Kickstarter and its effect on Board Games

A
few months back I wrote an article about the internet revitalizing board games, where I listed Kickstarter as a major contributor to board games being revitalized over the past few years. That, coupled with my recent activity supporting some upcoming games on Kickstarter, has made me realize how big the tool has become for many game designers and enthusiasts alike. Being able to fund a game without the backing of a larkickstarter-logoge publishing company may not seem like the most effective way to get to where you want to go, but taking the game to the masses and hoping the concept draws enough support is certainly becoming more common. There have been over 9,000 board games that were created and published through a Kickstarter campaign, including significantly popular games such as Exploding Kittens, Zombicide, and Dark Souls- the Board Game. Still, there is a limitation to the effectiveness of Kickstarter, and it has to be noted that it is only one of the many avenues for finding new and exciting games on the market. Here is a list of pros and cons for using Kickstarter as a means to fund your board game ideas:

Pros:

  • You have full control of the process- For people who want to have full control of the creative process, having a publishing company come in and make decisions on how to proceed would be very bittersweet. There are plenty of people who probably feel like the freedom to make decisions without other interested parties is a blessing. While it does also equate to more work, for someone who has dedicated time and effort to creating a game a little extra management isn’t going to ruin things.
  • Gather a strong fan base before the game is created- The great thing about Kickstarter is that your game doesn’t even have to be published and it can still grow a huge following. Depending on the number of backers and the prizes each backer signed up for, you could already have a large number of people to send games to right away. In addition, Kickstarters thrive on social media expansion, so the more a Kickstarter is advertised the more likely it is to gain more traction once it is finished.
  • Easier access to funds than through publisher- It’s difficult to make the case that a Kickstarter game is going to have significantly more funds than if the game was published by a game company (Exploding Kittens being the possible exception), but there certainly is an ease of access that helps Kickstarter campaigns become beneficial to game designers. Once a successful Kickstarter campaign is completed, funds are transferred to the game creator within a matter of weeks to begin the creation/distribution phase. Gaming publishers, especially larger ones, most likely would take a lot longer to go through the process of devoting resources to a game.
  • Lower risk post-funding- Because of the clientele already built up with the campaign, a game that is funded through Kickstarter already has a good following and a group of customers lined up to purchase the game. Because of this, a game funded by Kickstarter has less risk than one that is published directly from other funding. That isn’t to say that there is no risk whatsoever, but after the funds come through the game has a group of supporters right away to take advantage of.
  • Cost-effective alternative to self-publishing with personal funds- There are certainly some people out there who have the ability to use their own money to create a game themselves, but for those of us without that kind of funding available having an option to receive funding directly from the consumer cannot be understated. People who never thought they would have a chance to bring a board game to life have suddenly received that opportunity thanks to Kickstarter.

Cons:

  • Goal must be met in order to receive funding- The biggest con about Kickstarter is that if you miss your goal, even by a dollar, you do not receive any of your funds. This means that you could spend countless hours promoting the game and making a working prototype, only to not receive funding because you weren’t able to generate enough backing.
  • Start-up costs incurred for prototypes, incentives, etc.- Ultimately you can’t just start up a Kickstarter with an idea- you have to have put a lot of time and resources into it if you want it to succeed through a Kickstarter campaign. This is true if you were going to fund your game any other way, but it is enhanced when using Kickstarter because of the rewards programs usually created in a project. In order to incentivize backers to pledge higher amounts, a campaign will provide additional incentives to people who give greater amounts to the campaign. While this does benefit the designer by giving them a clientele to work with right away, it also means that the costs of the initial game creation can potentially be higher than in other situations.
  • Less name recognition than if game is published- This isn’t always the case, and is only really applicable when compared to a game that is published by a larger gaming company, but Kickstarter funded games don’t always carry the same weight as with a major publishing company like Hasbro or Iello. It’s also more difficult to get a Kickstarter funded game into the hands of major stores, because the large companies have a significant investment in getting their games on shelves.

