PRESS RELEASE: Tasty Humans Board Game Launches on Kickstarter

PRESS RELEASE: Tasty Humans Board Game Launches on Kickstarter

Become a Monster, Eat Villagers in Puzzle-Solving, Tile Placement Game for 1-4

Tasty Humans is the latest board game from Pangea Games. In this puzzle-solving tile placement game for 1-4 players, insatiable monsters fill their bellies with unsuspecting villagers. Gameplay will feel familiar to fans of Azul and Sagrada.

Tasty Humans is coming to Kickstarter soon to secure funding for printing. It is a joint project from Brandon Rollins, Tyson Mertlich, and designer Ryan Langewisch.

The game began life as the winner of the 2018 Pangea Games “Panjam”, a 48-hour board game design contest. Players take on the role of fantasy monsters competing to satisfy their hunger by feasting on the local citizenry. Food comes in the form of tiles labeled peasant, archer, wizard and so on, each with unique effects. When eaten, these tiles form unique shapes of body parts which drop to the bottom of the player board stomachs in Tetris-like fashion. At game end, whoever has satisfied their beast best takes the win.

As Tasty Humans players seek to maximize monster satisfaction and score, players face a compelling puzzle with difficult choices. Designer Ryan Langewisch explains, “Each bite leads to difficult decisions with tradeoffs that impact the whole game. These choices also vary game by game as each monster has unique goals and unique leader tiles change up scoring.”

Tasty Humans is launching on Kickstarter on Tuesday, June 25 with copies of the game available for a $25 pledge plus shipping. With crowdfunding veterans behind the project, Tasty Humans debuts following rigorous playtesting and careful development. In addition to art and other assets being established before crowdfunding, the game has been available for months as a print-and-play game and is available on Tabletop Simulator.

Tasty Humans Details

Player Count: 1-4

Playtime: 30-60 Minutes

Ages: 14+

Tasty Humans

Kickstarter Preview: https://www.kickstarter.com/projects/tastyhumans/1194387965?ref=1phxk0&token=00d317a5

Website: https://tastyhumansboardgame.com/

BoardGameGeek: https://boardgamegeek.com/boardgame/262310/tasty-humans

Twitter: http://twitter.com/PangeaBG

Facebook: http://facebook.com/PangeaBG

Instagram: http://instagram.com/PangeaBG

About Pangea Games

Living by their tagline “big worlds in small boxes,” Pangea Games aims to bring compelling experiences to the tabletop. With previous crowdfunding experience, including War Co.: Expandable Card Game, Pangea’s team is familiar with the unique challenges of crowdfunding and bringing games to market.

PRESS RELEASE: Playford Games Brings Ancient World MultiGame System to the Masses with Kickstarter

PRESS RELEASE: Playford Games Brings Ancient World MultiGame System to the Masses with Kickstarter
Ancient World

Munich, Germany— June 14, 2019. Board game publisher Playford Games is raising funds for a mass-production version of the Ancient World Multi Game System, a collection of social abstract strategy games. Following the launch of the premium wood version at the Internationale Spieltage SPIEL in Essen, Germany last year, Playford is preparing a lower-cost version of the Multi Game System by using an alternative material.

“Our goal has always been to offer the Ancient World Multi Game System at a more affordable price for players. Sourcing the right material, however, took time. So I was very pleased to discover the printed chip. Not only are they very durable and light weight, the printing on foil produces brilliant images and a smooth finish. And of course, the price is also right!”, says Dave Stennett, President and Founder of Playford Games.

The Ancient World Multi Game System consists of double-sided game tiles which can be used to play up to 23 different social abstract strategy games. Each game draws its theme from a different civilization or event in the Ancient World, from Egypt and Rome to the Silk Roads of China. Awarding it the Seal of Approval, Father Geek and his team of child, parent and gamer geeks praised this collection as, “Good quality, outstanding rule book, and endless play… a great mix of abstract games that seemed to have something for everyone.”

The Ancient World Multi Game System launches on Kickstarter Tuesday,
June 18th to raise €16,000 for its first printed-chip production, to be delivered by the end of 2019. Backers can choose from four pledge levels, plus special offers for retailers and game cafes.

