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The Kingswood logo Kickstarter

“A fantastic treasure has been discovered at the heart of The Kingswood. Now the race is on, as the Great Merchant Houses pave over roads of rivals to the treasure – and use the gold to buy The Kingswood itself!”

Inthelaz Games recently provided us with a preview copy of their upcoming game The Kingswood. It is currently on Kickstarter, but you had better act soon because the campaign is ending within a few weeks. The question on your mind at this point likely is, “Should I bother backing the game?”

The answer is a resounding “YES!” We had a LOT of fun giving The Kingswood a whirl this past weekend.

The first thing that we thought of when we set up the board was that it was going to be just another tile-laying Carcassone variant. But, we changed our tune quickly once we started playing. The tile laying is certainly the bulk of the game play, but there are enough significant differences that it was by no means a clone.

The biggest, and most entertaining, difference was the meta-game of player role selection. At the beginning of each turn players secretly choose one of five roles. Each of them has their own unique ability and are able to use a super power as long as no one else chooses the same role. This produces maddening results when you choose a role looking to make a specific play and someone else had a similar thought.

Another interesting mechanic, and one that is critical to the game play experience comes through the tile laying itself. Each merchant house controls a fort lying on the outskirts of the forest. Players take turns laying tiles over the forest creating roads that help connect their forts to one or more of the treasure gates. Players can even stack tiles and, in essence, pave over older roads. This adds a significant layer of competition. Players place two tiles per turn so they can even spend part of each turn disrupting their opponents.

We played several games using the prototype that was sent our way and didnʼt run into any repetitive scenarios. There is enough variety in the tiles that they alone would keep most groups from bring bored. The aforementioned meta-game with the players roles sweetens the deal significantly. We had a lot of fun in our first five games and we expect that fun to continue for a very long time.

All of that should be enough to get any hobbyist gamer interested, but I havenʼt even gotten to my favorite part of The Kingswood: the aesthetics. This game simply oozes charm. Each of the merchant houses is represented by a different animal (Geese, Sloths, Llamas, and Manatees) and each of the five role cards has a hilariously drawn character on it representing each animal. Our personal favorite out of the bunch… a ninja manatee.

We were only playing with a prototype since the game is still on Kickstarter, but we could tell that great care was places in the design of the game board and the various components. We simply cannot wait to see this game in print.


If your family enjoys playing tile placement games and is looking for an experience that allows you to be a bit more competitive, then The Kingswood is a game that should be in your collection. Back this game right away!

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Hero Forge Games
Ages 4-10
2-7 players
Playtime 30-60 minutes

Hero Forge Games is at is again with the release of the expansion to their blockbuster Hero Kids – Space Heroes! If your kid is more into sci-fi than fantasy, or just wants to branch out to play a guardian of the galaxy far, far away, this is definitely something to put on your wish-list.  As shown in their first teaser, the straightforward mechanics are staying the same, meaning parents and children will be able to dive into sci-fi adventures quickly.  While the Space Heroes are compatible with the normal Hero Kids adventures, there’s also three new adventures specifically designed to make user of the new setting.

 As with the base game, the expansion is is available in print and PDF versions via DriveThruRPG.  While the base game is required to get the basic rules, the expansion has the now-standard 10 different characters to choose from (and cut-out paper markers for each character), along with a number of blank character sheets for players who want to draw their own characters.  The expansion also gives details on the new skills the space heroes have, which experienced players can quickly find analogs for in the base rules.

If you’re not familiar with the base Hero Kids game, I’d recommend checking out our review.  If you are, the biggest change you’ll want to be aware of is the introduction of Nadic-Binding, which is the Space Hero equivalent to magic (and may bear a resemblance to a certain Dark Lord’s “sorcerous ways”.)

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Publisher: ThinkFun
Genre: Card Based Word Game/Party Game
Players: 2 or more
Ages: 8 to Adult
Time: 5 minutes
MSRP: $12.99

Last Letter consists of a sturdy box holding 61 uniquely illustrated cards and a rules booklet.

The game will reinforce quick thinking, visual discrimination, imagination, and creativity.

Gameplay is very straightforward. The object is to be the first player to empty your hand. Each player is dealt 5 face down cards and one card goes face up in the center of the play area. The remaining cards are set aside. The dealer looks at the face up card and calls out a word for something on the card. All players the look at their 5 cards and race to find something pictured on them that begins with the last letter of the word called out. Once a player finds an acceptable word on one of their cards, they call it out and place it on the center pile. Players then rush to find cards that start with the new last letter. Ties are resolved by who physically got their card on the pile first. Gameplay continues until one player discards his last card.

