And the Winner is....

pixelcoverIn our third episode of the podcast we introduced a contest for a free copy of Pixel Lincoln: The Deck Building Game. Well the deadline for entry has come and gone, and we've finally selected a winner!

Look below the jump to find out who the lucky winner is!

[youtube=] Thanks as always for reading, watching, and listening!


Podcast #3 and a New Contest—We're Giving Away Pixel Lincoln!

pixelcoverHey everyone! We're super excited about everything that's moving and shaking here at Theology of Games. We're happy to announce that our third episode of the Theology of Games Podcast is up and running and available for download on iTunes!

We were joined this month by the effervescent (Jeremiah wrote that. Weird.) Jason Tagmire, designer of Pixel Lincoln, Maximum Throwdown, and more! He was kind enough to chat with us about his games, and a little bit of what is coming down the road for Pixel Lincoln.

But wait! There's so much more! During this episode of the podcast, we give you all the details on how you—yes YOU—can win a free copy of Pixel Lincoln of your very own! Want to win? Listen to the podcast, or, check out the Web for clues about the contest! I know...super mysterious, right?

You can click this link to download your own copy of the podcast; we would love it if you subscribed and shared it with your friends!

Thanks for reading, watching, and listening!


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!!



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. 
Don't forget to subscribe to TOG over on the right! And look for us on Facebook, Twitter, Instagram, and YouTube!
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]

Kickstarter Weekly—May 4, 2013

It's another Saturday edition of Kickstarter Weekly! This week we feature white whales, a new iteration of LARPing, and some railway dice rolling fun. All that and much more, so let's get started! The RatRace Board Game - Innov8Seven Design


RatRace is an interesting take on a board game. In a sense it's a type of LARP game. The game board is a calendar, and the events you face in life become allies or foes you defeat. Twenty British pounds will get you a copy delivered to your door. Find out more here.


Moby Dick, or, the Card Game - King Post Productions

Moby Dick - Example of the three different decks used for the game.

Great literature translated into a game? Apparently so! Moby Dick is a card game for up to 4 players. Players are embarking on the epic voyage to find the elusive white whale. You can get in on this campaign for $30, which will score you a physical copy of the game and a print-and-play pre-release version. Check out the details here.

Canterbury - Quixotic Games

Canterbury - Tons of game bits included with the game!

Canterbury, is a civilization building board game. Players take turns building different structures in the medieval town of Canterbury. Each structure supplies different needs to the town, and scores points.  The game looks cool, but it's a little pricey, with a $60 price point to get a copy of the game. But you will get your name on the box at that pledge level as well! Check out the campaign here.

Railways Express - Gryphon and Eagle Games

Railways Express - Prototype map and tile pieces

An express, dice rolling version of Gryphon and Eagle Games' Railways of the World board game. The game feature lots of dice-rolling, and tile-laying as up to four players compete to finish their railway routes. The game play looks fun and fast. You can still get in on a few remaining early bird pledges for $38 after that it will cost you $40 for a copy including free shipping. The details lie on the other side of this link.


fox and chickenFox & Chicken - Michael Fox A few weeks ago we told you about Michael Fox's Werewolf interpretation, Fox & Chicken. The campaign closed this week and it is fully funded and all of the stretch goals were unlocked! Congrats, Michael! Check it all out here!


Coming soon!

Buttonshy's upcoming Kickstarter

Storyteller Cards - Buttonshy

Jason Tagmire of Pixel Lincoln fame is launching his first product under the Button Shy brand. Look for the Storyteller Cards project to launch on Kickstarter May 5th.

Thanks for checking in with us this weekend! Are you backing any of these projects? We'd love to hear which ones, and why!  And don't forget to look for us on Facebook, Twitter, and now Instagram! Have a great weekend everyone!

Kickstarter Weekly

Welcome to Kickstart Weekly! We're toying around with the schedule for this post so today, you get it on a Saturday! Enjoy! coupCoup - The Resistance - Indie Boards and Cards is currently launching a Resistance themed version of Coup, a card game of bluffing, and deception! If you've been reading TOG for any amount of time you know that we're big fans of The Resistance titles and are looking forward to yet another addition to the franchise! Check out the campaign here, you can jump in and get a copy of the game fairly inexpensively!



galactic strikeGreater Than Games - Galactic Strike Force: The Cooperative Deck Building Game The same folks who brought you Sentinels of the Multiverse are bringing you another deckbuiler, this one is set in a sci-fi universe in which players are working together towards a common goal. The game looks cool, and GTG has a great track record of bringing quality games to market. Follow this link for their Kickstarter Campaign.



galaxy def gameboxAres Games - Galaxy Defenders, a co-op miniatures game. Another sci-fi co-op game, this time using miniatures players will fend off an intergalactic invasion! The miniature prototypes displayed on the campaign are looking slick! We don't usually cover miniatures games, but this one looks like it breaks out of the typical genre box. You'll find out more right here.