About the game

The Ancient World Multi Game system is for ages 8 and up and plays in as little as 20 minutes for 2 to 8 players. It was designed to maximize fun while minimizing its storage space. Each game comes with 2-4 sets of interchangeable tiles to play 12 with the Base set and 11 more the Oracle expansion.

Number of players: 2- 8 Playing time: 20 + minutes Recommended age: 8 +

About Playford Games

Playford publishes high-quality strategy board games that encourage players to interact both cognitively and socially. Playford’s collections of games include the Moral Conflict series of deep strategy games and the Ancient World series of social abstract strategy games. Playford Games, Ancient World Multi Game System, ILIOS: The Battles of Troy, Cartography©, Moral Conflict, and Social Abstract Strategy Games are all trademarks or registered trademarks of Playford Games, Inc. All other trademarks are the property of their respective owners.

  • Web: playfordgames.com
  • Facebook: facebook.com/PlayfordGames
  • Twitter: twitter.com/PlayfordGames
  • Instagram: instagram.com/PlayfordGames
  • BGG: boardgamegeek.com/boardgame/248362/ancient-world-multi-game-system
  • READ MORE ABOUT IT ON Kickstarter

PRESS RELEASE: Pigeonpocalypse live on Kickstarter

PRESS RELEASE: Pigeonpocalypse live on Kickstarter

A unique family card game to launch on Kickstarter
Prague – Czech Republic, 27. 4. 2019 – Pigeonpocalypse is the name of a fun and fast family card game, created by a graduate in Theoretical Physics, Marek Matas. In this game, players help the inhabitants of a city park (pigeon warriors, squirrel renegades, and many others) to fend off violent grannies, dating couples, sleazy businessmen and other visitors who intrude in their precious park.

Pigeonpocalypse offers unique game mechanics composed of bluffing, intricacies and surprise moves, while still being very easy to learn. To raise the funds necessary for the manufacture and launch of the game on the market, the creator has decided to initiate a crowdfunding campaign on the US platform, Kickstarter. The Kickstarter campaign will be launched on June 4th, with the target funding goal, necessary to bring the game to life, being of 10,000 dollars.

Pigeonpocalypse is suitable for children and adults alike. It is a fast-paced game, with each round taking no longer than 20 minutes to play. “We are launching multiple versions of the game. The basic version consists of 56 cards and is suitable for 2 to 4 players. We’re also launching two extended versions with Kickstarter Exclusive cards. The complete edition is suitable for 2 to 6 players,“ says Marek Matas, creator of the game.

From the initial idea to the final version of the game

The first idea to create a pigeon-themed game struck Marek Matas in May 2018, while waiting for a badminton match with his friend Jacob. He created the first prototype a couple of months later, using traditional playing cards. “I kept play-testing the game with friends and colleagues until they fell in love with the pigeons and squirrels,“ says Marek.

Marek continued to work on the game while studying for his doctorate in Theoretical Physics. The final mechanics of the game were completed at the end of 2018. After frequent testing and positive response from players, Marek Matas asked two very talented creative artists to join the project to assist in building a visual identity of the game.

After a year and a half of development, game testing, and design, it is now time to present Pigeonpocalypse to all game enthusiasts around the world. “I hope the game attracts many fans, who will appreciate its game mechanics, fast gameplay and amazing artwork created specifically for
it,“ says Marek.

PRESS RELEASE: Shiver Me Timbers, an open world pirate game, is live on Kickstarter

PRESS RELEASE: Shiver Me Timbers, an open world pirate game, is live on Kickstarter

Erlangen, Germany. On May 28th, German publisher Weltflucht Verlag launched the Kickstarter campaign for his strategic, open world pirate game “Shiver Me Timbers.” The campaign with a funding goal of 38 thousand Euro will be running for 30 days.

Shiver Me Timbers is the first project by game designer and publisher Michal Vitkovsky. The game is designed for 2 to 4 players ages 14+. Depending on player count and play variant, the game takes between 90 and 180 minutes to play. During the campaign, two pledge levels will be available: the standard pledge contains a copy of the game and any unlocked stretch goals. The deluxe pledge also contains 75 metal coins and four large chests in which players can hide their treasures and their gold.

