In Great Scott!, the whimsical 19th century parlour game that never was, 3-5 players draft cards to build ridiculous inventions and then explain them to each other in a bid to impress Her Majesty and become the Royal Inventor.
Here's a bit of flavour to get you in the mood...
In Great Scott!, players draft asset and concept cards to build inventions. After building an invention, each player has one minute to explain their amazing creation. This is the budding inventor's time to shine – be creative, be ridiculous, make everyone believe they need a Colossal Cactus Burning Bee Booster more than they need oxygen!
The aim of the game is to have the highest score after three rounds of inventing. You can scroll down the page for a more detailed explanation of how to play.
All stretch goals have been unlocked! Every Kickstarter backer now gets an expansion pack, exclusively FREE for backers only.
What You Get:
- 60 Animal, Mineral, and Vegetable Asset cards – 63x88mm on 275gsm blue core card.
- 90 Productive, Destructive, and Transportive Concept cards – as above.
- 30 Commendation cards – 44x63mm.
- Box: approximate size 140x100x40mm.
- Rulebook – specifications TBA.
The genuine 19th century illustrations on most of the Asset cards are © The British Library Board, and are used with permission.
1). Place all the cards in decks in the following order: Primary Concepts, Assets, Central Concepts, Assets, and Final Concepts. It looks like this.
2). Deal two cards from each deck to every player, so that everyone has two of every concept card, and four asset cards.
3). Then, deal three "Highly commended" and three "Good effort" commendation cards to each player.
Now you're ready to play!
4). Everyone plays simultaneously, so there's no downtime. Each player draws one card from any deck, and then chooses a card from their hand to play face down in front of them.
There are three types of asset cards: animal, mineral, and vegetable. There are also three types of concept cards: productive, destructive, and transportive. Each card type has its own colour and icon, so they're easy to identify. Every card also has a number on it, which is the value of that card.
Card types are important when it comes to scoring, which we'll discuss in step 8.
5). When everyone has played a card, they turn it face up and then pass their hand of ten cards to the player on their left. Then, repeat steps 4 and 5 until everyone has played five cards, and has a finished invention in front of them, like this:
Inventions can be constructed in any order, but must always end up with a Primary Concept first, then an asset, then a Central Concept, another Asset, and lastly a Final Concept. It's the same order that the decks of cards are laid out at the start of the game. Easy!
6). Now for the really fun part. Each player takes it in turn to explain their invention to the other players. Inventions are almost always utterly ridiculous, but it is the job of every great inventor to make their ludicrous contraption sound invaluable!
7). Each player now takes one of each type of commendation card from their personal supply. After a count of three, they pass their two-point card face down to the owner of their favourite invention, and their one-point card face down to the owner of their second favourite invention. Players can't award commendation cards to themselves.
Commendation cards that have been awarded in this way must be kept face down until the end of the game.
8). Now it's time to calculate scores:
- Add up the values on the cards.
- Check for asset bonuses: if both assets are of the same type (matching colour and icon), score 2 points.
- Check for concept bonuses: if the invention has two concepts of the same type, score 2 points. if all three concepts are the same type, score 4 points.
- Check for alliteration bonuses: all the asset & concept cards begin with the letters A to E. Consecutive matching letters are worth extra points – 2 points for a pair, 4 points for three in a row, 6 points for four in a row, and 8 points for all five. You can score more than one alliteration bonus, for example if you have two pairs you'd score 4 points, or 6 points for a pair and a trio. As long as the cards with matching letters are next to each other, you get the bonus.
Write down everyone's score after each round, but only reveal the hidden commendation cards at the end of the game!
9). After the last inventions have been scored (usually after the third round of the game), each player turns over any commendation cards they were awarded and adds those points to their grand total. The player with the highest score is the winner!
There are enough cards for five players to play three rounds, but the game supports larger player groups by reducing the number of rounds. It is possible to play a single round with up to 10 players.
Will your Bedazzling Bat Borne Brass Balloon outdo your rival's Diabolical Dynamite Driven Duck Dispatcher? Perhaps, if you play your cards right...
Consider carefully; clever card combinations and amusing alliterative amalgamations bring bountiful bonuses!
Great Scott! is the first game from Sinister Fish Games, and the first time anyone involved has run a Kickstarter campaign. We are going to need some help to stand a chance of pulling this off!
We need our Kickstarter backers to pledge for a total of 285 copies of the game in order for it ever to exist, so if you're already onboard, we would love your assistance. There are several ways you can help to spread the word about Great Scott!
- Share this project page to someone who you think would be interested in the game. Please DO NOT spam it indiscriminately!
- Like the Sinister Fish Games page on Facebook.
- Follow and re-tweet @thesinisterfish on Twitter.
- Interact with the Great Scott! page on BoardGameGeek.com –
1). Become a fan of the game.
2). Thumb the images in the image gallery.
3). Leave comments & questions on the Great Scott! forums.
- Subscribe to our mailing list.
We're very happy to be able to ship Great Scott! direct from China to anywhere in the world at the same flat rate price, which is already included in the pledge!
Backers in EU countries will be given the option to have their game sent from the United Kingdom at no extra cost. This way, EU backers will avoid any risk of being charged import duties or VAT, because we will have already paid them.
Shipping will occur in two waves:
Wave 1 – all games destined for non-EU countries, and to EU backers who opt in. These games will be dispatched direct from China. Shipping will take an estimated 7-20 days after dispatch.
Wave 2 – all games destined for EU countries. We will need to ship these games to the United Kingdom by sea freight first, and this will take approximately 8-12 weeks extra. Shipping to backers will take an estimated 2-7 days after dispatch.
Risks and challenges
The art & design for all the cards is complete, and the game has been thoroughly tested. All that remains is to complete the formatting of the rulebook, the final design of the box, and final design work on any unlocked stretch goals.
The funding goal includes all foreseeable expenses, fees, and taxes, plus a 10% contingency fund. The only risks & challenges should be confined to potential delays in manufacturing & shipping which are out of our control.Learn about accountability on Kickstarter
- (21 days)