Our first modular game is available on Kickstarter now
Hey everyone, Jason here. I wanted to let you all know about something new here, but first a quick update as to where we are with everything. June and July are weird months for the club because we stopped hand assembling the wallet games, and started ordering the boxed games. But because the boxed games have to ship on a slow boat from all the across the world, they take months and months to get here. So it caused a gap for June and July with no games. We decided to make two more wallet games to fill this gap, and those will be Worder (an expanded, 18 card version of a previously released 9 card game), and Booked Bands (a long planned reimagining of our solo game, Banned Books). Those will both come together around the VERY end of July (and maybe even early August if things take a few days longer than planned), along with some other goodies. Then we get into the new groove. It'll be August with a BGOTMC brochure, which has some game stuff in it (I can't wait to reveal one of the things planned), September with a BGOTMC brochure again, and then 4 boxed games in October. Once we get to that groove, it should repeat every 3 months with some extra goodies here and there. This transition is long and hard on our end, and I'm sure it's going to feel just as long on your end, but I think it's going to be awesome once it's really going.
And we also have the year-long package for anyone that was here for all of 2025. We havent revealed much about it yet, but I can say it's shipping out in July, and all of the games were designed by Milan Zivkovic. Can't wait to share more, and by then these will be hitting your mailboxes.
Ok so now what's up with these modular games?
We decided we needed to fill in the gap in our schedule (a campaign every 3 months feels so slow to us) and our DIY sensability (not hand assembling games is weird). So we came up with this concept of modular games. They are small, hand-assembled games that come in sleeves. So imagine 9 cards in a sleeve. A game requires 2 of them. Our first game DIE Ball is a fantasy sports battle game, and it requires any 2 team modules to play. These games also use components, and they will be provide your own components. These will be easily accessible things like dice and cubes. And the rules will be a printable PDF. This is the trickiest one, but these are tiny games with some deeper rules, so they will not fold down small enough to fit in the tiny card sleeves. That and the modular nature of it means we'd have to send the rules with every module since we don't know if you already have the rules or not, so we're cutting down on extra waste.
And finally, these games are not planned to come to the club. Why not? Mostly because the club is maxed out with the micro game line. There's no room for more at the current model. That and it's just starting and we want to get a feeling of how regular these will be. But we want to find a way to give the club members a great price, especially on these initial offerings. The biggest issue here is we've already priced them extremely low, so we don't know what our flexibility will be on these. So here's what we've got:
The campaign comes with 2 modules and 2 free mascot promos shipped to the US for $10.
We are going to offer this initial campaign for $6 as a secret reward for micro game level Patrons.
Here's the link to the secret reward (please do not share this, it's for patrons only): https://www.kickstarter.com/projects/239309591/die-ball?secret_reward_token=73fac071
Now let's talk about the game :)
Players are thrust into a world of fantasy and science fiction where they will bring a team of diverse characters to the pitch of DIE Ball.
The realm of DIE Ball is at the nexus of disparate universes where anything in any form can and does exist. From the familiar to the furthest reaches of the imagination, species of all manner of man and beast have adopted a common sport known as DIE Ball.
DIE Ball is a 2 player head-to-head game of everything from hand and tableau management, to bluffing and betting, to area control, all trying to score just 7 points, or have the high score when the clock runs out.
Players will compete to push the die across the scoring line, scoring as many points as the die's value. Meanwhile, the other player will try to stop them with special abilities, timely dice rolls, and maintaining control of the field.Step one: The Offense sets their plan. The Offensive player will select their cards to contribute to one of three plays - run, kick, or throw.
After each of three selections the Defensive player will make a secret bet, trying to guess which play the Offense will eventually choose.
Then, the defense will attack, trying to remove abilities on the offensive cards, or remove them from the play entirely. After three cards are selected by the offense, and the defense bets and tries to counter each one, the offense reveals which play they will run.Step two: Run the play. Heading to the field, each side will contribute cubes to the field in order to control the territory. Any player cards that survived the first step are available again to contribute abilities. The players roll to eliminate their opponent’s cubes and be the last team standing.
If the offense wins, they advance the ball a number of spaces for the play chosen. A run moves the ball one space, a kick two, and a throw three. Any non-scoring, but successful play will also increase the value of the DIE Ball. If the defense is the last to have cubes remaining on the field, the ball is turned over and the defense gains possession, becoming the offense for the next turn.The game ends when a player reaches 7 points, or the time runs out.There is so much more art the campaign, but just wanted to give you a taste of it!