It’s a party game for ten or more people, in which everyone becomes a character in a wacky (but dangerous) world.
"We played with our 15 overnight campers, and for about 4-5 rounds they kept saying 'again again.' You get a pretty good mix of people whole heartedly buying into their roles, and people taking a break to catch their breath from laughing so hard. We also sampled different size arenas, and it was funny to see how people would spread out/try to seperate themselves from the choas when given more space. After so many games they did want to move on to other things, but then we got several more requests throughout the week to play again. So I'd say 'ITS A HIT!'" - Greg Hulet, Director at iD Tech Camp CMU, after an independently run (blind) play test
"The sell isn't too hard, but it does take players a little while to get used to their role. After the 2nd play, participants get used to the format of "trust your card implicitly". And, after players are used to the game, they can't get enough! I've had multiple campers from over the weekend ask me about where to get the game and if we are playing again this week (the answer is, of course, yes!). For a few hours after Do Move Say, players can't stop talking to each other about the in-game happenings. I even jumped in with Role #2, and it was silly and awesome and insane! Do Move Say is an unforgettable shared experience!" - Kaos, Lead Instructor at iD Tech Camp UNC Chapel Hill, after an independently run (blind) play test
"The interaction between the different roles of townspeople was awesome and next time I plan on playing instead of moderating. Definitely seems like an awesome game to break the ice and get people interacting and out of their shells if they're willing to participate." - Jared Hulet, Lead Instructor at iD Tech Camp Ohio State, after an independently run (blind) play test
"Just got to play the game with our UGW crowd (Big ups to Kaos for getting us the game!), and I must say that it is one of the most pure and wholesomely fun games that I've had the privilege of playing. In a game such as Werewolf, players (especially the younger ones) feel left out if they don't have a specific role. Do Move Play eliminates this feeling of exclusion by giving every player a unique role. The one problem I ran into is that the "If, then" conditions are not easily picked up by new players, as they are more focused on their basic roles than their more advanced conditions. I feel that this would be resolved as the group gets more used to the game, however. All in all, it was an enjoyable game, and I can't wait to play it some more!" - "Wolfman," Instructor at iD Tech Camp UNC Chapel Hill, after an independently run (blind) play test
"It is interesting." - Eric Zimmerman, Game Designer, Artist, and Academic at NYU exploring the theory and practice of game design
"This was one of the games featured at last year's Steel City Games Fest, a festival of new games in Pittsburgh. It was awesome! One of the best things games do is break down social barriers and get people comfortable with each other (at Obscure Games, we call this "games-as-booze"). Do Move Say is a great example of how a game can turn an otherwise awkward experience into something that's fun, silly, and unifying. Get this game. Play it with strangers. Make them your friends." - Adam Nelson, Founder of Obscure Games and the Steel City Games Fest
"Very excited to see the process and progress of taking a new type of game like Do Move Say and bring it from fun festival action to full on product. I played the game at the DCGam.es Festival 2011. It involves crazy antics, strategy, and interaction among the players. A fun way to get people to interact with each other quickly and easily. Easy to understand and engaging so you want to play again and again." - Limor Schafman, Co-Founder of DCGam.es Festival
"Do Move Say is completely ridiculous and totally sneaky. It's like Assassin's Creed meets the Looney Tunes." - Brendon Trombley, Game Designer at the Institute of Play
The Townspeople: Everyone is a little odd, doing and saying the strangest things, over and over again. But you like it that way.
The Mastermind: In order to accomplish your plan, you must “disable” three townspeople and complete other secret tasks without the Detective spotting you. Try to blend in!
The Detective: Your task is to find the Mastermind and stop him. Can you tell the difference between bizarre and brilliant?
The Others (otherwise known as “Mods”): You have some other special task to do, which may make it harder for the Mastermind and the Detective.
The basic game can be played by a group as small as 10 or as large as 40. Players start with one or more cards that reveal their characters and secret instructions. A common card looks like this:
Gameplay is pretty simple — The most complicated part is opening the package - really! The rules are to follow the instructions on the card (or cards) that you are handed.
There are two global rules:
1. If someone pinches your elbow, you are disabled.
2. If someone hands you a note, conceal it immediately.
That's it - everything you need to know is on the card.
If you’re a townsperson, you have to follow the instructions on the card, doing any of the actions listed under DO, MOVE or SAY. Pay attention to the people around you, because how other people act will change how you act!
If you’re the Mastermind, you have to “disable” three players. But you can’t disable just anyone — you’ll need to wander among the townspeople until you find the right victims. You’ll also need to pass a note to an accomplice and find a secret key. If you can accomplish all of these tasks without the Detective identifying you, then you win and can go on to world domination (ahem)!
If you’re the Detective, then you have a very important job, my friend. You must find the Mastermind before he can fulfill his plan. As soon as you spot him, you can reveal his identity. If you haven’t found him by the third victim, you’ll have to guess, so make it a good one. The townspeople are depending on you! Oh, yes, a wrong guess, of course, ends the entire game as well. Except in that scenario, you lose.
