Spell Stealers (RELAUNCH)
Spell Stealers is a press-your-luck dice game, racing game, & party game all rolled up into one unique gaming experience (2-6 players)
Spell Stealers (RELAUNCH)
Spell Stealers is a press-your-luck dice game, racing game, & party game all rolled up into one unique gaming experience (2-6 players)
Here's what the critics think of Spell Stealers:
- "It's just a heck of a lot of fun!" – Undead Viking
- "FUN FUN FUN!!!!!" – Diana, Today in Board Games
- "With its easy accessibility, portability, and wide range of player counts and ages, it could have a home in almost any game group." – Jennifer, iSlaytheDragon
Stealers is fun, and I enjoy how fast it plays, and how quickly one can pick it
up. It has been a hit with my family, and I think it’ll be a hit with yours." – Kae, Initiative : Tabletop
"It’s especially good for families as well … it’s very easy to learn, it’s very fast." – Nick, Board Game Brawl
"If you like push-your-luck games, this is
something you’re definitely going to want to add your shelf." – Undead Viking
- "... timed stealing takes what is already a solid combination of racing and risky dice rolling into party-game territory ..." – Matt, Dice. Card. Go!
Read more in the Reviews and Gameplay section below.
Spell Stealers is a press-your-luck dice game – with stealing. Players assume the role of master thieves, sent by the various kingdoms of the land, in a race to steal a powerful magic spell protected within an enchanted temple.
In order to advance into the temple you need to obtain artifacts, represented by the set of artifact dice. Artifacts award you with points and points allow you to move through the temple. Each of the 3 artifact dice are worth different maximum values and have their own probabilities of success. You must use skill, strategy, and a little bit of luck to obtain as many artifacts as possible. Don’t get too greedy though, because failing to obtain an artifact also means losing any points you have accumulated during your turn - and every chance you take is another opportunity for your opponents to steal the points you have worked so hard to obtain.
The first player to reach the magic spell in the middle of the game board triggers the game’s final round. The player deepest into the temple at the end of that round obtains the spell for their kingdom and wins the game.
Spell Stealers was designed to take the excitement of the press-your-luck dice game genre and improve upon it in three specific ways:
- Increased Strategy - This is accomplished through the use of 3 different polyhedral dice, each with their own probabilities of success. It is up to the player to decide how much risk they want to take and when they want to take it.
- Everyone's Playing, Even When It's Not Their Turn - In most dice games, while the current player is taking their turn all the other players are just sitting around doing nothing. In Spell Stealers, every player is actively involved in the game at all times, even when it's not their turn. This is accomplished through a real-time stealing mechanic which allows players to try to steal the points the current player gains. Stealing, however, requires quick reflexes and comes with consequences if the steal-attempt fails.
- Increased Excitement - The fact that stealing happens in real-time makes Spell Stealers exciting for all players, at all times. What does "real-time" mean, exactly? In the context of Spell Stealers, this means that there is only a small window of time in which a player can steal. When the current player obtains points, they must track them by moving the point marker. Once they are done, the points are frozen and can no longer be stolen. What this means is that the quicker the player moves the point marker, the less time all the other players have to steal their points. This keeps all the other players on the edge of their seats, trying to get their steal-attempts in on time. On top of that, only one player can successfully steal per turn so all of the players are racing against each other to get their steal-attempt in first.
More detailed information can be found in the How to Play section below.
Undead Viking Videos - Review
Undead Viking says:
- It’s just a heck of a lot of fun.
- If you like push-your-luck games, this is something you’re definitely going to want to add your shelf.
I’m super glad that I have this pretty cool looking prototype, because it means I can play it whenever I want.
Not only does it have the wonderful tension and dice rolling that [other dice games have] but it actually manages to keep everybody focused and involved in the game, when it isn’t their turn.
There’s like 5 rules to the entire game and that’s it. You can teach somebody how to play it in less than 10 minutes.
Board Game Brawl - Preview
Board Game Brawl says:
- It’s especially good for families as well … it’s very easy to learn, it’s very fast.
- Spell Stealers does a couple of unique things that many of the [other games in the genre] simply don’t do.
- If you like dice rolling games, I think that this offers more than your typical game.
GreyElephant Gaming - Preview
GreyElephant Gaming says:
- It's like Can't Stop ... with a twist
Spell Stealers - Gameplay Tutorial
Initiative : Tabletop - Preview
Initiative : Tabletop says:
- Spell Stealers is fun, and I enjoy how fast it plays, and how quickly one can pick it up. It has been a hit with my family, and I think it’ll be a hit with yours.
- The stealing mechanic in the game is really the star for me, as it makes for an exciting race and keeps players involved in the game even when their turn has passed.
- It is highly replayable, and with how quickly one can learn the rules, is a game that is ideal for teaching to the masses.
- My favorite thing about this game is that the rules are flexible. This makes the game very versatile and can make it easy for younger kids to get involved. The game is rated for kids 8 and up, and I think that the rule adjustments make this completely reasonable.
