Kickstarter Weekly--2-12-2015

Kickstarter Weekly--2-12-2015

Welcome to this week's installment of Kickstarter Weekly. We hope wherever you're reading from is much warmer than the blustery Midwest where I (Jeremiah) am. Our current wind-chill advisory is in the -10 to -20 range. This is what we like to call perfect board game weather! Nothing better than to pour yourself some hot chocolate, put some nice hot soup on the stove, and bundle up and sit at the table with a new board game!

With that being said, let's jump in and see what's cooking on Kickstarter!

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Gen Con: The Aftermath--Part One

Gen Con: The Aftermath--Part One

Some of you might know that I (Jeremiah) went to GenCon last weekend in Indianapolis. Now, before we go any further, let me say this: I've been to Origins every year since 2009. Big. Deal. The last two years at Origins, I've brought along some help in covering the convention, and was able to shoot some video interviews for our YouTube channel, and make some really great connections along the way. If there's one thing I've learned in those two trips to Origins, it's this: It is really hard to cover a convention in one day and truly get a handle on exactly what is going on there... So I went to GenCon by myself (no help this time) and gave myself a whopping day and a half to try and cover the largest gaming event on the continent... Here's Part One of what I came up with!

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Kickstarter Weekly--April 4, 2014

Kickstarter Weekly--April 4, 2014

Hey everyone! We have some exciting news for you all! But we can't tell you just yet! Such a let down, right? Anyway, we're going to jump in with this week's Kickstarter Weekly, and there's some cool stuff to check out from some of our favorite publishers and designers, so let's get crackin'!

Featured Campaign!

Storyteller Cards: Fantasy - Jason Tagmire

Our good friend Jason Tagmire is back with another deck of Storyteller cards. Storyteller cards serve as a regular deck of playing cards, a creative tool, and a way to teach creativity to young gamers - think story dice. Along with the cards, your pledge will score you the Storyteller Manual--in PDF form, or as an add-on--that will have games designed by some fantastic designers specifically for the deck of cards you'll be getting. The first game announced is Divvy In The Dungeon by the one and only Jason Kotarski, you may know him as the guy who designed a TOG favorite The Great Heartland Hauling Co. And who has a few more games hitting the market this year with Crash Games! With more to come, this campaign is super inexpensive to get into and packs a lot of potential; we think you should jump on board!

The campaign ends on April 24, and a pledge of $10 will get you a deck of your own! You can find all of the details right here!

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2013 Holiday Gift Guide—Stocking Stuffers

coupcoverThis section of of our Holiday Gift Guide is for small games that can fit inside a stocking. Most of them fall into the "filler" category, but some of them have deep gameplay that belies their simple packaging.

HeartlandThe Great Heartland Hauling Company—Breaker, Breaker! Welcome to America’s heartland. It’s time to grab your trucker hat and hit the open road. In The Great Heartland Hauling Co., players will travel the heartland picking up cargo and selling it for profit. Clever design and great thematic gameplay! It's between printings right now, but you can preorder from the Dice Hate Me Games Web site.

MSRP: $20

Ages: Box say 8 and up, but we've both played this with younger kids.


ThrowdownCoverMaximum Throwdown—In Jason Tagmire's card-flinging free-for-all players choose a team (deck of cards). Then they start throwing down... Literally. Each card has special icons that either score points or give special powers to the player who threw them, but if someone covers your cards you lose those powers and points! A fun and unique card game for all!

MSRP: $19.99 (Find it online)

Ages: The box says 12 and up, but that seems way high. Should be fine with 8-year-olds and up.

qwixxdicetowerQwixx—This is a wonderful, fast, easy-to-explain dice game that's completely portable. It's a great filler, and would definitely work with nongamers. We've even played with my 5-year-old. Don't hesitate to pick this up.

MSRP: $11.95

Ages: 8 and up, though younger should work fine with just a little coaching.


coupcoverCoup—Coup just came out in a retail release. And you should buy it. There's so much bluffing in this game. So much intrigue. So much awesomeness. The actor Wil Wheaton even encouraged readers of his blog to read MY review of the game.

MSRP: $14.99 (Find it online)

Ages: 10 and up.


HanabiHanabi—This is on my (Firestone) short list for Game of the Year; it would easily fit on the Gamers' Game list, but is here based on size. You have a hand of cards that you only point away from you. The other players are trying to give you clues about your hand, while trying to figure out clues about their own. And the whole point is to lay down cards in the various colors, in numerical order. It's fantastic.

