SUET - A Game of Evil Geniuses and Doomsday Devices!
The Society of Ultimate Evil & Terror has an opening in this easy to learn, fast-paced card game. Do you have what it takes to fill it?
After losing a member in a bizarre accident, the Society of Ultimate Evil and Terror is looking for a replacement and has come up with a contest that will determine who the newest addition will be. The first evil genius (and they are being really flexible with the term “genius”) to construct his or her own unique doomsday device with which to blackmail the world will be allowed to join.
To win the game you must be the first evil genius to place four different colored component cards into your secret lab. Of course, things are not that easy! You will collect and play cards that will help you construct and protect your device as well as sabotage your opponents’ efforts. There are also setbacks that can occur to further complicate your plans as well as special enhancements that will protect and support your endeavor.
There are two ways to play S.U.E.T.: First, our short game variation allows you to play quick, fun games with your friends. (Feel free to play games with your enemies also; we don't know who you game with nor would we judge you.) Games average about 20 minutes, depending how the cards fall. The long game adds an extra element of chance in the form of a die, which makes it a bit more challenging to complete your device. So if you feel like taking an evening and only playing a couple of hands (games average about an hour) then you can play this option.
The S.U.E.T. deck consists of 108 cards, with over 80 unique illustrations. By becoming a backer you will help us to get our first printing of the game out and into the hands of gamers everywhere! And this is just the beginning. We have plans for multiple expansion packs, adding custom play mats, more evil geniuses to play and much more.
At Level 1 you will receive a special thank you email with a drawing by S.U.E.T.'s artist. You will also be listed as a backer and beloved minion on our website.
At Level 2 you will also be mailed a S.U.E.T. bumper sticker.
At Level 3 you will get a copy of the card game (108 cards plus rules in a tuck box). Everything you need to have hours of fun with whomever you play games.
At level 4 we are including three special crowdfunding-themed cards that can be added to your S.U.E.T, deck. These will only be available through the Kickstarter campaign so you will be the envy of all your friends.
Level 5 is something very special. Backers at this level will receive a 5th evil genius character and accompanying components for the game. And who is this mysterious new S.U.E.T. candidate? We don't know! That is for you to decide. We have five evil geniuses waiting in the wings and we’ll soon release their information so you can vote. Pick who you would like to see added to the game. Once a winner is determined, we will finish up the five new cards and send them out to you!
With Level 6 we will mail you a signed print that our artist will do especially for the Kickstarter.
Level 7 is probably the most exciting reward we have. There will only be three of these offered and if you are one of the ones who fund at this level, you will get to create (with our help) your own evil genius. We will work with you to design an evil genius, come up with their sinister plan, their doomsday device and the components that make it up, and release it as our first evil genius booster pack. You can do whatever you want! Well, within reason. We here at First Stall Productions do reserve the right to veto any ideas that we deem inappropriate to put in the game. There will be some legal restrictions and we will not put anything offensive into the game. Other than that, the limit is only exceeded by your imagination! If you don't have an imagination? Heck, put yourself in the game and let out your inner evil genius! Send us a message if you have any questions.
SUET has had the pleasure of playtesting the game with some awesome folks! We’ve played with some fellow Upstate New Yorker’s in various venues, and places in New England from Vermont to Maine. Conventions like Chase Con, Carnage Con and most recently Snow Con have been very accommodating and helpful. Along the way we’ve asked for feedback and had playtesters fill out forms for us, and overall we’ve gotten many positive and helpful responses.
Players were quick to point out that the original game was not Color Blind friendly: So, we fixed that!
Players also mentioned that our color scheme, where we assigned each Evil Genius a color, was confusing: So, we fixed that too!
Players also mentioned that in the Black Market it was hard to see what cards were in the pile, so, you guessed it, we fixed that too!
We even fixed all (we hope!) those pesky typos! We swear we know the difference between by and buy, and your and you’re, we just had a mini-lapse in brain function.