 

While there are risks involved in setting up a Kickstarter campaign for a board game, ultimately if done well and with a good idea it can be the perfect way to create something you never thought you could. Any aspiring board game designers out there should give a long thought towards using Kickstarter for your next game idea!

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Board Game of the Week- One Night Ultimate Werewolf

ONUW Logo

  • Game Title: One Night Ultimate Werewolf
  • Release Date: 2014
  • Number of Players: 3-10
  • Average Game Time: 10 minutes
  • Game Publisher: Bezier Games
  • Website:  http://beziergames.com/products/one-night-ultimate-werewolf
  • Game Designer: Ted Alspach, Akihisha Okui
  • Expansions/Alternates: Yes
  • Available in Stores: Yes

This board game of the week is thanks to my girlfriend, Mary, and a group of our friends. I had heard a lot about “that Werewolf game” from them for a few weeks until I finally got a chance to try it out myself.  The result was a group of 7 people in their mid-20’s arguing about how I was obviously a werewolf, even though I continuously told them that I wasn’t. Lack of trust aside, the game is based around the childhood game “Mafia” and is a fun and engaging way to spend your time. The game is very fast-paced, so the expectation would be to play the game at least 2-3 times in a row in a single sitting.

ONUW Roles

One Night Ultimate Werewolf starts with everyone choosing what “roles” they want to include in the upcoming game. The game comes with 16 different roles that all have different effects during the game. Every game must have at least 2 werewolves, 1 seer, 1 robber, 1 troublemaker, and one villager. Depending on the number of players in the game, additional roles are added before the game starts (must have three more roles than the number of players in any game). Once the role cards are chosen, they are shuffled and one card is given to each player and the remaining three are left face down with nobody viewing them. After you check your role, the “night” phase of the game begins. This is where the Mafia style of game mechanic comes into play- during this phase, everybody closes his/her eyes, and players with certain roles “wake up” (open their eyes) at specific times to complete tasks related to their roles. These actions change depending on which roles were picked, but the order for when everyone opens and closes his/her eyes remains the same no matter what. Once all of the roles have completed the necessary tasks, the night phase ends and it switches to the “day” phase.

Once it becomes the day phase, everyone openly discusses who they believe is the werewolf. The werewolves then try and divert the blame from themselves by accusing others, while the villagers are all trying to determine who the werewolves are. You can say anything you want during this time, but you cannot show your role to another player- they will have to take you at your word. The day phase usually only lasts about 5-10 minutes and once time is up, everyone votes for who they believe the two werewolves are (this is done by pointing, either at a person or at the face-down cards in the center if you think nobody is a werewolf). The two people with the most votes are then accused of being the werewolf and must show their card. If one of them was the Werewolf, then the villagers win. If neither of them was the werewolf, the werewolves win.

ONUW App

There is, in fact, an app for that

This description of the game is very basic and glosses over details of how the different roles affect each other. There are certain roles that switch role cards between players, look at other player’s roles, or even take on the role of another card that you view. After the night phase, you could find yourself in a situation where you have no idea what role you currently have in comparison to when the game began. This makes your strategy and the voting process all the more complicated, and certainly adds to the intrigue of the final results. Another big factor in the game is the speed- it is supposed to be a very quick game which only allows for a specific amount of time to discuss and vote. In order to help with the timing portion of the game, I highly recommend someone from your group download the free app that goes with the game. This app not only keeps time for you throughout the whole game, but also announces the phases of opening and closing eyes during the night shift according to the roles your group is using.

One Night Ultimate Werewolf is a difficult game for me to review- on the one hand, its gameplay and fast-paced style are quite engaging. On the other hand, there are some flaws in the way the character roles are structured, and the time limit feels constricting at times. I like the fact that you can choose what roles are involved in every game, but I am not a huge fan of the idea that your role can change without you knowing it. The fun of the game is certainly apparent- bluffing and trying to trick your friends into thinking you are one thing when you’re actually another is a staple of many board/card games. Still, the concerns should definitely be noted; knowing what the game is about is important, and will make it more fun because you’re going in with a full understanding of what to expect.