Last Letter is an image based word game that is really quick and fun to play. The images and style of these over-sized cards was vaguely reminiscent of DixIt Adults can play through a hand at lightning speed, often leaving competitors completely speechless. Children play a little slower, but their take on the images is often surprising and insightful. The variations on this game are endless. Players can choose to eliminate certain categories of words to make the game more challenging. This game can also be a great vocabulary builder for foreign languages (what a great way to help your children practice their foreign language words) and we’ve also played with the cards as story starters and writing prompts similar to Rory’s Story Cubes.


Overall, we highly recommend Last Letter as an addition to your board game collection. The base game is fun as a stand alone game, but the versatility makes this worth every penny of the MSRP.

Disclosure: A review copy of this game was provided gratis from ThinkFun.

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Publisher: Gamewright
Genre: Trivia Party Game/Card
Players: 2 or more
Ages: 10 & Up
Time: 15 minutes
MSRP: $9.99

Over/Under – The Game of Guesstimates consists of a sturdy box holding 200 cards with 600 random trivia questions, and a rules pamphlet. Unlike most trivia games, this one is not about your ability to recall inconsequential facts. As the title suggests, it is about guessing! While playing the game a player may learn some random trivia, but the actual focus of the game is on teaching estimation.

Game play is extremely simple. The object is to collect the most cards by the time the stack is depleted. Play starts by taking a pile of 20-40 cards to start the game (choose shorter or longer stacks to adjust the length of the game). The person who last walked under a bridge becomes the first question master. The question master picks one of 3 questions on the first card and reads it aloud to the other players. The players confer and choose an answer. The question master then decides if the group’s answer is over(higher), under(lower), or spot on(exactly

correct) of the actual answer on the back of the card. If the question master is successful in their choice, they keep the card. Play passes to the left and continues until the stack of cards is depleted.

This game is a decent family game that can be played with a both a small group and a large group. It’s small and portable with no extraneous pieces that can be easily lost, which makes it a great waiting game to bring to restaurants and other appointments. The recommended age of 10 and up is fairly accurate because the game requires fluent reading skills and basic fact knowledge. We found that younger players gave some really absurd answers to the questions which added an element of silliness and humor to the game. The game has a unique social aspect that makes is more cooperative than a traditional trivia game, and really helps to give it the party game feel.

Overall this is a decent party game, but their are better party games to add to your game closet that may be more exciting than this one.

Disclosure: A review copy of this game was provided by the publisher for review purposes.

Wondering about other Gamewright games? Check our our reviews here!

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This year at the NY Toy Fair there will be a lot to see. Manufacturers showing off the newest innovations in toys and games… We’re excited to see what they have to show us, and one of our favorite publishers, Gamewright, has given a sneak peek!

Check out the new cover art!
Turns out in addition to the publication of Farm Fresh Games’ Super Tooth which we announced earlier, there are some other amazing things coming our way.

First off, Sleeping Queens will be getting a brand new 10th Anniversary Edition! This new edition will come in a tin (like Sushi Go!) and will be complete with never-before-seen queens and kings and exclusive stickers! So, if you are like me and your child has managed to bend every card as the Rose Queen and the Star Queen talk over an imaginary picnic lunch, this is a great way to upgrade.

Rory’s Story Cubes is getting another release of it’s popular Mix expansions which were released around Christmas. So, as you roll your story, you can search your house for clues, or take a stegosaurus on a boat, or have Batman meet his fairy godmother! I’m pretty excited to check out Enchantment, Clues and Prehistoria for myself!

To give you a background, Gamewright is known for its commitment to surprisingly fun family games. We don’t have to suffer through Candy Land and Cootie for the 10,000 time. They take concepts that are fun for children and they mix them with strategy and gameplay that even boring, old adults can be entertained by. So, needless to say, while we’re excited about the games we’ve played before getting some new life, we’re REALLY excited about the new games they have coming out!

Sneaky Cards - Play it Forward
Have you ever thought about doing something silly, like taking a picture with someone you’ve never met, or dancing where EVERYONE can see? Well, Sneaky Cards – Play it forward, is a game that lets you do just that. It’s a scavenger hunt where you pass an activity on to the next person… playing it forward. It’s a very interesting concept game where every move is a social experiment!

