Miss the Kickstarter campaign? Visit our website to find out how you can still get in on the heist! www.waninggibbousgames.com
Larceny is a fast paced party game where you and your friends plan one heist after another. Each round a different player is the Chief and decides which solution is best to overcome the inevitable catch in your perfect plan. Think you can plan the perfect heist?
Price: Larceny will retail for at least $25. Jump in now and get it for $20, with free shipping to the US included!
Value: Larceny has half a dozen variant gameplay modes. For the price of one game you get components and rules for at least 6 different games!
Safety: Waning Gibbous Games offers a 100% money back guarantee. If you dislike the game once you get it we will refund 100% of your pledge. Just send it back to us within one month for a full refund of your pledge. We don't think this will be necessary but since we offer, what have you got to lose?
Availability: Back now to be sure you will be one of the first people in the world to get a copy of Larceny! ALL Kickstarter pledge rewards will be filled before any retail copies are sold. (Retail Kickstarter tier excluded)
The Long Con: Support a fledgeling game design company now and we'll be positioned to make more Larceny. Like what you see? We've got plans for more in the Larceny line and beyond. (Cthulhu Mythos themed Larceny anyone?)
Fun: It's fun! Larceny has gone over well with every group we've tested it with. Whether you're casual or hardcore, board, card or video gamers, random strangers or family game night, Larceny's been a hit.
Pledge today and get in on the heist!
You got it all wrong! I was nowhere near that bank, see? And I can prove it too, just ask these fine upstanding members of the community. I've been designing a game this whole time!
"Here’s the thing – I like Larceny, and I like Larceny better than Apples to Apples or Cards Against Humanity." - M Mazala, Today in Board Games
"Like Apples to Apples and Mission: Impossible got together and made a beautiful party game - prepare yourself for a hilarious heist" Amy White, GameSkinny.com
(check out Amy's full review at http://www.gameskinny.com/3332j/larceny-review-steal-the-show-at-game-night)
"Larceny is an engaging game of creativity that stimulates the imagination! How many ways can YOU use Duct Tape and a Tiger to steal the Mona Lisa?" - Ryan Metzler of The Dice Tower
(Check out Ryan's full preview at http://www.youtube.com/watch?v=MiVDpuqBeOU&feature=youtube_gdata_player)
"Larceny provides a more creative and engaging player experience than most other games in it's genre. The variant game play modes are a lot of fun, although players should be warned that prolonged exposure to Larceny could lead you to talking like a 20's mobster for the foreseeable future." -Rick, LetsLevelUp.net
(see Rick's full preview at http://www.2d6.org/2013/08/larceny-by-waning-gibbous-games/)
"Whether your group is imaginative, casual, or just plain silly, 'Larceny' has you covered." - Vince, DadsGamingAddiction.com
(see Vince's full preview at http://www.dadsgamingaddiction.com/larceny-preview/)
"More engaging than most party games, Larceny brings out the gangster in all of us. Put on your record of The Entertainer and enjoy a good evening with friends." - Polar_Bear, TabletopGamingNews.com
(see PB's full preview at www.tabletopgamingnews.com/2013/08/29/77713/)
"Larceny has an engaging theme that will keep players interested throughout. With enough combinations of cards, you will never attemp the exact same heist twice, keeping the game fresh every time. This game stands toe to toe with other party games in my collection." - Tyler, BoardGameQuest.com
(see Tyler's full preview at http://www.boardgamequest.com/larceny-card-game-review/)
"Larceny shines as a group storytelling game where The Chief sets up a scenario that the group must overcome together using their array of skills. Larceny’s “Heist” variant serves as a great gateway into roleplaying or story games for new players who may otherwise be intimidated by complex roleplaying mechanics." Nicole, Acrosstheboardgames.net
(see Nicole's full preview at http://www.acrosstheboardgames.net/nicole/larceny-card-games-are-forever/)
"The variants accentuate what is awesome about Larceny: the storytelling. The regular version has elements of that, but the variants make it an amazing game." Rob Onofrey, Slam Tilt Massacre
(see Rob's full preview at http://robonofrey.com/2013/09/20/kickstarter-board-game-preview-larceny/)
Check out the rules here!
Larceny has three decks:
The Score - The target of the heist. This could be anything from the Mona Lisa to the Hope Diamond, from the Lost Doctor Who Years to Dinosaur DNA. As long as it's valuable to someone it might end up here...shortly before it ends up in the trunk of the getaway car.
The Catch - Not every heist goes according to plan. You might have tried to cover every contingency, but there's always a Catch. From Drone Surveillance to a Laser Grid, from Alligators to Armed Guards, this deck is filled with problems for the clever Crew to overcome.
The Fix - What's a thief without tools and contacts? The Fix deck has everything a thief could need, from Lockpicks to Sledgehammers, from an Open Window to Hiring a Hacker. Armed with these Fixes, the Crew can bypass any Catch and get their hands on the Score.
The Crew (aka the players), each draw 7 Fix cards.
The Chief (played by a different member of the Crew each round) outlines the heist by drawing a Score and two Catches.
Once the Chief has provided any details about the heist that the Crew might need, the Crew plays one Fix per Catch, selecting the best Fix in their hand to overcome each one.
When everyone has put their Fixes in, the Chief picks the best solution for each Catch and awards that Catch card to the winner so they can keep score. However "best" is entirely up to the Chief. One round the Chief might prefer stealth and subterfuge, while another Chief might enjoy the direct approach. It's entirely up to the Chief!
And that's it! A Score to steal, a Catch or two in an otherwise perfect plan, and Fixes to get the heist back on track. Every gameplay mode uses a variation of these rules and components.
Larceny can be played in many different ways. We've tested about 8 different variant gameplay modes so far. Some didn't work, some are just minor modifications to the rules, while others spin out completely different styles of play. Three of our favorites are here (we'll add more gameplay videos of these and other modes as the campaign goes on):
Best Laid Plan - The Crew has to get creative in this narrative mode. Each member of the Crew uses their Fix cards to outline a complete scheme for the heist and the Chief gets to pick the best plan.
Black Bag Job - In this mode, the Crew draws extra cards and then discards back down to the hand limit, building their black bag of tools and tricks for the heist ahead. Play is similar to the Best Laid Plan mode, where each player outlines a heist from beginning to end. In Black Bag mode however the Chief can play a surprise Catch in the middle of each player's story. The player must improvise a solution for the new Catch using their creativity and whatever Fixes they have left in their hand.
Heist - In this cooperative mode, the crew works together during a heist, navigating the twists and turns of the job while the Chief plays Catch after Catch in an attempt to trip them up. As an added bonus, the Chief gets to pick and choose which Catches to throw at the Crew, so it gives every player some say in how the heist plays out!
Troubleshooter - In this versus mode, the Crew takes on the role of security troubleshooters, proposing ways to protect and to steal the same Score. One team plays from a hand of Catch cards, while the other plays from a hand of Fix cards. Both sides draw seven cards and play until one team has either protected or stolen the Score four times. Each team plays the card that they would use to either protect or steal the Score, taking the Score itself into consideration. You might protect a bottle of wine differently than you would a rare stamp, or a pile of gold, and likewise your tactics to steal a flash drive would differ from how you might steal a vintage car. Cards are played face down and it's up to the Chief to make the call as to which is more effective.
We are also on the lookout for additional variants! Contact us if you have an idea. If we like it we might put it in the game and credit you!
(photos are of prototype components - final product may differ)
Each copy of the game includes:
Score Deck - 32 cards (31 with text, 1 blank)
Catch Deck - 80 cards (78 with text, 2 blank)
Fix Deck - 152 cards (150 with text, 2 blank)
Rulebook - The rules for the base game, as well as the rules for many alternate gameplay modes. The final version of the rulebook will also include the name of every backer that made this possible!
Sturdy Box - Only the finest materials and most stunning graphics to house your larcenous new game.
Joy* - Each game comes with a carefully measured quantity of joy.
*Joy component is an average based on playtesting. Warning: actual content may vary from contentment to bliss.
The $1 Lookout Level - Every little bit helps! We are grateful for your support, and propose to repay you with whatever level of silly you are comfortable with. Give us the names of real people or characters and your preferred tone and we'll write up a paragraph of one round of Larceny in a prose form using the characters of your choice.
For example: "Woodrow Wilson stood proudly on the edge of the roof, the lights of Montreal reflecting off the surface of the Golden Idol they had all been after. His Rapid Descent Harness was hooked up and ready to go. William Howard Taft glared, coveting the idol clutched in Wilson's hand. He threw down his Wire Cutters in disgust. "Maybe next time, Old Bill!" Wilson taunted, then stepped off the roof. His harness whined as he fell toward safety. He grinned, thoroughly pleased with a job well done. He didn't notice the Trained Falcon until it slammed into him mid fall. The bird's talons locked onto the Golden Idol, snatching it away and flying to safety before he could react. "Curse you Margaret Thatcher!" he shouted as he landed. She'd bested him again."
We've got some ideas for add ons that we're working on. For now we'll start with the basics:
Add $20 to your pledge for every additional copy of Larceny that you want shipped anywhere in the US (limit 10). We will confirm the number of games to ship you when the surveys go out at the end of the campaign.
