Thank YOU to ALL backers for FUNding!
Did you miss the KickStarter? Pre-order Pack O Game SET 2: HERE
For more information visit: www.perplext.com
Follow me on Twitter: @ChrisHandy
Pack O Game is a series of small card games with a surprising amount of gameplay, strategy and fun. Each game is unique in theme, mechanics and complexity, with 30 cards (1 inch by 3 inch) in a tuck box the size of a pack of gum. In 2014, Pack O Game SET 1 launched with great success. It’s focus was variety for many types of people. SET 2 is about short, middle-weight games for gamers and people looking for more depth and interesting gameplay.
Hook: Unique Team “Picking" (just like those gym class days!) with interesting strategy and manipulation during the event playing phase.
In GYM, players play on 1 of 2 teams, which can accommodate 2, 4 or 6 players. There are 2 phases to the game. The "Pick" phase is just like Gym class! Each team member will choose a Kid from the line up to add to his hand.
If a "bully" is acquired, a team member is allowed to influence which 4 (of the 6) events will be played in the next phase. In the "Play" phase, each team member will play a Kid to one of the 4 events on his turn. Playing Kids will also allow an "event action", which may manipulate player hands, Kid positions, and more.
Playing a "bully" allows you to reposition a Coach, which reduces chaos at an event, but also makes it more difficult to make changes to the roster. In the end, the team with the most cumulative points from the 4 events is the winner!
"Don't be fooled by the size of the box; GYM is a heavy game requiring little table space. Pound for Pound, GYM is one if my new favorites, given its size, weight, and portability." - Brian Fiore (Just Got Played)
Hook: Quick turns, “Press your luck”, set collecting with stealing.
RUM is a press your luck, set collecting game that’s played quickly, over many turns. On your turn, you must draw a card or play sets of bottles to gain Captain Cards and earn points. The 3 face up cards are called “The Beach” and these are community cards and considered “in your hand”.
You can also play a “Rum Trio”, which is 3 single bottles in a color, to steal the captain card and increase it by 2. But, you can’t press your luck too long, because the Parrot is lurking close by to steal your rum. The game ends when a player reaches a set amount of points OR when the time on the Castaway Clock runs out.
Hook: “Mancala” meets secret goal/set collecting farming game.
SOW is a challenging gardening game in which players redistribute seeds and flowers in the garden in order to pick the bouquet that will reward the most points at the end of the game.
Each turn, a player must redistribute a row in the garden, then takes any applicable actions. If the last card placed was a Seeds Card, it must be flipped over (and all other matching Seeds of that color) to become a Flower. Flowers reward points when collected from a player’s Wheelbarrow.
There are 2 Garden Action Cards that may also allow extra actions, if placed in the same row, on the same turn. Garden Actions will allow a Gardener to change the windmill direction (which changes the card redistribution in future turns), or it may allow a player to discard all flowers of a certain type (Gopher) or collect a flower in their wheel barrow (watering can). In the end, the players show their “favorite color” and are rewarded points for flowers.
Each player calculates their score as follows:
3 points for each flower with his Favorite Color in the Center portion.
2 points for each flower with his Favorite Color on the Outer portion.
1 point for each flower WITHOUT his Favorite Color.
Hook: A short, 2-player battle of hand management and timing.
On your turn, you must perform the following actions in order:
1. Deploy Orcs: Play 1 card from your hand to a Territory that has not yet been conquered.
2. Draw Weapons: Choose ANY Stockpile(s). Draw card(s) as follows:
A. Draw 1 card into your hand if you deployed 2 Orcs.
B. Draw 2 cards into your hand if you deployed 1 Orc.
A Territory battle occurs immediately after the Stockpile next to a Territory is exhausted. Then, players total their deployed Orcs at that Territory, and a victor will be declared. Orcs that fight in battle will not score points, they only help conquer Territories.
Scoring occurs at the end of the game, when all Stockpiles have been exhausted. The player who conquers the most valuable Territories and holds native Orcs in their hand (matching those lands), is the winner!
“I am just so impressed by Orc! Almost from the first turn the decisions will grip you and not let up until the very end. I think what amazes me is that each choice is fundamentally simple: which card do I play and to which battle? Yet each of those choices has numerous hugely important implications for the remaining game, all of which are immediately understandable from a glance at the tabletop. While the box might say war is ugly, this game is anything but!” - Matt (Creaking Shelves)
In this nutty “set connecting” game, players will acquire nut cards and and arrange them in their own individual trees. Same-colored nuts that are kept together will reward players with more points as they may only count their largest nut cluster in each of the 6 colors at the end of the game. The player with the most points is the winner!