MSRP: $10.95 (Find it online)

Ages: 8 and up


veronaCouncil of Verona—The first title in Crash Games' Pub Series, a series of games that can be played anywhere. Council of Verona packs lots of game play into a tiny box. It features a good deal of bluffing and intrigue. And fits nicely into any gamer's stocking!

MSRP: $14.99 (Find it online)

Ages: 13 and up

duke expansionThe Duke: Robert E. Howard Expansion Pack

If you're gamer doesn't have The Duke, you should seriously go buy them a copy... Like right now. And what would be a better addition to that game, and a perfect stocking stuffer than a sweet four tile expansion pack featuring the legendary characters from the work of Robert E. Howard!? That's right you can bring Kull, Soloman Kane, and even Conan the Barbarian to fight along side your Duke and hack and slash your way to victory!

MSRP: $9.95 (Find it online)

Ages: 13 and up

Review: (of the Duke)

12 days12 Days

A card game that has an obvious holiday theme, so it seems obligatory that we should add it to the list of  games that should be stuck in stockings! 12 Days was also JUST featured on the latest episode TableTop featuring geek hero Wil Wheaton, if you want to see it being played, click here (Just be aware they use a lot of cuss words -that are mostly bleeped out- on the show)

MSRP: $15.95 (Find it online)

Ages: 8 and up

Stay tuned for our final entry: The Gamers' Games! Thanks for reading!

Pixel Lincoln—A Double-Take Review—Plus A Video Review!

pixelcover"Four score and seven years ago, I kicked some serious butt with a sausage link whip...." ~Abraham Lincoln  Deck-builders and retro 8-bit graphics—two big gaming trends that have been smooshed together in Pixel Lincoln. What did we think of it? Keep reading and find out!

The Basics

Pixel Lincoln is a side-scrolling deck-building game designed by Jason Tagmire. It's for 1-4 players, and takes between 30 and 60 minutes to play, depending on the number of players. The goal is to score the most VPs.


4 player tableaus

4 wooden Lincoln meeples

Cards—including Characters, Enemies, Items, and Player cards.

Double-sided player board

A HUGE sturdy box

The Setup

As with most deck-builders, you start with a starting deck of cards—5 Beardarangs, which give you one Power, 5 Jumps, which also give you one Coin. You set the board out to whichever side you'd like (there's no functional difference; it's just different scenes depicted on each side). You also have one Player card and two Life cards that you place on your tableau.

Then you create the two Level Decks. You combine three Enemies, three Items, three Characters, and a Special Item. You shuffle that all up, divide the deck into three small decks, shuffle three Checkpoint cards into each of them, and then stack the three decks on top of each other.

Finally, you set a facedown Mini Boss and Boss card off to the side for each of the two decks.

The Gameplay

On a player's first turn, he or she chooses a Level to engage. So you take your Lincolneeple and put him in front of one of the Levels and start to make your way through it—just like an old-school side-scroller. There's no restriction on how many people can be in one Level—though there are certainly strategic reasons to pick one over the other.

LincolnCardsYou have five of your initial 10 cards in your hand. Beardarangs (and later weapons you purchase) let you fight the Enemies. If you meet or beat their toughness, you defeat them and you place the card in your scoring pile on the tableau. Unlike many deck-builders, cards you defeat don't go into your hand to clog it up.

Jump cards let you Jump one card in front of you—maybe you can't fight an Enemy, or don't want an Item, so you just pass it. You can also use the Coin on the card to buy the Item in front of you. If you do, it's added to your discard pile, like a normal deck-builder. If you start your turn in front of an Enemy, it 'ambushes" you, so you have to deal with it in some way—either defeating it or Jumping over it.

LincolnEnemiesIf you can't defeat or jump over an enemy when it ambushes you, it hits you, and you remove one Life card. You start with two of them, and your Player card is your third one. If you lose all of your lives, you're eliminated, and wait until the game is over, or everyone else dies, to add up VPs. Life cards are worth 5 VPs at the end of the game, so you want to stay healthy!

Most cards in the game have a small symbol in the bottom corner—an X or a Key or a Clock and so on. Character cards task you with collecting certain symbols by the end of the game, and if you do, you'll get VPs. The Character cards also cost you to buy, but they go to your score rather than your discard pile. Speaking of those symbols, if you discard a card with a symbol on it during your turn, you get to either score a card from your hand, look at and rearrange the top cards of the Level Deck, exit the current level and enter the other, or cancel the effect of an Enemy or Item card—either on your turn or on an opponent's turn to keep them from doing something cool.