Here is just a sampling of some of our anonymous feedback form responses:
“The theme was very strong and came through a lot.”
“It was fun, fast and pretty easy to learn.”
“The game had an excellent pace and flow to it.”
“It is simple and enjoyable.”
“Has great potential!”
“It’s a different concept and is fun to play.”
“I thought it was well thought-out, easy to grasp and generally fun. Good luck!”
“Nothing is really predictable. It’s a “gotcha!” game.”
“I could see this being a card game where you sit down with friends and play for fun.”
“The art is really fun! I like the style and theme.”
“Fun! I enjoyed the sayings on the cards. It did feel fairly balanced.”
“Nice flavor text!”
“[My favorite part is] the flavor text and the puns.”
“[My favorite part of the game is] the flavor text on the cards.”
“[My favorite part of the game is] the different “combo” cards. Putting the “Black Market” into the discard pile and then searching the discard pile for a card was really clever.”
“[My favorite part of the game is] the Black Market mechanic.”
“Minions did not seem useful.” - Are they ever really? Oh, the card… well, hand limit increases sometimes come in handy.
“Would like to see more [Evil Geniuses] added to choose from.” - We’re working on it!
“I’d love to be able to play with more than 4 people.” - It’s an option in our Kickstarter!
“I like the ability to be evil to other players.”
“[My favorite part of the game was] messing with my friends.”
“[My favorite part of the game was] back-stabbing each other.”
“[My least favorite part of the game was] my wife was mean to me.” - Sorry, we can’t fix that!
Thanks again to our playtesters! If your comment did not make the list or if it did, and you want the credit, feel free to add your thoughts to the Comment Section of the Kickstarter.
So you are interested in the game? Excellent! Here is a quick overview of the rules! As stated above there are two ways to play, so we will start with the Short game. But before we start, let's look at some of the basic concepts of S.U.E.T. the Card Game.
There are five different type of cards you will use in S.U.E.T. Instant Action, Action, Setback, Enhancement and Components.
Instant Action Cards:
These cards are used to help you build and protect your doomsday device, as well as make things harder for your competitors. You can play as many of these cards as you want and at any time you want, unless the rules text says otherwise.
Cards of this type work just like Instant Action cards, except you can usually only play one card a round and only on your turn.
When these cards are drawn on the first draw of your turn, it means bad things happen to you. However, if you receive them in any other way, you keep them in your Hand and can play them on your opponents.
These special cards give you a bonus for as long as they are in your Secret Lab and only one can be in your Lab at one time. Be warned, these cards can be converted to Hindrances which will give you a negative effect until removed. Hindrances can be played on other players from your Hand as long as the recipient doesn’t already have an Enhancement Card in their Secret Lab. You can also discard an Enhancement Card in your Secret Lab to block a Setback Card, whether it is drawn or played on you.
These are the parts that make up your doomsday device. Each device is made up of four Components, a Red, a Blue, a Green and a Purple one. The evil genius each have a set of Components that only they can use and there are two sets of Universal Components that anyone can use. Components can be “Broken” (and repaired) through game play and if this happens turn the card upside down so that the word Broken is on top. You can repair a Broken Component by replacing it with an unbroken one. The Broken Component does not stay Broken in the Black Market.
The Play Area:
As you play there are four different areas that you will need to set-up/maintain.
The Deck: Set this up in the middle of the table where everyone can reach it. When/if the Deck runs out, shuffle the Discard pile and make this the new Deck.
Discard pile: This should also be set in the center of the table near the Deck. Players may look at the Discard pile at any time, but may not change the order of the cards.
The Black Market: This should also be set up in the center of the table near the Discard pile. Players may look through the Black Market any time they want as long as they make sure that all the cards remain in the same order.
Secret Lab: This is the area immediately in front of the players. Here is where they will place their doomsday device’s Component Cards. Enhancement Cards or any other card that you are told to place in your Secret Lab go here as well.
