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Designer Diary: Carnival - One Heck of a Ride // Game Preview

Cherilyn Joy Lee Kirkman
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Durham
North Carolina
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If you had asked me five years ago what I'd be doing today, "Designing a game!" is not something I would have said. If you asked me the same question five months ago, I still would have responded with a different answer. Yet here I am, in August 2011, telling you the story of how I designed a game.

I'm a firm believer that when an idea is born, it needs to be nurtured to its full potential – immediately and without hesitation, for the risk of lost inspiration, motivation, and enthusiasm is one that is too great to take.

So when Carnival was born (see official document at right), I nurtured. Immediately. Amidst a conversation of tabletop games – yes, a few of those take place in this family – we got onto the topic of themes: the good, the bad, the ugly, and...the untapped. The light bulb in my head flickered and I fell in love with the idea of a game revolving around the rides of an amusement park.

Okay, I admit that perhaps it was more that I fell in obsession with this new idea. I couldn't stop. From 8:00-9:00 pm that same night, I rounded out the theme of trying to be the first player to build enough rides in order to open up the carnival gates to the crowd. I was missing something though... Oh, yeah – game mechanisms. With Chris sitting next to me on our bed, both of us tapping away on our individual keyboards like typical 30-somethings, I realized that the best way for players to collect cards would be (to Chris' chagrin) dice.

I'd like to go back for a moment to the part about obsession. I want you to understand just what this means. Okay. All of you are gamers, so all of you understand the desire, the passion, and the sprinkling (perhaps for some of us the drenching) of crazy that it takes to be involved in this hobby. We are willing to forgo sleep, solitude, and sanity just to get in another hour, minute, second to play with cards, dice, cubes, and meeples. Now take that feeling to the nth degree; that's what I feel like when I design games. (Yes, I have since come up with several more concepts that will be published as well.) And Carnival is to blame.

A Leap of Faith

My biggest challenge was fear of the unknown. Having an idea does not intrinsically make it good. Having one other person standing by your side does not mean that the rest of the masses will swarm around and support you. Having passion does not guarantee success.

Therefore, after incessantly working that first night to build a prototype using whatever in the apartment would make do, we played a few times and realized that Carnival was missing something – that X-factor, as Chris likes to call it. That X-factor was tickets that could be used to balance out the randomness of the dice. So back to the computer I went, this time on a Google search for rolls of admission tickets; I had no idea how expensive they are! But I also wanted to come up with something really neat-looking to complement the set of cards we were having printed by The Game Crafter. The Origins Game Fair was a mere two weeks away, and I didn't want to miss the opportunity for quality feedback.

Late Sunday night shifted into early Monday morning, me dragging my feet downstairs to drop off mail on my way to a meeting. As I opened the door of the elevator vestibule, it was as if an oasis appeared before a water-starved caravan in the desert - there, in solitary peace atop the concrete bench so appreciatively named "The Free Zone", lay a roll of admission tickets. I could not believe my eyes! I fumbled with my phone debating whether to first call Chris with the good news or to photographically capture this historic moment. This is the omen that I needed to pick up where I had left off the evening before; Carnival was right on track.

So What's the Deal with Carnival?

Think Ferris wheels, roller coasters, carousels, flying swings, and bumper cars! Players take on the roles of bosses, trying to build four out of the five available rides along their Midways so that they can open for business before all the other carnies can.

It's a card game of set collection for 2-4 players, including advanced and team variants. Each turn, players have the option to either roll three dice and choose two of them to place on the tableau, which determine the actions that allow them to gain and discard cards from their hands and/or Midways -OR- to discard a Wild along with unwanted cards from their hand to draw new ones. Each player also has three tickets that may be discarded to affect the dice rolls or block other players' actions. These tickets are not necessarily lost for good though, as they can be regained by completing a ride without the help of a Wild.

And although game play is very accessible, it does not discourage those who lean toward more strategic thinking; there are several ways to approach gaining the right mix of cards.

