Thanks to some backing by Evil Hat Productions, we have a bit of an art budget hire James Stowe again to create more art for Pop and Locke's Last Heist. The one thing I really wanted to see (as did many others) was Pop and Locke actually pulling a heist. Here is my actual art direction to James.
---
I want to show Pop and Locke actually in a trouble during a heist. The game mechanics require you to incur a degree of trouble in order to achieve the best ending. However, most heist movies reflect these troubles with violence, showing heroes pinned down and exchanging gunfire. For example.
That's not how Pop and Locke work. After all, part of their advantage is that they are an unlikely heist team. Pop, Locke, and the Target all have access to the weirdly powered Objects, which usually make traditional weaponry impractical. Instead, the Targets use a combination of high-tech surveillance and hired goons to protect their treasures. Meanwhile, Pop and Locke use their Objects' powers to pull off their heists. So, what does that leave for heist scenes? Quite, a bit, actually!
Descend on a wire and harness above the target
Reveal the surveillance beams
Distract the dogs!
Cut through the fence!
Disable the alarm!
Avoid the cameras!
Pickpocket the key!
Carry the heavy box out!
Keep the drill running!
Find the passcode!
Convince her to give me the passcode!
Get his cellphone!
Find the blueprints!
Discover the hidden exhaust port!
Blow that popsicle stand!
Control your partner!
Wear a ridiculous disguise!
Mark the gold!
Loop the camera feed
Cut through the glass
Replace the (statue, diamonds, artwork, launchcodes...) with a fake
Vault over the pressure plate
Pop out of the dusty old crate
Decode the warning in an ancient language
Pop the gems from their setting
Slip the papers inside an ordinary book
Guess the password
Hide behind the set of armour
Roll under the descending security gate
Hit the target with the grapple gun
Photograph the contents of the safe
Plant false evidence
I'd love to see Pop and Locke in the middle of any of these situations, take your pick. Some stuff I would like to see for sure:
* Dramatic perspective, just to get that nice cinematic feel.
* Pop and Locke pursued or caught by goons. Generic goons, like old-timey 60s Batman henchmen. You can even draw them as an indistinct mob of silhouettes, just to keep the details on our heroes.
* Pop has captured the Object they were trying to steal, but it's ridiculously oversized for his body. What's a large household object? A recliner? A potted plant? Hm! A plant. Try that.
* Locke using a spoon to levitate something out of the way, a goon or a door or an obstacle.
* If you can show some sign of alarms, that would be good. Whether that's a big red beacon or a clattering bell or a high-tech ticker with a row of exclamation points, that's all good. (!!!!!!!!!!!!!!!!!!!!!!!!) Something to show that an alarm has been tripped.
I put together this Pinterest board for heist reference, which I think was immensely helpful, especially getting across the look for goons.
---
So that's the direction I gave a few weeks ago. Then James comes back with this finished piece that somehow manages to incorporate SO MANY elements of what make this game unique. It's clearly a heist, pulled by unlikely heisters, with obviously magical stuff going on, all to steal a potted plant, which for some reason is guarded by cartoonish goons and a laser grid. It's all in there and I love it so. Excellent work, James!
New Art for Pop and Locke’s Last Heist from James Stowe
Thanks to some backing by Evil Hat Productions, we have a bit of an art budget hire James Stowe again to create more art for Pop and Locke's Last Heist. The one thing I really wanted to see (as did many others) was Pop and Locke actually pulling a heist. Here is my actual art direction to James.
---
I want to show Pop and Locke actually in a trouble during a heist. The game mechanics require you to incur a degree of trouble in order to achieve the best ending. However, most heist movies reflect these troubles with violence, showing heroes pinned down and exchanging gunfire. For example.
That's not how Pop and Locke work. After all, part of their advantage is that they are an unlikely heist team. Pop, Locke, and the Target all have access to the weirdly powered Objects, which usually make traditional weaponry impractical. Instead, the Targets use a combination of high-tech surveillance and hired goons to protect their treasures. Meanwhile, Pop and Locke use their Objects' powers to pull off their heists. So, what does that leave for heist scenes? Quite, a bit, actually!
