Thick as Thieves Card Game (Canceled)
Thick as Thieves Card Game (Canceled)
Thick as Thieves is a card game of devious cunning, backhanded mischief, and madcap antics for 2 to 6 players.
Thick as Thieves is a card game of devious cunning, backhanded mischief, and madcap antics for 2 to 6 players. Read more
About this project
Oi! Wot's vis ven?
This is Thick as Thieves. It is a game of devious cunning, backhanded mischief, and madcap antics all rolled up in a ridiculously fun Cockney accent! It’s a stand-alone, competitive card game for two to six players, where you play a thief out on the prowl trying to snatch up the best loot the town has to offer before your friends do.
Sounds like a bit o' fun. 'Ow's it played?
The object of the game is to be the first player that acquires 20 points in loot. In order to do so you must build a "job" that comprises one entrance card and any number of path cards. Once the collected path cards add up to a value equal to or greater than the target number found on the entrance card, the job is complete and the player is allowed to take the top loot card from the community loot pile.
However, not all path cards are positive ones. Your opponents will add negative paths to your job, as well as play a myriad of different "trick" cards in order to make sure that they finish their jobs first and grab the best loot before you can. Check out our playthrough video below to see an in-depth explanation of the rules and to watch a game played from beginning to end!
Looks like a bit o' fun! 'Ow's va art?
Well, there are four types of cards in the game. Here's a sample:
Vis is a fing of beauty! Wot's in va box?
- An 11x16 inch, full color rule sheet.
- 66 Cards (68 with the first stretch goal) printed on professional grade blackcore card stock, with aqueous coating, and linen embossing.
- A cardboard tray insert (to keep the cards from floating around).
I built the first prototype in 2005 if you can believe it. The premise was fun, but that early version of the game had a severe issue with sandbagging, which caused huge bottlenecks in the game-play. I was stuck, so I mothballed it.
A few years later, I had an epiphany on how to fix the issue after playing through a bunch of my old prototypes with a friend. The result was so fun I decided it was finally time to start building it. I enlisted the help of my extremely talented friend Jeff Perryman (who now runs his own art studio) to do the art for the project, and set out to actually make A Thing.
By 2014 the art and game-play were in a place where I thought I could actually show it to people. There were a few bumps, but the feedback I got from those initial play-tests was extremely promising.
For the last three years the game has undergone a massive amount tuning and tweaking while I've balanced family, career, and my lifelong dream of designing and publishing my own games. I’ve taken it with me everywhere I go, subjecting both friends and perfect strangers to its charms. The impromptu play-tests I held at GhengisCon earlier this year went so well that they convinced me it was finally time to reach out to the community on Kickstarter and try to get it into people’s hands.
I'm not a fan of offering production quality stretch goals, this campaign has been created with the highest level of production value available already figured in. That being said, stretch goals are important to a Kickstarter campaign, so I've tried to come up with things that added value in other tangible ways.
I’ve been working on this game so long that there are a significant amount of ideas and mechanics already stockpiled for the game’s first expansion. I have play-tested a couple of these enough to where they can be included in the base game to add even further to its replayability.
$15,000 - Sad Loot: Additional cards will be included that allow another really fun way to take the wind out of your opponent’s sails.
??? - ????: Unlock this stretch goal by achieving the previous one!
??? - ????: Unlock this stretch goal by achieving the previous two!
Risks and challenges
The game is done. The art and text have been proofed. That leaves the hard part — printing & fulfillment.
Printing: We're going through Panda for our printing service. They have amazing customer service, design guidelines, and templates. They have printed many of our favorite games and we're confident that the estimates we received are more than realistic with regard to manufacturing time.
Fulfillment: Freight shipping and fulfillment so close to the end of the year could pose minor delays in the delivery, but we've structured our schedule to try and mitigate that. We're very confident that rewards will get to their intended destinations on time, but there is some risk here and we wanted to call it out.Learn about accountability on Kickstarter
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