Testing, testing, testing

Carnival has withstood hours of playtesting amongst 40 or so gamers ranging from the casual to the experienced and rules reviewing by both the creative and the meticulous, including countless discussions between me and the publisher (who is very conveniently my husband!), Dice Hate Me Games.

One of the most positive outcomes of reaching out to so many different people is the confirmation of how Carnival appeals to several demographics; to bridge age, gender, and experience gaps has always been a goal during the design process. We observed how kids from ages 9 to 75 have enjoyed that rollercoaster feel of never really knowing what to expect from the cards, dice, or other players; very seldom is a loss imminent, as there's often a come-from-behind tactic to use. And we have discovered how the theme of the game attracts men and women alike, along with an approachability that easily draws in a curious newbie.

But unfortunately, not everything is all fun and games. I've not yet tired of playing Carnival (which may be a rarity according to some designer lore), but I must admit that mastering the demo-ing rituals is not an easy task. There's an art to being able to recite the game play in a manner which is both logical and engaging to new players. I cannot claim Damedom quite yet, but I am well on my way!

And the rule writing...ugh. I take an iota of pride in my ability to communicate well with the written word, but putting rules to paper is beyond my scope of sanity. I can't quite put a finger on why it's so difficult; perhaps it's the responsibility of knowing that every person who reads them must understand them, assuming you want them to play your game – which I do. I would love for you all to play my game!

Now onto the Next Chapter

I am humbled by how vast that one little random thought of mine has grown. That bit of crazy I mentioned earlier has encouraged me to tackle challenges (and believe you me, there are plenty!) head on, and the passion has fueled me while burning the midnight oil.

Despite its relatively short gestation period, Carnival is now ready to open its gates to the rest of the world. And so here we are, at the onset of its Kickstarter campaign, with the hope that you will help in building this Carnival from the ground up. Thank you!

Step right up. Enjoy your ride.

Cherilyn Joy Lee Kirkman


•••


Game preview, by W. Eric Martin

Cherilyn summarized the game well - a card game of set collection in which the die rolls on your turn determine which actions are available to you – but I thought I'd add more detail based on my playings. Carnival includes cards showing five rides, with each ride being composed of four parts; collect those four parts on your Midway (possibly with one or more Wilds substituting for a legit part), and that ride is now operational. Get four rides working, and you win.

The six possible actions on a turn are drawing from the deck or discard pile, stealing from an opponent's hand or Midway, or swapping cards from your hand or Midway with an opponent. At the start of your turn, you roll three dice, then choose two of them and in either order take the action associated with those values. You can spend a ticket to reroll the dice (in case you really need a particular action or roll something you can't use) or bump one die's value up or down (again, should you need a particular action). Roll or make three-of-a-kind and you take that action three times instead of only twice.

As Cherilyn noted, you can also spend a ticket to veto an opponent's action, and while you have only a couple of tickets to start, you can earn spent ones back by completing rides, lending Carnival a small similarity to Expedition and the trickery you can do with tickets in that game.

One nice aspect of the game play is that if at the end of your turn, you have fewer than three cards in hand, you draw until you have three cards. This pushes players to start rides that they can't complete immediately, which then gives other players a chance to mess with them while working toward their own rides.
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Subscribe sub options Wed Aug 17, 2011 6:12 am
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Anthony Goodwin
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Congrats guys! I can't wait to.play.it! By the way... I LOL'd at the doula part lol.
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  • Posted Wed Aug 17, 2011 7:17 am
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Jc or Jace
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A member of my boardgaming community brought this to our attention =)

It sounds awesome! Checking out the video at the Kickstarter now!
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  • Posted Wed Aug 17, 2011 11:27 am
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j w
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hadn't heard of this before, but seems quite intriguing.
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  • Posted Wed Aug 17, 2011 1:09 pm
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Cherilyn Joy Lee Kirkman
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ToneMastaG wrote:
Congrats guys! I can't wait to.play.it! By the way... I LOL'd at the doula part lol.