ONUW Text

I feel like you have to be in a very particular mood if you want to play this game- it is certainly a lot of fun when you get a group of people involved, and the positives certainly outweigh the negatives, but I would recommend understanding the rules and formulating a strategy before you dive headfirst into the game.

Jack’s Rating: 3.5/5 stars

 

Kickstarter Campaign: Sans Allies

sans allies logo

Over the last 6 months of blogging, I have been lucky enough to connect with a number of other bloggers who share my passion for board games. Geoffrey Greer, writer of Past Go Gaming & Geeking, has been a big part of that connection. Geoff is a teacher with a passion for history and geeky topics, so he has a ton of great articles about a number of interesting subjects from Monopoly in American Culture to Howard the Duck. Going back the past few months, it’s rare to see a post I’ve made that doesn’t include a like or a comment from Geoff. I have always appreciated his activity on my blog, and the articles he writes are all very cool, so when I heard about his new game I jumped on the chance to try it out. Geoff and his wife Valerie have created a solitaire game called Sans Allies that is currently on Kickstarter. They have also added a prototype online, which I printed out and played over the weekend. Below is a brief description of the game and its rules, as well as a few important points about the game’s strengths and why I think you should back it on Kickstarter!

Sans Allies is a single player game with a very similar style to Pyramid Solitaire. The game has a 20th century war theme and revolves around fighting through enemy lines to capture the Enemy Capital before time runs out. The Enemy Capital is always at the very top of the pyramid, which means that in order to reach it you have to make your way through a number of different types of land, all while trying to build up your own forces and stop the enemy from developing their “ultimate weapon.” The game mechanics seem daunting when you first open up the instructions, but they are quick to pick up as long as you thoroughly read through the rule book before you play and then keep it on hand the first time you try the game. All in all, it only took me about 10-15 minutes to learn the “Limited War” gameplay (simplified rules) and only an additional 5-10 minutes to learn the “Total War” rules (complete rules). The first game I played took about an hour, but once I got the hang of it and was playing at a faster pace I found myself finishing a round in slightly over 45 minutes.

The game feels a lot like a single-player version of Risk to me – in order to “invade” a space and move closer towards the Enemy Capital, you roll two dice and either lose or maintain troops based on the number you rolled. This means that how and when you sans allies cardsdedicate your troops to an invasion is a crucial part of the game. You gain troops each turn, but after every turn the enemy has a chance at improving their ultimate weapon, so you can’t sit around and stockpile troops for too long. Sans Allies is also similar to the game Axis and Allies because there are different types of troops that can be used; you have personnel (ground troops), vehicles (tanks), aircraft (planes), and ships. Each type of territory you try and invade has specific types of troops that can and can’t access it. For example, only aircraft and ships can invade sea territories, and only aircraft and personnel can reach mountain territories.

There are plenty of other rules and tactics to the game, but I don’t have the space to go into everything in this post. Instead, here are the main reasons why I believe that Sans Allies is well worth backing on Kickstarter:

