• Up first is Xenon Profiteer from Eagle-Gryphon Games and designer T.C. Petty III. (KS link) I like this game a lot. It is fun, it is different. As weird as it sounds, it is even pretty thematic. Somehow, the game actually makes you feel like you are building a Xenon distillery. Oh, and it won the Ion Award which is like the third most prestigious game design award in Utah, so grats to T.C. on that! The overall style of Xenon Profiteer is sharp, and it is game #something of the Eagle-Gryphon Bookshelf series. I backed it FWIW, so go check it out.
In a decidedly different take on the classic deck-building format, Xenon Profiteer not only actively encourages players to remove cards from their decks; it is a core mechanism in your goal of isolating Xenon. Each turn begins by strategically removing cards from your hand (and deck) through distilling based on the real-world hierarchy of elements. The goal: Have only Xenon remaining in your hand. The problem is, of course, the only way to gain more Xenon is to bring in more air — and air is composed of all kinds of other pesky elements that make isolating Xenon difficult.
• KS first-timer Aporta Games is seeking funding for Automania. (KS link) I think every game designer at some point goes, "Wait, I make only how much per game? Really? WTF? Where does the rest go?!?" While some of us press on to make dozens of dollars and attempt to win the admiration of our peers as just payment for our efforts, others like Kristian Amundsen Østby embrace the entrepreneurial spirit and give it a go at self-publishing. I like the "assembly line" mechanism in games. Kanban has been very popular in 2015, and I bet Kristian was a little disappointed when he first saw it and felt like maybe Kanban drank Automania's milkshake, but I think there is room for plenty of games in such a cool thematic setting as an automobile factory. I will be looking into this one.
Central to the game are the factory boards: Each player has a factory with three assembly lines, and each line produces one type of car. You can put machine tiles along your lines to change the specifications of your cars. However, your three assembly lines intersect, so each machine tile placed might affect more than one type of car. Therefore, you have to think carefully about where you put those machines.
When you produce a car, it must be shipped to one of two markets. Choosing the right market is crucial, as one market provides more money, while the other provides more prestige. Each market has some demands, and the better your car matches these demands, the more popular your car will be in that market. The most popular cars will sell first and reap the highest profits.
• Have a Cow! is being self-published by N20 Games. (KS link) Cartoon cows are fun and cute, so I am never surprised when I see a game themed around them. Have a Cow! is no exception, featuring a lot of the aforementioned bovine. Do you know what a cow's favorite subjects in school are? Moosic and cowculus. Ha! Boom.
It's whimsical and humorous, yet strategic and thoughtful. You'll use cards in combinations, like pickup trucks and tractors, dogs and farmhands, or even UFOs and dragons to accomplish your goals, all while trying to be the first player to build a herd of four cows.
The game has taken time, effort and an exhausting number of mouse clicks to become what it is today.
• Now for a completely different farm animal... Gruff is an offering from KS virgin Studio Woe, so when I read "tactical card game of mutated monster goats", I immediately assumed the worst. (KS link) I understand: It is IMPOSSIBLE to be unique. Everything has been done before. Simpsons did it. I get all that. Mutated monster goats felt like maybe the publisher was trying a little too hard, but as I looked at the KS page, Gruff began to win me over. It is incredibly well done. The art is fantastic, the box is cool, and the theme is completely embraced throughout. Take a closer look if you are interested in a beautifully packaged 2-4p card game.
It's all about the goats! Create a team of three goats that begin the game in play and stay in play throughout the game. They are your source of damage, defense, and resources.
Gruff is complete! The game has been in development for over three years and is polished to glorious luster! We are very pleased with it, and are excited to get into your hands.
Quick Hits
• In Wordariffic, each player gets 11 letter cards and tries to make a word that best relates to a random theme. The last player to put down a word loses their chance to play this round and becomes the judge. The player(s) with the longest word gets 1 point. The player with the best word (as judged by the judge) gets 3 points. The game ends when the 32 point chips have all been handed out. (KS link) (Editor's note: Sorry, Jeff! Matt submitted his write-up a couple of days ago, and I missed posting this before your project ended. —WEM)
• The Small Viking Axe Game is a game about small viking axes. SMALL F-ING VIKING AXES! Amazeballs. (KS link)
Editor's note: Please don't post links to other Kickstarter projects in the comments section. Write to me via the email address in the header, and I'll consider them for inclusion in a future crowdfunding round-up. Thanks! —WEM