- The choice of dice, and being able to roll dice with purpose, was a great way to improve your run of the mill dice game.
iSlaytheDragon - Preview
- It’s a good entry into the genre and the stealing twist gives it a little extra oomph over some other press-your-luck titles.
- Spell Stealers is a simple game to learn and play. It’s very accessible to most age groups, as well.
- With the player interaction, chaos, simple rules, and large player count, Spell Stealers can also function as a party game.
- With its easy accessibility, portability, and wide range of player counts and ages, it could have a home in almost any game group.
Dice. Card. Go! - Preview
Dice. Card. Go! says:
- ...timed stealing takes what is already a solid combination of racing and risky dice rolling into party-game territory…
Today in Board Games - Review
Today in Board Games says:
- I absolutely love this game!
- FUN FUN FUN!!!!!
- Spell Stealers is great for playing with the family
Initiative : Tabletop - Interview with Greg Santo
Casual Game Revolution
Players assume the role of master thieves sent by one of the six kingdoms in a race to steal a powerful magic spell protected within an enchanted temple.
The magic spell is protected within the center of the temple. The path leading to the spell is a difficult one and the temple itself, along with all the other players, are working to make sure it stays out of your reach.
A player’s turn consists of the following steps:
1. Set your artifact points to 0 and reset your steal token
2. Secretly select an artifact die and roll it along with the success die
3. If the colors match, quickly update your artifact points, then either:
- Press your luck (go to Step 2), or
- End your turn and score your artifact points
4. If the colors do not match, your turn is over
- Pass the artifact dice, success die, and the artifact point marker to the player on your left
The Artifact Dice
In order to advance into the temple, you will need to obtain artifacts. There are 3 different types of artifacts, represented by the set of artifact dice. The numbers on the artifact dice indicate the number of spaces they allow you to advance into the temple. The colors of the numbers indicate your chances of successfully obtaining that value (see The Success Die).
- The 4-sided die has only green numbers
- The 8-sided die has both green and yellow numbers
- The 12-sided die has green, yellow, and red numbers
The Choice Is Up to You
Part of what makes Spell Stealers so unique is that it is up to you to decide how big of a risk you want to take, and when you want to take it. Whenever it comes time for you to roll the artifact dice, you get to decide which of the three dice you want to roll. Do you want to take a big risk and roll the 12-sided die in hopes of scoring big points? Or do you want to play it safe and roll the 4-sided die? Sure, the 4-sided die might not be worth as much, but your chances of success are much higher.
This decision of choosing an artifact die is made in secret, so no one knows which die you are going to roll until it is out of your hands and onto the table (see the Stealing Is the Name of the Game section for more information about this).
The Success Die
Once you decide which of the 3 artifact dice you want to roll, you will roll it along with this custom success die.
If the color of the number on the artifact die matches the color of the symbol on the success die, you successfully obtain the artifact and are awarded the points indicated on the artifact die. If the colors do not match, your turn is over and any points you have accumulated during your turn are lost.
The success die contains the following symbols:
- 6 of the 8 faces on the success die will match a green number
- 4 of the 8 faces on the success die will match a yellow number
- 2 of the 8 faces on the success die will match a red number
If the color of the number on the artifact die matches the color of the symbol on the success die, you successfully obtain the artifact and are awarded the number of points indicated on the artifact die. The artifact points you accumulate during your turn are tracked using the point tracker (found along the perimeter of the game board) closest to you.
Once you have updated your artifact points, you have a decision to make: do you want to press your luck in an effort to obtain more points or do you want to end your turn and score the points you’ve already accumulated? Keep in mind that the moment you fail to obtain an artifact you will lose all the points you have accumulated during your turn.
If you decide to press your luck, simply select another of the 3 artifact dice and start the process over again. If you decide to end your turn, you will move your player pawn deeper into the temple by the number of artifact points you have accumulated during your turn. Play then passes to the player on your left.
Stealing Is the Name of the Game
Stealing is what really sets Spell Stealers apart from all the other games out there. Spell Stealers was designed so that every player is actively involved in the game at all times, even when it’s not their turn. This is accomplished through a gameplay mechanic which allows players to steal artifact points from the current player in real-time. What does that mean, exactly? As you saw in the Artifact Points section above, when a player successfully obtains an artifact they must increase their artifact points by moving the artifact point marker along the point tracker closest to them. Once they are done moving the point marker, the points are frozen and can no longer be stolen. What this means is that the quicker the current player moves the point marker, the less time all the other players have to steal their points.
Each player has a set of 3 stealing dice whose shapes correlate to the shapes of the 3 artifact dice. When the current player successfully obtains an artifact (meaning the colors matched on the dice they rolled), any player attempting to steal must roll the stealing die that matches the shape of the artifact die the current player just obtained. If the number on the stealing die is greater than or equal to the number on the artifact die, the points are successfully stolen. Otherwise, the steal-attempt fails.
There are a few details that make stealing a little crazy and a whole lot of fun! Here’s the information your brain has to process every time the current player rolls the dice:
- You don’t know which of the 3 artifact dice the current player is going to roll until they are out on the table (since they are chosen in secret). So the first thing you have to do is figure out which artifact die was rolled.
