Dice Hospital is a new worker placement and dice manipulation game. Featuring lots of dice, custom doctor meeples, awesome isometric art and plenty more!
Explanation of some of the components:
- Dice - these are your patients!
- Administrator cards - player objective cards that give points based on dice discharged. YOU will get to decide which famous medics feature on them.
- Ambulance cards - used for drafting dice. See how to play section
- Event cards - optional use cards for players who like slightly more randomness in their games. More advanced/strategic players should not play with these.
- Blood bag tokens - given to the player who chose the hardest to treat dice - which gives more flexibility when treating patients
- Medical report cards - For solo play only - see solo variant section
- Scoring and round tracker - to keep tally of points per player with the player markers. Features a neat "dial" piece which you rotate to indicate which round you are on too!
Mini expansion pack add-on for base game:
You can now add £12 to your pledge if you wish to receive the mini expanion pack to your base game pledge instead of the full deluxe contents :) Message us once you've added it on!
- Please note: the deluxe edition also comes with a plastic customised insert to hold all these components easily. Please see below for explanation of each component in the deluxe edition.
Explanation of contents in the deluxe edition
- Dice Tower: this is an "assemble your own" flatpack Hospital illustrated Dice Tower! Unlike the image which suggests it is plain - it is most definitely not plain! It will be illustrated by our illustrator as a hospital. It will also be easy to flatpack and put away back in the deluxe add-ons box. Think the Colt Express train, or Kingdomino castles.
- Ambulances: Plastic ambulances that hold the dice when drafting them. You will be able to see the values easily and has a slot for each die.
- Stickers: Used to number the ambulances so you know which ambulance should hold which dice and determines initiative for the upgrade section of the round.
- Box: the deluxe edition add-on comes in it's own box (which will have a slightly different illustration than the base game).
Experimental chemistry expansion pack
- What it adds to the base game
This mini expansion pack offers a new style of upgrade tiles and specialists. While retaining the euro-style control of the base game dice manipulation, the expansion offers an alternative way to manipulate tiles. Essentially the tiles and specialists upgrades may change the value of the dice by going down a step (clinical trials), re-rolling dice (experimental drugs), and swapping values (transplants). This gives a much more versatile feel to the game and actually introduces really interesting levels of strategy that even we find to be novel each time we play it when combo'd with tiles/specialists from the base game! Please see below for how to play the base game and overviews.
Your face (or friend/family) in the game
This can be anyone that gives you permission to use their face in the game. It will be at least for the first print run, but may be forever depending on circumstances. Importantly, their face will be in every single copy of the game! Children can be added, but we will need to draw them as adults since it won't fit well with the game otherwise.
Since we have hit £30,000 - this is:
Free promo card! (purchasable afterwards)
We've now hit the £125k stretch goal which means each colour meeple will receive a different print of a doctor/nurse on it!
Watch the preview from the Dice Tower!
- Worker placement and dice manipulation mechanics
As far as we are aware this is the first game to combine worker placement-like mechanics with dice manipulation. It is also the first to use dice as patients were the pip value represents the die's health levels. Something our playtesters loved!
- Beautiful art with isometric style rooms
We asked famous board game artist Sabrina Miramon to illustrate Dice Hospital by drawing isometric rooms to give that 3d-like effect as well as the characters. The final product is something, we think, of beauty. Not only that, Sabrina did a great job recreating each room type as realistically as possible!
- Doctor meeples!
We asked playtesters what they wanted most as a stretch goal and they said doctor meeples. So we said, what the heck, lets just do it anyway! The result is really cool doctor meeples that you use as your workers to activate your rooms.
- One of very few hospital games accessible to most gamer types
We feel Dice Hospital appeals to both light gamers, euro gamers and medium-heavy weight gamers. The beauty of the game is the simplicity of choices which allows accessibility to light gamers, but the very much forward planning and "thinky" requirements which will appeal to euro gamers and medium-heavy weight gamers.
- Co-designed and developed by an established designer
Mike Nudd, an established designer in his own right, worked with original designer Stanislav Kordonskiy to design the game. Given Mike's breadth of experience having designed the popular dice placement game Waggle Dance and CCG Game Vampire: The Eternal Struggle it ensures the game is mechanically sound, fun and balanced so that it's replayable time and time again!
FRENCH AND GERMAN RULEBOOKS NOW AVAILABLE!
DOWNLOAD FRENCH VERSION HERE
DOWNLOAD GERMAN VERSION HERE
Other languages are planned as well as using final graphics design for the non-english rulebooks.
- Players start with their own hospital board, 3 randomly dealt dice (pip values 3/4/5) and 3 starting nurses
- Each round sees randomly rolled dice placed on ambulances from low to high - which is placed by the first player, with tied (but different coloured) dice being decided by the last player
- Starting from the first player going clockwise players pick ambulance cards. The lower the number ambulance card the more likely you are to go first for an upgrade (and a bloog bag token and the first player token). The trade-off is that lower value dice are harder to treat.
- Starting with the player with the lowest value ambulance, each player then gets to decide which one of the face up upgrades they take for their own hospital.
- Simultaneously, players then activate their hospitals by moving their own nurse meeples onto action spots on their hospital and manipulating the dice. The more dice discharged (value of 7) in a single round the more points scored.
- One of the best features of the game is the ability to combo rooms with specialists when you have built up an awesome hospital!
A more detailed playthrough is shown thanks to Slicker Drips which can be watched in the solo playthrough section below. Essentially, the game becomes a lot harder, something we purposefully did. Essential differences are:
- Medical Report cards
These are cards supplied with the base game, which players are dealt at the beginning of the game. Players are randomly dealt 6 of these cards of which they are laid out face up in a 2x3 configuration. Only the bottom 3 cards are accessible in the first instance. The medical report cards state which dice you must discharge to gain that bonus written on the card. Once the player has discharged those dice that match a medical report card (or multiple if possible) those cards are discarded, scored on the tracker, and the cards directly above drop down to become available. At the end of the game, any medical report cards that remain unscored score negative points equal to that stated on the cards themselves
- Dice drafting is from the bag, not the ambulance draft
As of now, we feel that this is the best system as it gives the most amount of difficulty since you have no control over the dice you receive. The 3 drawn dice are then rolled, with 1s and 6s re-rolled and placed into your wards. However, we are testing whether easier variants may be played that is not this strict. Right now, we are testing 1 die of your choice being drawn with the other 2 being random. We are also testing to see whether dice discharged are not put back in the bag as in the multiplayer variant so that players my gauge what dice are left in the bag.
- Drafting of specialists is limited
We say this because only 1 of each type of upgrade is revealed each turn. While you can pick whichever upgrade you wish, since the rate at which you go through the deck, is lower than that of the multiplayer version, specialists may only be useful at certain times of the game. We are, however, testing an easier variant where the duplicates of the tiles and specialists are removed making control of the dice much easier to anticipate - especially for more experienced players.
Please note, the print and play file is not the final art of the game, since we wanted to make it printer friendly. Each room and specialist will see unique art too. It is more to give an indication of how the game plays instead!
- Please note in this review 1s are incorrectly described as going to the morgue and 6s are discharged. Dice must go to 0 to be sent to the morgue and 7 to be discharged. Otherwise, Rahdo gives an excellent description of the game!
Cauldron Master funded on kickstarter earlier this year and is running low on stocks of an initial 1000 copy print run. It is a light, fast but deep set collection, push your luck and slightly social deduction game that has proved popular with families and gamers who like a nice easy game to start their game night. Please note: if you'd like a copy simply add the amount to your pledge AND message us telling us you've done so.
We want to offer excellent rates to our retailer friends as well as wanting to make life-long partnerships. To that end please back us at the £1 tier, message us and we will send you our excellently priced retailer rates!
Since Stanislav made the original version of Dice Hospital (known firstly as "Stat!") in 2015 the game has been rigorously tested, blindly playtested and tested some more! Alley Cat Games signed up the game in winter 2016 and got Mike Nudd involved in early 2017 to develop and design the game further.
We have spent a huge amount of time and effort locally playtesting and lots of hours with blind playtesters rigorously testing the game and rulebook for us - this is testament to the 1000 member Dice Hospital facebook group in which we've had over 50 different groups playing the game and sending us detailed feedback.
We believe we have got to place now where the game is excellent, balanced, replayable, and most importantly: FUN!
- Transparency guarantee
Just like our previous games which we kickstarted: Lab Wars and Cauldron Master, we kept backers informed of any problems, issues, and of course good news we had along the way to fulfilling the game to backers.
- Delivered on time
Again, our last two games were delivered on time and before retailers received their copies. In fact, Cauldron Master was delivered 2 months before our expected delivery date!
- World class manufacturing
For this project, we are using Longpack which produced a wide array of games including Unfair, Robinson Crusoe, and Queendomino. We have already received an early prototype of an early version of the game from Longpack and the standard of this was very very high. Their communication has been excellent as well as having been recommended by other world renowned creators.
- Overview of manufacturing and fulfillment
- We will give ourselves a month or two to prepare the final artwork (custom and legendary medics) as well as the rulebook. Taking us to the end of December at worst.
- At this point (late Dec-early Jan) we will submit the files to Longpack for approval.
- It'll then take a 2-4 weeks to produce a pre-production copy of the game for our approval - reaching late Jan-early Feb.
- It'll then take 8-10 weeks to manufacture the games, taking us to early April.
- They will then be loaded onto ships bound for the USA, UK and Australia. Each will take approximately 4-6 weeks to reach their destinations taking us to May.
- Then fulfillment to you will take 1-4 weeks once they have reached their destinations and passed through customs! Meaning (hopefully if all goes to plan) it'll reach backers in June. This is what we call moderate case scenario - where worst will be August - hence why the date we have put on the expected shipment date as August.
Since the game is quite large and heavy we will be providing subsidized shipping. We will be using the infamous "Stegmaier" method of shipping to different regional fulfillment warehouses around the world. We will be using ShipNaked/Funagain in the USA, GamesQuest in the UK and AetherWorks in Australia.
USA, UK and most EU shipping will also have the extra benefit of being tracked (wherever possible.)
Also as stated above, a small minority of non UK and US countries will need a to pay a little bit extra for orders with the expansion pack. This is because the combined package goes over the "dreaded" 2kg limit making postage much more expensive. We've kept prices as low as possible and taking into consideration VAT for EU countries. For full details click on the tier and select your country.
Since we have had issues in the past with the following countries: we will be using special couriers which are tracked and insured against loss and theft. The price here is the price we pay to send it to you. Mexico, Brazil, Chile, Saudi Arabia, Russia, Argentina, Columbia, Peru, Puerto Rico are in this list.
We wanted to make the game as visually appealing to everyone as possible, while also making sure our colour-blind friends could also enjoy the game without having to ask what colour each component was. Please read the FAQ below for how we accomplished this.
Who we are - Alley Cat Games
We are an independent company that has 2 kickstarter games under our belt with this being our third. Caezar also works as the official kickstarter campaign manager for Sierra Madre Games, with their first kickstarter launch: Bios:Genesis 2nd edition, raising $309,000. We have recently expanded our freelance network (of note, hiring Sabrina Miramon at our offices as our Art Director and Brett Gilbert as our co-lead developer) and have offices based in Hertfordshire, UK. We plan to release 4 games in 2018 having already signed up/ close to signing up 4-6 games. We are also in talks to take multiple multi million dollar licenses which we hope to conclude by the end of 2017 in preparation for 2018. We're looking forward to having you join us on this exciting new adventure!
Risks and challenges
As always with our campaigns, we cannot prevent "god like" failures such as thunderstorm, hurricanes etc.
We can promise you though that we will do everything in our power to keep everyone updated as well as stick to the original plan as possible.
You can rest assured that since this is our 5th campaign, (if you include the Bios:Genesis campaign we ran for Sierra Madre Games) that we are a capable and knowledgeable company. Customer service has always been our number one priority.
We are a very open company and welcome feedback, suggestions and comments either publically or privately!Learn about accountability on Kickstarter
- (35 days)