PL-Bicycle1Pixel Lincoln Playing Cards Funded!! Our good friend Jason Tagmire and his pixelated pal along with the good folks over at Game Salute, have done it again, the Pixel Lincoln themed Bicycle deck has funded and they managed to knock off a few stretch goals along the way! Congrats, to Jason, Game Salute, and Pixel Lincoln! Find out more here! And read our most recent interview with Jason here!



52529401f6037bebd4868af5a457e719_largeFollowing up: Machine of Death -

This game crushed it's campaign bringing in over half a million! A big congrats to David Malki and the gang for hitting another home run with their twisted concept of fate, and death. Best of luck! See what the hub-bub is about right here! And read our interview with David right here.



Thanks so much for reading, and have a great weekend everyone! If you want more fun and info from TOG check us out on Facebook and Twitter!

What You Missed...

Smallworld2News! Reviews! Poohs! We had a cram-packed week here on the blog. First we brought you news that Z-Man Games is reprinting an old Alan Moon trick-taking game: Black Spy. And Z-Man also revealed that the anticipated game Terra Mystica will come out May 1.

We had two interviews: first was Jason Tagmire of Pixel Lincoln fame, sharing about upcoming projects. And then we interviewed Shane Steely and Jared Tinney, designers of Walk The Plank.

We also discussed some of the odd choices of the Origins Awards. And Tom Vasel gave us some behind-the-scenes info on the nomination process (in the comments).

We had a Double-Take Review of I'm The Boss: The Card Game—and we had wildly different experiences with it.

THEN, we talked about the newly announced deluxe expansion for Star Wars The Card Game—with wookies!

And finally (whew!) we talked about a bunch of new Kickstarter projects—including the new Gryphon Game Francis Drake.

Thanks for reading! We'll have more for you next week; have a great weekend!

Kickstarter Weekly—A New Look

There has been such an increasing amount of activity on Kickstarter over the past few weeks, that we've decided to put a newer spin on our Kickstarter Weekly features. You'll still get them on Thursdays, but instead of piecing them out we're going to feature several projects, and give some news about them as we go. So welcome to the new Kickstarter Weekly here at TOG! Francis Drake componentsOur first project this week is from Eagle Games: Francis Drake, a game designed by Peter Hawes, puts players in the heart of Spain's new world as they sail the Caribbean, buying, selling, trading, and raiding ports for goods to return home with and sell for profits! The gameplay looks well-thought-out, and there are some customized aspects, giving it a higher replayability factor. The board and components look gorgeous as well!

The campaign has 32 days left and they've already blown past the funding goal, so it shouldn't be long before the stretch goals start getting knocked off. The only downside is the game is a little pricey, but if you've got your eye on a few other titles from the Eagle/Gryphon catalog, they've thrown together some really nice bundle packages.  Check out the campaign here, and consider getting in and helping them reach the stretch goals!

Paradise Fallen boxOur next campaign is Paradise Fallen from Crash Games, a card-management game game set in a modern post-apocalyptic island setting. Crash Games plans on setting up an entire series of games, using this title as a launching point, to create a deeper universe for games and expansions to live in. Players control tribes trying to survive while placing obstacles in the paths of the other tribes. You'll strive to survive, find food, and and explore the fallen paradise.

Canoe meeplesYou can grab a copy of the game for a $25 pledge, and there are again some nice bundles available for higher price points. The campaign has 27 days left and is still $10,000 short of their funding goal, so they've got a ways to go before it funds—let alone hitting stretch goals. I'm loving the artwork so far, and they've come up with some great outrigger canoe meeples as well! (What meeples will they come up with next!?) If card management, and post-apocalyptic island survival are your thing(s) then head on over and check out the campaign here.

TeramyydUp next is Teramyyd: Earthsphere a steam-punky, monster-fighting sky pirate, questing game.  I (Jeremiah) am very intrigued by this game. The game appears to have multiple scenarios for players to embark on, and within those scenarios lie different quests to complete on their way to victory. Let's not forget the cool sky pirates flying machines that you can upgrade and add to while trying to defeat sky monsters!

IO Worlds has blown past their funding goal by $40,000 with 32 days remaining on the campaign. And have already unlocked a new baddie and a new ship as the first two stretch goals. And the 3rd one looks way cool too! The bad news is, all of the early bird pledge levels have been devoured! So it will take a pledge of $75 to snag a copy of the game, but as the stretch goals pile up, the box you get will be stuffed with more and more cool little miniatures! You can check the campaign out for yourself, right here.

PL-Bicycle1If you haven't done so, your window of opportunity is closing to get in on the Pixel Lincoln: Bicycle Playing Card campaign! There are two inexpensive options for jumping on board, a $10 pledge will get you a 21-card expansion for Pixel Lincoln the deck building game. Or a $12 pledge will get you a deck of PL playing cards! There's just 5 days left, so best hurry on over!

Smallworld2And finally we want to extend a congratulations to Days of Wonder who CRUSHED their campaign to bring Small World 2 to the tablet realm (including PCs through Steam, android and iPad). They blew past their $150,000 goal, pulling in almost $400,000! This unlocked ALL of their stretch goals! Congrats to DoW, and the over 7,000 folks who backed the campaign!

Have you backed any of these projects? We'd love to hear what pushed you off the fence, and what you're excited about!

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