Descend on a wire and harness above the target
Reveal the surveillance beams
Distract the dogs!
Cut through the fence!
Disable the alarm!
Avoid the cameras!
Pickpocket the key!
Carry the heavy box out!
Keep the drill running!
Find the passcode!
Convince her to give me the passcode!
Get his cellphone!
Find the blueprints!
Discover the hidden exhaust port!
Blow that popsicle stand!
Control your partner!
Wear a ridiculous disguise!
Mark the gold!
Loop the camera feed
Cut through the glass
Replace the (statue, diamonds, artwork, launchcodes...) with a fake
Vault over the pressure plate
Pop out of the dusty old crate
Decode the warning in an ancient language
Pop the gems from their setting
Slip the papers inside an ordinary book
Guess the password
Hide behind the set of armour
Roll under the descending security gate
Hit the target with the grapple gun
Photograph the contents of the safe
Plant false evidence
I'd love to see Pop and Locke in the middle of any of these situations, take your pick. Some stuff I would like to see for sure:
* Dramatic perspective, just to get that nice cinematic feel.
* Pop and Locke pursued or caught by goons. Generic goons, like old-timey 60s Batman henchmen. You can even draw them as an indistinct mob of silhouettes, just to keep the details on our heroes.
* Pop has captured the Object they were trying to steal, but it's ridiculously oversized for his body. What's a large household object? A recliner? A potted plant? Hm! A plant. Try that.
* Locke using a spoon to levitate something out of the way, a goon or a door or an obstacle.
* If you can show some sign of alarms, that would be good. Whether that's a big red beacon or a clattering bell or a high-tech ticker with a row of exclamation points, that's all good. (!!!!!!!!!!!!!!!!!!!!!!!!) Something to show that an alarm has been tripped.
I put together this Pinterest board for heist reference, which I think was immensely helpful, especially getting across the look for goons.
---
So that's the direction I gave a few weeks ago. Then James comes back with this finished piece that somehow manages to incorporate SO MANY elements of what make this game unique. It's clearly a heist, pulled by unlikely heisters, with obviously magical stuff going on, all to steal a potted plant, which for some reason is guarded by cartoonish goons and a laser grid. It's all in there and I love it so. Excellent work, James!
---
I want to show Pop and Locke actually in a trouble during a heist. The game mechanics require you to incur a degree of trouble in order to achieve the best ending. However, most heist movies reflect these troubles with violence, showing heroes pinned down and exchanging gunfire. For example.
That's not how Pop and Locke work. After all, part of their advantage is that they are an unlikely heist team. Pop, Locke, and the Target all have access to the weirdly powered Objects, which usually make traditional weaponry impractical. Instead, the Targets use a combination of high-tech surveillance and hired goons to protect their treasures. Meanwhile, Pop and Locke use their Objects' powers to pull off their heists. So, what does that leave for heist scenes? Quite, a bit, actually!
Descend on a wire and harness above the target
Reveal the surveillance beams
Distract the dogs!
Cut through the fence!
Disable the alarm!
Avoid the cameras!
Pickpocket the key!
Carry the heavy box out!
Keep the drill running!
Find the passcode!
Convince her to give me the passcode!
Get his cellphone!
Find the blueprints!
Discover the hidden exhaust port!
Blow that popsicle stand!
Control your partner!
Wear a ridiculous disguise!
Mark the gold!
Loop the camera feed
Cut through the glass
Replace the (statue, diamonds, artwork, launchcodes...) with a fake
Vault over the pressure plate
Pop out of the dusty old crate
Decode the warning in an ancient language
Pop the gems from their setting
Slip the papers inside an ordinary book
Guess the password
Hide behind the set of armour
Roll under the descending security gate
Hit the target with the grapple gun
Photograph the contents of the safe
Plant false evidence
I'd love to see Pop and Locke in the middle of any of these situations, take your pick. Some stuff I would like to see for sure:
* Dramatic perspective, just to get that nice cinematic feel.
* Pop and Locke pursued or caught by goons. Generic goons, like old-timey 60s Batman henchmen. You can even draw them as an indistinct mob of silhouettes, just to keep the details on our heroes.