As a true sandbox game, Shiver Me Timbers offers an open world with multiple paths to victory: players collect victory points by attacking ships at sea, raiding fortresses, trading goods, rescuing lost relatives, raising treasures, fighting sea monsters, fulfilling missions for the governor and more.

The biggest eye catcher of the game are the large modular miniatures: Players start out with a small model which they can upgrade with additional canons, sails or cargo units to increase its strength, its speed or its hull. The game board is fully modular, too. It is set-up strategically by the players after they have chosen their secret victory conditions. Combat against other players and Non Player Characters is decided by fast, tactical card-based duels, granting lots of interaction and minimizing the luck factor of the game.

The artwork and the graphic design of the game were provided by Indonesian artist Unique Litani Soparie. The 3D models were designed by Australian 3D artist Andy Monks from Trick Monkey Studios. Two times Ennie award nominee Tyler Omichinski from Canada completes the international team as Editor-in-Chief for English in-game content.

In 2018, Shiver Me Timbers was successfully introduced on the Berlin Brettspiel Con and the SPIEL in Essen. Independent reviews in German and English are available via the BGG page and on the Facebook page . In addition, Jonathan Cox from JonGetsGames has provided a detailed three person play through which is available on Youtube.

Prior to the launch of the campaign, Weltflucht Verlag is raffling away a free deluxe pledge once per month. To join the raffle, gamers have simply to enter their name on the notification list available at www.weltflucht-verlag.de/shivermetimbers.

On May 28th, the German publisher Weltflucht Verlag will be launching the Kickstarter campaign for the strategic, open world pirate game “Shiver Me Timbers“. The artwork and the graphic design of the game was provided by Indonesian artist Unique Litani Soparie.

The modular game board is is set-up by the players after they have chosen their secret victory conditions. This allows for interactive and strategic decisions right from the start.

The major eye catcher of the game are the large modular miniatures: Players start out with a small model which they can upgrade with additional canons, sails or cargo units to increase its strength, its speed or its hull.

The deluxe pledge will also contain 75 large metal coins, designed as a homage to the “Pieces of Eight” popular among pirates.

PRESS RELEASE: Promenade – The Game of Impressionist Art is live on Kickstarter

PRESS RELEASE: Promenade – The Game of Impressionist Art is live on Kickstarter

Become the most prestigious collector of paintings in a 2 to 4 player economic deck-building game filled with impressionist art.

Los Angeles, CA – April 9, 2019 – Sunrise Tornado Game Studio, publisher of the hit game Cat Rescue, has just launched a new strategy game called Promenade that combines gorgeous artwork and a unique take on the deck-building genre.

Promenade brings players into the art world, where they can purchase paintings for their collection to score points. Artwork gains in value based on a simple but intriguing market system, and by placing art in the right museums. The winner will be the one with the most valuable art and prestigious exhibitions in the finest galleries.

“As a painter and great lover of Impressionist works in particular, I wanted to design a game celebrating this style and offering players the chance to collect and speculate in the art world,” says designer Ta-Te Wu.

Promenade features original art and unique deck builder mechanisms in a game that plays in about an hour.

Featuring over 15 gorgeous pieces of original artwork, mostly painted by the designer himself, Promenade is an excellent and approachable game for 2-4 players that plays in under an hour. Early reviewers are already championing Promenade for its innovative and quick play:

“I enjoyed Promenade greatly. The design is clever and engaging. Your turn never comes round quickly enough and there is wonderful suspense as we calculate the game end holdings…Highly recommended.”

Mike Siggins of Ludememike (also know as Sumo)

“If you’re a fan of economic games and deck builders or just love games about paintings, check out Promenade.”

Meeple Lady

“It must be asked. Another deck builder? Does Promenade offer anything new or exciting? Is it worth playing? Yes. Yes and HELL YES!”

Jay Bernardo of Cardboard East

The Kickstarter for Promenade offers a unique $1 pledge level where players get something for their buck. To show appreciation for the support, Sunrise Tornado is including print and play games to all people who agreed to spread the word about Promenade. Cat Sudoku and Kiti-o-Tiki are both fun, quick games that will be made available to all supports at the $1 level.