Outfoxed! A Cooperative Whodunit Game
So, one thing we know Gamewright excels at is cooperative games, with titles like Forbidden Desert and Forbidden Island it’s almost a given that we’d be interested in Outfoxed! Outfoxed! is a cooperative game for players ages 5+ where the players are… chickens. Chickens chasing clues to catch a fox that has absconded with a prized pot pie (let’s hope it’s vegan), what family can resist working together to solve such a heinous crime? I know mine can’t!

Go Nuts! The Completely Cracked-Up Dice Game
The only thing that can follow a game full of poultry intrigue, is one about squirrels. Go Nuts! is a dice game where you want to collect as many nuts as you can, while dodging cars, and before your opponents can send the dogs after you! It almost sounds like Zombie Dice for fans of the fluffier game protagonists.

Flashlights & Fireflies - A Game of Shine and Seek
We don’t know too much about Flashlights and Fireflies. According to Gamewright: “Get ready for a backyard dash-through-the-dark in this game of firefly-powered flashlight freeze tag! First, catch fireflies to power up your flashlight. Then shine it on other players before they sneak back to home base. All along, watch out for bats, raccoons, and other nighttime critters that are out to trip up your tracks. Be the first to reach home and you’ve outshined the competition!” I would guess that it is a board game, but I’m not sure – I guess we’ll need to find out once we see it!

Dragonwood - A Game of Dice and Daring
Now here is where I get really excited. Dragonwood is a game that promises to be reminiscent of all of my fantasy-based tabletop roleplaying games. Building a hand of adventurers while fighting goblins and orcs and dragons (Oh my!) with a constantly changing strategy? This game could be amazing! And knowing Gamewright‘s dedication to making games that encourage the whole family to play, I have to say I’m excited to play a roleplaying-like game and to NOT have to be the Dungeon Master!

So, that’s Gamewright‘s line-up for 2015! I’m looking forward to most of these titles from what I’ve learned so far, I can’t wait to get a chance to actually play!

Wondering about other Gamewright games? Check our our reviews here!

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Publisher: Calliope Games Genre: Pathfinding Players: 2-8 Ages: 8+ Time: 20 minutes MSRP: $30.00


Asian themed painted dragon board, 8 carved stone dragon pieces, 35 heavy cardboard tiles, dragon tile


Tsuro: The Game of the Path is an excellent and simple introduction to the genre of tile laying and pathfinding games. It is an Asian themed game with beautiful dragon tokens and a pretty box and board design. Because the game lasts only 15 minutes, it’s a great game to use as an icebreaker to introduce new players to the pathfinding style of game (or to board games in general). The object of the game is to keep your flying dragon token on the board longer than anyone else’s and essentially be the last man standing. But, as the board fills up this becomes a challenge because there are fewer empty spaces and another player can purposefully change your path to an undesirable one.


In this game you are a flying dragon. Your dragon is represented by a colored carved token. Tsuro consists of tiles with twisting lines on them, a 6×6 grid on which to lay these tiles and a token for each player. Each player has a hand of tiles. On your turn you do two things: place a tile from your hand onto the board next to your token and move your token as far as it can go along the line it is currently on. You continue to move it until it is stopped by an empty space with no tile in (yet), the edge of the board, or if you collide with player’s token. If your dragon reaches the edge of the board or collides with another player’s token, you are out of the game. The goal of the game is to be the last player left with a dragon on the board. The strategy, therefore, consists of trying to drive your opponents either into each other or off of the board while trying to extend your own route in directions that will make it difficult for your opponents to hinder your path.

At first Tsuro seems like it’s a game of luck and chanced based on the tiles in your hand, but it quickly becomes a game of strategy and thinking ahead as more tiles appear on the board. This is where younger players run into difficulty. Often the adults were thinking two or three tiles ahead, and our young players got quickly turned about by not planning ahead. My 8 year old’s strategy formed around blocking his opponents and turning them around. Our six year old, on the other hand, was able to play the game and had a basic understanding of tile laying and movement, but he had no real concept of strategy and was often the first ‘out’.

Overall, Tsuro: The Game of the Path is simple and entertaining. The biggest draw was the overall look of the game and the ease of play. While it’s not the most challenging or engaging of the games we’ve played, it’s a great family game and very well made. The MSRP is a bit high, but because this is an older game and a multiple award winner, it can often be found on sale. Amazon has it for about $21 and we recently saw it on sale at a big box retail store for $17.99 over the Holidays.