  • Easy to pick up – I mentioned before that it took me about 20 minutes total to learn the complete rules of the game (both Limited and Total War rules). This may seem like a significant amount of time, but that is mostly because I read through the entire instruction book once and re-read specific chapters beforeSans Allies 1 trying to play the game. This meant that by the time I actually started playing the Limited War version of the game, I only had to check the rules a few times for my first play through. When I upgraded to Total War for my second play-through, I felt comfortable enough with the Limited War rules that I only checked the rules for Total War additions. Ultimately I’ve played through the game four times in total, and feel like I know pretty much everything I need to play the game moving forward.
  • Challenging (but not too challenging) Gameplay – I’ve found that game difficulty is a big part of what makes a game good or great. If a game is too simple, it’s boring, but if it’s too complicated nobody will want to play it. Sans Allies found a good balance with its combination of strategy and luck, giving it a feel of a game that isn’t easy but is certainly beatable. I won each game that I played, but there were definitely some rounds that were pretty close and I never felt like the game was “in the bag.”
  • Easy to Carry (good travel game) – Speaking of in the bag, since the game is mostly made up of cards and no boards are necessary, it is the perfect game to take on a trip. Whether it’s a family vacation or a work function, sometimes having a game you can play during your travels can be a lifesaver. Most people bring a deck of cards and play solitaire, so why not enhance your experience by bringing a more complex travel-sized game instead?
  • Cheap – Large-scale board games are getting more and more expensive as time goes by; most games nowadays cost around $50-$60, and while they are usually worth the price in my opinion it’s difficult to justify buying certain games because of the price tag. Smaller games usually register around the $30 range, so Sans Allies being $20 for this Kickstarter is a good deal in my opinion. I have enjoyed playing the prototype online, but as someone really into the aesthetics of a game I’m seriously looking forward to getting a copy of the real thing!
  • Good way to pass time – As someone who is almost constantly busy, this isn’t something that I experience very often…but I could see Sans Allies as being a great game for people with an hour to kill who want to do something different for a stretch. It’s also a game that you can leave and come back to if necessary without losing your place in the game.
  • “Scratches the Itch” – Geoff used this phrase in his video about the game (you can find it on the Kickstarter page) and I think it’s extremely accurate. Sometimes you’re just in the mood for a strategy game, and maybe you don’t have anyone around to play with or you don’t feel like getting a group together at the time. Sans Allies is the perfect game for that situation, because it’s a game that gives you what you’re looking for in a fun and engaging way.

So there you have it – I really hope you consider giving this game a shot. You can try out the prototype yourself, or just take my word for it and wait until the real game is out. Whatever you decide, I hope you know that any pledges you can make are much appreciated. If you have any questions about the game, you can contact Geoff at geoff@pastgo.net or on Twitter at @PastGoGames. And once again for good measure, here is the link to the Sans Allies Kickstarter. Thanks to anyone who is able to provide their support!

sans allies kickstarter

Board Game Expansions/Alternates

At the risk of sounding like an old man, I’ve always preferred the good old days with games where it was a one-time purchase for the product and that was it. There might have been a few alternative versions to games, but they were separate from the main game and had their own style/content to offer. More recently, it feels like alternates and expansions are being made en masse as a way of capitalizing on a game’s popularity. Most of these expansions or alternates provide some additional perk or benefit, but if you really look closely it can sometimes feel like you’re paying just as much if not more to expand on a game when you’d rather it simply come with the original. This is especially true with video games; my N64 games had hours upon hours of content with no additional purchases associated with them. However, now when I’m playing on my PS4 it feels like every game is somewhat incomplete due to all of the DLC that you have to pay money for. Now, if an expansion is more than just a new outfit or weapon and actually significantly enhances the story then I will be much more likely to give it a shot, but I will always be slightly skeptical until proven otherwise.

Board game expansions usually have a different feel to them. Sure, they aren’t necessarily needed to play the game, but they always add a new layer, a new strategy, and sometimes even allows for more players. Alternate versions of games can also have a lot of cool new differences to their originals, adding different gameplay and new themes. These kinds of games are the reason why I try to keep an open mind when an expansion to a board game I love comes out, or there’s a new game based on one I’ve played before. So as a tribute to the games that keep on giving, here is my list of 5 great board game expansions/alternates:

1) Settlers of Catan: All of Them-This might be a bit of a cop out, but there are so many expansions and changes to Settlers of Catan thaSeafarer'st it’s impossible to choose just one. Other than the most basic expansion which bumps up the number of players from 4 to 6, you also have the Seafarer’s Expansion, then Cities and Knights, Traders and Barbarians, etc. Then on top of that there are alternate games that are separate from the original. As one of the premier board games of our generation, it’s no surprise that Settlers has found ways to grow on its success through expansions. If you haven’t tried any of the cool additions to the game, I definitely recommend them, especially the Seafarer’s expansion.