If your Lincolneeple gets through the current "screen" and makes it to the Level Deck, everything behind him is wiped away, he moves back to the front of the Level, and you draw five new cards—so it's like a side-scroller, in that anything you pass is gone and you can't go back and get it again.

There are three Checkpoint cards in each Level Deck. The first time someone hits the Checkpoint everyone in that level gets to do one special action: either exit the level, draw a card, or put a card from your hand into your scoring pile (basically culling a card). The person who actually reaches the Checkpoint gets to do one of those things twice.

The second time you reach a Checkpoint, you still get to do one of those things, but now you place the Mini Boss card where the Checkpoint card was. Mini Bosses are just that: stronger than regular Enemies, but not as strong as Bosses. They're worth VPs, depending on which Mini Boss it is. They can't be jumped over or bypassed—you have to defeat them to continue in the level. When you reach the third Checkpoint card, you get the bonus, and then replace it with the Boss card. It's tougher, and worth more VPs.

Once both Bosses from both Levels have been defeated, the game is over, and you count up VPs.

LincolneeplesThe Verdict

Firestone—First of all, I really love the artwork in the game. I vividly remember the Christmas I got my NES—I spent the WHOLE day playing Super Mario Brothers. It was the start something big and influential in my life. The artwork definitely takes me back to that, and is fun.

Jeremiah— Yep! The artwork is amazing; I remember when I saved up a bunch of money and my parents drove me to Gold Circle and I bought an NES, which came with Super Mario Bros. and I bought a copy of Kung Fu. So legit...

Firestone—The theme is fun, and way more interesting than Dominion. Zzzzz... So getting my kids, or teenagers, or whomever to play this will be easier. Probably. Because let's face it: My kids don't care about retro, 8-bit graphics. In fact, to their eyes, they look junky and old. But still, the theme is is unique

Jeremiah— The theme is what drew me into the game. It's wacky and out there, but lots of fun. Dominion is a great game, but you'll never find a mutton-star in your Dominion deck, nor will you have to face down a Puking Turtle.

Firestone—The components are hit-and-miss for me. If there's one iconic aspect of Abraham Lincoln, it's his stovepipe hat. Unfortunately, the Lincolneeples look like they're wearing Afros, rather than stovepipe hats. The cards are fine, but kind of thin. The tableaus are nice, thick cardboard, with a good finish on them—though I did find it weird that there's no place for your deck or discards. I really like the Level Deck boxes that come with the game. Setup is time-consuming (as with most deck-builders), but you can create the Level Deck ahead of time and put them into these nifty boxes, which look like old school NES boxes.

Jeremiah— I think the one component that fell shortest to me, is the meeples, Lincoln meeples would have been awesome; these are just weird looking meeples. I agree that the player boards are laid out oddly, but for the most part I'm good with all the components. In fact, the level board is great, a friend of mine always says that card games need boards—well, in this game, you've got them!

Editor's Note: Jason emailed us to let us know that the reason he doesn't have a hat is that Booth stole it, which started this whole affair! So we just missed that, and are dorks. Sorry, Jason!

LincolnLayoutFirestone—The weird thing to me is that when I play a game that calls itself a deck-builder, I expect my deck. You're kinda doing that here, but there's nothing to clog up your deck, so defeating enemies is a no-brainer. And there are few opportunities to cull you deck. You can do it three times if you are in the Level when someone hits the Checkpoint, and if you choose that as your bonus, and if you have something you want to cull in your hand at that time. That's a lot of ifs. You can also discard the cards with the star "suit," but again, that's only if you've picked up that card during the game at some point, and if when you draw it again, you have one in your hand that you want to cull. So it's less a deck-builder and more a deck-adder. Kind of. At any rate, I still felt that I had super-clogged-up hands at the end.

Jeremiah— Yeah, it's more of an 8-bit adventure simulation game, and in my opinion it does that creatively and well; "deck builder" is sort of a misnomer with this one, but I don't mind it at all, because I think the game itself—which has deck building elements to it—is fun and a nice trip down memory lane. I've thought more about the not being able to cull cards as often aspect of it, and it makes a little more sense to me, seeing as how half of the cards in the level don't go into your deck, they get scored, if you could cull cards often you'd not have much of a deck left... Just an observation.