Note: Tsuro: The Game of the Path has a sequel called Tsuro of the Seas! Check out our review here! Check out all of our Calliope games reviews here!

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2-4 Players
30+ Minutes

A long time ago, when I was a child myself, tic-tac-toe was an endless stream of winless frames. My mother showed me the most amazing game that could ever be played on the back of a restaurant placemat. She began by using a pen she kept in her purse to draw what seemed like an expansive square of deliberately spaced dots and instructed us to use the three restaurant provided crayons to begin drawing one line at a time between them.

We obliged, and soon, she had closed off a square and emblazoned the intervening space with the ominous and forever taunting letter, “M” (for mom).  Once we caught on to this plot, letters began to appear everywhere, before we knew it, our primary colored maze of squares and line segments was a resting place for the bright orange of macaroni and cheese and the chocolate laden smiling face of an ice cream clown.

Since this isn’t a review of that simple, on-demand game that parents everywhere use to hasten the apparent time between ordering and the arrival of unnaturally colored cheese. You are probably wondering why I am taking this trip down memory lane. Well, Three Sticks is basically what you get when you combine the original dot-matrix design (yes, I know what I did there) with Scrabble-like point gains and variable sized pieces.  Except, instead of making a simple square of area 1 unit2, you are attempting to build much more complicated and interesting polygons.

This isn’t your mother’s dinner distraction, this is a forward-looking strategy game with points based on the shape, it’s perimeter (you might have to remember that from school) and how unique that shape is to the game (has it been played before).  Also, there are Scrabble-like bonus points scattered around the board to give you a chance to take your score even higher.

The board consists of a 26×26 grid composed of dots (way bigger than any board my mother ever made), bordered by 4 color-coded number lines for each player to keep score as they work to reach the ultimate, game ending score of 500.  What’s interesting about this line is it uses 3 tokens to keep track of 10’s position, so were you to score 114 points, you’d move one token to 100, one to 10 and the last to 4.  It cuts down on the space needed significantly and helps to promote better understanding of multiples and 10’s and 100’s place counting and addition for higher numbers.  It’s an innovative method for score-keeping that also promotes a different way of thinking about large number addition.

To begin the game players are dealt 5 “Power Cards” that they keep for the duration of the game.  They also select one “Reload” card that provides them with some combination of 6 sticks for use on their turn. Sticks come in three varieties, hence the name of the game, a 3-unit purple stick, a 4-unit orange stick and a 5-unit red stick.  The sticks may only be played if they are end-to-end with another already placed stick, and only the red stick can be played at an angle.  If you remember your trigonometry, you might recall this Pythagorean triple.  If not, when a segment with a length 4 intersects at a right angle to a segment of length 3, the resultant triangle will have a hypotenuse of 5 (a2 + b2 = c2).  In non-math, if a purple stick and an orange stick are aligned at their edges where one is vertical and one is horizontal the red stick will make it a triangle.

The oldest player goes first (because they are at a first turn disadvantage unless they have power cards to help them to score) and has a series of actions they can take.  Unfortunately, this is one of the parts of the game that needs some polish, as it is unclear whether the actions must be taken in the order given, or not.  We assumed they should be, which made some of the power cards work poorly on their own.

First, if the player has no sticks, they may draw a reload card to gain 6 more.  Next, a player may play a stick, for the first turn, an end of that stick must touch the central “X” of the board.  On subsequent turns, if that stick makes a shape, it’s scored.  Then another stick may be played, which will trigger another scoring.  After this is complete, that player may play up to two power cards from their hand.  Power cards add mechanics like “Skip”, “Gain two sticks”, or “Play two more sticks” to the game. They can even allow you to play sticks completely independently of the board or to manipulate points.

Once the player has finished the turn, play moves on.  When a shape is made, if it is the only shape made by that stick, it is scored simply with the method above.  If it creates more than one shape, the active player must determine the highest point shape they can be credited with to gain the most points.  This deliberation and puzzling out can take some time, and the more disparate the level of the players, the more frustrating this can be.  With younger players, it helps to point out the shapes and let them determine the highest point values from your calculations.  Older players have the ability to look forward and to plan moves to trick opponents into giving them higher point plays, also older players are more aware of multi-faceted shapes and how they can vary, whereas younger players will need that explained and will require assistance.