To get one response of laughter for that part makes it totally worth it
 
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  • Posted Wed Aug 17, 2011 2:08 pm
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Cherilyn Joy Lee Kirkman
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jacelyn wrote:
A member of my boardgaming community brought this to our attention =)

It sounds awesome! Checking out the video at the Kickstarter now!


Great! What do you think?
 
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  • Posted Wed Aug 17, 2011 2:08 pm
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kronik wrote:
hadn't heard of this before, but seems quite intriguing.


Intriguing...I'll take that as a compliment
 
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  • Posted Wed Aug 17, 2011 2:09 pm
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monkey238 wrote:
ToneMastaG wrote:
Congrats guys! I can't wait to.play.it! By the way... I LOL'd at the doula part lol.


To get one response of laughter for that part makes it totally worth it

Very clever... much like your The State of Games podcasts which are always entertaining. Looking forward to this and future releases from Dice Hate Me Games. You and Chris are definitely on a roll right now.
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  • Posted Wed Aug 17, 2011 3:27 pm
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Cherilyn Joy Lee Kirkman
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leemc13 wrote:
monkey238 wrote:
ToneMastaG wrote:
Congrats guys! I can't wait to.play.it! By the way... I LOL'd at the doula part lol.


To get one response of laughter for that part makes it totally worth it

Very clever... much like your The State of Games podcasts which are always entertaining. Looking forward to this and future releases from Dice Hate Me Games. You and Chris are definitely on a roll right now.


Thanks for your continued support, Lee!
 
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  • Posted Wed Aug 17, 2011 3:30 pm
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Rick Baptist
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Good luck guys! Looks like a lot of fun.

I'll also add here that you both have done one of the most tremendous jobs I've seen marketing this game. I have absolutely no doubt that this game will do tremendously well and that Dice Hate Me Games will be a small force in this industry.
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  • Edited Wed Aug 17, 2011 3:46 pm
  • Posted Wed Aug 17, 2011 3:40 pm
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I have played and enjoyed this game! Both normal and the team mode are a lot of fun. It is very accessible and I highly recommend backing it.
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  • Posted Wed Aug 17, 2011 4:08 pm
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Geoff H
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Nice writeup, Cherilyn!

Hopefully, I'll get to try this at games group soon.

Geoff
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  • Posted Wed Aug 17, 2011 4:12 pm
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Cherilyn Joy Lee Kirkman
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SlikkRikk wrote:
Good luck guys! Looks like a lot of fun.

I'll also add here that you both have done one of the most tremendous jobs I've seen marketing this game. I have absolutely no doubt that this game will do tremendously well and that Dice Hate Me Games will be a small force in this industry.


Thank you so much, Rick...we really appreciate your support
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  • Posted Wed Aug 17, 2011 4:17 pm
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jcrog wrote:
I have played and enjoyed this game! Both normal and the team mode are a lot of fun. It is very accessible and I highly recommend backing it.


And I highly recommend for everyone to listen to
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  • Posted Wed Aug 17, 2011 4:19 pm
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gheintze wrote:
Nice writeup, Cherilyn!

Hopefully, I'll get to try this at games group soon.

Geoff


Thanks, Geoff! We can bring it this Sunday and if there's time to squeeze a play in, we'll be happy to demo it
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  • Posted Wed Aug 17, 2011 4:21 pm
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Geoff H
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monkey238 wrote:
gheintze wrote:
Nice writeup, Cherilyn!

Hopefully, I'll get to try this at games group soon.

Geoff


Thanks, Geoff! We can bring it this Sunday and if there's time to squeeze a play in, we'll be happy to demo it


Awesome. I'm planning to demo Dungeon Twister: Prison but I'm sure to have time to try Carnival as well.

