A hot game for couples and groups of friends that will take you to a journey discovering each other as you never imagined
A hot game for couples and groups of friends that will take you to a journey discovering each other as you never imagined
This project will only be funded if it reaches its goal by Sat, July 6 2019 4:00 PM UTC +00:00.
Spicify is more than a game, it is an experience. It is the perfect way to get a bit more open with your friends and your partner, learning things about them that you never dared to ask.
Its balanced and captivating gameplay allows everyone to experiment with their limits leaving little by little their comfort zone, in a very fun and playful way. It is ideal for parties but also for the intimacy of your bedroom!
Spicify takes you and your friends (or partner) through a series of challenges that can go from mildly flirty to outright wild. The challenges are divided in two different sets, a “cold” set that is ideal to break the ice and test the waters, and a “hot” set, which takes the game to a whole new level.
The game can be played even by just two people, we designed a specific set of rules for couples to have fun with it! Nonetheless, compared to most hot games out there, it is best suiting groups of friends from 4 to 16 players. You should form two teams, possibly with an equal number of boys and girls and about the same number of players in each one. Each team plays with the same number and kind of cards, that may include ones from either or both the cold and hot set but each team draws from their own deck so that they will face exactly the same challenges of the other team.
At each turn, a player from one of the teams draws a card from the assigned deck. Each card proposes a challenge that can be accepted, to earn points for the team, or declined, which will make your team lose points. If a player does not feel like accepting the challenge, for any reason, they can still mitigate the number of points lost accepting a penalty. Challenges are actions, the “dares”, whereas the penalties are the “truths”, embarrassing questions that the player should answer or spicy confessions.
Each challenge requires the player to perform something solo, or with a partner, in the first case if he/she accepts the challenge only his/her team scores the points assigned by the challenge. Most of the challenges though require a partner that the player shall pick from the opposite team, the opponent can be chosen by the player who drew the card or randomly picked. The partner for the challenge can be of either sex or of the opposite sex. Besides the challenge, the points won or lost by the team, the penalty, and the sex of the partner you should play with, each cards defines also what you and your possible partner should wear during the challenge. Cards from the cold set will not ask you to go beyond what you usually wear at the pool or on the beach; with the hot deck…. you would better be playing in a warm place.
If the player from the opposing team accepts to perform the challenge with you, both teams gain points, if he/she does not accept, the player who draws the card may try to perform it with one of his/her teammates and in this case only his/her team will score the points assigned by the challenge. If no partner is found then the team does not lose points.
The game continues as long as there are cards to be played, once they are over, each team counts its points and the one with the highest score wins.
An average match using just the cold set or the hot set lasts between 60 to 90 minutes. If you chose to play with both sets, it is easy to reach way over 2 and a half hours of fun.
Inside the box of Spicify you find a plastic tray containing two card decks, one for each team, with 14 cold and 14 hot unique challenges and their penalties, one rulebook for the party version and one rulebook for the couple’s version.
We want to provide you not only a fun game to play but also a quality product. To do so, the cards and the box are produced by Cartamundi, one of the leading companies in card and board games manufacture, you may not know them by name but surely you have played one of the games the produce, like: Monopoly, Pictionnary, UNO, YuGiOh, Magic the Gathering and many many more.
Although we love the look of the game in its simple, clean design, we always felt that it would have been great to give players the option for something more… illustrated. To design a very special version of Spicify, that will be produced in a limited amount, we contacted our good friend Reinaldo Quintero, a Venezuelan artist and one of the most promising talents from Latin America. His work has been reviewed in many magazines and art communities around the world like Corel Painter Magazine and Digital Artist.
His fresh and ever changing style ranging from anime, comics to animation makes him an adventurous artist, with a wide set of skill that makes his work appealing.
Reinaldo has worked with different clients and private commissions, which currently includes character designs for tabletop games and promotional illustrations for products and games.
We asked him to create a unique artwork to decorate the box and the cards back of the game.
But do not take our word for how good he is, just check some of his works down below. The final artwork for the artist version of the game will likely match this style.
Before even thinking about making a Kickstarter Campaign we performed an extensive (and really fun) testing of the game, which lead to some adjustments and balancing of the gameplay and made it smoother and more fun to play. One key factor was to understand what people think about it and how to make it better. We feel lucky because each test was an hilarious, fun and arousing experience and the hours of tests have already paid all the efforts we did to make it look good and nice to play. We want to thank everyone who played with Spicify at least once and we are very happy that everyone who had the chance to try it was positively impressed. Some of our testers were a bit unsure and “scared” by the idea at first, but while playing it they immediately noticed how easily Spicify heats up the atmosphere and at the same time keeps everything funny and positive.