Adding the perimeter to the point calculation is also quite ingenious, it strengthens the child’s ability to understand the concept of a shape’s size and it also gives them a visual relationship to the term.  With a younger child, I’d suggest either not using this calculation or doing it for them.  Having the child recognize the bonus shape on the poster will help develop the understanding of higher tier shapes, and larger numbers.  Older children can have it taken a step further, for an added challenge, have the child calculate points in area of the shape as opposed to perimeter, this variation could allow for reinforcement of multiplicative skills, as well as a better grasp of how to assess area for abnormal shapes.


Overall, Three Sticks is interesting and could be a lot of fun with a well matched group, or with very patient adults among children. Of course, if you are like many people, you probably don’t remember much about polygons (beyond that octagon you accidentally forgot to stop at this morning) and likely wouldn’t know a parallelogram from a decagon if it bit you in the rhombus. (Editor’s note: Yes. I AM sorry I had our resident mathlete review this game. I’ll try to better next time. – Stephen ) Well, lucky for you, Three Sticks includes basic descriptions and pictures of these shapes (in their most ideal forms) to help guide you to geometric maximization. 

Three Sticks is currently on Indegogo – check it out here!

Need more math games? Check out our math-related games!

Looking for more educational games?  Check out our list here.


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Calliope Games 2-8 Players Ages 8+ 20-40 Minutes COMPETITIVE

The captain stands at the wheel of his ship, casting an eye into the distant waters. A shadow upon the water catches his eye, and he calls to his navigator to identify the island that lays in his path. Suddenly, the shadow shifts. The captain grits his teeth, and reminds himself that he sails for the glory of the Emperor. The waters beside him churn, and the scales of another massive beast, a daikaiju, begin to rise out of the water beside them….

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More #tsurooftheseas action #efgaming #forthechildren

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Tsuro of the Seas is a tile laying and pathfinding game, much like it’s predecessor Tsuro. It, like the original, also features gorgeous thematic artwork reminiscent of Japanese woodcuts, and easy to learn gameplay. In the sequel, however, players do not take on the role of the dragon riding on currents of air. Instead, players take on the role of a ship’s captain navigating the ocean waters, following twisting ocean currents. The board is slightly larger than it’s predecessor, laid out in a 7×7 grid, leaving a little more room for players to follow the winding paths laid out.

The players navigate their ship by laying square tiles each marked with 4 paths. Each path connects two of eight points on the edges of the tile in a staggering variety of combinations. Paths can twist, turn, cross and loop back on themselves depending on how they are laid out. Much like in Tsuro, the players must follow the path as laid out until it ends, so the late gameplay can result in some pretty interesting paths to snake along as more tiles are played on the board. As with the original, following a path off the board or into another player results in elimination from the game, and the last player remaining at the end of the game is declared the winner.

Where gameplay starts to differ greatly from Tsuro is in the presence of the dragons (aka daikaiju). Changing the players to ships hasn’t eliminated the dragons from the game entirely, and instead they reemerge in the game as obstacles/dangers in the form of moving tiles. Each player rolls two six-sided dice at the beginning of the turn to determine if the dragons “awaken”. On a roll of 6, 7, or 8 the player then rolls again to determine movement of the dragons. Each tile is clearly marked with indicators for movement/rotation associated with that dragon’s role. If a dragon moves on to a path tile, the path is “eaten” and removed from the game, leading to a much more dynamic and changing game board throughout the game. Additionally (and perhaps more importantly) if a dragon moves onto a player’s ship, or if a player’s path ends at a dragon, the player is eliminated.

The dragons add a randomness to the game not present in the original, which for some players is good and for some is bad. The random element certainly levels the playing field for less strategic players, and makes it much tougher for players to plan their path more than a move or two in advance. In more than half the games I played with our kids, I found myself unexpectedly and prematurely cut off by a dragon, and quickly eliminated. I’m an incredibly strategic and competitive player, and yet found myself first out of the game, while my 5 year old or 8 year old relished in their victory. From my perspective, the randomness makes playing with mixed ages and ability levels easier, but some more strategic gamers may struggle with putting so much of the game’s outcome in the hands of dice rolls.

