Lets face it: we've all had violent thoughts toward our friends and family during game nights
Pass-a-Fist is a non-violent party game that allows you to finally live out some of those unhealthy urges (..hypothetically). It's fun, mildly addictive, and almost too easy to learn.
The game consists of 162 cards and an 8-page rulebook:
- 55 Attack cards
- 55 Counter cards
- 42 Injury cards
- 10 Special cards
How does Pass-a-Fist work?
How does a typical, figurative fist fight play out, you ask? Keep scrolling and we'll lay it all out!
...or watch this 60-second overview video:
To start, shuffle and divide the Fight cards and Injury cards into two separate piles. Players will draw from each throughout the game. Next, deal 5 Fight cards to each player.
To begin a turn (or, "round") - a player draws a Fight card, and then plays an Attack card on another player:
If at any point an Attack card lands on a player, that player can play a Counter card to stop it, or redirect it:
What about those fancy sounding Special cards we mentioned earlier? Those can be played at any time, and they allow players to do... well... special stuff:
If an Attack card lands on a player, and they don't play a Counter card, they place an Injury card face up in front of them:
Once a player has received three (valid) Injury cards, they're out of the game.
The last person standing wins!
Update - we got funded... which means it's time for:
Why should you back this?
Pass-a-Fist is a great time for anyone ages 12 and up (as long as you're okay with cartoonish violence, that is). The game has been very well received by a wide range of people, young and old, who've had a chance to play it. Turns out, everyone likes a pretend fight, especially if it results in some seriously good laughs.
The game is incredibly easy to learn, and only takes about 2 minutes to figure out. There's no mastering it, though - every new round brings about a different style of chaos. No two games are ever alike (...it's not even close).
The game plays pretty quickly (10-15 minutes) with a small group (4 players), or a bit longer (20-25 minutes) with larger groups (8-10 players). Easy game play and rules make it pretty adaptable to most groups, too. Play it with kids! Play it as a drinking game! Play it regularly and demand future expansions!
This game has become very important to us. We've poured our hearts into it. We've gone through several designs, dozens of prototypes, and 100's of hours of playtesting all to ensure that the game is balanced, funny, and replayable. The game design is fully finished and sitting on template sheets as you read this. We've got manufacturing lined up. The only thing left to do is get this to the masses, and with your support, our dream becomes a reality. Every little bit counts, and we truly appreciate all of you.
How about a Kickstarter-exclusive jingle... with your name on it?
We make all of our content in house; from card ideas, to animations, and even the music behind all of our videos (yes, we write and produce all of that too). This means we have the resources to make custom jingles for our higher level contributors. We're ready to pump out a fun, catchy, and absurdly funny jingle for each of the first 100 backers willing to give generously. Hurry and claim one while you can!
Thinking about getting a custom card?
This is a great option to consider. If you pledge at a reward tier that gets you a custom card, we'll work directly with you via email/video chat/carrier pigeon to help figure out your own, personal, one-of-a-kind card for Pass-a-Fist! Whatever you can dream up, we'll make it a reality. We can even put your likeness on the card:
The custom card reward tier will get you multiple copies of the game, and we'll make sure that you have enough of your ultra-rare custom card to pass around. If you get three copies of the game, you'll get at least 3 copies (if not more) of your custom card, too.
Risks and challenges
The biggest risk for this project at the moment is our timeline. Our goal is to get everyone's pledges fulfilled by November/December (so that you'll have them before Christmas) - but unforeseen issues can always pop up: quality problems, shipping woes, etc.
We've mitigated this by having a "Plan A" and Plan B" for manufacturing, and giving ourselves enough "buffer" time to make sure we have room to get things delivered inside of our deadlines. Ideally, if everything goes perfectly; we'll be done early (October?). If things don't go perfectly, we'll still be able to hit our original goal.
Throughout the process, we'll be communicating frequently with our backers. Constant updates and ETA's are totally our thing - and if anyone ever has any questions, we're more than happy to chat (email/message/DM us!).Learn about accountability on Kickstarter
- (30 days)