"A great way to have fun and, at the same time, to help who's a little bit shy to feel more comfortable with friends, even talking about something considered "nasty" :)" - Elena - Artist and Spicify Player
“I have the feeling that this project could become a great success” - Ruud Hermsen - former Account Manager of Cartamundi / now Managing Director at Gamigoo
"It was a new experience, Spicify created a light yet intriguing atmosphere at the same time" - Matteo and Arianna - Spicify Players
"In a situation where the party peaks there is no other game which turns everything even higher to an unknown level!" - Richard and Natalia - Spicify Players
To share the campaign with your friends, use this special link: http://bit.ly/2HwKGI8
We are Fabio and Serena, we are two creative minds with a spicy soul. Fabio is an engineer with a PhD in Energy engineering, he is rational when dealing with problems but he cannot deny his creative side. Serena is an interior and visual designer with an uncommon empathy and a great attention for details. We created Spicify for our own fun but we want everyone to enjoy it.
Here is a short video from us.
We would like to thank also many of our friends who made an effort to bring Spicify at this level, some were involved since the very beginning when defining the challenges, other helped out for the Kickstarter campaign, especially the video.
True story: Spicify was born for an unusual bachelorette party. The two brides-to-be wanted also some of the guys to participate in what turned out to be a short and intense vacation in the marvelous city of Barcelona. They asked us to avoid all of the typical bachelorette material like themed t-shirts and “weird” props, but we wanted to bring something different and original to enjoy and spice up a bit our time together. With both boys and girls invited, a hot game was perfect to heat up the atmosphere, after all it was a bachelorette party!
We wanted a game that anyone could play and enjoy but that could also get hotter and hotter the further you decide to go. We were looking for something comfortable for those who might be a bit shy, yet curious, and wild enough for the bravest (or craziest) of the group to be challenging. We browsed the internet for cool party games, and indeed found some good ones but nothing that we really felt right for everyone, so we decided to make our own game.
We were aiming at a mix of a Truth or Dare and Spin the Bottle gameplay, the classic games that you may play when being a teenager. We designed challenges with the goal of ensuring that most of us would prefer accepting them rather than declining. To add a bit of competitiveness and cooperative gameplay we opted for a “Team vs Team” solution instead of a more common “All vs All”. We imagined something with a nice and clean design, nothing kitsch or unnecessarily explicit, so that at a first glance it would look almost “innocent” and allow people to lower their guard a bit.
We created our first prototype of the game right before leaving for Barcelona and during the second evening of the vacation we gave it a go… it was a blast! We had so much fun and discover things of each other that we really would not have imagined. The next day, on our way back home, we had this thought: “we should really have more people trying this out, we have to make it available to everyone who would love to play with his or her friends as we did”. And here we are... we are here because we want you to enjoy the same fun, good time, and excitement we had while playing Spicify that night with our friends.
From the early draft written on a shared document to the first prototype the process was smooth and really fun, a lot of brainstorming ideas on gameplay, rules and design. Initially we designed and made this game only for ourselves but after playing it we decided that we needed to commit to making it available to everyone.
What followed was a very pleasant (sometimes in the literal sense of the word…. ;) ) journey through every aspect of game development.
First of all we applied a few modifications to the gameplay to balance it better, and this was possible thanks to all the people that shared their thoughts with us and helped with testing and refining the game. Most of them are good friends of us and we are very grateful for their help.
The design of the game was another important aspect that had to be improved. The first prototype was “ok”, but lacked a coherent style and still looked like a very amateur attempt to make a game. With the second series of prototypes we approached the problem of how the game should look with great care. We reviewed all the icons in order to make them more readable and intuitive in their meaning, we worked on the fonts and the colour scheme to give Spicify a style that could be easily recognizable, clean but also fun and playful.
Last but not least we took a lot of time documenting ourselves on how to actually produce a game. We contacted several producers all over the world and chose our champion. The photos of the game in the white box is a prototype produced directly by Cartamundi and looks very similar to the production version, which will have an enhanced quality.
Then we focused on the fulfillment and shipping services, studying what other creators did and what were the “industry standards”. We contacted many fulfillment companies and think we have found what we need.
We would really love to create a community of people around this game. Well before working on the Kickstarter campaign, we created a website that could introduce Spicify to those curious about party games to play with friends, ideas for bachelor and bachelorette parties. Spicify website includes a forum that we hope will serve as a way to communicate with backers, not only sharing updates on the game but creating a sort of community around it, you are all invited!
