Last Chance: Peeve Wars Ends Tonight!

Grammar Girl’s Peeve Wars card game is fully funded and ending tonight. 

Amass an army of peeve cards such as “Literally” (the most annoying card ever) and “I Seen” (look through the next 5 cards and replace them in any order) to annoy your opponent(s) to death, and defend yourself with grammar heroes such as the “Teacher,” “Librarian,” and “Noah Webster.” Each time an opponent successfully annoys you, you lose a cool. When you completely lose your cool, you lose the game. 

It’s appropriate for all ages and one deck lets you play with 2 to 4 players.

You only have a few hours left to get a deck. 

Get Peeve Wars on Fund Anything today!

Note: This article is being promoted on TGC News because the designer is participating in The Game Crafter’s Crowd Funding Promotion. If you would like to be promoted by The Game Crafter then read the details here.

The Flux Capacity Publishing Challenge Chat

Josh Bricker, president of The Flux Capacity, will be in a scheduled chat on The Game Crafter on Wednesday, March 12 at 8PM Eastern. This is a great chance for you to get all your questions answered about The Flux Capacity Publishing Challenge. Hope to see you there.

Peeve Wars Funded! Get Your Deck Today!

Peeve Wars: Amass an army of peeve cards to annoy your opponent(s) to death. Start with 3 cool points, and each time an opponent successfully annoys you, you lose a cool. When you completely lose your cool, you lose the game. Peeves have powers or rules related to their name. For example, only one “Very Unique” can be in play at a time, “Could Care Less” lets you ignore an attempt to annoy, and “Gone Missing” lets you steal a card. Hero cards, such as the “Librarian,” give you patience to help you resist the power of the peeves—but each hero has a nemesis.

Peeve wars is fully funded and you only have a few days left to get a deck or send in a photo to be an inspiration for a peeve. (See the Immortal Peeve reward.) We’ve already started making the final art, so see the “Updates” tab for more card examples

Get Peeve Wars on Fund Anything today!

Note: This article is being promoted on TGC News because the designer is participating in The Game Crafter’s Crowd Funding Promotion. If you would like to be promoted by The Game Crafter then read the details here.

Windfall has only 3 days left on Kickstarter!

Windfall is a strategic rpg card game that pits guardians against one another in an epic battle for survival. The creators, STEELE GAMES, raised their goal in under a few days. Now they are working on their 10th stretch goal to add 8 additional cards to the set. The game will then consist of 128 cards, including the 8 unique guardians that players can choose.  The game has also reached the stretch goal for making a 2-player digital workstation of the game, and also has brought on voice actress Elspeth Eastman who is popular on Youtube for her show “Rated E with Elspeth.”

In the initial release there will be four starter decks designed based on individual types of players such as those who play to win, those who focus on building the best decks, those who want to combine the best cards, and those who simply enjoying just playing. Each starter deck will house 3 different Guardians for standard or starter game play. Standard plays with 3 Guardians, where Starter plays with only one. We will be developing a series of Guardians, Spells, Relics, and Summons to play with in these pre-built decks. These are all first edition prints and are only available to backers. After the Kickstarter, core sets will be released on The Game Crafter’s online store, and in local shops around the Indianapolis area with hopes of expanding.

Click here to support Windfall on Kickstarter today!

Note: This article is being promoted on TGC News because the designer is participating in The Game Crafter’s Crowd Funding Promotion. If you would like to be promoted by The Game Crafter then read the details here.

Kickstarter: The Prelaunch Takes Longer Than You Think

When we ran our Shrink Wrap IndieGoGo campaign last year it was a super easy process to get set up in their system. That wasn’t the case with our Village in a Box Kickstarter, so be prepared for a longer setup time if you’re running a Kickstarter campaign.

The Kickstarter UI is straight forward and easy to use. If you’re at all familiar with the web you should have no trouble at all filling out your Kickstarter page through their wizard. There are two parts to it that will take longer than you might think.