Geoff
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  • Posted Wed Aug 17, 2011 5:10 pm
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Jeffrey L.
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Cool idea for a game, added to my wishlist. Good luck!
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  • Posted Wed Aug 17, 2011 5:23 pm
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Alf Seegert
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Nice writeup, Cherilyn--good luck with Carnival! Great video and presentation at Kickstarter, too. (Backed!)
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  • Edited Wed Aug 17, 2011 5:45 pm
  • Posted Wed Aug 17, 2011 5:44 pm
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Leisurely Pursuits wrote:
Cool idea for a game, added to my wishlist. Good luck!


Thank you!
 
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  • Posted Wed Aug 17, 2011 5:45 pm
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alfseegert wrote:
Nice writeup, Cherilyn--good luck with Carnival! Great video and presentation at Kickstarter, too. (Backed!)


Thanks so much for your support, Alf!
 
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  • Posted Wed Aug 17, 2011 5:46 pm
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Greg S.
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Hey, my badge is now a gaming company.
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  • Posted Wed Aug 17, 2011 9:59 pm
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boomgoose wrote:
Hey, my badge is now a gaming company.


We may have to put your name up on a plaque on the website.
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  • Posted Wed Aug 17, 2011 10:14 pm
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Wow! That didn't take long to get funded on KS. Congrats!
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  • Posted Wed Aug 17, 2011 10:15 pm
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Kenneth Cummins
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leemc13 wrote:
Wow! That didn't take long to get funded on KS. Congrats!


Hear, hear! I did my part, now you do yours! Show them how cool you thing Carnival is and pre-order it with some Kickstarter-only swag!

FWIW, you can blame Fred Hicks of Evil Hat Productions for posting a link to your Kickstarter page on Google+, where I saw it and scurried off to check it out... Looks like a lot of fun, so I felt compelled to order it! (Damned "Gamer Magpie" and "Oh, Shiney!" aspects...)
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  • Posted Wed Aug 17, 2011 11:07 pm
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Wow last night it was at $900.. woke up this morning and it's funded! Well done indeed, the game looks great.
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  • Posted Wed Aug 17, 2011 11:13 pm
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On another note, it seems BGG are feeding Kickstarter a lot of valuable and qualified customers - customers that end up buying. In terms of a revenue source I think BGG would be wise to get in on some of this action, either by approaching Kickstarter for some sort of "kickback" or by maybe launching their own system within BGG and take a cut similar to what Kickstarter is taking.

Doesn't seem right for BGG to miss out on some revenue at least when I suspect 90% of it is coming from BGG members.
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  • Posted Wed Aug 17, 2011 11:15 pm
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Hi Cherilyn,

Congratulations on publishing your game.

However, I was wonding why you are listed as the designer in the instructions, and reading this story it certainly seems like you are the designer, and yet your husband is also listed as a designer on Carnival's game page.

I ask for a couple of reasons. One, because another married couple, the Jensens list him as designer and her as developper, and she doesn't get design credit for the games on BGG, which leads to...

Two, no one, when talking about say, Dominant Species, ever talks about how it was their game, and if they did, they would certainly never list her name first, and yet I've already seen reviews of your game where that happens, where your husband is listed first as in this is a game made by him of so and so fame (his podcast, I can't remeber what it's called) and his wife Cherilyn, and it seems odd to me that you would get second billing on a game you designed.

 
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  • Edited Thu Aug 18, 2011 10:18 am
  • Posted Thu Aug 18, 2011 12:22 am
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Congrats Chris and Cherilyn on a successful Kickstarter program. Very impressive backing in the first 24 hours. This game looks very well thought out. On top of leveraging very approachable set collection and dice rolling mechanics you added some very neat and elegant game elements along with a great theme.

Well done. thumbsup

-Paul
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  • Posted Thu Aug 18, 2011 3:33 am
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Cherilyn Joy Lee Kirkman
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chearns wrote:
Hi Cheryl,

Congratulations on publishing your game.