The game is now live on Kickstarter:  bit.ly/2Ut8bKrand runs until May 12th.

About Sunrise Tornado Game Studio

Sunrise Tornado Game Studio is designer  Ta-Te Wu and his collaborators. STGS is responsible for over a dozen board and card games. Working with publishers like Z-Man Games and Cross Circle Games in the early days, Sunrise Tornado Game Studio now primarily publishes games through crowdfunding, having launched several successful titles on Kickstarter like Cat Rescue, Kung Pao Chicken, Di Renjie, The Battle of Red Cliffs, and Glory of the Three Kingdoms. Learn more at:  sunrisetornado.com/

Connect with us on Social

Facebook: www.facebook.com/PromenadeGame/

Instagram: Ta-Te Wu (@tatewu) • Instagram photos and videos

Twitter: @tatewu1

Press Contact

BGB Tabletop Media – bgbtabletopmedia@gmail.com

5 Quick Questions About 5×7 Dungeons with Dan Smith

5 Quick Questions About 5×7 Dungeons with Dan Smith

Editor’s Note: As an avowed content geek, I try new formats. People seem to love our 5 Quick Questions interviewette for tabletop designers that is a quick read. We promise no TL;DR. Let’s see how Dan Smith, the L.A.-based artist and game designer of such games as Battle of the Bands, King of Crime and many cool RPG-like experiences, plus the recently Kickstarted solo game 5×7 Dungeons, does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for 5×7 Dungeons?

Dan Smith: Got no friends? No worries, now you got game!
(Seriously) You have a few minutes to kill, why not have fun? 1 card/1 marker/2 dice and you are good to go… into the 5×7 Dungeon!

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Dan Smith: I test myself. I give myself a premise and then I cripple myself to see if I can overcome the limitations in play. This one was: I have 1 card. Make a game using 1 card. I worked my way up from a basic playing card to 8×11 size, but that was like the one-page dungeon format and not wanting to reinvent that wheel, I cut the size in half. You do need a couple of d6s and an erasable marker, but 1 card is all you need.

All you need on a single card. Brilliant. – ed.

BGB: There are too many games out there. What hole in my game collection does this fill?

Dan Smith: This game should go into your car. It’s the time waster you can use while you’re waiting at the dentist, in line at the drive thru, waiting for your other friends to show up for the function. Waiting for your significant other to get ready? 5×7 Dungeons has you covered. (Ed. note: This will be a lifesaver for me on this last point.)

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Dan Smith: It’s an easy game mechanic, once you get the game, you could make your own dungeons… but that’s what a brain is for. I would love to see what others come up with using the mechanics…

BGB: Thanks for telling us a bit about 5×7 Dungeons. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Dan Smith: Playing time 5-10 minutes per card. 1 player. We’re live on Kickstarter until April 29th. (ed. note: and this game is VERY reasonably priced! PDF available or get the real thing if you hate printers like I do.)

JOKE TIME

What is long, brown and sticky?

A stick.

For more 5 Quick Questions, check out this link. I didn’t realize we’ve done quite a few…

PRESS RELEASE: IBC Launches Potemkin Empire on Kickstarter

PRESS RELEASE: IBC Launches Potemkin Empire on Kickstarter
Indie Boards and Cards brings you: Potemkin Empire
Russia: 1787. Empress Catherine the Great is taking a surprise trip down the Dnieper River to survey her new kingdom. This will take her directly past your old, unremarkable village. You don’t have the time or money to make your village impressive, but with a few pieces of timber and some strategically placed facades, you could certainly make your village seem impressive. 
In POTEMKIN EMPIRE, up to five players attempt to impress Empress Catherine by convincing her that they have the most prosperous village in the land. You don’t have much time or money, so you’ll just have to set up empty building facades along the river to make your town look impressive.

Draft and assign interior cards to decide which of your buildings are real or fake. Score points by exposing your opponents’ fake buildings, or by passing off your fakes as real. Each building you can add to your town has a unique ability, so choose the buildings you construct carefully. Some will earn you points whether they’re real or not, but beware of your enemies’ spies!

Thank you for your support. We couldn’t make great games without you!