First, you need to apply to use Amazon’s payment system. You’re going to need your bank account number, routing number, etc. The standard stuff you might think you’d need. If you’re setting up as an individual then you’ll also need your social security number and drivers license. Those are pretty straight forward and easy to come by. However, if you’re filing as a business you’re going to need a document that you may have either thrown away, or put in the back of a dusty filing cabinet a decade ago: The letter you received from the IRS that granted you your Employer Identification Number. You’ll need to fax that to Amazon (I know, how are they still using fax in this era). And if you can’t find it, you’ll need to wait on hold with the IRS to get a duplicate copy mailed out to you, which can take weeks. In our case, we were able to get all this taken care of in about a week. I’ve heard tell that sometimes this can take as much as 3 weeks. 

Second, you’re going to need to get your project approved with Kickstarter. They review every project submitted by hand. This process can take a couple days up to a week, and that’s if you’re successful. If they require you to make changes then you go back through that until you get it right. Your best bet is to make the changes they request without any fuss. It’s just faster that way.

After you’ve done this, then you’re ready to launch. So make sure you get your Kickstarter page set up and ready to go before you start telling people your launch date. Unexpected delays can easily add up and miss your intended window.

Kickstarter Stretch Goals

When we ran our Shrink Wrap IndieGoGo project last year it was all about enhancing The Game Crafter service based upon features that were heavily requested. This year we decided we wanted to try to get game buyers more involved, so we did a game-oriented Village in a Box Kickstarter campaign. Our plan was to mix in stretch goals that would also enhance the service, because people have been requesting that we do exactly that. However, quite a few game buyers were not at all thrilled with that idea.

It didn’t matter that those extra stretch goals weren’t replacing game related stretch goals. It didn’t matter that we were using our own money to fund those stretch goals, not the money earned from the Kickstarter. If it wasn’t related to the kickstarter, they didn’t want it as part of the campaign. To me personally, this seemed like the folks who complain about their taxes going to pay this or that because it doesn’t personally affect them at this very moment. They don’t care about the greater good.

We had originally planned 10 such stretch goals.The idea was that unlike our campaign last year, these would be things we’d bring out at some point, but that the more we raised during the campaign, the faster we’d bring them out and release them into the community. We stopped posting these stretch goals after 3. It’s possible that we caved to the vocal minority, but in our experience there’s 10 people thinking it for every 1 that’s vocal about it. So better to be safe than sorry.

So when planning your stretch goals, be mindful of how your backers or potential backers will interpret them. Make sure they are things that the vast majority will see as positive adds. If it’s something that you think some folks will complain about, perhaps it needs to be a reward that individuals can choose to back instead of a stretch goal.

Indie Conquest reviews Noueni

The Flux Capacity Publishing Challenge

The Flux Capacity is an up and coming board game publisher in Canada with two great titles under their belt, and more to come soon. TFC is looking for another game to add to their line-up and that’s where you come in.

All TFC games have significant replay value with a strong theme and solid mechanics. Their games are targeted at families with players aged 13 or older.

At TFC a strong theme means that the players are immersed in an experience that leave the players feeling that they were there, participating in the world that the game is about. The theme should be be threaded through the mechanics, art, and story of the game to unify the journey that the players take.

Solid mechanics means no fluff. Every choice has an impact on how the rest of the game plays out. There needs to be meaning behind each decision and the decisions should feel as though they belong in the world that the theme has created. 