However, I was wonding why you are listed as the designer in the instructions, and reading this story it certainly seems like you are the designer, and yet your husband is also listed as a designer on Carnival's game page.

I ask for a couple of reasons. One, because another married couple, the Jensens list him as designer and her as developper, and she doesn't get design credit for the games on BGG, which leads to...

Two, no one, when talking about say, Dominant Species, ever talks about how it was their game, and if they did, they would certainly never list her name first, and yet I've already seen reviews of your game where that happens, where your husband is listed first as in this is a game made by him of so and so fame (his podcast, I can't remeber what it's called) and his wife Cheryl, and it seems odd to me that you would get second billing on a game you designed.



Hello!

I am an advocate of giving credit where credit is due, and in the case of Carnival, I do not feel gypped.

In the published game, I am listed as the creator with Chris and I both listed as the developers. When we added Carnival to the database, there was no relegated spot for developers, so it seemed most appropriate to add Chris in the designer section.

I appreciate your thoughts, but have never felt as if I was getting "second billing" to Chris. Yes, reviews often mention him - sometimes us in conjunction or sometimes solo - because he is the publisher of the game; to me, this goes along with giving credit where credit is due. Because we have gone through the development and publishing phases of Carnival as a team, there are many who now also associate Dice Hate Me with both of us, and not just him. And as far as your mention of the podcast, The State of Games, that too is a joint effort and we share credit and take responsibility equally.

I hope this addresses your concerns.
Cherilyn.
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  • Posted Thu Aug 18, 2011 4:27 am
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pincao wrote:
Congrats Chris and Cherilyn on a successful Kickstarter program. Very impressive backing in the first 24 hours. This game looks very well thought out. On top of leveraging very approachable set collection and dice rolling mechanics you added some very neat and elegant game elements along with a great theme.

Well done. thumbsup

-Paul


Thank you so much, Paul!
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  • Posted Thu Aug 18, 2011 4:27 am
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You write wonderful reviews , and now you have obviously made a wonderful game. And your journey from becoming a gamer to also a designer is nearly EXACTLY the same as mine which makes me even happier. ( More about that in a future direct email )

I will be so stoked to get my copy !YAY!! And congratulations!!
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  • Posted Thu Aug 18, 2011 6:06 am
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Cherilyn Joy Lee Kirkman
United States
Durham
North Carolina
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GustavMahler wrote:
You write wonderful reviews , and now you have obviously made a wonderful game. And your journey from becoming a gamer to also a designer is nearly EXACTLY the same as mine which makes me even happier. ( More about that in a future direct email )

I will be so stoked to get my copy !YAY!! And congratulations!!


Thank you! Would love to hear your story, so shoot me a message at monkey238@dicehateme.com
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  • Posted Thu Aug 18, 2011 6:14 am
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Jason Sly
United States

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I think this might be my first Kickstarter funding/preordering/purchase. It's inexpensive and the easy to teach and dive into gameplay means it'll be a sure hit in the household. Sounds like a lot of fun, with just a touch of meanness and screwing with your tablemates. devil
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  • Posted Thu Aug 18, 2011 9:21 am
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Cherilyn Joy Lee Kirkman
United States
Durham
North Carolina
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JRSly wrote:
I think this might be my first Kickstarter funding/preordering/purchase. It's inexpensive and the easy to teach and dive into gameplay means it'll be a sure hit in the household. Sounds like a lot of fun, with just a touch of meanness and screwing with your tablemates. devil


This is great news...Thank you for your support!
 
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  • Posted Thu Aug 18, 2011 1:37 pm
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CS Hearns
Canada
Montréal
Québec
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Quote:
I fell in love with the idea of a game revolving around the rides of an amusement park.


I must admit, that is a very attractive aspect of the game to me. I like games where the subject isn't overdone.
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  • Posted Fri Aug 19, 2011 3:17 am
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