Each round, the role of the Forager will rotate clockwise from player to player. When a player is the Forager, he must add a new nut column to replenish the previously taken column. Then, he must take any 1 card in a column and place it in his playing area. Then, the remaining players must take 1 card from the same column and place them in their playing area. The game continues with the next player in clockwise order becoming the Forager, and so on.
Nut Cards will create trees with nuts on both sides. Cards must touch at least one square side or cover a full square (or at least a third of a card). Once cards have been placed, they may not me moved for the remainder of the game.
A Squirrel will double the value of a cluster of nuts if it is orthogonally connected to the largest cluster of the squirrel’s corresponding color. Squirrels must be placed with the squirrel right-side up, facing the player.The Squirrel has no value itself, but may be a “connector” for 2 sections of same colored nut clusters.
Wild Nuts may be used as any colored nut during the scoring if it is contiguously connected to the largest cluster of a particular color.
The game ends when the draw deck is exhausted AND there are no columns left in play. The player who earned the most points from his six sets of nuts is the winner.
In DIG, each player is a dog that will run throughout the Yard, dig up bones and attempt to return them to the matching colored Dog Bowl with the greatest efficiency. All players will score once, at the end of the game, based on the cumulative value of the Bones that he returned to the matching Dog Bowls.
There are 4 Bones in each of the 5 colors in the game. A Bone's value is determined at the end of the game, based on the distance of its corresponding Dog Bowl to the Dog House. The Dog Bowl that is closest to the Dog House will yield a value of 5 for each bone of that color. The Dog Bowl that is second closest to the Dog House will yield a value of 4 for each bone of that color, and so on. The Bowls and Bones will be swapped from the end of the Yard into the place of a recently dug up bone, continuously moving the 5 Bowls to the end of the Yard nearest the Dog House.
Each Yard Card has a Scent with 2 colors. The Bone on the opposite side of the Yard Card matches 1 of the colors of the Scent. This will help players determine which color Bone might be dug if that Yard Card is selected for digging.
One of the most interesting aspects of DIG is the unique "Leap Frog" Yard replacement mechanism. When a Bone is dug up, the Card that is furthest from the the Dog House, is removed and fills the empty spot created by the Dog. This action creates some interesting ways to influence which Bones and Bowls each Dog has close access to, but also makes timing critical for influencing Bone value for scoring.
On a player's turn, he may perform ANY or ALL of the following actions, but may only perform each action ONCE per turn.
MOVE: A player may move his Dog a maximum of 4 cards along the Yard Cards, and 1 less for each Bone he holds prior to movement. For example, if a player holds 2 Bone cards, he may move his Dog up to 2 Cards, moving below or above the Yard cards. A player may move his Dog in any direction. There is a movement legend on the bottom half of the Dog House for easy reference.
DIG: A player may dig up a bone and place the Bone card in his hand. Bones that are in the hand are kept secret until they are dropped off and placed in front of the player. The empty space created from the Yard Card removal is filled with the last Card at the edge of Yard. A player may have no more than 3 Bones in their hand at any time.
DROP: Drop a Bone into a Dog Bowl and place the Bone card from your hand to the playing area in front of himself, face up with the Bone visible to all players. A Dog must be AT the Bowl of the corresponding color in order to drop off any Bones of that color.
Game End and Scoring:
When Bowls are the only remaining Cards in the Yard (next to the Dog House), the game ends immediately and players total their scores. Any Bones still in a player's hand are removed from the game and do not count for scoring.
Calculate your score by identifying the value of each Bone in your possession.
5 Points Each: Bones matching the Bowl color closest to the Dog House.
4 Points Each: Bones matching the Bowl color second closest to the Dog House.
3 Points Each: Bones matching the Bowl color third closest to the Dog House.
2 Points Each: Bones matching the Bowl color fourth closest to the Dog House.
1 Point Each: Bones matching the Bowl color furthest from the Dog House.
The player with the most points wins!