Publishing a game is always challenging, over two years have passed since we began working on the first prototype and the game is finally ready, we just need to adjust everything according to the final size of the box of the games mass-produced. We cannot print less than a 1000 boxes, and that is why we are looking for funds on Kickstarter. We tried to keep the goal at the minimum value that would allow us to make the game available while covering most of the expenses and ensure that we can deliver the product at its best.
Funds will not cover our personal expenses for the time dedicated to the game design, test and production. Both the time we already spent on it and the hours we will keep on spending are our investment and we are fully committed to face it on our own. We are not afraid of working hard when needed to make things happen.
The game will be produced in Cartamundi factory in Europe and from the order we expect at least 6 weeks for printing the game. The order will be placed once the post-campaign survey will be completed. The time needed for production should not be affected by the amount of boxes to be produced. In case of a great success with a longer time required for production and shipping we will ask to ship units not in a single shipping but in pallets as they are ready, this should help us deliver the games in the quickest way possible.
We want as many people as possible to be able to enjoy Spicify at a reasonable price, so with the low tier rewards (up to the Spicify Pack) the shipping is included to US, EU, UK and Canada ! For other Countries we did our best to keep this amount to the smallest possible while working with shipping partners that can guarantee a high quality of the service, you can expect anything from 6 to 17 dollars for most of the Countries. Higher tier rewards (Spicify Collector's Edition, The Spicifier and Spicify Patreon) have shipping included for the countries to which they are available (US, EU, UK, Canada, Australia, China, Japan).
Rewards shipped to anywhere in the world but European Union will be fulfilled by fulfillrite. Whereas for the European rewards we are still working to find the best option for backers among a few very good fulfillment companies.
When the game is shipped to the fulfillment center it is our duty to deal with the customs fees, that are therefore paid by us if you are located inside the same Country of the fulfillment center where we ship the produts.
Customs fees for Countries different from US and EU may be charged to you.
Brexit: we do not know what will happen, we will try to ship from within UK the games ordered from UK backers but it is hard to foresee anything right now.
We do not use a pledge manager so backers will not be able to upgrade their pledges or get the game at the Kickstarter price once the campaign ends. Extra copies will be printed depending on the outcome of the campaign but will be sold separately.
We can refund you within 14 days of the campaign’s end, fees included. After that, we can refund your pledge minus Kickstarter and payment processing fees (which we can’t get back from them after 14 days). However, if we’ve begun packaging your pledge for shipment (about 4 weeks before the actual shipping date), no refunds are possible. If a reward cannot be delivered AT ALL, we refund that completely, including fees.
We are constantly working on the game, but some things will be taken into account only once we have an estimate of the number of games that we will need to produce.
With the Standard Edition, for which everything is ready, we will proceed with the backer survey for shipping details when the campaign is over. After a couple of weeks we expect everyone to have answered to the first email or one of reminders that we will send. Once we have the list of all the backers with their rewards and shipping address we will order the games to the producer. Consider at least 6 weeks for the production and 2 weeks for the shipping and customs process. All this considered it is reasonable to say that you should receive your game around 2,5 months from the end of the campaign. In any case, we will update you with the expected timeline whenever there will be news about it.
The Artist Edition may require a bit more time considering that the artwork needs to be produced, reviewed and finalized, so we want you to consider at least 1 more month for those. In case you opt for the Spicify Pack reward, with both the Standard and Artist edition, they will ship together.
In case we hit the extended goals, we have to add 2/4 weeks to work on the modifications required. Some are easy and straightforward and should not modify the estimated delivery time, some others that we planned require additional work and we want to ensure a high quality in any situation, so expect a longer time before we will be ready.
We are ready to answer any question from you all, but why waiting for a question when you may already give an answer? Here is a short video that you can check to clear some doubts that you may have, an interview where Fabio tries to answer the most popular questions we received so far.
Risks and challenges
This is our first time as game developers and this presents an interesting and exciting series of challenges that we need to face. Nevertheless we are not new to product development and we think we can handle every aspect required to produce a great product and to deliver it in a timely manner to you all.
The biggest risks of this project are related to the time schedule, we would love to be able to ship the games before the end of summer to all backers but this is quite tight considering that the campaign will last 30 days, the backer survey will likely take at least 14 days, during this time we will finalize the production details with the producer. Then the games must be produced and it will take at least 6 weeks and then shipped. Customs delays can happen and they are often hard to foresee. Finally there is the time taken by fulfillment centers to pack and ship the final products to your desired address.
There are risks that we are currently facing, not only in terms of time that we need to dedicate to this project regardless of its final outcome; also economically wise there are expenses that we are already covering on our own. From the hosting of Spicify website, to the production of the prototypes and their shipping, from the content creation for the campaign and the social pages to the marketing. We are betting on Spicify because we love it, and we hope you will love it too.Learn about accountability on Kickstarter