After you play once, you can play again (and again and again). Just mix up the cards so that everyone gets a new character. And you can add in different Mods, to make the game more challenging.
The Mods are cards for additional characters who have special tasks or abilities. You can add in one, two, or all of them at once. The more you add, the crazier it gets!
- The Jealous Lover: Someone done you wrong. Disable that person without being stopped by either the Detective or the Mastermind.
- The Pamphleteer: Secretly give out three notes to specific people without being stopped by either the Detective or the Mastermind.
- The Doctor: You hold the power of healing in your hands and can revive one “disabled” player — and don’t let the Mastermind disable you!
- The Fumbler: If you catch a player looking at his card, exchange cards with him.
- The Decoy: Act suspicious and try to convince the Detective that you are really the Mastermind. But you can’t disable anyone, or give or take anything.
- The Mimic: Do what others around you are doing, no matter what it is. This will really confuse everyone.
Each set will also include a couple of blank cards, so that you can create your own Mods. And we also happen to have a bunch of Mods up our sleeves for future editions. Exciting!
1. Everyone has fun, no matter which character you play. Trust me, pretending to be a monkey or shouting at the sun can be just as fun as hunting for the Mastermind.
2. Most games are designed for only a handful of players, but DO MOVE SAY is perfect for groups of all kinds — birthday parties, cocktail soirées, New Year’s celebrations, prison releases, family reunions, box socials, grand openings, hipster happenings, employee team-building, classrooms, subway commutes, DMV lines, and more. Can’t you just imagine playing it at your cousin Brenda’s third wedding?
3. It’s easy to learn and quick to play — you can pick up and play the game in less than five minutes.
4. The game is great for all ages, but especially for ages 10 and up. The rulebook will include instructions for how to simplify gameplay for children under and around age 10.
5. What other game lets you play a Pamphleteer? Enough said.
I’m Pete Vigeant, a game designer at ESI Design. I first created the game back in 2011, as a live-action tribute to the experimental computer game Spy Party, by the not-so-evil genius, Chris Hecker. I wanted to create a game for large groups that would be easy to learn and fun to play, and would encourage collaboration through often outrageous behavior.
Since then, the game has evolved into DO MOVE SAY, and I’ve play-tested it with hundreds of players at the Come Out & Play Festival (New York), the Steel City Games Fest (Pittsburgh), the DC Games Festival, LapDawg (Bucknell University), Eyebeam Art + Technology Center (New York), and at iD Tech Camps (at various locations).
The general consensus is that it’s a lot of fun.
I am confident that the game is well balanced and ready for large audiences to play and replay!
Here's a video compilation of the game in action, from our first playtest through to one of the more recent ones.
Kickstarter funding will help in three ways:
1. The current version of the game has crummy little paper cards. With funding, I can make more durable cards that look much nicer, include cool graphics on premium quality, customized, plastic-coated, high-gloss, smooth-finish card stock. Really. I may even be able to get UV coating so they smell awesome!
They’ll be cards to treasure forever and hand down through the generations.
2. The more funding I get, the more Mods I can create for future editions. Just imagine the possibilities: hipster, zombie, tax accountant, Elvis — who knows?!
3. Scale. Kickstarter funding will let me ramp up production, so that I can make the game available to people everywhere.
Do Move Say is already 100% designed and ready for the printer. I have several printers overseas that are ready to receive and package our order - right now I am evaluating each one for quality and consistency.
Once the cards are printed, the packages will be assembled by a team at ESI Design and shipped throughout the country and world (international shipping is +$5). I anticipate that everyone will have the full deck of cards by the end of September, but am aiming to be even quicker than that!
If you are getting a t-shirt, I am partnering with a t-shirt company in New York City that does great work very quickly. The t-shirts will be completed before the cards!
There are several different ways that you can support my project.
A lot of Kickstarter projects break up their games, so that smaller pledges get less complete versions. But I’m not doing that, because I want everyone to get the best product possible. So starting with the $25 pledge level, everyone will get the complete game, a 52-card deck, which includes:
- Mastermind (plus secret note)
- 38 Townspeople
- 6 Mods (with extra notes for the Pamphleteer)
- 1 blank card so that you can create your own Mod
- An awesome DO MOVE SAY T-shirt!
- The honor of having a DO MOVE SAY character card named after you!
- The greater honor of being listed as a donor in the rulebook! In large type!
- The opportunity to have me come and RUN THE GAME FOR YOU!
- A customized game, designed JUST FOR YOU!
- And if I reach the stretch goal of $20,000, I’ll add in even more Mods and give them to EVERYONE.
So go ahead and pledge!
If you still have questions, feel free to submit a question below or email me at email@example.com.
Many thanks to all (potential) backers for your support! This project will get funded only if it meets its goal, so please spread the word to friends, family, coworkers, neighbors, old girlfriends and boyfriends, and anyone else you happen to see.
- (34 days)