PuzzleNation Reviews: Get Lucky and Kill Doctor Lucky

For as long as Cheapass Games has been around, they’ve been synonymous with the character Dr. Lucky. More specifically, the many, MANY times players have tried to help Dr. Lucky shuffle off the mortal coil, since the very first game produced by Cheapass Games was the award-winning Kill Doctor Lucky.

Although years have passed and rules have changed, people are still trying to kill that oddly fortunate fellow, and today, we review two puzzly games that will give you ample opportunity to try your luck at a touch of murder at Lucky Mansion.

In the Get Lucky card game, an adaptation of the original board game, two and six players are pitted against each other at a most peculiar dinner party. (The fact that everyone is trying to dispatch the host is what makes it so peculiar.)

Each player has two characters to work with. In each round, you have the choice of drawing a card, playing a card, swapping a character, or trying to kill Dr. Lucky. Drawing cards gives you the chance to acquire weapons, motives, or opportunities, all in the hopes better equipping you to commit the perfect crime.

Each card has a score that links up with one of the game’s fifteen characters. So if you’re playing Winstead Beadle (who has the number 5 on his card), any motive, weapon, or opportunity card with a 5 on it is doubly valuable to you, making it more likely that your attempt to kill Dr. Lucky will succeed!

As Dr. Lucky circulates among the various guests, you and your fellow players will continuously try to take his life, like Wile E. Coyote pursuing the Road Runner over and over again. The other players may thwart your efforts by sacrificing cards to foil your murder attempt.

This balance of active and defensive play creates a game of both strategy and opportunity, making it a terrific step up from deductive games like Clue. And the game is designed to be played in 20 minutes,

Of course, if you’re looking for something a bit more involved, you’re welcome to give the Deluxe Anniversary Edition of Kill Doctor Lucky a try.

Now, as you might expect, there are similarities between the card game Get Lucky and the board game Kill Doctor Lucky. The goal, for instance, is the same.

But in Kill Doctor Lucky, murder is a private matter. You have to eliminate Dr. Lucky without any player in sight. Another player can’t be in the same room as you and the doctor when you make your attempt, and being able to observe the murder from another room also foils your attempt. (There are even variant rules that allow for Dr. Lucky’s dog or cat to impact gameplay.) The beautiful fold-out game board really helps bring this mechanic to life.

Each turn, you can move and you can act. Moving is simply traveling throughout Lucky Mansion, whereas acting either involves drawing cards OR attempting to kill Doctor Lucky.

There are move cards (which make it easier to traverse the mansion), weapon cards (which make your murder attempts deadlier), and failure cards (which come in handy when you’re trying to prevent other players from killing Dr. Lucky before you do).

To make things even more challenging, Doctor Lucky moves after every turn, so you have to factor that into your strategy. (Some players stay where they are, allowing the good doctor to come directly to them.)

Kill Doctor Lucky builds on the streamlined rules of the card game, offering many more options for places to encounter the Doctor, greater challenge in offing the doctor, and deeper strategy in isolating Dr. Lucky and keeping lookyloos away. Plus, each failed attempt to kill him can help you later on, providing additional “reasons” for wanting the doc dead.

And in terms of presentation, the artwork is topnotch, adding so much to the ambiance and style of the game. It feels like an old-timey murder mystery full of colorful characters, except one where the murder hasn’t happened yet.

In both games, terrific gameplay is enhanced by hilarious cards (complete with snarky world-building and outrageous asides) that are all too appropriate for the macabre task at hand. Get Lucky and Kill Doctor Lucky are terrific ways to add a subversive bit of fun to your game night.

[Get Lucky is available through the Cheapass Games website and on Amazon.com. Kill Doctor Lucky is also available through the Cheapass Games website and on Amazon.com.]


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It’s Follow-Up Friday: Clue edition!

Welcome to Follow-Up Friday!

By this time, you know the drill. Follow-Up Friday is a chance for us to revisit the subjects of previous posts and bring the PuzzleNation audience up to speed on all things puzzly.

And today, I’d like to return to the subject of one of the classic deduction games: Clue.

[Image courtesy of Nerdist.]

Clue (also known as Cluedo) is a classic in several respects. It is a beloved board game, mentioned alongside Monopoly, Scrabble, Battleship, and Candyland as staples of board game culture, but one that is quite rare: a deduction-based game where you’re playing against both your opponents and the game itself. (The only other game I can think of that captures the same spirit of gameplay is Gameworthy Labs’ Oh My Gods!)