5 Quick Questions About High Rise with Gil Hova

5 Quick Questions About High Rise with Gil Hova

Editor’s Note: As an avowed content geek, I try new formats. People seem to love our interviewette for tabletop designers that is a quick read. We promise no TL;DR. Let’s see how Gil Hova, clever designer of games like The Networks, Wordsy, and Bad Medicine, plus the Kickstarted and shiny new High Rise, does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for High Rise?

Gil Hova: I have two. The first is that High Rise is a strategy game of construction and corruption for 1-4 players, where you build tall skyscrapers around a one-way time track trying to supercharge your actions on a board that will change for each game.

Photo Credit: Michael Keller

The second is that it has elevators.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Gil Hova: I built the game around an auction mechanism that I’ve never been able to work into a game. Spoiler: this is not an auction game, as I wasn’t able to work it into this one either!

Once I removed the auction mechanism, the game sung. I think it’s the best game I’ve made so far.

(ed.note: Faulkner said “Kill your darlings!” as advice for fiction writers. Also good for game designers.)

BGB: There are too many games out there. What hole in my game collection does this fill?

Gil Hova: This is a one-way time track game that gives strong incentives to make big jumps. Lots of similar games incentivize small jumps, which makes them a bit easier to play, for better or worse. Like, I’m a big fan of Tokaido (ed. note: same here), and I think part of its appeal is that its decisions aren’t terribly difficult; most of the time, you want to make the small jump. But in this game, the big jump is very tempting, and the game is full of really hard and meaningful decisions.

High Rise on the table!

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Gil Hova: There’s a difference between time tracks, one-way tracks, and rondels. A time track game has the action happen off the time track. You’ll choose some action, it’ll tell you how much time it costs, and you’ll mark it on the time track. The defining feature of the time track is that player order is determined by the player furthest behind on the track. Thebes, Patchwork, and Tinners’ Trail are games with time tracks, with Thebes and Neuland being the first time track games (that I can tell).

A one-way track puts the actions on the track. So you’ll move your pawn directly to the space on the track that shows the action. You can’t go backwards, or to an occupied space. Like a time track, the player furthest behind will go next. Glen More, Tokaido, and yes, High Rise are all one-way track games. I believe Knizia’s Tutankhamen was the first one-way track game. 

A rondel is a circular structure on a game board that your pawn will traverse. Each space will trigger a different action, like a one-way track. But your movement on the track is restricted; you’ll often have to pay resources to go further than 3 spaces or so. Player order is not determined by position, so it plays totally different than a one-way or time track. Imperial and Navegador are both rondel games. I’m not sure what the first rondel game was. It might be Antike, but only if you don’t consider roll-and-move games to be rondels!

I don’t want to tell you about this stuff because I find it gets pedantic and boring after a while! (ed. note: Gil is a great guy, but here, he’s just wrong…) Lines that define games are most useful when using them to figure out how to cross them and blend genres. Like, you could argue that Mancala is a rondel game, but I have no idea what that would accomplish.

BGB: Thanks for telling us a bit about High Rise. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Gil Hova: High Rise is for 1-4 players, playing in 100-150 minutes, depending on if you’re playing the intro, standard, or full game. Link here: https://www.kickstarter.com/projects/gilhova/high-rise-0?ref=61r5jc

JOKE COMMENCES
A grandmother takes her baby grandson to the beach. She’s lounging on a towel with her kid cooing and gurgling next to her. Suddenly, a huge wave appears and drenches the beach. When the grandmother regains her wits, she realizes she’s okay, but her grandson is gone.

She looks up, shakes her fist at the sky, and shouts: “You call yourself a merciful God? This child had his whole life ahead of him, and you take him away from us? How could you be so cruel? How could you be so vicious?”

Another wave suddenly appears and drenches the beach. When the grandmother opens her eyes, her grandson is right back on the towel, grinning and giggling.

She looks up, shakes her fist at the sky, and shouts: “He had a hat!”

5 Quick Questions About Roland Wright with Chris Handy

5 Quick Questions About Roland Wright with Chris Handy

Editor’s Note: As an avowed content geek, I try new formats. People seem to love our interviewette for tabletop designers that is a quick read. We promise no TL;DR. Let’s see how Chris Handy, inventive designer of many games like Cinque Terre, Longshot and the gum-pack sized Pack O Games series, plus the Kickstarted and perhaps slightly meta game Roland Wright, does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for Roland Wright: The Dice Game?