Firestone—This also seems to have a player-number problem. When I played with four, there's so little control that it's easy to find yourself in front of an enemy (or worse, a Mini Boss or Boss) at the start of your turn. Hope you can deal with it. One guy got seven turns during the game: four turns of doing something, two turns where he couldn't do anything—anything, and one turn of being able to do nothing but his hit by a Mini Boss he'd started his turn next to. On those four turns where he did something, he bought two one-coin-cost cards for his deck, and those were the only Item cards he ever had the opportunity to buy. That's a problem.

Jeremiah and I played a 2-player game, and there was much more control, and it just "felt" better.

Jeremiah— When we played with 4 players we didn't run into the issues you described, but I could see the game changing, especially in the later stages of it, as players are burning through cards in the level before your turn gets back. I'm guessing 2-3 might be the sweet spot to keep it balanced.

Firestone Final Thoughts—I'm really not happy about becoming the Grumpy Old Man of the blog, but this game just didn't do it for me—at all. It's thematic and has fun enemies and items, but it's mechanically mediocre. If I didn't already have the DC Comics Deckbuilding Game, I could see using Pixel Lincoln to introduce my kids (or nongamers) to deck-builders. But I do have it, and it's just better, so I'm going to use that. Maybe I'm taking it too seriously. And I'm sure there are groups out there who will LOVE the art and theme and humor, and this game is just perfect for them. But my group and I didn't like it, so for me, Keep This on the Shelf

Jeremiah Final Thoughts—Yep, I disagree. If you go into this one expecting a deep deck-building experience, you will likely be let down. However that doesn't make the game any less fun; it's just a different type of fun. Let's have some real talk for a second. You're a pixelated version of our 16th president, who is going through levels of a game fighting absurd enemies, using -possibly- even more absurd weaponry to defeat "bosses." I'm pretty sure you might be taking this one too seriously if you take it seriously at all. This is a fun, light-hearted game that will amuse the younger crowd, and delight those old enough to appreciate the nostalgia. Grab your Chicken Cannon, strap on your Beardarang, and Put This on Your Table!

We'd like to thank Game Salute and Island Officials for providing review copies of Pixel Lincoln. This in no way affected our opinions of the game.

Thanks for joining us for the review! And check out the video review down below!!



Maximum Throwdown is Here!

MT-3D-box1-300x215That's right Maximum Throwdown, Jason Tagmire's card flinging game has arrived! Well.. Not in our grubby little hands yet, but you can pick up your own copy from the retailer of your choice, and that's the important thing.

We're still catching up with some of the big news to come out of GenCon, and this is pretty newsworthy! Jason sat down with us a few months ago and gave a demo of Maximum Throwdown (you can watch that here), and we're excited to finally see some images of the AEG branding of the game. Jason posted a description of the game's different factions over on AEG's site, right here, as well.

Maximum Throwdown has been referred to as an amped-up version of FlowerFall; the idea is that players are tossing cards on the table and trying to cover up powers and points of their opponents. It's a good mix of dexterity and strategy. And for a price point of $19.99 is pretty much a no-brainer for folks who are looking for a solid, fun, filler-type game.

Thanks for reading. Did you go to GenCon? What games are we missing that you were excited about? Hit us up!


Pigpen—A Double-Take Review

pigpencoverFor today's review, we're giving you a look at a cute card game from Kevin Kulp and Jason Tagmire that's nearly finished its campaign on Kickstarter. If you don't want to bother reading the review, just go there and back it. If you need some convincing, read on...

The Basics

Pigpen is a family card game for 2-4 players that plays in ~ 15 minutes. Players are trying to create pens that will hold pigs, which will score VPs. Think of the pens as a "block" of 6 spaces—three across and two deep. The four outside space are walls. The front center is a gate. And the back center is for food.

The Components

96 Cards (this number will go up based on the final funding level of the Kickstarter campaign)—80 Farmer Cards and 16 Pig Cards

The Setup

Shuffle the Pig Cards and create a Pig Deck—the number of which will depend on the number of players.

Shuffle the Farmer Cards, deal out five to each player, and then place the rest as a draw deck.

pigpenpigsThe Gameplay

On your turn you'll play up to two cards from your hand, discard one card (if you want) to the discard pile, and then draw back up to five cards.

Types of Cards

Wall Cards: They're either brick or wood walls. Your pen can consist of both types of material—the only difference in the two is which attack card can destroy that type of material. These have a Defense number—the higher the number the stronger the wall.

