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Fealty, by R. Eric Reuss and illustrated by Sarah Farooqi, is an territory control game that plays in a short amount of time but packs a solid strategic punch and game to game variety. Players are vying for control of a region, which is divided into multiple boards called Duchies (Which are worth way more than 3 points!). Each player has available to them the same group of nine units to place, and must outmaneuver their opponents' placements in order to claim the most influence. Every individual piece has a different footprint of area it can exert control over, with some restricted to certain terrain types such as forests. The example card here, the Ranger, can place influence on any forest squares within three spaces during scoring at the end of the game. The Ranger also has a special ability that happens when he is played, allowing another of your pieces to move. Many of the pieces have such abilities, and using them effectively is critical to victory.
The central mechanic of the game is the speed of each piece. In the top left is a number ranging from 10 to 99, which is different for each card (The base set contains cards 10, 20, 30 ~ 90 and 15, 25, 35 ~ 95). Influence isn't placed on the board until the end of the game after all pieces have been placed. Pieces claim area in speed order, starting from the lowest numbers on the board and going up. So, a low piece that only claims one space in each direction can block a high piece that would otherwise claim three or four spaces. Managing this interaction between different types of pieces is central to having a successful strategy.
The speed of each piece also affects the choices available on where to
place them. The game consists of eight turns, in which each player
secretly chooses a card to play (representing one of their available
pieces). The fastest card gets to place first that turn, which is
important because each Duchy can only be placed into by one player
each turn. You are also restricted by your existing pieces -- you
cannot place a piece in the same row or column as one you've
previously played. As the game goes on, your available placements
dwindle if you haven't planned well!
After all eight turns (in a standard game, players place 8 of their 9 units, in a short game, 6 of the 9), influence is placed as described above. Low pieces go first, high pieces last. Each square is only worth a single influence, except for the cities -- they are worth two. The player who has the most influence on the board wins! This picture is after final scoring on one of our prototypes. Fealty's full release will be this fall. We are producing 100 copies of a short run Limited Edition, which will be hand assembled by us. The pieces will be wooden discs, with plastic chips for influence markers. Purchasers of the Limited Edition will receive a copy of the finished version this fall for the cost of shipping(Boston-area buyers are welcome to pick up directly from us!) 50 copies will be available for sale online, and 50 for sale at Origins at the GPA Showcase booth. [All online copies are sold out, but we still have copies slated for Origins!] |
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Innovation is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well! To win, you must score achievements, which you can attain by amassing points or by meeting certain criteria with the innovations you have built. Plan your civilization well, and outmaneuver your opponents, and with some luck you will achieve victory! $25. Innovation's expansion, Echoes of the Past, is due out this summer! We are taking Beta orders (comes with a copy of the expansion later this summer!) We will send along a PDF and rules to all beta orderers, so they can try it out and help us test. $30, including shipping. |
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There is not very much to say about Win, Lose, or Banana, except that it is awesome. It is indeed as silly as it sounds. For the low, low price of $1, you get a Win, Lose, and Banana card, and the detailed rules document you need to play(and as a bonus, the rules to the variant game 'Who's the Banana?'!) The cards are illustrated by Cara Judd, of Urchin Punch fame. |
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The most aptly named game ever! In this exceptionally silly and awesome game, your objective is to win! Simple enough. Sadly, all of your opponents have the same simple goal, and they're trying to make you lose. Between Rock Paper Scissors battles, being eaten by a random Dragon, or saved by a Kitten Ambush, there are many hazards to avoid. Games last between 30 seconds and 5 minutes, and are lots of fun. Any number can play, though we recommend between 2 and 15. 20 people played at the same time in several games at Otakon! If anyone has pictures, let us know. Chaos Packs are now also available. The Chaos Pack expansion contains a separate deck of 15 new cards you can use alongside your copy of the full game. Every game, you randomly draw one Chaos card, and it becomes a rule that must be followed for the entire game. 2 blank Chaos Pack rule cards are also included. Chaos Pack cards don't mix in with the regular deck, and are in fact a different size to keep you from doing so! Dice are Fun, is our second pack-style expansion! It works similarly to the Chaos Pack, in that it is a separate deck from the main cards. To play a card from the Dice are Fun deck, a player must discard two star cards (or four normal cards) from their hand. A card is flipped, lots of dice are rolled, and excitement is had. Why? Because Dice are Fun! Blue Cards, our third pack-style expansion has been released! Blue cards are crazy and random (surprise), and have four different effects on each card. When you draw a card from the pile, you flip it in a random direction before looking at it, and read the text that is facing you. Check it out at our store! $10 for the game, $4 for the Chaos Pack, Dice are Fun, or Blue Cards expansions. (You can buy dice with the game also, for $7 total, along with the pack) |
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The sequel to end all sequels! We're back for more. WDPT:Either brings a full new deck of cards, crazy and amazing in all ways, just like the original. This can be played as a standalone game, or you can shuffle it and combine it with the original, for complete and total insanity :D Voting, Bananas, and the ominous Shark are just some of the many excellent cards. Buy now! Play later. $10. |
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Whack a Catgirl is a game with a simple concept. Neko-chan, the
catgirl, is cute! Therefore she must be pelted with various objects.
Plushies, water, fangirls, you name it! It's a fast paced, easy to learn
card game featuring very cute art, and some minor comedic cartoon violence.
You can see some of the cards in the link below. Every one of the 62 cards
has its own unique flavor text, and the humor is all PG-13.
$10, available in our online store. |
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The first expansion for Whack a Catgirl is here! Whack a Catgirl: Crazy Characters
is a set of six characters that you can play as. Each character card, featuring all-new
art, doubles as a player aid for newcomers to the game. Features the Yaoi Fanatic, Alpha Fangirl,
and more!
$6 |
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SIXIS is our new dice game, still in unofficial release(hand-packaged). Six is kind of a theme for Sixis, hence the name. Everyone gets six dice, pursues six cards, and well, these dice are six-sided. Players roll all their dice, trying to match the goals on the cards in front of them (For instance, two sixes, or a 1-2-3 run). If you match a card, you can take it for cheap points, or flip it over and go for the harder goal on the back. (In our example, four sixes, or a 1-2-3-4-5 run). To help you out, you can save some of your dice toward your next roll, but if you're not careful, your opponents will take the cards first! If you can manage to get six of a kind, that's a SIXIS, and you can end a round of play on the spot. It's a simple dice game with a surprising amount of strategy. 2-4 players, 5-15 minutes per round. $12. *Packaging Note: Sixis now comes in an unlabeled white box. This has allowed us to cut the price from $15 to $12, and at the moment we are only selling it directly from our web store. You can also order Sixis without dice for $7. You would need six 6-sided dice for each player (up to 4). |
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Gold Thief was Asmadi Games' first project, and is currently in stock.
It is a fun and quick card game of stealing, bluffing, and treachery, and who better to steal from than your
friends,
really? Featuring cute card artwork and card design,
Gold Thief is suitable for players ages 10 and up. 2-5 can play, and a
typical game lasts between 5 and 15 minutes. Comes with all the shinies
necessary to play. $5.
You can buy Gold Thief at our online order page. We also have prints of additional artwork by Steph(the artist for Gold Thief) for sale. |