Final thoughts and family gaming assessment:

Tsuro of the Seas is a gorgeous, fun family game that plays well for a wide variety of ages. The tile laying element is easy enough to teach that our 5 year old was able to pick it up the first game, However, the dragon placement and movement rules added in this sequel are a bit more complex (especially determining proper order of movement), and perhaps needs a parent or older child to lead. The gameplay has some strategic elements, but is not too rules heavy, and it is easy to teach to non-gamers or younger players. For those trying to decide between this game and the original Tsuro, (and it is a choice- other than the gaming completist there is no real reason to own both) this game would be our pick. Price conscious families could certainly pick up the lower priced Tsuro to get a feel for the overall gameplay, but this sequel offers enough different elements to make it the one to pick, even despite the slightly higher price tag. With minor adaptations, the dragons could be removed entirely to allow Tsuro of the Seas to play just like a larger version of Tsuro (or even squares blocked off to reduce the board to the same size and have it play almost exactly the same). This makes the original game redundant, and drives the sequel being the preferred choice.

Note: You can read our review of Tsuro: The Game of the Path here! Check out all of our Calliope games reviews here!

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Matthew Inman may well be the King of the Internet.

OK, he may be ONE of the kings, at least. For those unfamiliar with his work, Inman, an author and illustrator, often works under the pseudonym “The Oatmeal” and is best known for his wildly popular online comic of the same name. He often focuses on wide-ranging topics from marathon running to technology, Sriracha, and grammar. All of this is done with a slightly off-kilter sense of humor to pair with his poignant observations.  He also understands (and plays heavily with) the internet’s ongoing and perhaps unhealthy obsession with cats.This cat obsession was, perhaps, the catalyst for Kickstarter’s recent golden child: Exploding Kittens.

According to their Kickstarter page, the card game was conceived by former XBOX Chief Design Officer Elan Lee and designer Shane Small as a card version of Russian Roulette, but it was not until Inman’s involvement in the team that the game’s current theme seems to have fully evolved.

In essence, the game consists of players drawing cards until a player draws an “exploding kitten” card, at which time that player is eliminated. The game is played until the last player standing is declared the winner. The complexity of the game appears to come into play in all of the non-kitten cards in the deck, which allow players to defuse an exploding kitten card, or perform other actions that may give them an advantage in the game (such as look at the top cards of the deck, skip your turn, etc).

So what does this have to do with Inman’s cyber-royalty status? Exploding Kittens had a $10k funding goal that was reached in less than twenty minutes. Since then it has exceeded two million dollars in funding (in less than 48 hours). These sales numbers are nothing short of astonishing for a card game.

There are still 28 days of funding left and if we extrapolate the rate of growth the project is on track to be far and away the highest-funded game project in Kickstarter history.

How did this happen though? It’s just a card game after all. The answer is simple. Exploding Kittens did A LOT of things right.

  • They have a solid, reputable team with proven industry experience.
  • They released the game as a base pledge for the family friendly version of the game (ages 7+) at an affordable price point of $20.  While the wacky theme may not apply to all kids, we can certainly see our elementary school age boys getting into it.
  • They also created a “NSFW” (Not-safe for work, or kids, for that matter) version available as a $15 add on. It cannot be played without the base game, so parents can easily keep it separate if they want both versions.

Bringing Inman into the fold was the companies biggest win. We can only speculate, but much of the wildfire success of the campaign can largely be attributed to the Oatmeal’s quirky art style, razor sharp humor, and finger on the pulse of all things internet/geek culture.

Being fans of the Oatmeal’s work on staff, we’ve lined up to pledge. We recommend you take a look at the project over on Kickstarter and consider joining us, as well as the the other sixty-thousand-and-growing backers.

So Matthew Inman, come collect your scepter and crown. You’ve earned it.


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Super Tooth

In September, backers of the Super Tooth Kickstarter received their games and began playing in the prehistoric world of the dinosaurs.   As backers we were SUPER excited to get to play! Who wouldn’t love to play a game matching cartoon dinosaurs?

Of course, if you weren’t among the 239 backers for this project, you’d have to know someone who was to play.  Sadly, if you didn’t know a backer you’d never know the joy of protecting your pair of Apatosaurs by feeding a Parasaurolophus to an errant Spinosaurus.  Upset?  I know I would be.

BUT there is a light at the end of the tunnel (and it isn’t an asteroid), Farm Fresh Games has announced that Gamewright  has picked up Super Tooth  for publication and distribution in 2015!  The new printing  will be premiered at the New York Toy Fair and will be available in stores that sell Gamewright games shortly after that!

Wondering what all the hype is about?  Check out our review of Super Tooth here!


Wondering about other Gamewright games? Check our our reviews here!


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