Gate Cards: This is a card with a gate on it, and can be played in the gate space of your pen.

Food Cards: These are played in the food space of your pen.

Attack Cards: These are things like saws, jackhammers, and other things, used to destroy other pens.

So when you play cards you'll either be building up your own pen, or wrecking other people's pens. Once you get all of the pieces to a pen, you can grab a pig and put it on the Food Card. Each Pig has a different VP number on it. You can draw from the top of the Pig Deck, or grab one of the loose ones. Why would a pig be loose? I'm glad you asked...

PigpenattackIf someone breaks a piece of your completed pen, you have until the end of your turn to fix it or the pig runs off and hangs out around the Pig Deck. If another pig gets loose, the current loose pig goes to the bottom of the PIg Deck.

As you build new pens, you can use the outside walls as part of a neighboring pen.

When the last pig is taken, the game is over. Everyone gets one last play to try and fix any broken pens—the pigs then run out of unfixed pens. Everyone adds up the VPs on their Pigs, and the winner is the person with the most VPs; ties go to the person with the most pigs.

The Verdict

Firestone—Here's a conversation I had with my 5-year-old when the family finished playing our first game:

Me: "What did you think?"

He: "Awesome."

Me: "What was your favorite thing?"

He: "That I won."

Me: "What was your second favorite thing?"

He: "That you guys lost..."

And that about sums it up: My family liked this game a lot. It's "cute."

pigpenpenJeremiah—Somewhere along the line my kids figured out how fun it is to gang up Mommy and Daddy, and they didn't bother trying to be sneaky about it. We pretty much knew that if they had cards to destroy our pens, we were in for it. Our 5-year old would even stare us down and start making sawing noises before he played his card, to add to the torment.

Firestone—It's a card game, so it's very random, and there is a TON of take that. Somehow in a cutesy pig game it doesn't feel as harsh as in other games. And it's short enough that you won't be demolishing fences for 90 minutes, which would make me flip my wig. If I wore a wig.

Jeremiah—Yeah the built-in timer is a much needed thanks to the massive amounts of back-and-forth, take-that in the game. It could seriously go on forever.

Firestone—Adding to the randomness is the fact that the pigs aren't all worth the same amount. So someone might draw an awesome 4-point pig, place it on a Superfood, and it's pretty much there forever. While I might only draw 1s the whole game.

Jeremiah—Yeah, it's a card game which means there's an element of luck of the draw, but there's enough that you can do to level the playing field (or other pens) to keep it competitive.

Jeremiah—The game is definitely geared for the family experience. The theme lends itself to that very well, but I could definitely see sitting down with some casual/non-gamer type folks and enjoying some laughs as we deliver blow after blow to each other's pen.

Firestone—I'm not going to play this with anyone but my family, but I'm okay having a family-only game.

Firestone's Final Verdict—This is a cute game that my family likes playing. There's tons of take-that (almost all of it aimed squarely at me), but it's short and easy to learn. Put this on the table.

Jeremiah's Final Verdict—We really loved this game! My boys learned it very quickly, and more importantly so did my wife. It's a great family game that is enjoyable for both adults and kids. I would recommend it for a casual party game, and for church/youth group play. Pigpen is packed with lots of light-hearted "Take that!" Which makes for great player interaction in what is essentially a set-collection game! You should definitely put this game on your table!

This game has been fully funded, and they're offering new cards and pigs, so head on over to the Kickstarter campaign and check it out for yourself. There are only 3 days left!!

Contests, Updates, and Podcasts! Oh My!

Hey Everyone! Jeremiah checking in with you to give you some cool updates and news!

We announced earlier this week that we are giving away a copy of Fluxx: The Board Game to our YouTube subscribers, so head over to our YouTube Channel, click subscribe and tell your friends!

Check out the video after the jump for all kinds of great news and info on what you can expect from TOG in the very near future!

And yes! We have recorded our first episode of the Theology of Games Podcast! We'll be going through the process of getting it listed in iTunes and we'll let you know when and where you can find that as soon as humanly possible! [youtube=]

Don't forget those interweb things!

Facebook! Twitter! Instagram!

Thanks for reading and watching!