“Here are 4 games that take little space and little time to play, but demand all of a player’s attention. That’s impressive and fun. Do check these new games out when you get a chance.” - Cyrus Kirby (Father Geek)
“If you're looking for a variety of games that are easy to take with you, this new Pack O Game line is worth checking out on Kickstarter.” - Naomi (Casual Game Revolution)
“These games are off the charts on my ‘depth to complexity ratio’. Simple rules, but a lot of depth!” - Dan King (Game Boy Geek)
“Perplext does it again with Pack O Game 2! Fantastic gaming on the go! I take this series of games with me everywhere. It’s hard to pick a favorite, but, I have to give it up for ORC so much fun in a tiny box! Literally the size of a pack of gum, I’m constantly amazed at just how much game there is in this tiny series. This is a really fun set of games folks, give it a closer look.” - Mark Streed (Boardgame Corner)
“If you were, or even weren’t a fan of the 1st set, I would recommend giving serious thought to backing this 2nd set. Pack O Game 2, may be the same size as before, but when it comes to maturity of gameplay, they have really grown-up.” - Ryan Sanders (Inquisitive Meeple)
“Here I have four neat little games taking up less space in my bag than my copy of 'Love Letter' and all things considered, it's difficult to beat that kind of value in square footage! If you enjoy these games, you can be happy that you'll have no excuse to have to leave them at home!” - Luke Hector (The Broken Meeple)
A unique aspect to the Pack O Game KickStarter is the opportunity to "overfund" and earn more Pack O Games with the same pledge. If we're fortunate enough to fund, we'll reveal a new "Stretch Goal" game. The more Stretch Goals we reach, the more games our backers will receive!
Our Milestone is a dual-goal of 1000 Perplext Facebook Page likes AND $100,000. This lofty goal will reward ALL backers with a KickStarter exclusive surprise Pack O Game, that will not be available in any other way and will be a true SURPRISE when it arrives at your door!
• Pack O Game SET 2 is the second KickStarter-funded project from Perplext, LLC. All games in this set are designed by Chris Handy, a proven game designer with 13 published games.
• Over the last 18 months, Pack O Game SET 2 has been extensively developed and playtested with other designers and gamers. These games have a short playing time, but provide meaningful, strategic decisions. Each game setup has random aspects that keep the game fresh with high replayability.
• You really can’t beat the price, compactness and value of these games, as many board game reviewers have noted. These are the smallest, most potent games on the market.
• We offer free shipping in the USA, and reduced shipping with NO VAT taxes in the rest of the world.
• PACK-O-GAME: Pack of gum sized games. Fresh!
• PRICE: You'll barely notice.
• PORTABILITY: Truly compact games that can be taken anywhere.
• PUBLIC: Playable anywhere means hobby-visibility EVERYWHERE.
• PLAYING TIME: Finish before your food gets to the table.
• PALTRY: No need to make room in the collection.
• PETITE RULES: A single 3 inch by 9 inch rule sheet.
• PLAYABLE: High replay value, not a novelty.
• POSSIBLE: If you're skeptical, you haven't lived with them yet.
• PITCHABLE: Games you can propose to non-gaming friends and family.
• PUNCH: Bold, inventive design.
• PROGRESSIVE: A numbered series of games with many styles of play.
• POCKETABLE: No seriously, you'll forget you even brought a game to dinner.
• PIPELINE: We have MANY MORE IDEAS coming your way!
• PARENT APPROVED: Your kids will spend less time in front of screens.
• POLISHED: Unique, well-tested gameplay.
• PLAYER RANGE: Games for groups of many sizes, not just 2 players.
• PRESENTS: Yes, now it's easier than ever to give the gift of strategy games.
• PRONOUNCEABLE: Simple, 3-letter titles. Nothing like "CIN-QUE TER-RE."
• PLEASE: ...STOP with the list of "P's!"
• PROBABLY: We'll likely see you at many of them very soon!
The Special Edition POD is a custom zipper pouch made specifically for Pack O Game. The case is made of neoprene and holds 8 of your favorite Packs. It's perfect for carrying a set of Pack O Games wherever you go!
Risks and challenges
Pack O Game SET 2 is Perplext's second KickStarter project. Perplext, LLC is a game publishing company established in 2001. Our first KickStarter project was met with praise from backers and retailers alike. We began shipping rewards to backers in the same month as quoted in the project and had very few issues. As this project has a similar structure to SET 1, we anticipate an even smoother fulfillment. Though you are taking a risk by pledging, our commitment to backers, the product and the game industry as a whole, is our complete full-time focus. We appreciate your patience and thank you for your support in advance of any potential snags in fulfillment. Thank you.Learn about accountability on Kickstarter
- (30 days)