- Next, you have to determine if the artifact was successfully obtained by the current player. Since you can only steal artifacts that were successfully obtained, you have to first determine if the color of the number matches the color of the symbol on the dice that were rolled.
- Then, you have to determine if the artifact is worth stealing. You will always be able to successfully steal a 1, since any number you roll will be greater than or equal to 1. But if the current player rolls a 6 using the 8-sided die, you have to determine if you are willing to take the risk knowing that your chances of obtaining a 6 or higher are only 3 out of 8.
- Once you decide to steal, you have to grab the correct stealing die and roll it as quickly as possible. You have to make sure you roll your stealing die before the current player is done updating their artifact points. On top of that, you have to roll it before any of the other players do - because steals are considered in the order they are attempted and once a player successfully steals, all other steal-attempts will automatically fail.
If you manage to successfully steal, you will be awarded the points the current player would have obtained. You will immediately move your player pawn deeper into the temple by the number of points you stole. If, however, your steal-attempt fails you will immediately move your player pawn backward, toward the entrance of the temple, by the number indicated on your stealing die. If you consider the example of the current player rolling a 6 using the 8-sided artifact die. If you attempt to steal and roll a 5 using your 8-sided stealing die, your steal attempt fails and you will be forced to move your player pawn backward 5 spaces.
Whenever you attempt to steal, whether or not you succeed, you must flip your steal token over to the spent side indicating that you can no longer steal until your next turn passes.
The round in which any player’s pawn reaches, or exceeds, the magic spell (space 35 on the game board) is considered the final round. The final round is played until its completion and the player deepest into the temple at the end claims the spell for their kingdom and wins the game.
FREE SHIPPING anywhere in the United States for all pledge levels.
I am not accepting payments for international shipping costs via Kickstarter. Instead,I will be accepting payments for international shipping via PayPal after the campaign ends.
How to Make an International Pledge
1. Select any of the pledge levels on the Kickstarter page, and pledge whatever amount you’d like. Do not include any additional money for international shipping when you pledge. When the campaign ends I will not be able to refund any money to anybody who accidentally includes international shipping in their pledge amount.
2. After you pledge, send me a private message letting me know that you would like your reward shipped internationally.
3. When the campaign ends, I will send you a PayPal invoice for an additional $25 USD (for international shipping costs).
4. It is your responsibility to pay this additional cost for international shipping. If you do not, I will happily ship the reward anywhere in the United States, at your request, for free.
What about Additional Copies of the Game?
You may add an additional $30 USD to your Kickstarter pledge amount for any applicable pledge level to receive an additional copy of the game. LIMIT 1 PER INTERNATIONAL BACKER. However, the shipping prices I received do not provide any significant break for additional shipping weight. Therefore, you will receive a PayPal invoice for a total of $55 USD ($25 for the initial copy of the game, and $30 for the second copy). The shipping cost for the second copy is increased by $5 to compensate for the $5 discount on the cost of the second copy of the game ($30 as opposed to the standard $35).
There are many reasons I decided to accept payment for international shipping outside of Kickstarter. You can read all about them here.
Spell Stealers has been in development for about a year and a half. Over the course of that time, Spell Stealers has been play-tested by over 100 different people and has been very well received. Spell Stealers has undergone many changes over the course of its development and I will be posting a timeline summarizing them later in the campaign. Thanks to the artistic talent of Andrew Dang and Ian O’Toole, the world of Spell Stealers has really come to life!
That being said, it is important to note that all the artwork and images you see on this page are still not 100% final. All of the artwork for the game is very near to final, but we still have to do some color balancing and shading adjustments to some items - so some things may change a bit in the final product.
This Kickstarter campaign will make my dream of professionally manufacturing Spell Stealers and sharing it with the world a reality. Thank you for your support!
Greg Santo - Creator/Designer
Andrew Dang - Art
Ian O’Toole - Graphic Design
Risks and challenges
As with many other board game projects on Kickstarter, the biggest challenge I will face in the production of Spell Stealers is coordinating manufacturing and shipping with an overseas manufacturer. I am partnering with a well-respected manufacturing company with an excellent track record: Panda Game Manufacturing. Panda GM has worked on many large-scale products (chances are you already own something manufactured by them) and should be able to meet all of the project's needs in a timely manner. I've done extensive research and planning to ensure that everything will be in print-ready format the moment this campaign ends so that manufacturing can start immediately. This, in turn, will ensure that Spell Stealers is in the hands of backers as soon as possible.
The next biggest challenge I will face is fulfilling all of the rewards from this campaign. I have partnered with Ship Naked, a Game Salute company, who has already executed fulfillment for countless board game projects on Kickstarter. They have the experience, knowledge, and competitive rates to ensure that everything will be shipped on time and as cost-effective as possible.
That being said, unforeseen issues can always arise regardless of how much planning has gone into a project. I will make sure that any issues that come up will be immediately expressed to backers. I want to make sure that backers feel they are part of the process from the moment they back all the way through to the end.Learn about accountability on Kickstarter
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