Sooie!! An Interview with Pigpen Dev Team Kevin Kulp & Jason Tagmire

pigpenToday we're once again joined by our good friend Jason Tagmire. You may know him as the guy who designed Pixel Lincoln and Maximum Throwdown, but today he’s wearing a different hat: developer of a new game by Kevin Kulp, titled PigPen. And look! He’s brought along designer Kevin to talk about PigPen, and the roles that each have had in preparing the game to get it to market.

Jason, Kevin, thanks for joining us today!

So first of all, tell us about PigPen!
JASON: PigPen is a family friendly card game about pig-penning and pen-destruction. Each player is a farmer trying to contain his pigs, but his neighbors will do everything they can to prevent it from happening. He puts up a fence; they pull out a saw. Eventually the pigs come out and score points.
Kevin designed and self-published it a few years back and I always thought it deserved a larger audience. With Island Officials, I was able to help it make it to Kickstarter, and hopefully soon enough it will reach that audience.
pigpen cardsKevin, how did you land on a barnyard-competition theme for the game?
KEVIN: While in college and deciding to make a go of commercial game design, I realized I wanted to make board games.  I also realized I would need a diverse offering of game designs.  The family game eluded me it seemed, until walking around Philly one day waiting for an IGDA meeting.  As my mind sometimes doesn't stop thinking design, I really put my mind in to coming up with a family card game.  I had just played "There's a Moose in My House" and it got my mind thinking of its simplicity.  So I started with wanting an animal-based game, then thinking of what would be a simple goal for players; once I settled on pigs and pens the game came together rather quickly.  It also helped that I grew up around working and non-working farms, and had an aunt who loved pigs.
Jason, we know you have a thing for sausage link whips, and meat-based conflict resolution...beyond that, what drew you to this project?
JASON: Initially it was the way that it brought Kevin's family together. I saw them all at a convention selling the game and I was there alone showing off a game filled with puking turtles made of pixels. It was the complete opposite and something that I wanted to accomplish personally. My kids were very young at the time, but it stuck in my mind.
Once I played the game, it was closer to what I was doing than you would think. Silly sayings, meat references, etc... but behind that a really fun little game. With it consisting of just standard sized cards, it was a great candidate for the tabletop side of Island Officials.
Beyond your own titles, what recently released/upcoming games are you excited about this year?

KEVIN: Oddville, actually just picked it up. I got to play it at Metatopia and really loved how much game they packed into a small package.  There are games that really get my mind going toward design, and this was one of them. I love how the game mechanics work together. I can't wait to play this at my local gaming group.