To qualify, your game must comply with all of the following rules:

  • While the implications of the rules can and should be complex, the explanation of the rules must be simple (can be learned and/or taught in less than 15 minutes).
  • It cannot be a cards-only game. It must use other components such as pawns, boards, tiles, etc.
  • It should also not be a small game, but rather something with substance that the players can immerse themselves in time and again.
  • Play time must be less than 2 hours, and ideally 60-90 minutes.
  • It must play 2 to 6 players.
  • It must be a competitive game, not co-op. However, it cannot have an elimination mechanic.
  • The game must have a cost of $39.99 or less. 
  • You are welcome to use any components available in The Game Crafter shop.
  • A rules document or booklet must be downloadable from your game’s shop page and must also be included in the game itself. 
  • The game must be publish ready, meaning it has a logo, backdrop, shop ad, action shots, description, and cool factors. It must also have all images proofed, and have packaging (any of our boxes will do). 
  • This must be a new game created for this contest. It cannot have existed on TGC prior to the contest.
  • All artwork must be your own, commissioned by you, licensed to you, or in the public domain.
  • All entries must be submitted through TGC’s game editor (by clicking on the “Contests” button) no later than Noon UTC on May 27th, 2014.
  • Contestants may submit multiple entries to this contest. Each entry will be judged separately.


The winner shall receive a publishing contract with The Flux Capacity for their game with intentions to produce the game in 2015.

The second place game designer shall receive a pack of games from The Flux Capacity.

The third place game designer shall receive a copy of The Flux Capacity’s most recently produced game, Give it to the King!


The Flux Capacity has another kickstarter launching shortly for Gone Viking. Go check it out.

Running a Hot Convention Table Without Booth Babes

The Game Crafter recently sponsored a Designer’s Table at OrcCon 2014 for Kevin Warner and his team. It was a successful event and Kevin wanted to share some helpful tips on how to run a exhibitor table at a game convention. You can see photos and read more about his experience on facebook or google+

Here a some things we thought really made our OrcCon weekend a success for us. 

1. Draw People To You

I really recommend putting effort into making an attractive table display. Try laying out the components on the table like you would in a magazine ad. Stand some things up so your display doesn’t feel flat and can be seen from a distance. When people walk by say a simple friendly “Hello”- if they slow down or came over then ask “Are you enjoying the convention? What games have you had a chance to play?” By letting them talk to you about what they are excited about you open a dialogue, make them feel comfortable, and you can tailor your pitch to their interests. 

2. The One Minute Demo. 

Work out a quick 60 second demo your game that focuses on the story, theme, and goal of your game- don’t try to explain all the rules in 60 seconds. The goal is not to teach someone how to play- it’s to make a viewer interested in learning how to play. If possible demo with a minion at your table who knows how to play- it can take the pressure off a watcher. At the end invite them to learn more. 

3. Invoke the Collector. Instead of handing people flyers or business cards for the games we let people choose one of 5 convention exclusive promo cards. The promo cards had our website on the bottom. These functioned just like business cards but had perceived value- people then wanted to have the game that went with the promo card. If they were on the fence I offered to give them the complete set of 5 with their purchase. If you can figure out a way to do this for your game I highly recommend it. 

4. Run Demos. Some people were interested but not ready to buy. I invited them to come play a full game at one of our demos, or would even send someone to demo it for them right then. We sold a lot of games when people came back from a demo excited and ready to purchase.

5. Have a Plan for Selling Out. Once we sold out the weekend could have been over if we hadn’t made a plan. We had a tablet with Wi-Fi set up for purchases. To add incentive for people to do it right away instead of waiting till they go home where they might forget, we had coupon codes ready that we would give to anyone willing to buy online right then at out booth.

6. Bring a Team.  I could not have pulled off this weekend without the support of my friends- I had a team of 6 who were there all weekend to run demos, take photos, give me breaks, run for food, and be awesome. We all wore matching t-shirts and the fun we were having brought people over to us- they wanted to have fun too. 

Note: If you are interested in running a Designer’s Table at a game convention, please visit our Designer’s Table Sponsorship page in the help section of the site.

Kickstarter: Go For The Win

When you’re running a Kickstarter campaign for your board game, you need a win. Winning is more important than winning big. That’s why we structured our Village in a Box campaign with such low funding goal. Once your game is funded, new doors open to you.

First and foremost, people follow success. If you do really well in the opening hours of your campaign then more people will pile on. If you fund in the first few days, then you have the rest of the campaign to knock their socks off with other stretch goals or add-ons. 

