Venture Party is a fun and simple, 3-7 player, hand management game. Fantasy themes and RPG tropes are turned on their heads in this game full of clumsy and unfortunately ill-fated heroes. The land is ripe with opportunity, and only one Venture Party will come out on top. Will it be yours?
However, there is one catch: none of your characters in Venture Party are very skilled; whenever they try to help, they get themselves killed (Unintentional rhyme - score!)
UPDATE: Print and Play now in Black and White and see what you are funding!
Venture Party is a fast, easy, and hilarious hand management game. Every turn you build up your party of unfortunate heroes only to sacrifice them for the good of the team. Your job, as leader of your Venture Party is to decide which character is putting their life on the line for the team.
Venture Party is wholly unique in the sense that every character you play will most assuredly die!
The goal is to end the game with the highest score, adding the total of your remaining Hero Power Levels and your Loot Tokens. The game begins by dealing 2 Character Cards and 1 Loot Token to every player. On each turn, you draw one party member and play one party member. The game ends when the deck runs out and everyone tallies up their score.
TL;DR: You draw one card and play one card each round. You want to end with the highest cards. Oh yeah! And each loot adds one to your score!
Think of it like this: You must have the highest hand at the end of the game, so you build up your party. But you also want to stay on the offensive, thus you have a character make a move. Your characters are not smart, so they may help you out, but they also horribly maim themselves in the process! Ultimately, you lose a party member but also (hopefully) gain something. Your Mounted Rogue (Level 2) could come back with an arrow in his head, yet he could return with 2 stolen loot snatched from another player. Or maybe you get into a dilemma where you don't want to risk your Level 12 Necromancer, forcing you to play your Level 3 Nihilistic Druid, ensuring you forget all your loot somewhere on the dungeon floor. That's part of the strategy of Venture Party, simple yet strategic.
When playtesting, it was hard to keep the game true to it's roots: simplicity.
People were constantly trying to adding more and more rules, ultimately complicating the game instead of enriching the experience for everyone. Since players seemed to really want to customize the game the instructions include a House Rules section. So if you decide that the loot rules need to change, that everyone can roleplay their dying character, or even make people named Catherine always go first; you can just simply add those rules to your House Rules in the official rules booklet.
Still need more? Watch this video!
Each base copy of the game comes with:
Each of these cards represents a disposable party member. Due to sheer stupidity, any character who tries to accomplish anything meets their (often fiery) doom. On each turn you draw one party member and play one party member.
Each piece of loot is +1 to your party’s total power. The lower power cards deal with loot. Loot handling becomes a big part of the game and can sometimes make the difference between the winning and losing parties.
The Loot Pot is the dungeon floor. Sometimes, players will lose their loot here and you can come snatch it up. Each round, more loot gets added to the pot to make it all the more enticing.
We did it! We couldn’t have made it without you. Several hours into our campaign we raised our goal. Our work isn’t done and neither is yours! Help us push to our Stretch Goals!
$5,000: Expansion Pack (REACHED!)
We want to keep building out the game, we want to make an expansion! 40 cards is perfect for the base game, but if you want to play longer or with more people we need to expand! By adding 12-16* more cards, you can get more mayhem, more rounds and/or more players.
*We need to play test to find the golden number of additional cards to add to the game.
$7,500: Magnetic Box (REACHED!!)
$10,000: Golden Loot Coin (REACHED!!!)
Erik Fox-Jackson and George Rottkamp met at Farmingdale State College. This is where Erik first noted George's amazing ability to draw and George noticed Erik's tenacity to come up with too many ideas at one time, with the natural tendency to involve himself in everyone's projects. Little did they know - this was the dawning of a great alliance. The classic relationship of artist and person who orders the artist around too much.
As George continued illustrating some of your favorite Dorkly comics, Erik pursued a Master's in Art Education. Finally, the day arrived when George and Erik use their newly earned skills for the greatest pursuit mankind had ever known. A Comic Book! But Erik wasn't satisfied with that idea, so he convinced George to begin something much more fun. Venture Party!
When Erik Fox-Jackson came up with the concept for Venture Party it was reactionary. He had folders of other game concepts but they were too complex. Erik was tired of getting tired learning long rules to a game in the middle of an otherwise fast paced game night. So, he sought to make something simple enough so anyone could learn it in about a minute. He also wanted to make George's job easy so he made a game with 16 cards...
Then it became 24 cards...
Then it became 40. Then Erik decided he could no longer make George's life easy: he told him they would probably make an expansion pack and demanded every single shade of yellow mix with more purple.
Almost a year of artwork changes, revisions, and play testing: Venture Party is 92.3% ready for publishing. This is where you come in - we need your help!
Risks and challenges
Although we had a solid foundation, we learned from running our first Kickstarter that we weren't as prepared as we thought we were. This time around, we have made the process much easier for backers by shooting for a more reasonable funding goal, and simplifying the rewards so that it's easier for backers to know what they are getting.
While the artwork is completed and play testing is behind us, the only unforeseen circumstances that could arise would be shipping and sampling errors. However, that’s why we have a two month cushion to be ready by September. We’re already working with the factory to get our samples made. Thank you!Learn about accountability on Kickstarter
- (30 days)