Chris Handy: You play as an obsessed game designer named “Roland Wright” in a 20-30 minute, simultaneous-play “Roll & Write & Erase” game about designing an award-winning “Roll & Write” game.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Chris Handy: Color for one thing. I really enjoy working with lots of colors in a game (Cinque Terre, Long Shot, HUE, RUM. BOX…) But also, I wanted to create a line of games within a theme of an “old time” game designer, while really pushing the boundaries for what’s possible in a Roll & Write format game. 

BGB: There are too many games out there. What hole in my game collection does this fill?

Chris Handy: We’re offering a creative gaming experience within 20 minutes in the R&W format. We’ve worked to make it a very tight competitive experience, while keeping it at a shorter length. Roland Wright is a game about game design integration, making mistakes, editing… and cramming as much into the box, while knowing what to exclude. This is the core aspect of the game.

Love the artwork on this game – ed.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Chris Handy: I’m not sure there’s anything that I don’t want to tell you, but there’s an interesting fact about the early stages of this brand. I had a few games developed for a line of Roll & Writes, and I happen to see a tweet from Daniel Solis (Graphic designer and game designer). He posted a picture of a box top of a Roll & Write game, with a faux brand called “Roland Wright”. I approached him about buying the brand concept, and within a few weeks, we made a deal. This really helped shape this game, and the games that will come next in the line…and I’m thankful for Daniel’s brilliant idea.

BGB: Thanks for telling us a bit about Roland Wright: The Dice Game. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Chris Handy: Roland Wright is for 2-5 players, ages 13 and up. The game plays in 20-30 minutes. Go to www.RolandWright.com for more details.

JOKE TIME

A rope walks into a bar… the bartender says, “Hey, we don’t serve rope ‘round here…”  
The rope leaves and goes around the corner. He ties a loop near his head and whips out his hair on the tip.
He walks back in and sits at the bar.  The bartender says, “Hey, aren’t you that rope that came in here before?”
The rope says, “No!  I’m afraid not.”

Ed. Note: The editor has played an early-release copy of Roland Wright and enjoyed it a lot. Expect a preview review next week or so.

PRESS RELEASE: Dodoresque: Cherry Blossom is Live on Kickstarter

PRESS RELEASE: Dodoresque: Cherry Blossom is Live on Kickstarter

Within the Kickstarter campaign of Dodoresque: Jungle Fever in June 2018, the question came up if there was a way to play the game with more than just 4 players. The way to go was to simply combine two copies of the game.

Having mixed feelings about this, the designers/publishers came up with a second version of the game, playing pretty much exactly like the first version, but including all new artworks, characters, landscapes and new special actions – and to allow for up to 8 players on the table, when both versions of the game are combined.

Dodoresque is a funny, easy to learn and quick to play card game for 2-4 players. Each player takes the role of a Dodo, who tries to build the prettiest nest of all in order to find a mate.

To get the material cards for that nest, the Dodos have to go on adventures in card decks of 3 different difficulties. In order to get the materials, and not get eaten up by the dangers in the jungle, the Dodo players need the right action cards on their hands to counter certain effects. The game consists of 3 different actions: Adventure, Exchange and Building. On each turn only two of those actions can be played (also never the same action twice). With that the game is a constant circle of trying to get the right action cards in order to go on adventures to get better materials.

The game ends when one of the card decks is used up or one of the Dodo players has lost too many hit points to continue building a nest. To score points each material card has an individual value, it is also necessary to collect 3 different types of material and if possible, even of the same theme to score extra points.

Dodoresque: Cherry Blossom is now live on Kickstarter for just 7 days. Price starts at €15 for the game in the Early Bird Edition within the first 48 hours of the campaign.

For more Infos about the Game, check out https://boardgamegeek.com/boardgame/270229/dodoresque-cherry-blossom

or go right to the Kickstarter campaign page: https://www.kickstarter.com/projects/964263266/dodoresque-cherry-blossom-a-funny-and-fast-card-ga?ref=6f2svf