2) 7 Wonders: Leaders- An add-on that is actually less known than t7 Wonders Leadershe 7 Wonders: Cities expansion, Leaders adds additional regular cards and also brings in 42 historical leader cards, which you play at the beginning of each age. It also adds another Wonder so that 8 people can play rather than 7. Overall if you like 7 Wonders, the Leaders expansion does a great job of adding additional layers to it and also giving an extra person a chance to play.

 

3) Munchkin Card Expansions- One of the best parts about the game Munchkin is all of the hilarious cards that can be played. From monsters to power-ups toMunchkin Clerical Errors curses, each card has its own personality and is a great way to make you laugh. While the expansion packs don’t create any major changes to the
game, the added cards are a great way to keep the game fresh and add to the laughs. Expansion 3: Clerical Errors is my personal favorite of these expansions. The game also has a number of sequels (Zombies, Apocalypse, etc.) for anyone who wants to try out a different theme other than the original D&D spoof.

4) King of New York-When Iello created King of Tokyo, they made a game that is immersive and clever and yet somehow straightforward to play. The concerns I hKing of New Yorkad with King of New York went two separate ways: either they would make the game exactly like the original, or they would completely abandon the style and make a completely unimpressive game instead. Luckily enough neither of those things happened, and the game King of New York found a way to take the same principles of King of Tokyo and expand/revise them to make something different, but with the same feel as the original. Having both games in your board game collection is definitely worthwhile.

5) Ticket to Ride: Europe- Ticket to Ride is one of my all-time favorite gamesTicket to Ride Europe, so when I tried out Europe I was surprised at the subtle yet powerful differences between the two. It took some time to get used to the different geography, but the addition of ferries and tunnels plus the additional railroad markers made the game subtly more challenging. While this version might not be able to replace the original for me, it was a lot of fun and I plan on adding it to my collection soon.

 

Board Game of the Week- Sheriff of Nottingham

sheriff box

  • Game Title: Sheriff of Nottingham
  • Release Date: 2014
  • Number of Players: 3-5
  • Average Game Time: 45-60 minutes
  • Game Publisher: Arcane Wonders
  • Website:  http://www.arcanewonders.com/sheriff-of-nottingham
  • Game Designer: Sergio Halaban
  • Expansions/Alternates: Yes
  • Available in Stores: Yes

I am not a good bluffer. I like to think I am, but looking at it objectively I really don’t have the best poker face. So when I opened up Sheriff of Nottingham and realized the game is based around bluffing and misdirection, I was worried I wouldn’t be able to pick it up well. Luckily enough, the game is based on so much more than bluffing and there are many different types of strategy while playing, so I was able to find a strategy that works for me without too much struggle.IMG_2835

Sheriff of Nottingham focuses on merchants trying to bring their goods into the city to sell. The basic mechanic involves drawing cards and choosing what types you want to load into your bag. Everyone then declares what foods he/she put in his/her bag (4 apples, 3 bread, etc.) either truthfully or untruthfully if IMG_2837they have extra foods or “contraband”. The added twist to this is that every round someone acts as “sheriff” who then can choose to inspect each person’s bag. If you were truthful about your goods then the Sheriff has to pay you, but if not the extra goods get confiscated and you have to pay the Sheriff. This means that you can try and smuggle contraband in for big point totals, or you can tell the truth and hope that the Sheriff tries to catch you. A number of other nuances in how you draw cards and what goods you choose to play add up to a very inventive and interesting game.

I found that this game can be a lot of fun, but how much fun depends on the company you are in. My friends and family are all very outgoing, energetic, and goofy, so when we started playing we immediately turned it intoIMG_2838 an improv show where everyone put on different accents and asked silly questions to try and get a reaction from the group. This caused everyone to be more engaged in the game and the enthusiasm built up as we went. I feel like if you were in a group of more straight-laced people that wanted to play it normally it could be less exciting, though the strategy and gameplay still appeal to the average player. The game tends to drag at times if the Sheriff takes a long time to ask questions, so 5 players can take a while. Playing with 3 players, on the other hand, adds an extra round to the game so it doesn’t exactly shorten things. I recommend the game with 4 players if possible as the best middle ground option.