Second, getting the win means you now have a list of backers who are more likely to back your future projects. You can send out campaign updates to this project for your next project. This of course means that you need to not-fumble the delivery of your project, but that’s where we can help. We have a variety of crowd funding tools to help make your campaign a success.

A great strategy is to set your funding level to something small. Something you can easily achieve through The Game Crafter’s Bulk Pricing. That way, at the very least you get the win! If your game happens to blow up, then you can pull out your ace in the hole: bids you got from other large scale printers like Panda Game Manufacturing

Tips! is now available on Kickstarter


Tips! is a new game by Chad Foster, illustrated by Shawn Fone. It’s a card for 2 to 8 players, and it plays in 15-20 minutes. 

There are 90 cards total. The cards consist of two decks, one are the table cards waiting to be served, and an action deck consisting of menu items (like drinks, appetizers, etc) and special action cards. Here’s a sampling of the cards:


Serve your customers drinks, appetizers, main dishes and desserts in large quantities. The number of menu items you can serve of each type is constrained by the party size, also the menu items need to be served in a particular order (no dessert before the main meal in this place!). Minimize the number of times you get an order wrong, have customers run out the door without paying, and taking annoying restroom breaks (try to just hold it in!).

At the end of the game, each player counts up their tips - whoever has the most wins!

Click here to support Tips! on Kickstarter today!

Note: This article is being promoted on TGC News because the designer is participating in The Game Crafter’s Crowd Funding Promotion. If you would like to be promoted by The Game Crafter then read the details here.

Revelations from Running a Kickstarter Campaign

A large part of why we ran our Village in a Box Kickstarter was to learn what our designers go through when they run a Kickstarter. I have to say, we’ve learned a ton. With that in mind we’re going to do a series of blog posts on all the things we learned along the way, in an effort to help you be more effective.

Let’s start with the first tip. You should be listening to The Game of Crowd Funding by All Us Geeks. As we were getting started, Jeff (one of the hosts), kept telling us “you would have known that if you listened”.  He’s so right. We’ve been retroactively listening to the podcast, and it’s just chocked full of great insights. Be sure to subscribe today.

SaltCON and the Ion Award Competition

Being a game designer can be tough at times, especially when you are trying to promote your game or make connections with people in the industry. One important tool you can use to help you break down some of those barriers is a game design competition. 

SaltCON is an annual board gaming convention in Salt Lake City, Utah, USA, where you can enter a game design competition specifically for unpublished games, the Ion Award competition. They also have a great game library, volunteers who teach games and various other gaming events to help attendees have fun and meet new people. 

This year SaltCON is being held on March 28-30th, 2014. You can attend the convention and check out the Ion Award competition and then submit your game for the 2015 competition. The Ion Award finalists are invited to come and present their game in person to the judges, who then spend time playing the game with the designer. The judges are publishers in the board game industry. They fill out feedback forms for the finalists and the finalists get to talk to them in person. Multiple Ion Award winners have been published.

One of the other events that will also be taking place is a Game Jam Prototyping event sponsored by The Game Crafter. On the first day of the convention teams of contestants will be given the parameters, a theme, maybe a game mechanic, materials (some of which are prototyping materials supplied by The Game Crafter) and a goal. These teams will create a prototype and then present this to the judges on the final day of the convention. The guest judges will be publishers and other experts in the board game industry. There will be a prize sponsored by The Game Crafter, but the real prize will be the experience, the feedback from judges and other teams, and the ongoing discussion with other creative peers at the event. 

If you are looking for some inspiration, come check out the Ion Award, the Game Jam Prototyping event, The Game Crafter components, and possibly play the prototypes of the Ion Award finalists at Salt Con 2014!

The Game Crafter is also sponsoring a Designer’s Table at SaltCON for Derrick Duncan from Ye Olde Games. If you are planning to attend, be sure to stop by the vendor tables and meet a fellow game designer from the TGC community!

Find out more at: