Wibbell++ is a game system designed to support many different games! Just as you can play thousands of games with a standard deck of playing cards, you will find Wibbell++ to be versatile with a large variety of possible games.
For over a year, I have been developing and testing games for the Wibbell++ game system. Other designers have also joined me, helping to make Wibbell++ a truly unique deck of cards. As long as there is demand, I will continue to develop, test, and release rulesets so that you will never run out of new games to play!
Furthermore, I am providing a full money-back GUARANTEE that you will love at least one of these games. If you don't, you can have a no-questions-asked full refund in exchange for the return of your deck.
FIVE rulesets will be included in the box (with more released as PDFs):
Wibbell is the flagship, self-titled game for the Wibbell++ game system.
If you like word games in principle but generally find them too long, slow or difficult, then WIBBELL is the game for you!
In Wibbell, everyone is always playing. Rush to say a single word containing at least one letter from every card.
As you grab more cards, you need to include more letters. The difficulty increases until someone manages to take their 4th card, grab a bonus and reset the round.
Experts can make the game really challenging by taking a game-long handicap or playing with the 'round handicap' variant - each round the game will get more and more difficult for the leader! With these rules, even non-fluent speakers can compete with talented wordsmiths!
Wibbell rules here
Grabbell - silly, speedy pattern-recognition, card-grabbing and slaps.
2-7 players, 2-3 minutes
A frantic burst of activity as everyone tries to find and grab cards to continue their sequence. Match the letter or border design.
Grabbell rules here.
Phrasell - inventing amusing little phrases.
4-12 players, 15-30 minutes
A judge chooses a topic, then reveals 4 letters. Everyone else must use those 4 letters as the initials for a phrase.
Phrasell rules here.
Alphabeticell - assemble an alphabetical sequence
3-7 players, 3-7 minutes
Decide whether to 'pass' or 'take' cards. New cards can never be inserted into the middle of your line, so if you leave a big gap, you might not have enough space in the alphabet to take more cards.
Conversely, if you only take 'adjacent' letters, someone else will finish first.
Faybell - A co-operative storytelling activity.
2-5 players, 15-30 minutes
First, 5 cards are used to define the main 'story elements'. Then, each player in turn tells part of the story.
The deck's scope is vast
Other games have already been designed, but I'd like to spend time playtesting them even more, testing out the rulesheets and also producing a how-to-play and example-game video for each one.
Rulesheets for extra games will be as digital PDFs, after the decks are delivered. They will be formatted to A4, to be either viewed on a screen or printed out if you wish.
You will already have all the components necessary - just one of these 48-card decks.
It'll be like a constant stream of presents!
If you want to try out the deck, use these images:
Early Print n Play images here
The cards are available for you to look at, or download and assemble if you wish. Of course, by backing you will get a better experience.
"You're gonna get a good bang for your buck. I would definitely recommend picking this up! If you like letter games, alphabet games, family games, quick games... it's gonna take care of pretty much anything you're looking for in a card game." - Cassie Elle
"Phrasell is - by itself - a very enjoyable party game." "I was just blown away by how different each game felt." "I feel like this is the perfect filler game." "I'm definitely recommending this." - Bower's Game Corner
- You will help fund the initial print run - without your financial support, this won't happen.
- You get the game at least 2 months before it goes to general distribution.
- Show that there's demand and I will continue sending you rulesets for great new games for years to come!
- By buying 4 copies, you're getting a great deal.
- When this game is well known, you can be a hipster, pointing out that you got a copy of the first edition.
- Get involved and have your say - I will be sending out early files for backers to comment on.
- Money back guarantee: if you don't love at least one of the games, return the deck(s) within 9 months and I'll give you a full refund.
I conceived the game when taking a break from the production of In A Bind in January 2015. I had started a daily exercise - thinking of a new game concept each day. My 5th idea was for an early version of Wibbell, inspired by Prolix - a fantastic word game that - similarly - allows you to also use letters not depicted.
I played it with fellow designers and toy industry professionals, who generally all enjoyed it.
Playtime was increased from 3 minutes to 15ish minutes (originally getting X cards triggered the end of the game, but that then became the end of just one round).
Letter distributions were balanced and this is an area I continue to tinker with - perfection is impossible but I strive to get as close to as possible.
At UK Games Expo 2015, I playtested 3 games for the deck publicly. After the positive reception, I committed to the project and it was a side-exhibit at the parties I hosted when In A Bind was released. By Summer 2015, I had a fair few games for the deck, had worked out the basic format and was sending out early prototypes and planning the KS.
I've continued working on other games for the deck. As I show it around, folk who play the prototype fall in love with at least one of the games and often invent ideas for new games, which could be playtested and developed further.
The game has been enjoyed by game store owners, gamers and non-gamers. It has been playtested and ideas submitted by Matt Leacock (Pandemic, Forbidden Island, Pandemic Legacy); David Brain (Keymarket); Ian Vincent (Ticket to Ride: India); Rob Harris (Modiphius).
Cards will be about 58x88mm. They will have black core - it will be impossible to see through them. They will be - at minimum - 300GSM. This thickness gives the cards a good durability and feel. The cards will be packaged in a single tuckbox.
There are 48 cards in the deck. 8 of each border design. 6 of 8 common letters. Uncommon letters appear 1-5 times each and are paired with the common letters.
Remaining cards in the box will be used for rules etc.
- April/May - Kickstarter runs and is (hopefully) funded.
- June - Playtesting at UKGE 2016, testing possible-final letter pairs.
- July/August - early concepts for final art, sending out new PNP files to backers
- September/October - 1st attempt at final art, new PNP sent out to backers, stress-testing borders' usability, testing at Essen, early concepts for all remaining art sent to backers.
- November/December - Final art.
- January/February - printing
- March - contingency time in case something bad happens
- April - delivery to backers
If you are interested in stocking Wibbell++ 2 months before the general release, please get in touch. I have an option for retailers that allows copies to be bought later at trade price, for a nominal deposit now.
Risks and challenges
Wibbell has been in production for over a year. It has been played by literally hundreds of people and I have used all the feedback to create games that will be loved.
I used Kickstarter to successfully bring In A Bind to reality. I learned a lot about the process of making something awesome. I have a history of delivering what I say I will.
This time, rather than strive to get stuff done faster, I've given myself marginally more time than the original In A Bind took, in order to do it even better, whilst still having time to enjoy life and not constantly stress out - an issue in the past.
Whereas boardgames on Kickstarter have trended towards the point where they are basically a 'pre-order system' with rules and components nearly all finished, I am offering future games where none of the mechanisms or themes are known.
All of the games will probably not be to your taste. The games will be designed to cover the gamut of possible playstyles and appeal to a wide variety of players. There will be something for everyone.
I have 10 games that only require - at maximum - a few tweaks. But this late-stage development can require many hours of playtesting so I want to ensure there's an audience/demand to prioritise this.
If there is demand for even more games, I will devise & design new games, inviting other designers to submit their own ideas to be developed.
The core 5 games have been tested by strangers - designers, gamers and non-gamers - and they are all games I feel stand up on their own. Even before taking future games into account, you're getting a great set of games.
I am still working on the final art for the typography and card borders. There will be at least 2 passes and backers will be sent PnP files and invited to give input.Learn about accountability on Kickstarter
- (26 days)