Jack’s Rating: 3.5/5 stars

Board Game of the Week- Castles of Mad King Ludwig

Before I start my first post of 2016, a quick note to all of my followers and readers out there- thanks so much for all of your support as I’ve started my blogging adventures in 2015. I’ve enjoyed every minute of it, and I hope you all have too. 2016 has a lot of great stuff in store and I will continue to write and learn, so I hope even better things await in the upcoming months. For everyone reading this, I hope you have an amazing year and the future is bright for you. Now let’s get to it!

IMG_2810

Game Title: Castles of Mad King Ludwig

  • Release Date: 2014
  • Number of Players: 1-4
  • Average Game Time: 45-90 minutes (my games all lasted about 45 minutes)
  • Game Publisher: Bezier Games
  • Website: http://beziergames.com/collections/all-games/products/castles
  • Game Designer: Ted Alspach
  • Expansions/Alternates: Yes
  • Available in Stores: No (available online)

I was lucky enough to receive a number of board games over the holidays, so I have a lot of great material to write about over the next few weeks. One of the gems of my new board game collection is the Bezier Games castle-building game Castles of Mad King Ludwig. For those of you who enjoy random historical tidbits, King Ludwig was actually a real king of Bavaria in the 1800’s who was known for spending ridiculous amounts of money on extravagant castles and construction projects. His penchant for spending money ultimately was used as justification for declaring him insane by his cabinet in an effort to depose him. In Castles of Mad King Ludwig, you channel your inner architect and try to appease the Mad King by building the most impressive castle possible.

King Ludwig

Looks pretty mad to me…

The object of the game is to score as many points as possible based on the rooms you play, along with special bonus points from completing certain tasks and gaining the King’s favor. The game setup is that every round, cards from the Room Deck are drawn to determine what size rooms will be played for the round. These room tiles, with varying points and effects for each, are placed in a “bidding” area with different cash values associated with them. One player in the round is the “Master Builder”, who chooses where each room goes in the bidding area which determines how much it will cost for that round. Next, the player to the Master Builder’s left buys IMG_2817any of the rooms he/she wants and pays the Master Builder for the cost, then plays the rooms in his/her castle area. Each room has a different effect after it is played, which can get you more money, points, or bonus cards that have different effects. Play continues to the next player on the left, until it is the Master Builder’s turn. The Master Builder then can buy whatever rooms are left (if there are any) by paying the bank. Once the Master Builder finishes his/her turn, the person to the left becomes Master Builder for the next round. Once all of the Room Deck cards have been used up, the game is over and points are calculated.

I must admit that when I first opened the box to this game, I was fairly overwhelmed at the sheer amount of pieces involved. In addition to all of the different rooms that are available, there are two sets of cards, 24 favor tiles, a Master Builder token, player aids and markers, 4 separate pieces to form the board, and 4 foyers whiIMG_2814ch act as the starting point to your rooms. The first time you play the game, expect to take a very long time organizing and setting everything up (once you’ve played the game a few times it gets a lot faster). Because of how many pieces are involved, make sure that you have a lot of space available to play, especially if you have four players.

The rules of the game are fairly straightforward, though it does take a few rounds to understand the strategy of playing certain rooms in certain areas. Ultimately you can play any room pretty much anywhere you want as long as there is an entrance from another room and no rooms overlap, but you get added bonuses for having certain types of rooms adjacent to other types (bedrooms next to a hallway, living rooms next to food rooms, etc.). I once had a castle which had a Sauna attached to the Master Bedroom, while my girlfriend’s castle didn’t have a single place to sleep by the end of the game. Ultimately the structure of the castle doesn’t really have to make sense, though the more you follow a straightforward placement of rooms the easier it is to add on to your castle in the later rounds.

