Argle Bargle /ärɡəl ˈbärɡəl/ noun - copious but meaningless talk or writing; nonsense.
Argle Bargle is a riotously funny, deceptively simple card game where players take turns building ridiculous insults out of words and phrases to humiliate and defeat their friends. The core game is appropriate for ages 14 and up. It is easy to learn and play, and appeals to the party gamer and the tactician alike. Games last 15 to 30 minutes each and can be played with up to 8 players.
Here are the complete set of rules:
It's @*&%$ funny
It makes people laugh and smile. Often before they’ve even finished their insult! You can check out some of the insults that can be made here with our Twitter bot at https://twitter.com/ArgleBarglebot - all randomly generated with the words from the game.
We have loved watching all our friends and playtesters get creative with the game. People come up with the most poetically absurd and hilarious insults we could have never imagined. We’re constantly surprised by the unexpected ways they create insults in Argle Bargle.
No Dirty Words
Teens love it! Kids have a great time coming up with absurd and hilarious insults and there are no “bad” words. The game is solidly “PG-13”. Adults can certainly make racy euphemisms with creativity, but sometimes a pickle is just a pickle. For “R-rated” insanity. help us unlock our Dirty Deck Stretch Goal!
Easy to Learn
Players usually pick it up after a single hand. The words work together perfectly so that making an insult is easy once you’ve done it once or twice. Players soon start to develop their own strategies for taking out their friends with maximum effectiveness and hilarity.
This is not your average party game. Argle Bargle is a casual game, but It takes more than luck to best your opponents. It requires creativity and strategy. The point system and word selection has been finely tuned, so every word choice has benefits and repercussions. Pay attention to what has been played already, as special cards are sparse and their well timed use can be critical!
There are literally quintillions (That’s 18 zeros!) of different insults that can be made with any 10 cards from the deck. Unlike many other party games, this one can be played over and over and it will continue to delight and surprise.
Kickstarter backers will receive a limited edition 12-card booster pack!
The booster pack will include:
- Additional special cards for more wild game play.
- One new special card. Code name: “The Nuclear Option”
- Blanks for adding your own words.
- A few choice words for insulting your friends gaming activities.
All backers at all levels get a link to download the print and play version of the core game right away. You can use pennies, or bottle caps, or kittens for the lives. You can have this for only a dollar!
Backers who pledge at the $25 and up level will receive the Kickstarter booster pack.
Zeke is a professional game designer, software developer, and sometimes musician. His career began in the mid-90’s in New York City during the dot-com boom. As Director of Game Development for the legendary Heavy.com, Zeke honed his skills in game design, game development, and interactive advertising. As a slot designer and developer for multi-billion dollar gaming company: International Game Technology (IGT), Zeke co-authored several gaming related patents. During his career he has worked on game licenses from Lucasarts, Sega, Atari, MTV, and WWE. Zeke has developed software for Microsoft, Amazon, and he co-created the very first interactive games for cats (yes, cats) for Purina Friskies. He has a really tiny dog.
A gamer and game designer from the age of 12, Simon brings a lifetime of gaming passion and creativity to the Argle Bargle team.
Simon Erich has been working professionally in User Experience (UX) and Interactive design for Fortune 1000 companies for almost twenty-five years. Simon started his career In New York City working with Marvel, DC, and Valiant comics. He quickly established himself as a design, illustration, and multi-faceted creative consultant for some of the largest entertainment and financial companies in the world. In the 90’s Simon launched several media companies. He now runs a thriving interactive design Agency in Austin, Texas.
Throughout his career Simon has worked with an impressive list of companies including: Mastercard International, American Express, Nickelodeon, HBO, Showtime Inc., The United Nations, Miller Brewing Company, Estée Lauder, Sony Online, R/Greenberg Associates, Newsweek, Spin Magazine, Nortel Networks, Dow Jones & Company, Saatchi & Saatchi and many (many) more.
The initial idea germinated in the mid-1980’s in the preadolescent brain of Simon as part of a kung fu themed card game called “UNGH!” where you would insult your opponents while battling in a hilarious combination of humor and combat.
Simon and Zeke first met in the mid-90’s and developed the idea into a multiplayer online card game called Bam-Boo, showcasing the art of legendary NYC artist Sean Taggart. While the game never made it into final production, the most enduring feature of the prototype was the “Slur Engine”, a random insult generator featuring the voice talents of actor and comedian Erik Passoja.
Fast forward to the mid-2000’s, when Simon and Zeke were both living in Austin, Texas the idea was revisited. Stripping away everything else they focused on the part that made them laugh every single time they played with it: The slur engine. By now Simon had built a successful interactive agency, and Zeke had 20 years of game design and development under his belt. As diehard table top gamers, it just seemed like a perfect fit for a card game.
As soon as we had our core idea, we began with paper prototypes, but found the process to be painfully time consuming to effectively iterate. So, we built an online multiplayer prototype where we could test and tweak every aspect of the game in near real-time as we playtested.
We also built a visual deck editor for creating word lists and balancing parts of speech and point values, and spent over a year and many many hours play testing our digital prototype online with gamers from all across the country.
Zeke poured over spreadsheets to find just the right ratios and probabilities of the different parts of speech. We analyzed every word for grammatical flexibility and maximum hilarity. Meanwhile, Simon applied his 20+ years of design, UX, and branding expertise to create the most beautifully functional cards and packaging. By the time we printed our 1st prototype the game exceeded our expectations. Next came another 6 months of live playtesting, tweaking the word lists, and design. and rules for maximum fun. The word combinations and point values were carefully selected for strategic depth, while keeping the game easy to play, and most of all… funny.
Flexible Game System
Argle Bargle is more than just a game. It is a Game System that can be used to create and play a variety of different game types. Using the core mechanic of insult building, we’ve developed several exciting game variants. Our playtesters have expanded it even further with co-op versions, solitaire versions, and more!
We will publish all these variants on our website and hope to foster an online community where Argle Bargle players can share and perfect all the different ways to play.
Risks and challenges
This will be our first published tabletop game. Thankfully, there is a very rich and supportive game design community that has really helped us navigate these waters. We have been diligent about researching every aspect of game production and fulfillment. After procuring estimates and product samples from multiple manufacturers, we have teamed up with one of the top game manufacturers in the world, whose price, reputation and quality are top notch. Making a high quality product is very important to us. We have a couple great fulfillment partners as well. Additionally, we have both been running successful business for years, so we are no strangers to managing budgets and meeting deadlines. We expect many challenges ahead, but we have tried to leave nothing to chance. And while there are certainly risks, we are not reinventing the wheel. We are reinventing fun!Learn about accountability on Kickstarter
- (29 days)