* Pop has captured the Object they were trying to steal, but it's ridiculously oversized for his body. What's a large household object? A recliner? A potted plant? Hm! A plant. Try that.
* Locke using a spoon to levitate something out of the way, a goon or a door or an obstacle.
* If you can show some sign of alarms, that would be good. Whether that's a big red beacon or a clattering bell or a high-tech ticker with a row of exclamation points, that's all good. (!!!!!!!!!!!!!!!!!!!!!!!!) Something to show that an alarm has been tripped.
I put together this Pinterest board for heist reference, which I think was immensely helpful, especially getting across the look for goons.
---
So that's the direction I gave a few weeks ago. Then James comes back with this finished piece that somehow manages to incorporate SO MANY elements of what make this game unique. It's clearly a heist, pulled by unlikely heisters, with obviously magical stuff going on, all to steal a potted plant, which for some reason is guarded by cartoonish goons and a laser grid. It's all in there and I love it so. Excellent work, James!
VELOCIRAPTOR! CANNIBALISM!
My good friends Jenn Rodgers and JR Blackwell and their gang of vagabond game designers are kickstarting a card game with a fun little theme. They call it a "inspired by a crude and inaccurate understanding of natural selection."
If the kickstarter is successful, Jenn and I will tag-team the visuals. she will be illustrating all the adorable foods and the fearsome predators. Including giant squids why not.
So if you want to see the designer of Shelter In Place, illustrator of the Dresden Files RPG, and layouter of Do: Pilgrims of the Flying Temple forming a reptilian Frankenstein monster, back this project!
Simple Doctor Who Story Game Rules

A parent of an autistic Doctor Who fan wanted a Doctor Who story game with ultra-simple rules. If you have recommendations, please post them on this thread.
For my part, I took a quick pass at a system. Hopefully it kind of fits the bill.
---
The game begins with ten red stones on the table. This represents the problems on the new world you're visiting. When you land on the world, you don't know what the problems are.
Each turn, you can do one of three things to help: Talk, Search or Make. When you Talk, this means you're making friends with someone or trying to scare someone. When you Search, this means you're finding clues about the problem. When you Make, you're creating a new gadget or helping to repair an existing one.
After describing what you do to help, roll d6.
If the result is 1-2, add that many red stones to the table. This means something you did made the situation worse or simply that you're running out of time.
If the result is 3-6, remove that many red stones. This means that whatever you did is starting to help. That's no guarantee it'll work a second time, though!
When there are no more red stones on the table, you saved the world!
---
I was also thinking about an upper-end endgame trigger that would be something like a loss, but it didn't really fit Doctor Who. The Doctor never really loses, he just wins in a way you don't expect. Oh! Maybe if you reach 20 red stones, the Doctor has to regenerate. Then you go back down to ten stones?
Also... I was thinking about all the running. Maybe you also have a special move, called Run Away! When you do this, you simply run away from the immediate danger. You may remove one stone from the table. You cannot Run Away! Twice in a row.
Well, anyway, the point was to keep this simple, so ignore that excited silliness.
Simple Doctor Who Story Game Rules

A parent of an autistic Doctor Who fan wanted a Doctor Who story game with ultra-simple rules. If you have recommendations, please post them on this thread.
For my part, I took a quick pass at a system. Hopefully it kind of fits the bill.
---
The game begins with ten red stones on the table. This represents the problems on the new world you're visiting. When you land on the world, you don't know what the problems are.
Each turn, you can do one of three things to help: Talk, Search or Make. When you Talk, this means you're making friends with someone or trying to scare someone. When you Search, this means you're finding clues about the problem. When you Make, you're creating a new gadget or helping to repair an existing one.
After describing what you do to help, roll d6.
If the result is 1-2, add that many red stones to the table. This means something you did made the situation worse or simply that you're running out of time.
If the result is 3-6, remove that many red stones. This means that whatever you did is starting to help. That's no guarantee it'll work a second time, though!
When there are no more red stones on the table, you saved the world!
---
I was also thinking about an upper-end endgame trigger that would be something like a loss, but it didn't really fit Doctor Who. The Doctor never really loses, he just wins in a way you don't expect. Oh! Maybe if you reach 20 red stones, the Doctor has to regenerate. Then you go back down to ten stones?
Also... I was thinking about all the running. Maybe you also have a special move, called Run Away! When you do this, you simply run away from the immediate danger. You may remove one stone from the table. You cannot Run Away! Twice in a row.
Well, anyway, the point was to keep this simple, so ignore that excited silliness.
"Hey Girls of the Flying Temple!" A letter by Lyndsay Peters

Lyndsay Peters wrote another letter for Do: Pilgrims of the Flying Temple. She's a big fan of writing her own letters for her games. This time, the letter was inspired by a video with NSFW language. Glad she kept this letter G-rated so I could share it with you. :)

Hey Girl!!
I live in a little town, just a quiet village. Every day, like the one before? I hate this town.
ANYWAY. Here's my problem, girl. Tonight they're having a ball. It's pretty much the only interesting thing these people do. So I need my dress to look amazing, to show those girls always talking about me that I CAN HEAR THEM! Problem is, this town sucks. There's Bernice with her wigs, but other than that it's just sheep and pigs. I am not wearing a matching sweater to this ball.
So here's what I need you to do. Make a good impression for me. Of me. Because girl, I'm special. And after the ball, nobody should forget it! If you need inspiration, make it like pretty in pink, but if the dress looked good.
Oh, look out for Gaston. Who is that guy? I thought we uninvited him!
See you soon, girl!
– Belle

Goal Words
Belle
Belle
Belle
Dress
Dress
Ball
Ball
Town
Town
Girl
Girl
Sheep
Lyndsay also posted her actual play report here. (NSFW language) Lyndsay's group is a salty bunch. :P
Affordable Success: Why I’m Postponing the Kickstarter for Utara Dice Game

I've decided to postpone plans for kickstarting my dice game Utara. Here's why.
Utara's biggest problem is that it calls for so many custom dice. I thought I could manage it as a small outfit thanks to new tools like Kickstarter. That opened up opportunities for high engagement and distributed costs. Those would compensate for high up-front production expenses of custom dice. That expense was just from the relatively affordable option of laser-engraved dice. Each of those would cost $1.10 to make at a quantity of 2,000.
Pricey, but at least it followed the model of similar novelty products like Mathematician's Dice and Writer's Dice. We figured a goal of ~$4,000 would get us where we needed to be. The trick would be focusing on the novelty and flexibility of individual dice, rather than the game Utara. We'd need to develop more properties using one, two or three Utara dice, but at least it could be done.
As I sought feedback on the tier rewards, it became clear that if I was to focus solely on the dice, most people wanted something a little more refined. The ideal would be ivory dice with black inlay engravings, like old piratey artifacts. Unfortunately, the cost for that spec would be $2.50 per die for 2,000 dice. The rule of thumb for retail is mark up about 3x-to-5x your production costs. That means a single die would be a little under ten bucks! Even with bulk consumer deals, like a set of ten for $30, the price point would be much higher than a similar product from a larger company. (Martian Dice comes with more dice for a fraction of the retail cost, for example.)
So, the next viable alternative is to actually go for an injection molded run of dice, custom made just for Utara. There are international options for just this purpose, as I learned from Fred Hicks. Turns out those prices per die were something like pennies per die, but required much higher quantities in a single production run. The ballpark guesstimate was something like 30,000 dice for around $7,000. However, those would take months to produce, go through customs, and travel by freight ship across the ocean. Then I'd need to hire a warehouse to store, sort and fulfill individual orders (unless I wanted a mountain of dice sitting in my living room.)
Even then, assuming a single retail unit contained 30 dice, for all that trouble I'd only get 1,000 units to sell. To be truly feasible, I'd need to order far more than 30,000 dice. 50,000? 100,000? I had enough trouble carrying a box of 2,000 from my car to my doorstep. I shudder to think about how much more of a hassle a larger quantity would be.
It's clear that I'm in this transitional period between boutique designer and middle-sized producer. What I kickstart next has a strong chance of succeeding, based on whatever social capital I've accrued over the past three years. That being the case, I really need to keep affordable success in mind.
That means if the Kickstarter succeeds and I can't fulfill on what I promise, or if I have to compromise on quality, that social capital will be squandered. So, I can't pursue a Utara Kickstarter right now. Even if I set a Kickstarter sky-high and it succeeds, I just don't have the time or infrastructure necessary to make it a product without compromise. It'll just have to wait for a partner with deeper resources somewhere down the line.
Thanks for following the ups and downs of Utara. It'll come some day, just not right now. For now I'm going to pursue formats that are much more feasible for a small guy like me. Card and party games with minimal components that can be domestically manufactured and distributed in small runs. I have plenty of options in that space.
Superhero Audition, Belle of the Ball, Dead Weight, Dung & Dragons, Stupor Market, What's Your Excuse?!, and For The Fleet are all worthy candidates. Which interest you?
A Taste of Storytelling at Labyrinth Games & Puzzles in Washington DC
Labyrinth Games & Puzzles in Washington D.C. just hosted a big event called a Taste of Storytelling, featuring Happy Birthday, Robot! and Do: Pilgrims of the Flying Temple. The store owner was very kind to host my wife and I over the weekend and give us a tour of the city. We saw lots of cool schtuff and there was way more to see than we could fit in one Saturday. We'll return soon!
But the main event was on Sunday and it was awesome. About thirty attendees played six different sessions of either Do or HBR. It was my first time actually being in the room while others taught and ran my games, which was a surreal and exciting experience. Probably my favorite moment was when everyone fell quiet at the same time, long enough to overhear me ask "So... what could possibly go wrong with using a sword as a baseball bat?"
During short one-shot games like these, I've been trying to relax the writing requirements of Do. Upside: It speeds up play quite a bit when people can just say what their pilgrim is doing. The downside is that you really need an outside facilitator (a GM, basically) just to keep track of everyone's current trouble-state. I'll adapt what I've learned from to my newer storytelling games.
Oh! And Megan was kind enough to be the typist during our HBR sessions. The best part of that? She could have her laptop read aloud the story after the game was complete. That drew big laughs from the group. Here's a sample of some of the stories from the event, first from Do.
THE PILGRIMS
-Pilgrim Sublime Elephant gets in trouble by being slow to action and helps by having a great memory.
-Pilgrim Exuberant Mountain gets in trouble by helping and helps by being patient.
-Pilgrim Anxious Fountain gets in trouble by being nervous and helps by being very giving.
-Pilgrim Insolent Monkey gets in trouble by mouthing off and helps by climbing things.
THE STORY
••Pilgrim Sublime Elephant remembers this was not the first time Melanie has written to the Temple and begins a thorough search through the vast archives. After hours of searching, Sublime Elephant finds the letter...just as a cat nabs it from his hands and runs away.
Exuberant Mountain chases the cat straight into the whale's mouth.
°°Pilgrim Anxious Fountain brings a tasty treat for the whale to eat in order to get access to the swallowed cat. The cat then leaps out of the whale and is chases Anxious Fountain.
•Pilgrim Insolent Monkey loudly demands the whale release the planet and is promptly swallowed in the process. Insolent Monkey then quickly climbs up and out the whale's blow hole.
°°Pilgrim Sublime Elephant realizes he didn't need the original letter because read it previously and states, “I know why that planet was so delicious!” Sublime Elephant, however, did not know he looked up the WRONG Melanie and sets off for a different world.
••Pilgrim Exuberant Mountain finds the planet inside the whale and begins dragging it toward the blow hole. Dragging the planet thereby destroys the roof of the house in the process.
°Pilgrim Anxious Fountain realizes she needs to help her friends, confronts her feline fears, and heads back toward the whale.
••Pilgrim Insolent Monkey sees Sublime Elephant lumbering in the wrong direction and re-directs him toward the whale. Sublime Elephant resolves to shove one of the trees into the blow hole and is subsequently sneezed into the sky (a literal snot rocket, one might say...).
•Sublime Elephant manages to yell, “Burn the cookies!” while flying past the other Pilgrims.
Exuberant Mountain makes a quick decision to set the roof, still in his hands, alight to burn the cookies as directed. The whale then sneezes hard enough to expel the planet!
DESTINY
-Pilgrim Sublime Elephant: ••°°• The lessons learned here in sky whale congestion will serve me well in teaching other pilgrims back at the Temple. He'll soon becomes a library hermit in the temple.
-Pilgrim Exuberant Mountain: •• Fire + Whale = Whale Bacon. I'll create the universe's largest BBQ shack.
-Pilgrim Anxious Fountain: °°° I learned so much during this adventure. I'll return to the temple to create a training program and share what I learned.
-Pilgrim Insolent Monkey: ••• I am the Whale Whisperer! And also a traveling outcast...
-Pilgrim Sublime Elephant gets in trouble by being slow to action and helps by having a great memory.
-Pilgrim Exuberant Mountain gets in trouble by helping and helps by being patient.
-Pilgrim Anxious Fountain gets in trouble by being nervous and helps by being very giving.
-Pilgrim Insolent Monkey gets in trouble by mouthing off and helps by climbing things.
THE STORY
••Pilgrim Sublime Elephant remembers this was not the first time Melanie has written to the Temple and begins a thorough search through the vast archives. After hours of searching, Sublime Elephant finds the letter...just as a cat nabs it from his hands and runs away.
Exuberant Mountain chases the cat straight into the whale's mouth.
°°Pilgrim Anxious Fountain brings a tasty treat for the whale to eat in order to get access to the swallowed cat. The cat then leaps out of the whale and is chases Anxious Fountain.
•Pilgrim Insolent Monkey loudly demands the whale release the planet and is promptly swallowed in the process. Insolent Monkey then quickly climbs up and out the whale's blow hole.
°°Pilgrim Sublime Elephant realizes he didn't need the original letter because read it previously and states, “I know why that planet was so delicious!” Sublime Elephant, however, did not know he looked up the WRONG Melanie and sets off for a different world.
••Pilgrim Exuberant Mountain finds the planet inside the whale and begins dragging it toward the blow hole. Dragging the planet thereby destroys the roof of the house in the process.
°Pilgrim Anxious Fountain realizes she needs to help her friends, confronts her feline fears, and heads back toward the whale.
••Pilgrim Insolent Monkey sees Sublime Elephant lumbering in the wrong direction and re-directs him toward the whale. Sublime Elephant resolves to shove one of the trees into the blow hole and is subsequently sneezed into the sky (a literal snot rocket, one might say...).
•Sublime Elephant manages to yell, “Burn the cookies!” while flying past the other Pilgrims.
Exuberant Mountain makes a quick decision to set the roof, still in his hands, alight to burn the cookies as directed. The whale then sneezes hard enough to expel the planet!
DESTINY
-Pilgrim Sublime Elephant: ••°°• The lessons learned here in sky whale congestion will serve me well in teaching other pilgrims back at the Temple. He'll soon becomes a library hermit in the temple.
-Pilgrim Exuberant Mountain: •• Fire + Whale = Whale Bacon. I'll create the universe's largest BBQ shack.
-Pilgrim Anxious Fountain: °°° I learned so much during this adventure. I'll return to the temple to create a training program and share what I learned.
-Pilgrim Insolent Monkey: ••• I am the Whale Whisperer! And also a traveling outcast...
And here's a story from Happy Birthday, Robot!
Happy Birthday Robot!
Robot ate cake and called his friends, but his friends couldn't come.
Robot was sad that his friends missed his party, so he decided to cry.
However, Robot's friend Matt was able to come later and they had fun, but Matt lost his present.
Robot had extra presents to give Matt and they both had a lot of fun, but something bad happened.
Robot saw it started to rain...with lightning! But, the sun was out.
A beautiful rainbow showed Robot where a present was hidden, but someone else was there.
Amazingly, it was his other friends who were coming to visit.
And when he saw friends he was totally amazed!
Robot really wanted the present (it was a water slide). And it was ginormous!
So, they played.
After they went on the water slide, they dried themselves off.
Matt found his present and oiled Robot.
They went home to eat more cake.
Robot said, “this was the best birthday ever!”
Robot ate cake and called his friends, but his friends couldn't come.
Robot was sad that his friends missed his party, so he decided to cry.
However, Robot's friend Matt was able to come later and they had fun, but Matt lost his present.
Robot had extra presents to give Matt and they both had a lot of fun, but something bad happened.
Robot saw it started to rain...with lightning! But, the sun was out.
A beautiful rainbow showed Robot where a present was hidden, but someone else was there.
Amazingly, it was his other friends who were coming to visit.
And when he saw friends he was totally amazed!
Robot really wanted the present (it was a water slide). And it was ginormous!
So, they played.
After they went on the water slide, they dried themselves off.
Matt found his present and oiled Robot.
They went home to eat more cake.
Robot said, “this was the best birthday ever!”
Check out the pics above a fine city and an even finer game shop. Many thanks again to Labyrinth Game Shop. DC gamers, you're super lucky.
Some Party Games from Megan and Daniel

Megan and I just came back from a game trip to Labyrinth Games in Washington D.C. (more about that soon!) And now Megan is vibrating with game ideas of her own. She's always been more into party games than my gamer-type games. So, this was a fun little experiment. We came up with two games with a similar charades-like theme, with some elements of games like Cranium, Quelf, etc.
So here are the two games. Both are co-op party games that make players act silly, but with a touch of strategy in the choice of how you do so. The first game is inspired by that scene from Arrested Development where the each member of the Bluth family has their own very weird chicken impression. (The photo above is of some silly people doing the Bluth chicken dances.)
Bluth Family Chicken Dance Game
There is a deck of cards, each one with the subject of an impression. There is also a 30sec timer.
Everyone draws one card. If you don't like the card you drew, you may discard it into the game box and draw another one. you may continue doing this until you get a card you like.
When everyone has chosen a card place it face down. Everyone puts their card down in the center of the table and mixes them around, so no one knows who had which card.
Start the timer.
Everyone does an impression from their card at the same time until the timer runs out. While doing that impression you may move around, make noise, point at objects, or use props, but you may NOT say or write any words.
Each card is revealed one at a time and everyone gets one attempt to guess who was doing that impression.
If someone guesses correctly, put that card in the scoring pile. If someone guesses incorrectly, discard that card into the game box.
If you get twenty cards in the scoring pile before the deck runs out, you win!
What is this? I don't even...
There are three decks of cards: an adjective deck, a noun deck, and a verb deck. Each card lists two options for it's respective subject, an easy option and a hard option. (For example, the adjective card could list Happy as an easy option and Bright would be a hard option. The noun card could be model or bikini model. The verb card could be turning a wrench or repairing a sink.) There is also a 30sec timer.
Each player takes turns, starting from the youngest player.
On your turn, you draw one card from each pile. These cards combine to make statements like "I am an -allergic- -panda- -in a car chase.-" If you don't like a card, you can discard it into the game box and draw another. You may repeat this as often as you like.
When you're ready, keep your cards hidden and start the timer.
Do an impression of any combination of the words on your cards. You may do anything to make this impression, such as moving around, make noise, point at objects, use props, but you may NOT say any words.
When any player guesses one of the words on one of your cards correctly, you may place that card face up on the table.
When the timer runs out, see which cards are revealed and which are still hidden. Any cards that are still hidden get discarded. If someone guessed the easy word on one of your cards first, the card goes on the 1-pointer scoring pile. If someone guessed the hard word one of your cards first, the card goes on the 3-pointer scoring pile.
If the group gets 20 points in the scoring pile before any deck runs out, you win!
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So clearly the 20 point victory condition is pretty arbitrary. That's not what we would tweak to moderate difficulty, though. In both these games, we'd just adjust the size of the main decks so players have less room to be picky about their cards. It's a fun little mechanic for those of us (like me) who are picky about our live performance, while still giving extroverted people (like Megan) the freedom to be very silly.
[In the Lab] Towers of Battle as a Card Game?

One last thought on Towers of Battle. It's much more economical to make it a card game than a board game, but that still requires a LOT of cards. Perhaps if each card had two letters and you could form a word with either letter on a card? Bonus points if the word is formed from letters in the same row. Bonus points if both rows make a word? You could even include in the mercenaries on the cards with the sword and shield symbols. Hm!






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