JASON: There have been a few things on Kickstarter lately that I've been excited about. Council of Verona is a wonderful little gem of a game. The Agents looks like my kind of game and I'm really itching to try the print-and-play. Outside of Kickstarter I want AEG's Trains, more Smash Up factions, and Cube Quest from Gamewright.
Jason, you’ve been the designer on several titles recently; tell us about the difference between developing vs. designing?
Developing a game is really interesting. It's very different from designing in that it's less emotional. You are less tied to the things that you creatively fell in love with, and more willing to make changes that will better the game.
With Pigpen it has been a lot of clarifying rules and card types, testing out variations in the numbers on the cards, and seeing what breaks the game or makes it too long, too short, too easy, too hard...etc. These are things that I also do when designing, but it's nice to be limited to those roles for once. I'm able to focus on fine tuning the game without having to be the everyman that I am when designing.
pigpen pinsSo, how did you guys meet?
KEVIN: When I was college my game design professor pushed us all towards to IGDA meetings as part of our education.  It was in going to the meetings that I was introduced to Jason by Ryan Morrison (Island Officials). Jason was one of the only (that I knew of at the time) who was working on board games.  I remember having a discussion about what to do to start and Jason went down a list of sites and places to check out. From there we would see each other at IGDA meetings and really got to know each other through another friend and designer, Alex Strang.
JASON: I think the first time might have been at Too Many Games about 3-4 years ago. Kevin had his self-published copy of Pigpen for sale and his whole family behind the booth (which was really nice to see at a video game convention). We chatted for a little while and eventually ended up seeing each other around a lot more after that.
Is there a Mad Max-related card in the game—perhaps a Master Blaster...?
JASON: We probably don't want to give kids nightmares. Or adults. Or me.
Kevin, did you approach Jason about coming on board as developer? How has the game changed/improved due to having a developer?
KEVIN: I never asked him to publish my games, it was more of showing and telling him my vision for the games.
Alex Strang and Jason had started a monthly game night where I was going and we would pull out our game designs. Game designers, myself included, like challenges, and Jason or Alex challenged me to complete one full game in a month. My first month I made two games, one of which might be published by Island Officials next year. In particular, when it came to Pigpen, we played it one-on-one at a game night over at Alex Strang's house. We played, then I explained where I wanted the game to go, my vision and such.  From there the conversations started and Jason informed me Island Officials wanted to publish the game and possibly more.
When it comes to having him as a developer, the game has only gotten better.  He helped streamline the game and put a focus on continuity in gameplay. His experience of having some successful projects under his belt really came through in the final development phase of the game before kickstarting it this week.
Guys, tell us what is unique about PigPen when compared to other family style card games.
KEVIN: The humor and theme really set the game apart. I know playing it with my children they are always checking out the pigs, picking favorites, and always laughing at what they can do in the game. They love picking on me and doing their best to make sure I don't get the pigs. I saw this in playtests with adults also. Before Jason took up development I had it at Metatopia and this epic game occurred between two couples who had a great time playing the game. There was so much laughter and silliness in that game, that it convinced other players to sign up to play the game, the next day.
JASON: It brings out the life of the family. Many family style games are a little stiff, and Pigpen is the complete opposite. When your quiet little sister takes a hammer to your brick wall, sending your pig right into her fort of a can only laugh about it (and hopefully destroy that fort). Kevin also took the approach that this game should be enjoyable for all ages. The child/adult line is a very hard line to blur and Kevin did a great job with it.
Kevin, do you have any plans to expand the game, or will we find out more about that as stretch goals are met within the Kickstarter campaign?
KEVIN: There is one expansion already on the Kickstarter with the UFO. I can't say yet, but have another one we'll be adding to the Kickstarter soon. I have more ideas for the game, and depending on how well the game succeeds I'm sure we'll see the ideas coming out over the next couple of months.
Jason, how are your many other projects coming along? Anything new you can share with us at this time?
JASON: Pixel Lincoln is out! Haha, it's been a long time coming and finally in the hands of the Kickstarter backers and working its way to stores. It's been really awesome chatting with everyone about the game and the feedback I've gotten is very positive. So, I'm working on more Pixel Lincoln stuff. I've been communicating with Game Salute about how to get more cards out there on a regular basis and I should have some news about that soon at the all-new
Also working on a few other projects, but nothing that's far enough along that it would be interesting. I should have some prototypes at GenCon along with the release of Maximum Throwdown there. Can't wait.
Kevin, we get to see your lovely family at the end of the Kickstarter video for the game; are they all gamers too? Or is PigPen an attempt to bring them to the table?
KEVIN: I will have to admit they are more digital gamers right now; they love Minecraft, Terreria and Roblox.  I'm slowly breaking that down and exposing them to board games all the time. And having children is a great excuse to convince the wife those game purchases are for the family and not me. ;)  They of course get excited with any game I make and always ask me what my next game is.  Lately with Redakai being on sale everywhere I picked up a couple starters and we are playing that; also Jason introduced me to the Mega Man CCG from a decade ago and the kids have shown interest in that one.  Also Ticket to Ride and Bang is a big favorite for everyone, including my wife.

PigPenCoverFull5 Questions - 5 Words (to answer them)

Who did actually let the dogs out?
KEVIN: John Moller's mind-altering pancakes.
JASON: My allergies.
Let’s say you are Old MacDonald, and you could have one science fiction based piece of machinery... So as the song goes: “And on his farm he had a....?”
KEVIN: Thermonuclear powered diamond blade chainsaw.
JASON: Flux Capacitor.
Your reaction to hearing there will be new Star Wars films?
KEVIN: Joss Whedon commits fanboy sin.
JASON: Childlike excitement.
The Green Goblin, or the Hobgoblin?
KEVIN: Green, he made the money.
JASON: Hobgoblin's got style.
Favorite iOS app?
KEVIN: What is this IOS thing?
JASON: Super Hexagon.
Thanks so much for joining us, guys!
We've received prototype review copies of the game and will be posting our extensive Double-Take Review of the game soon! But until then you can check out the Kickstarter campaign for more information. 
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Thanks for reading!

YouTube! A Video Interview With Pixel Lincoln Designer Jason Tagmire

Jeremiah got to meet up with some great people at Origins—one of whom was Pixel Lincoln designer Jason Tagmire. In this, our first YouTube video, Jason talks about Storyteller Cards, Maximum Throwdown, and expansions for Pixel Lincoln! [youtube]