Crowdfunding Round-up: Leelawadee, Dwarven Miner, Moby Dick & KS Projects Galore

Crowdfunding Round-up: Leelawadee, Dwarven Miner, Moby Dick & KS Projects Galore
Board Game: Leelawadee
• Dutch designer/publisher Corné van Moorsel releases a few titles each year through his company Cwali, and for the past several years he's released a small print run of a game – e.g., Tricky Trek, Tricky Wildlife – that includes handmade components.

Now he's trying something new by bringing a game that includes similar components to German crowdfunding site Spieleschmiede. The game Leelawadee includes handmade flowers and butterflies, with a start-player bumblebee thrown in for those who back the project. (Spieleschmiede link) As van Moorsel notes in a press release about the game, "[T]he flowers, butterflies and bumblebee are handmade. Those costs are high and don't go down with larger numbers of games. That makes significant sales through wholesale out of reach. But the start costs for these handmade parts are low, which makes the costs for a small number of games relatively low." Spiel 2013 pick-up is possible.

Board Game: Tweeeet
(In the press release, van Moorsel includes this warning note for those considering the use of handmade components in a large print run: "Last year I published Tweeeet, which does sell through wholesale for a competitive price and has handmade parts made by Phanee and her co-workers in Lampang in Thailand, who makes the flowers/butterflies/bumblebee now, too. For Tweeeet Phanee calculated the costs much too sharp, making the work not profitable for her, and for me too because I paid more when it was clear that the plan was not realistic but already in execution phase. So the many Tweeeet miniatures in a 'large print run' game is a 'this-happens-only-once' exception. Lessons learned: With Leelawadee the calculation is really good for Phanee. She and her colleagues will be very happy with your order.")

As for the gameplay in Leelawadee, it sounds similar to other van Moorsel titles that I describe as no-luck, highly tactical designs with a random set-up in which you're trying to look further ahead than the other player(s) to see all the play possibilities open to you and outthink them to make sure that everything in the game falls your way. More concretely:

Quote:
In Leelawadee, butterflies search for delicious flowers, flowers that you as the gardener will provide. Different colors of flowers are available in different quantities, with forty flowers in all.

The game lasts five rounds; at the start of each round, flowers are randomly drawn and placed in the middle of the playing area. Players then take turns removing flowers from the supply and planting them in their garden. These flowers then attract the ten butterflies in the game. Some butterflies match the color of a flower, and these fly to the garden with the biggest connected flower bed of this color. Other butterflies match two flower colors, and these are attracted to the biggest combined flower bed of these two colors. All butterflies prefer fresh flowers, so creating a flower patch equal in size to an opponent's garden is enough to lure the butterfly from that other garden to yours.

Having butterflies in your garden brings you points at the end of each round. New butterflies score one point at the end of round one, two points in round two, etc. Butterflies which remain in your garden throughout a round score only half as many points. (Because seeing new species in your garden is more cool.)

Who will prove to be the best gardener?
Board Game: Dwarven Miner
• In Rather Dashing Games' Dwarven Miner from designer Mike Richie you're a handsome elf with a superiority complex – oh wait, no, you're not. You are in fact a representative of the dwarf race as promised in the game's title, and you're doing all of the things that dwarves love to do, up to and including transforming raw materials into finished precious goods and frosting your hair so that your profile stands out better in the dim lights of the mine. (KS link)

Quote:
Welcome to Dwarven Miner, a game that sends you underground to collect resources from a mine so that you can then use those resources to craft items for your patrons.

In the game, you'll roll six custom dice in a push-your-luck style to see what can be pulled out of the mine. Craft those resources into all types of gear, from armor to magic wands to mithril swords. Patrons – which range from warriors and rune singers to alchemists and chieftains – are great and powerful dwarves who have chosen you to outfit them on their adventurous, mystical, and often dangerous professions. Each of them will require you to craft different items – and once those items are made, you can then activate those patrons. Each will earn you points and reward you with a special ability that affects the game.

The first player to satisfy enough patrons to reach thirty points wins.
Board Game: Moby Dick, or, The Card Game
• Well here's something unusual: Moby Dick, or, The Card Game is a game design based on Herman Melville's novel Moby-Dick that's raised nearly twice its $25k funding goal in a handful of days, despite the publisher being new, the designers having no track record, and no rules being available. (KS link) I've poked the manager of the KS project to submit a page in the BGG database for the design, but since that's not present and the rules are only hinted at on the KS page, here's a mostly thematic write-up of the game from the KS page:

Quote:
In Moby Dick, or, The Card Game players live out the voyage of the legendary Pequod, the whaling ship from Melville's novel. The name of the game is whaling, but who can say what other mysteries the sea holds? Hunt whales to earn oil and work to assemble a personal crew of sailors; they will be needed as the journey unfolds. Cooperate with your shipmates; the dangers of the sea are less daunting to the sailor with true bosom friends. Oil is the currency of the game and it will prove dear, but what is material worth in the face of the white phantom? When the time comes for the final chase, only one player will earn the right to say "Call me Ishmael".
Everyone else can say "Call me Ishmael", mind you, but only the winner will have the right to do so.

The Faucet Keeps Dripping...

Board Game: Deadzone
Board Game: Monster Moos!
Taking a cue from Matt Riddle, I'll summarize a number of KS projects in a few, hopefully pithy lines.

Monster Moos features "Dragon Moos, Zombie Moos, Cyborg Moos, and Ghost Moos", and player need to capture any 25 Moos or 15 Moos of the same type to win. You know what's fun to say out loud in a deep voice over and over again while your wife is trying to work on projects of her own? "Mooooooooo!" (KS link)

Deadzone: Contagion from Mantic Games is a "dynamic tabletop miniatures skirmish game set in the distant sci-fi universe of Warpath" that includes five billion quintiplitilion multuplatillion impossibidillion fantasticatrillion miniatures (or thereabouts). (KS link)

• Ares Games' Galaxy Defenders, which has more (or fewer) miniatures than Deadzone: Contagion, has revamped its stretch goals to make them vampier. (KS link)

• In Meerkat Slammers, players want to slap their meerkats – well, meerkat cards – into a pile as quickly as possible, even though that's not necessarily what will make you win. (KS link)

• Philippe Keyaerts' Twin Tin Bots has you programming robots turn by turn to pick up crystals and bring them to home base, but you're limited to making a single change in the programming each turn due to the thin oxygen on this foreign world, which puts you, the programmer, in a bit of a stupor and unable to concentrate on anything long enough to make more than one change (and possibly not even a good change at that). (KS link)

Railways Express, which I posted about on BGGN the other day, is a dice-rolling, track-building game that reboots Railways of the World for a different audience. (KS link)

• SlugFest Games is sending a new quartet of characters to the Red Dragon Inn in the predictably titled The Red Dragon Inn 4, with players once again needing to keep their character both (a) conscious and (b) not broke in order to win. These new nautical-themed characters can be mixed with those in any other RDI game. (KS link)

• Designer/publisher Andrew Parks detailed the origins of his city-building game Canterbury in a designer diary on BGG News. (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)

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