But the film version is also beloved by game devotees and comedy lovers alike. And although I’m dubious about the recently-announced remake of Clue coming to theaters in the near future, there is one revamp of the mystery property that I can get behind: a playable LEGO version of the game.

[Image courtesy of Nerdist.]

As part of the 2014 MOCOlympics — a competition between amateur LEGO designers, where MOC stands for “my own creation” — master builder Ian Spacek created this delightful set, which captures the spirit of each character and each of the game’s signature rooms in impressive miniature fashion.

You see, the challenge was to “build a game that you would choose to play on a rainy afternoon when the power’s out and you don’t have any juice left on your iDevices.” And I think Spacek’s design fits the bill with gusto.

[Spacek even designed a punch card to aid players. Image courtesy of Nerdist.]

I’d much rather see a company put money into releasing this little beauty than an unnecessary retread of one of my favorite films. (Unfortunately, since the MOC Olympics aren’t associated with the LEGO company, this set isn’t available for purchase.)

Somebody just needs to whip up a LEGO version of Murder By Death and I’ll be set for any rainy day to come.


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5 Questions with PuzzleNation Social Media Manager Glenn Dallas

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

For the entire month of August, I’ll be introducing the PuzzleNation readership to many of the members of the PuzzleNation team! So every Thursday this month, you’ll meet a new name and voice responsible for bringing you the best puzzle apps on the market today!

And we’re continuing this series with me, your friendly neighborhood PuzzleNation blogger, as our latest 5 Questions interviewee!

My name is Glenn Dallas, and I’m not only lead blogger for PuzzleNation Blog, but also Social Media Manager for PuzzleNation, maintaining and providing content for all of our social media platforms. A lifelong puzzler and board game enthusiast, I try to infuse every blog post with that same level of dedication and passion. Hopefully, I succeed.

I consider it a privilege for me to take some time out to talk to the PuzzleNation audience, so without further ado, let’s get to the interview!


5 Questions with Glenn Dallas

1. How did you get started with puzzles and games?

Looking back, it seems like puzzles and games were always around. My mother has always been a dedicated crossword solver. I can remember my older sister playing “School” with me and my younger siblings, using brain teasers and puzzles from old issues of GAMES Magazine as “lessons.” The classic board games were played often — Monopoly, Sorry, Mouse Trap, Battleship, even Trivial Pursuit, which I was probably too young for. But I’ve always been a trivia nerd.

Although formal puzzling fell by the wayside as I got older, wordplay and riddles and the like remained a recurring interest. I would often create puzzle content for friends’ websites or my own blog that involved Say That Again?-style rewording, palindromes, puns, anagrams, portmanteaus, brain teasers, and other forms of wordplay. (And, for a bit of context for long-time internet users, I’m talking about Geocities and Angelfire websites, as well as a blog that pre-dated LiveJournal.)

I got back into puzzles more directly in college when I began playing Dungeons & Dragons and other role-playing games, because I enjoyed challenging my players with tests beyond the usual monster hunts. So mechanical puzzles, sliding-block puzzles, and more Myst-style puzzle-solving became an interest (along with riddles and such).

After college (and a stint as a TV cameraman), I had an interview at Penny Press and was hired as a puzzle editor, bringing my amateur puzzly skills into a professional setting working on traditional (and non-traditional!) pen-and-paper puzzles like word seeks, crosswords, cryptograms, fill-ins, etc. And more than a decade later, I’m still at it.

2. You’re one of the senior members of the PuzzleNation team, dating back to its earliest days. How has your work for PuzzleNation changed over time and what can you tell us about PuzzleNation as it evolves and moves forward?

That’s true! Originally, I was just pitching in occasionally as a product tester — helping look for bugs or problems with early versions of apps — and I started providing ideas for content to our social media person for Facebook posts. I was a big proponent early on of expanding our efforts to include a blog; it’s a great centerpiece to a social media platform (and one that allows for more control than your average Facebook post).

