Lunatic is a card game that features a mix of deception, combinatoric choices and tactical thinking.
Don't let yourself be fooled by its simplicity: This is a tough game. You have to lie to your fellow players right in the face. You have have to catch them lying. You need to remember what cards left the game - even tough cards leave the game face down! You need a strategy. You need a second strategy if the tides change. You need to organise your hand so the others won't get a read on you. There's a million tricks to learn. You need to stay calm.
The game is for 3 to 4 maniacs, and one lunacy lasts about 5 - 10 Minutes.
You'll get 42 cards (36 numbered, 6 special) and the black hole ritual, all illustrated by the wonderful comic book author Kaja Reinki. Rules come in English and German. Lunatic is manufactured in Germany and ships worldwide.
In order to bring you Lunatic in the most beautiful form imaginable we teamed up with the wonderful german artist and comic book author Kaja Reinki. Take a look:
The rules of Lunatic are learned in barely a minute.
The goal of the game is to get rid of all of your cards as fast as possible.
The first player to do so is the winner, the last player having cards on her hand loses the game and becomes the Lunatic.
Take all numbered cards and add special cards at will. Shuffle and deal all cards. The player who last saw a full moon goes first. The first round of the game is played clockwise, but the direction may change.
Open a round by playing a single card, a pair or a triple face down and announcing a value.
If you believe what the preceding player announced, you may raise or pass.
Raise by playing higher cards than the previous played, but the same amount: higher single on single, higher pair on pair, higher triple on triple.
Or you may just pass. If all players pass, the cards played this round leave the game and the player that played the highest cards opens a new round.
Passing does not exclude you from play. You may pass and still raise later in the same round.
If you don't believe your previous player, reveal the cards just played and see whether she told the truth:
Announcement was false:
- Previous player takes all cards, and
- you start a new round.
Announcement was true:
- You take all cards,
- the previous player opens a new round and
- the direction of play changes.
Quick rule: the player, that was wrong takes the cards, the player that was right opens the next round and the direction of play is facing away form the player that was wrong.
If you are the first player with no cards left, you win the game. The game continues until only one player is left. He or she is called Lunatic.
The Lunatic shuffles and deals the cards and opens the first round of the next game.
Special cards have unique abilities. You can add them in any combination and number in order to enhance the game before dealing the cards.
Some cards or combinations can be played instantly, which means they can be played at any time, not only on its owners turn.
Face down the nymphs have no value and are regarded a lie if doubted.
Face up: You can play all three nymphs together instantly. All cards played this round as well as the three nymphs are discarded, and you open the next round.
The Shapeshifter is whatever number you announce, like a wild card. You can even build a four of a kind with it. Can not be played face up.
Face down the Satyr has no value and is regarded a lie if doubted.
You can play the Satyr instantly face up in front of any player. While under the spell of the Satyr you must tell the truth when making your next announcement by playing the cards face up. After doing so the Satyr is discarded.
Passing or playing a special card does not discard the Satyr.
A ritual is a certain type of special card. When you are about to open a new round, you can initiate a ritual by playing a ritual card instead. Every ritual is different. After the ritual is finished, the ritual card leaves the game and the initiator of the ritual opens another round.
So far we just added the black hole ritual, but we hope to unlock more rituals during the campaign.
One by one, every player has to choose:
- Discard one more card than the previous player, or
- Finish the ritual
The ritual starts with the player next to the initiator in playing direction, able to discard one card. Continue in playing direction until a player chooses to finish the ritual.
Our main goal, of course, is to get this game funded with the help of you beautiful people. But we have a lot more we'd like to add to the game. With more to come we'll be able to add more content and quality to the game.
This game is an old companion. We've developed it more than 15 years ago and it's been a constant classic in our community since. The idea was born in the Scottish Highlands, we played it on lonely beaches in Kreta and gambled with it for the last remains of food in the Andean mountains of Peru.
We played it for countless hours, but still we uncover new tricks and strategies every time we play.
Now we think the time has come to share this game with the world.
We've send out a bunch of games to the world to see what the madmen and -women out there that do nothing but write and post about games think.
Read full review on indietabletop.net
This project would not be possible without a lot of people helping us to spread the menace. Time to say thank you.
- "The hooded" Charly - The Christopher Lee of Kickstarter movies.
- The Ciao Amore Gang - The best cast imaginable.
- Andre - Animations of extra class.
- Leo - Help and guide with everything. And logos!
- bni - Iconator.
- Robert - Amplifying the cause with equipment.
- Maxi - Keymaster to love.
Risks and challenges
As with every project, this one bears its risks. We tried to organise as much as possible before the campaign: All the artwork - except for possible stretch goals - is finished. We already have a manufacturer, and as soon as the campaign is over we'll go to print. It should arrive at our warehouse beginning of October, which gives us enough time to ship the game until December.
This is our second campaign, and we finalised and shipped the first mostly in time, with some backer receiving the game a few weeks later. So, what could go wrong? Depending on how much additional cards are unlocked during the campaign Kaja has some work to do. These should be finished during and shortly after the campaign, but something may go wrong here and cause delay.
This is "just" a card game, but still in production something unforeseen could happen. We are prepared to ship a reasonably big amount of games in time. But if the campaign goes extraordinary well, we'll have to work something out.
Finally, the project rests on the shoulder of just a few people. If something just happens to any of us (after the last campaign Andreas broke his leg!) that will cause a delay for sure.Learn about accountability on Kickstarter
- (20 days)