Add $39 for every additional copy of Larceny shipped anywhere in Canada (limit 10). We will confirm the number of games to ship you when the surveys go out at the end of the campaign.
Add $44 for every additional copy shipped anywhere else in the world (limit 10). We will confirm the number of games to ship you when the surveys go out at the end of the campaign.
Add $5 for 15 blank cards! 5 Fix, 5 Catch and 5 Score cards that are blank and ready for the treasures, traps and tools YOU like.
Creating, testing and producing Larceny isn't a one man job. The Waning Gibbous Games crew is composed of artists, designers and gamers all working hard to make sure this job goes off without a hitch. This is our first game, but we're doing everything we can to make sure it's a good one.
Art: Briana Westmoreland is an exceptional artist and worked closely with the design team to get the look and feel just right.
Graphic Design: Jessica Woollcombe is the fastest photoshopper in the West. Jessica put in long hours to get the game's components perfect.
Game Design: William Smith has been a gamer all his life. A writer and analyst by trade, he has been fascinated by game design all his life. Larceny is his first game.
Gameplay Videos: Lindsey Acciarito, John Parker, Mike Hoffman, Erin Barr-Smith, Angela Shock, Kacy Weakley, Adam Weakley
Production: Mike Hoffman, Chet Burgess, Erin Barr-Smith
Playtesting: Erin Barr-Smith, Mike Hoffman, John Parker, Lindsey Acciarito, Chet Burgess, McKell Mcintyre, Briana Westmoreland, John Morehead, Angela Shock, Adam Weakley, Kacy Weakley, the Mercer University board game group
You can find us at:
Facebook: Waning Gibbous Games
Google+: Waning Gibbous Games
We've stretched our personal finances as far as they'll go. So far we have designed and playtested the game, commissioned art, run ads and created several prototype copies of the game.
Taking the game to a full print run is where you come in. Your support will help us in three ways: First and most obvious, we need your support to actually print and ship the game. Second, we need to know just how many copies of the game to print. There's a big cost difference between 500 and 1000 units! Finally, we want your feedback. We believe in the power of crowdfunding to connect directly with our audience and we are excited to hear what you have to say about the game!
With your support we'll have everything we need to make the most of every dollar you pledge.
What about after the campaign? We'll be Kicking It Forward, of course!
Being a part of Kicking It Forward means that Waning Gibbous Games pledges to put at least 5% of profits from product sales after the campaign ends back into the Kickstarter community by supporting projects of other creators. (Note: Kicking It Forward funds come from money earned AFTER the campaign. Every cent you spend during the campaign will go toward making Larceny better for you) For more information go to: http://kickingitforward.org/
We have a number of stretch goals planned, but we want to keep the focus on the initial funding at first. We've outlined a micro goal for the halfway point, as well as revealed the first two stretch goals. With your help maybe we'll unlock even more!
$8,000 - Playtest gag reel
$15,000 - FUNDED! - We will produce and ship the game!
At $20,000 - Base game upgrade! Our first goal after fulfilling the basic needs of printing and shipping the games will add cards to EVERY SET. More Catches, more Fixes, more Scores! Everyone wins if we make it here. We will also throw in a set of 6 Kickstarter exclusive cards into this print run: 2 Score, 2 Catch and 2 Fix that will never be printed again.
At $25,000 - ART GOAL! Due to popular demand, we have shifted the goals around and found a way to put art on some of the cards. At $25k we will be able to afford to pay the artist to create art for the Score deck and specialist cards.
At $28,000 - First theme expansion! If we reach this goal, we should be able to cram a few more cards into the game. There were a few sets of cards that just didn't quite fit in with the base game, such as specific disguises, vehicles or characters. If we make it here we will ask our backers to vote on their favorite possible set and then add that to the base game. YOU will have a say in how the final game looks!
Beyond that...? We've got contingency plans should this heist go better than expected, but we'll hotwire that getaway car when we come to it.
Risks and challenges
Our largest obstacle is simply that we are new at this. We have laid the groundwork with production and distribution, contacted successful creators for advice, done our research on hidden costs, and worked hard on every aspect of fulfillment to get to this point. But we know there are bound to be additional challenges and delays born of first time fumbles. We've addressed every contingency we can foresee, and to tackle the ones we haven't we intend to keep our backers informed of any news, good or bad, and to go to the mat for every promise we've made in the campaign.
Money back guarantee - We believe in this game. However if you get it and don't like it, we'll work with you til you're satisfied. If for whatever reason we cannot make you happy with the product, we will refund your money. Just send the product back to us within one month and we'll refund your pledge.Learn about accountability on Kickstarter
- (44 days)