to have a new DH to demo there are well.

You recently posted photos of a hard copy of Fantasy Frontiers over on Kickstarter; How soon will Fantasy Frontier show up in the mail for backers, and on the shelves at our FLGS?

Fantasy Frontier is on schedule for an estimated delivery to KS backers in May. It will be released to general distribution at Origins 2014 in June.

Describe the feeling of actually holding, and opening a copy of your game after so much time and effort has gone into it. Is there anything you would have done differently with Fantasy Frontier? Or any lesson you learned that will be applied to the Tiny Epic Kingdoms campaign and production?

Assuming you played with LEGOs as a child, do you remember the feeling of completing a large set? Setting that last brick into place… taking a step back and looking over your masterpiece? There was an intangible and magical experience that went along with that. An experience that is difficult to capture as an adult. That is how it feels to open a copy of a game you made!

So far, the conception through production of Fantasy Frontier has been a dream project. The plan I set forth has been both enjoyable and successful. The only thing I would have changed, and will not likely do in the future, are the GIANT Meeples. Yes, they were their own project as well but I offered some with Fantasy Frontier too. They look great! But ultimately they are too heavy and I end up losing too much money on them.

Hold me closer, tiny gooooblins...

Okay, let’s talk about Tiny Epic Kingdoms! So...It’s a game about kingdoms that are both tiny AND epic… Give us, if you would, a quick overview of the game—its style and mechanics!

Tiny Epic Kingdoms is the biggest game you will ever play in a small box. It is a quest and conquer game. Players will use a community action selection system to eXpand, eXplore, eXploit and eXterminate. TEK manages to deliver a rich 4x experience in a short and small package. Something that has not been done this well in the past.

How did Gamelyn Games end up with this title?

Scott caught wind that I was taking submissions for small games and gave me a holler. I looked it over, played it, and told him, “You let me publish this game and I will do wonders with it!” The rest is history in the making.

What has been different about preparing to publish a game that you haven’t designed?

Getting to know the game inside and out. Getting the game to the table enough to be accused of eating, sleeping, and breathing Tiny Epic Kingdoms. As a publisher, it’s important to have a second-nature relationship with the game you're creating. This occurs naturally as the designer but takes some special attention when not.

What can you tell us about any stretch goals that you have planned for the campaign?

Stretch goals of all sorts have been unlocked. This includes many material upgrades, extra factions, extra maps and even a mini-expansion is on the horizon if we can reach 200k.

If all goes as planned, when will we see Tiny Epic Kingdoms hit the shelves?

The game is scheduled for an estimated delivery to the KS backers by September 2014. I would like to release into general distribution at this year’s BGG.CON in November.

Okay...time for a TINY and EPIC Lightning Round!

Favorite Smurf?

uh… papa!

The theme to 2001: A Space Odyssey or Flight of the Valkyries?  

Space Odyssey

billy-bartyBilly Barty or Kenny Baker?

ooO both legendary and both in movies I love. I’m going Billy Barty on this one!

Favorite short story?

The Neverending Story! That’s short right!? ;)

Great Wall of China or the Grand Canyon?

Not fair; I live near the Grand Canyon so I may suffer from a case of “the grass is always greener”... nah, I don’t! Grand Canyon!

Thanks so much, Michael, for joining us today. And head on over to the Kickstarter campaign and get your very own copy of Tiny Epic Kingdoms. They're CRUSHING it, and have already knocked off 17 stretch goals.

Thanks for reading!