But I also wanted PuzzleNation Blog to be a hub for all things puzzles and puzzle games, because there’s not really anywhere like that on the Internet. If you like movies, there’s IMDb. If you like books, there’s Goodreads. You’ve got Gizmodo for tech, science, and sci-fi, and Board Game Geek for board games. And although there are plenty of terrific crossword blogs out there, there’s not one central place to go to talk about puzzles in general. I always envisioned PuzzleNation Blog as that place.

When our previous social media person left the company, I was already writing blog posts once or twice a week (alongside Eric Berlin, who was our top contributor to the blog in its early days), and I inherited his position, along with the Facebook, Twitter, and Pinterest accounts that went with them. (I have since added Tumblr and Instagram to our bevy of social media platforms.)

So, as you can see, I’ve gotten a bit busier as time passed, expanding my duties and becoming the lead blogger on the site, writing three (and sometimes more) blog posts a week.

[Here I am, hard at work trying to beat a stuffed teddy bear in Jenga… and failing.]

I feel like the blog has grown and matured into what I originally envisioned — though there’s always room for expansion and improvement! — and my goal right now is continue maintaining that level of interest and quality.

As for our Facebook, Twitter, and other social media outlets, I’m always looking to encourage more interaction with the PuzzleNation audience. I’m hoping at some point to have recurring puzzle features on every platform. (For now, we’ve got the Insta-Anagram game every Monday on Instagram, and the Crossword Clue Challenge every weekday on Facebook and Twitter.)

3. The crossword has been around for over a hundred years, and many puzzles (whether pen-and-paper or mechanical) have roots that can be traced back even farther. What, in your estimation, gives puzzles such lasting appeal?

I think it’s the Eureka! moments that keep people coming back. They’re certainly what I find the most enjoyable and the most motivating factor. And puzzles provide those in spades.

[Image courtesy of tnooz.com.]

When you approach a particularly fiendish brain teaser, or a crossword clue that keeps eluding you, or a mechanical puzzle that has you stymied, and then suddenly, that light bulb appears over your head. You’ve cracked the code, found the hidden latch, connected the missing pieces, made a deductive leap that would make Sherlock Holmes proud…those Eureka! moments never fail to make it all worthwhile.

And when you work with puzzles, you get to see those moments more often than most people.

4. What’s next for Glenn Dallas and PuzzleNation Blog?

For me, quite a bit. My writing partner and I just launched a new promotional blitz for the novel we published last year, Sugar Skulls (my first novel!), and I’m deep into several ongoing writing projects, one of which is on track to wrap up before the end of the year.

On the side, I’m a freelance book reviewer, and I recently posted my 1,200th book review. I’ve also started work on another in-office murder mystery that I’m hoping to run at our summer picnic event next month. (And I’ll be sure to share pictures here and on Instagram of that!)

As for PuzzleNation Blog, I’m proud to announce that, after the recent success of our PuzzleNation team series of interviews, 5 Questions will be returning as a regular, recurring feature on the blog!

It will be at least once a month (but hopefully twice a month), and I’ve already lined up our first guest for September, with more terrific puzzlers, constructors, and personalities to follow!

5. If you could give the readers, writers, puzzlers, and puzzle fans in the audience one piece of advice, what would it be?

Make time for yourself every day to do something that fuels you. If you want to write, write something every day, whether it’s just a haiku or a journal entry or a limerick or whatever. If you like games, play a round at lunch with friends or coworkers. There are plenty of quick-play games and puzzles that fit that bill. (Oooh, that gives me an idea for a blog post…)

But I digress.

We spend so much time worrying about, well, everything, it’s easy to let the good stuff, the stuff that reinvigorates you and keeps your spirits up, fall by the wayside. So make a little time for you every day. It does wonders.


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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

The Connecticut Festival of Indie Games, Part 2!

And we’re back!

Yup, I attended the CT FIG event last Saturday, and there were so many great games to talk about that I simply couldn’t get the job done on Tuesday. So we’re back with the second half of my event recap.

Last time, I focused on games that are available now or will be soon; this time around, it’s all about games in development!

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I’d say that more than half the games at the event were in development or not yet published. Some were clearly in beta testing or working with a prototype, hoping to gauge the interest level of puzzle and game fans. Others were gearing up for Kickstarter campaigns, or in the middle of one, or had even tried Kickstarter previously, only to go back to the drawing board. Still others were hoping to impress game publishers or make contacts to help take their games to the next level.

It was interesting and insightful to see the creative process at work here, not only to observe how crowdfunding has revitalized the puzzle-game and board-game markets, but simply to watch firsthand as designers interact with players and learn from each and every playthrough.

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And, to be honest, it’s fun and invigorating to be around enthusiastic people. Virtually everyone I met at the CT FIG was genuinely excited to talk about their games, and they clearly loved what they do. For many of them, these prototype and unreleased games are their babies, their pride and joy, and they were absolutely stoked to show them off.

That’s the kind of infectious energy I can definitely get behind.

One of the first people I talked to at CT FIG was Darrin Horbal of DPH Studioz. He had three games to show off, all in varying stages of development.

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His flagship game is The Guardians of AsunDur, a collaborative game where players work together as guardian angels to defend AsunDur from dark forces.

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By rolling dice and utilizing colored gems, they battle back the forces of darkness in co-op game play that encourages teamwork and strong strategic planning.

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That same style of game play factors into another of Darrin’s board-game projects, Starguard: The Grey Wars, a space-combat game where alien conquerers threaten six different star systems, and only a concerted team effort will prevent the invading alien forces from running roughshod across the galaxy.

I’m a big fan of co-op games, and both of these games had in-depth, elegant systems of play that offered plenty to keep experienced players busy without losing younger players in the shuffle.

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The last game he brought for display was Khroma Zones, a more traditional player-versus-player card game that was easily the puzzliest of the three games. Utilizing the same color-matching game mechanic as Guardians of AsunDur in a simpler format, it’s a great game for families and younger players that might not be ready for more involved game play.

But Darrin was far from the only game designer to have multiple projects in the works.

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[Ravenous River, a card game inspired by the classic cabbage-goat-wolf river-crossing brain teaser, shares space at a table with ChronoSphere, a Timeline-style card game with bluffing (recently funded on Kickstarter), and Baker Street Irregulars, a crime-solving puzzle game set in the world of Sherlock Holmes.]

I’m pretty sure Isaac Shalev of Kind Fortress set the high-water mark for the event. He had six games at his table, each with their own unique flavor. (Only one, the abovementioned Ravenous River, was available for purchase there, but I sincerely hope some of his other games follow suit soon.)

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There was something for seemingly every style of card game or board game fan here, from the card-flipping game Flip the Table to the resource-management strategy game set in feudal Japan, Daimyo.

But the one that most appealed to my puzzly sensibilities was Seikatsu, a three-directional tile-placement game that mixes and matches elements from a half-dozen classic games to provide a wonderfully balanced game-play experience.

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Unlike many scoring games where tile placement can easily disqualify you from gaining points, Seikatsu assigns one of three directions to each player, meaning virtually every tile on the board could score points for every player. This simple tweak adds massive game-play opportunities, making for a wonderful puzzly session that encourages, rather than discourages, new players.

Kickstarter was a recurring theme in many of the conversations I had with game designers that day. Several of the games I covered in Tuesday’s post were funded and brought to market thanks to crowdfunding, and many others would soon be following suit.

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Super Hazard Quest, a card game inspired by 8-bit side-scrolling video games, is on Kickstarter right now (and recently passed its funding goal, thanks in part to the team’s impressive hustling during CT FIG, no doubt).

In the game, you take on the role of a classic video game archetypal hero — the floating princess, the spy, the alien hunter, etc. — and you build and explore a unique video game world while racing to be the first to reach the final boss.

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As several event goers and I played through a spirited round of the game, co-creator Mike Mendizabal told me that the game was actually intended as a cooperative game (like Guardians of AsunDur or Forbidden Island), but the players in play testing refused to work together! So they ended up retooling the game for individual achievement.

I love learning little in-development details like that.

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Christopher Bowden of Winter Moon Games shared his own story of development tribulations and lessons learned as I observed a playthrough of his company’s flagship game, Pandemonium Estate.

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A board game with shifting board pieces and game play that encourages players to betray each other, Pandemonium Estate is a colorful, dark, and very fun game that indulges the more playfully mean-spirited side of board games. (You know that shamefully satisfying feeling when you play Sorry and bump another player’s game piece back to the start? Multiply that by about 50 and you get something approximating the sinister glee of Pandemonium Estate.)

Christopher told me that he and his team had already taken the game to Kickstarter, but they quickly realized they’d done so before either they or the game was ready. They took some much-needed time to retool, refocus, and get their ducks in a row, and it proved to be a valuable learning experience.

They’re looking forward to bringing their new and improved version of the game to Kickstarter sometime in the future, and I suspect they’ll have great success when they do.

One game that I expect will do quite well is This Is Only a Test, Carl Van Ostrand’s game featured at The Board Room’s table. (I also referenced The Board Room in my previous post when I covered the DNA dice game GATUCA.)

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This Is Only a Test is a resource-management game fueled by ’50s nostalgia and doomsday prepping, as you and your fellow players try to gather the necessary materials to survive the end of the world. But be warned…this might be a real nuclear threat, or it might simply be a test. Neither you nor any of the other players will know which is the case until the very end of the game.

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It’s an intriguing game mechanic, one I haven’t really encountered before. In most games, you might not know who will win, or how they’ll do it, or what obstacles they’ll face, but I can’t recall another game where the actual endgame is unknown until the last card is played.

Oh, and speaking of the end of days, that brings me to our next game, Pyramidia.

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In this puzzly game of curses and construction, you and your fellow players are racing to build the finest Egyptian tomb possible. You gain points for your management of labor, for how much gold you save, and for how magnificent your structure is.

I think the physical building aspect, as well as the numerous ways to win the game, will appeal to puzzle solvers and board game fans both. The triangular game pieces not only added a nice touch stylistically to the game, but they created game play openings for players to either curse each other or themselves for a tactical advantage.

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As the game was explained to me, it immediately became clear how much effort had gone into balancing the various styles of play, and I could easily imagine how many hours and hours of brainstorming and playtesting go into each and every one of these games.

And hey, if you’ve got a board-game idea and you’d like to meet up with fellow aspiring designers and players, look no further than CT FIG attendee Alex Wilkinson. He’s part of a group called Let’s Make Games CT based out of New Haven, and they’re always happy to participate in game testing, brainstorming, and all things game development.

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He had two games to show off — a space exploration game called Hypergate that allowed for some engaging role-playing scenarios, and a hilarious card game called Misfit Monsters, where lesser-known creatures like the YOLO Phoenix and the Half-Centaur could do battle.

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It’s genuinely exciting to be around people who love what they’re doing, and that positive energy was all over the Connecticut Festival of Indie Games.

I want to send a big thank you out to all of the amazing developers, designers, and game fans I talked to. I wish them all great success, and I hope to see many of these games on the shelves of game shops and retailers in the near future!


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You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

It’s Follow-Up Friday: TableTop Day Eve edition!

Welcome to Follow-Up Friday!

By this time, you know the drill. Follow-Up Friday is a chance for us to revisit the subjects of previous posts and bring the PuzzleNation audience up to speed on all things puzzly.

And today, I’d like to return to the subject of puzzly holidays!

Saturday, April 30, is the fourth annual International TableTop Day, a day that has been set aside for family and friends to get together and play games. Board games, card games, role-playing games, puzzles…anything that involves gathering in person and having fun around a table fits the bill!

Although the actual holiday is tomorrow — making today TableTop Day Eve — we celebrated early! The PuzzleNation Crew got together with our friends from Penny Dell Puzzles for a few hours of TableTop Day fun on Tuesday! Games were played, snacks were consumed, and fellow puzzlers and PuzzleNationers were introduced to some terrific games.

[The spread of games available for the event. Can you name them all?]

As usual, the event started with people picking out their favorites and introducing new players to the game. This was the case with Just Desserts (a card game all about serving desserts to hungry customers; guaranteed to make you hungry) and Timeline (a card game about history where you don’t need to know what year things happened, just if they happened before or after other important moments).

One attendee opted to tackle the challenge of Puzzometry (a diabolical jigsaw puzzle) while I played a few rounds of Geek Out! and tested the pop culture and trivia knowledge of my fellow puzzlers.

[The conference room is abuzz with TableTop Day energy and fun, players strategizing deeply.]

I started recommending some new games to the players at this point, and the hit of the day was easily Red Flags, a Cards Against Humanity-style game all about building the perfect dates for other players.

The uproarious laughter inspired by the game was constant background noise while I explained the ever-changing rules of Fluxx to some curious players.

[Forgive the lack of further photos. I was so busy explaining games that I neglected to take more pictures. As a small gesture of apology, please accept this picture of me beneath a half-collapsed puzzle fort.]