IMG_2813

I thoroughly enjoyed playing this game- the style feels like a mesh of games like Ticket to Ride, Settlers of Catan, and 7 Wonders, while also adding in new elements to it. I’ve played the game three times with two players and once with three, and there were major differences between those two game types and the strategy you need to use to win. I would like to try it with four players soon, as I’ve heard that it is the recommended way to play. Every game you play will end up differently, since there are more room tiles than room cards so you will have a different set of rooms available to you at different times each game. The types of rooms available are fun to look at, and seeing what you’ve built when the game is over is a lot of fun (my sister and her fiancé actually recommended we use it as a D&D Dungeon randomizer). The complexity of the setup and initial mastery of the rules does take some time, but once you get the hang of it games go by quickly and are great to play. I would recommend the game to more advanced board game enthusiasts as opposed to the casual player, but all types of people will enjoy the thrill of the game’s mechanics and theme.

Jack’s Rating: 4/5 stars

Board Game of the Week- Exploding Kittens

Exploding KittensGame Title: Exploding Kittens

Release Date: 2015

Number of Players: 2-5 (4 is recommended number)

Average Game Time: 15 minutes

Game Publisher: Self-Published

Game Designer: Matthew Inman, Elan Lee, Shane Small

Expansions/Alternates: No

Available in Stores: Yes

Age Restriction: 30 and up? (In all honesty, probably not suited for anyone under 18)

 

Holy crap guys, this game. Where do I begin to explain the insanity that is Exploding Kittens? Created and published by 3 clever (and somewhat twisted) individuals, Exploding Kittens found an extremely high level of success early in its Exploding Kittens Boxdevelopment through an aggressive Kickstarter campaign. When it was first created, Matthew Inman (creator of The Oatmeal comics), Elan Lee (Game designer for Xbox/ARGs), and Shane Small (Xbox/Marvel game designer) all got into a room and had a conversation that I pretty much assume went exactly like this:

 

Inman: OK guys, we need to create the most ridiculous game concept in the history of mankind so I can have an excuse to draw a cat shaped like a taco. What are your thoughts?

[pause for dramatic effect]

Lee: I’ve got it! A game where we draw a bunch of funny versions of cats… that EXPLODE!

Small: Brilliant! And we should totally add back hair, unicorn enchiladas, worm holes, and goats into the mix!

Inman: Whoa, hold on guys. This idea… NEEDS MORE LASER BEAMS!

All: YES!!!

 

That’s what I think happened, and if you tell me it went any other way I won’t believe you.

Now to get into the gamKitty-Powered Russion Rouletteeplay itself; you can pick up this game and be a master at it within about 5 minutes. The concept at its core is a card game equivalent to Russian Roulette, with some added twists and strategies to make the game more interesting. You draw and play cards until you draw an exploding kitten card, and unless you have a defuse card (you get 1 at the beginning of the game and more are added to the deck) you lose the game and are “out”. The last player standing is the winner.

I think it’s safe to say that the best quality this game has is its humor. Just check out this YouTube video to show how ridiculous and entertaining the creators and the game both are:

https://m.youtube.com/watch?v=hS0Q-KbCsp0

There was a lot of creativity, randomness, and art all thrown together and added into a deck of cards. It ends up being a very fun game that makes you laugh almost constantly as you play, especially for the first time. The gameplay is simple but gets exciting as the game gets closer to the end, and even losing early isn’t so bad because you can watch events unfold quickly from the sidelines.

Replay value is moderate; you will want to play the game multiple times when you first get it, but it will probably be a game you will play in bursts. Once you’ve read all of the cards and laughed at their wit and humor, it won’t be the same game experience until you take a break from the game for a while. In addition, the simplicity is great for first time players but also makes the game less captivating after a few playthroughs.

Ultimately games are supposed to capture your attention, bring you and your friends together, and be fun. Exploding Kittens does all three of these things and does them well. I highly recommend this game as a fun alternative to actual Russian Roulette, which I hear is not the best way to spend an evening (citation needed).

Jack’s Rating: 4/5 stars