How to Play the Short Game:
1. Remove unneeded cards: Take out cards used only in the Long Game. In the beginning Deck, that will be the 6 Change the Color Round Cards. (Choose the Die Color Card in Test Deck 2)
2. Pick an Evil Genius: You can either have everyone pick who they want to be or randomly select a genius. Take your Evil Genius Card and place it in your Secret Lab.
3. Determine the first player: The person with the best maniacal laugh determines who goes first.
4. Deal cards: Shuffle the Deck and deal four cards to each player. Remember, if you are dealt a Setback Card, it goes into your Hand and you can play it on other players on your turn.
5. Set up the table: Set the Deck in the center of the table as described in The Play Area.
6. Each player takes their turn:
I. Draw: The player draws a card from the Deck. If the card drawn is a
Setback Card, do what the card says to do and proceed to step III. If
it isn’t, place it in your Hand.
II. Play: The player must do only one of the following actions on their
turn, unless a special card allows them to do more.
a. Pass - If you have three or less cards in your Hand, then you can
simply end your turn.
b. Discard a Card - Choose a card from your Hand and place it in
the Discard pile. If you decide to discard a Component Card, it will
go into the Black Market, not the Discard pile. (Unless another
card specifically says otherwise)
c. Play a Card - Playing an Action, Enhancement or Setback Card
all count as a play. Instant Actions do not count as a play.
d. Build a Component - Placing a Component from your Hand into
your Secret Lab is considered a Build.
e. Buy from the Black Market - To buy from the Black Market, trade
a Component Card from your Hand with one that you want from
the Black Market. The Component “purchased” goes into your
Hand. Place the unwanted Component on the top of the pile.
III. Discard down to your Maximum Hand: Five cards is your starting Maximum Hand. If you have more than this in your Hand at the end of your turn you must discard any extra cards (your choice) to get it down to your Maximum Hand. Remember, Component Cards go to the Black Market. The Maximum Hand can change throughout the course of the game.
IV. End Turn: Play proceeds clockwise to the next player.
7. Win!: When all players have gone, if no one has won, repeat step 6-7.
Playing the Long game:
The Long game plays almost exactly like the short game, except, for some very important differences.
1. Leave all the cards in the Deck
2. The Long Game makes use of what is referred to as the Color Round. The player who goes first will be responsible for determining the Color Round each time it comes to their turn. You can either use a die or the Color Cards to determine the Color Round. The round will be referred to as a <Color Chosen> Round. There are 6 colors that are associated with the Color Round. Red, Green, Blue, Purple, Black and White. You can only Build a Component whose color matches the Color Round, i.e., you can only play a Red Component Card into your Secret Lab when it is a Red Round. On a White Round, you can play any color of Component Card that you want. On a Black Round you cannot build any Components and it is the only time you can perform a Buy from Black Market action.
Risks and challenges
Everyone knows that one of the biggest challenges for a Kickstarter is getting the backers their stuff in a reasonable amount of time. One of the pillars that First Stall Productions was formed on is fast Kickstarter turnarounds. To ensure that we get your product to you fast we’ve already completed the game prior to our Kickstarter launch. The rules, cards and artwork are done and we have test decks in-hand. Over the last year we’ve been playtesting the game both locally and at multiple conventions.
We’ve kept the rewards and the production process simple. We have already lined up possible printing and fulfillment companies. It is a minor concern if the funding response far exceeds our expectations but that is problem we’ll be happy to work through.
Another possible risk could be a mythical creature attack. To minimize that risk the organizers have relocated to different sections of NY. There is still the risk that Lake Champlain's "Champ" could go on a rampage and take out two of us. In theory the other organizer could run afoul of the Kinderhook creature but for both of those things to happen during the first half of 2016 is very unlikely.
With where we are at with the game we don’t foresee any issues getting the rewards out on time.Learn about accountability on Kickstarter
- (60 days)