We then closed out the event with two terrific card games for smaller groups: 12 Days and Loonacy. (12 Days is a lowest-card-wins wagering game based on the 12 Days of Christmas, and it has the most beautiful cards I’ve ever seen; Loonacy is a pattern-matching card game that rewards quick reflexes.)

The day was a total success, and it was a wonderful break in the middle of the day, allowing for a fun way to interact and recharge before returning to a thoroughly puzzly workday.

But that wasn’t all! To include fellow puzzlers who couldn’t attend the event in person, we had our own in-house session of Schmovie running all day.

I gave participants five What? cards (Undercover, Magical, Teenage, Flying, The Last) and five Who? cards (Barista, Chef, Princess, Pro Wrestler, Spy) to combine as they saw fit, and then challenged them to come up with the funniest Schmovie titles for those subjects.

Here are a few of my favorites:

  • Undercover chef: The Tsai Who Loved Me
  • Teenage barista: Latte to Class
  • Magical barista: Starbucks: The Foam Awakens
  • Teenage princess: Medieval Times at Ridgemont High
  • Flying spy: The Airborne Identity
  • Undercover princess: Leia Confidential

Are you celebrating TableTop Day? Let us know your plans in the comments! We’d love to hear about it, see photos, and share in the fun!


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Kickstarter Round-up!

International TableTop Day is this Saturday, a day where we celebrate getting together with family and friends to play games! Board games, card games, role-playing games, puzzles…anything that involves gathering in person and having fun around a table fits the bill!

But we simply can’t wait until Saturday — plus the office is closed that day — so we’re hosting our PuzzleNation’s TableTop Day event in-house TODAY! And I figured what better day could there be for a round-up of puzzly crowdfunding campaigns marking some of the newest and most intriguing projects in the puzzle-game industry today!

I’ve covered various campaigns for board games, card games, and puzzle projects across the Kickstarter and Indiegogo crowdfunding platforms over the years, and today I’d like to share three more that could use your attention.

The first is the strategy game Tak.

Tak is a collaboration between game designer James Ernest, head honcho of Cheapass Games and Hip Pocket Games, and author Patrick Rothfuss, creator of the Kingkiller Chronicle series, to bring to life a game featured in Rothfuss’s novel The Wise Man’s Fear.

The premise sounds simple: build a road of pieces connecting opposite sides of the board. By using some pieces as parts of your road and others as walls to block your opponent, this mix of chess, Stratego, and Go is all about strategy. Plus, the game is adaptable, playable on square boards as small as 3×3 and as large as 8×8.

This is a new pub game that feels like a timeless classic, and it looks perfect for puzzlers of all ages.

Now let’s move from the pub to outer space with another Kickstarter campaign, Avoid the Void.

This is a different sort of strategy game, since it’s all about outlasting your opponents, not completing a task first. In Avoid the Void, whole sectors of space are being replaced with black holes, and everyone is scrambling to gather resources and elude these hungry death traps.

You’ve got an ever-changing gameboard, intriguing alien races (including one resembling a piece of cake), and all the reason in the world to deceive, outmaneuver, and betray your fellow players, just so you can stay in the universe a little while longer.

This is a game designed for replayability, allowing you to indulge in all of the diabolical selfishness of games like Monopoly, but without the huge time commitment. After all, the universe is collapsing and there’s no time to waste!

And speaking of replayability, the makers of this last Kickstarter campaign are known for puzzle games with high replay factor. Let’s talk about Pyramid Arcade from Looney Labs.

We normally talk about Looney Labs card games like Fluxx or Loonacy, but their original product line revolved around the Looney Pyramids system: various games you can play with their signature colored pyramids.

Now, they’re launching Pyramid Arcade, covering TWENTY-TWO different games and encompassing 90 pyramids of various colors. It’s their largest release ever, and with all the variants and mini-games they’ve created for these game pieces over the years, this promises to be a game set with endless possibilities.

Pattern-matching games, chess- and Tic-Tac-Toe-inspired games, bluffing games, strategy games, and even a tower-building game…Pyramid Arcade literally has something for everyone.


These are three intriguing and very worthy projects, and I hope you contribute to one or more of them. As someone who has become a regular donor to various Kickstarter and Indiegogo campaigns, I am proud to have funded some marvelous new ideas and watched them take shape over the months that followed.

Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!