Nov 16 2018
Would you watch an anime called “Moldy Seed Prince”? No? What about “Gorilla Cyborg Force Overdrive”?
Channel A is a party game in which you create and pitch ridiculous anime series and convince the other players that they really want to watch them! Create shows based on random words in your hand, and vote for your favorites. The Alpha Genesis edition includes everything you need to play–250+ title cards, 112 premise cards, and more! Already have a copy of the first edition? This one includes about 70 new cards, including new and updated chibi to inspire your show ideas.
Ready your kaiju, magical girls, and secret ninjas and tune in for an evening of hilarious fun!
In this game, you’ll find:
- Clear instructions to start any group playing in minutes.
- 272 title cards, each with a word or phrase to build your show titles.
- 112 premise cards, 100 with an inspirational category, and 12 with an inspirational chibi character.
- 16 blank cards to add your own flair to the games.
- 1 Producer Card.
Tune in and turn up the fun with Channel A!
Number of players: 3+
Age of players: 13+
Length: 30 minutes
Type of Game: Party Game
Languages Available: English
Product Number: EHP0043
Card Count: 401 cards
Availability: Check here (early-2019 targeted)
Game Designer: Ewen Cluney
Nov 2 2018
For the Queen
The land you live in has been at war for as long as any of you have been alive.
The Queen has decided to undertake a long and perilous journey to broker an alliance with a distant power.
The Queen has chosen you, and only you, to be her retinue, and accompany her on this journey.
She chose you because she knows that you love her.
A tale of love.
A land in peril.
For the Queen is a card-based story-building game that you and up to five other players can begin playing in minutes. Choose your queen from among fourteen gorgeously varied illustrations—or start from scratch—and use the prompt cards to collaboratively tell a story of love, betrayal, doubt, and devotion.
In this game, you’ll find:
- Clear instructions to start any group playing in minutes.
- 14 beautifully rendered queens by a diverse group of artists to inspire your stories.
- 46 prompt cards that will help you develop your world, your characters, and their relationships to each other and the Queen.
- An X-Card to remove content you don’t want in the game.
- Tragedy, heartbreak, betrayal, love, doubt, and unwavering dedication.
The queen is under attack. Will you defend her?
For the Queen!
Number of players: 2-6
Age of players: 13+
Length: 30-120 minutes
Type of Game: Roleplaying Game/Card Game Hybrid
Languages Available: English
Product Number: EHP0044
Card Count: 82 cards
Format: Tarot Deck and Digital Formats.
Availability: Check here (mid-2019 targeted)
Game Designer: Alex Roberts
Oct 29 2018
Match your Fate Points to your dice? Yes please! The Accelerated Core Blue Fate Points are made from the same iridescent blue material as the Accelerated Core Dice. They’re debossed (like embossing, but with sunken markings instead of raised) with the Fate logo on one side, and a starburst point on the other, both in white ink. The points are one inch in diameter and 4mm thick (about the size of an American quarter, but thicker). With this set of 30 points, you’re sure to succeed with style.
Fate Points Information
Ages: 8 and up.
Suggested Retail: $12.00
Release Date: November 6, 2018
Availability: Check here
Oct 21 2018
Want to see how easy it is to play improv games with your friends? Check out these videos!
I’m a Tree
Yes! Character Building
Oct 9 2018
Oct 2 2018
The game industry is hard work, and even when you’re “living the dream,” there isn’t always a guarantee it will be a good dream. Today, we have some sad—but thankfully, not dire—news to share with you.
In the last few weeks we did a financial review of the company, reviewing both the past performance of our product lines, and our future financial/cashflow projections. The results were unfortunately grim. The short version is that we’ve been publishing too many games that haven’t performed well enough to continue at our current pace and volume.
Looking at what we’ll need to do to stay solvent has been a painful process. On the project side it means focusing largely on RPG books in our 2019 roster. We understand the risks and costs involved in them very well, as we’ve been making many of them over the past 13 years. We believe that narrowing our focus to focus on our core strengths will be best for helping us get back into the black in 2019. Unfortunately doing so means cutting or postponing a lot of projects (a dozen in total) composed mostly, but not exclusively, of our our in-development non-book products.
Our hope is that once we’re on sturdy footing again we’d be able to pick up some more experimental projects, but in the near-term we’ve got to focus on what we know works.
We’ll also be seeing some staffing changes as part of our effort to get our costs under control. Carrie Harris, our Head of Marketing, and Chris Hanrahan, our Head of Business Development, are leaving at the end of October. This will give Chris and Carrie the opportunity to focus on some other things that they’ve been eager to take on. And sadly, our significantly decreased art direction needs for 2019 also means we have to let our good friend Brian Patterson go after the end of 2018.
This process has been a rough ride for everyone involved. We’ve done our best to make it as gentle as possible. Many of the projects on our cut list are getting “mothballed” rather than canceled, and we hope that in 2020 and beyond we can return to them. A few others we will work with to find new homes at other publishers. They wouldn’t have gone on our (overambitious) prior roster if we weren’t excited to see them all make it out into the world!
The silver lining, if you will, is that we’ve spotted this problem well before we’ve run into it at a speed which would not have done good things to the company or anyone at it. Seeing a problem from far off and course-correcting to avoid it is a good thing! Ultimately, these changes are about regaining our footing and rebuilding our core strengths and finances to where we can return to our growth agenda in future years. The company that remains will be a company positioned to survive, and even thrive, in the ever-changing landscape of the tabletop game industry of 2020 and beyond.
Projects that remain with us from now through 2019 include:
- Tachyon Squadron: Releases next week!
- Improv for Gamers: Coming later this year!
- Channel A: The Kickstarter on the Alpha Genesis Edition concluded recently and we are hard at work getting it ready for the manufacturer.
- Shadow of the Century: Our new successor to Spirit of the Century, moving the SOTCverse timeline forward to 1984! Artwork is in development and should wrap within a month or so. This will be the final digital release to our Fate Core 2013 KS’s backers, and will be followed by a release in print likely within a few months of that.
- Fate of Cthulhu: We had a very successful playtest round recently, and the team is working hard on taking all our playtester feedback into account as they work on producing the final complete draft. We expect to Kickstart this around March of 2019.
- Band of Blades: We’ll be bringing you another Forged in the Dark game from the Scum & Villainy team in 2019.
- Agon: We’re working with John Harper and others to update his classic swords-and-sandals RPG of greek heroes. Expect a Kickstarter about a year out from now, very approximately.
- Monster of the Week: Tome of Mysteries: Michael Sands from Generic Games, designer of Monster of the Week, has been working on a supplement for the game for a while now. We’re happy to confirm that we will publish this as well. Layout is currently underway.
- For the Queen: A card-based story-building game from Alex Roberts — one of our few remaining non-books — is targeted for next year.
- Digital stretch goals for Uprising and Tachyon Squadron remain in development, and will be released to the backers, and then for sale on DriveThruRPG at least, once ready.
- Patreon! We still have several Fate Worlds of Adventure in development to bring to you, pay-what-you-want like the rest of the line over on DriveThruRPG.
As you can see, that’s still a plenty busy slate of games and projects for us to get out the door over the course of the next year and change. So fear not, fans of the Hat! We’ll continue to bring you a selection of the best games in the field for the foreseeable future.
And thank you all, so much, for your past and continued support!
Sep 10 2018
Improv for Gamers
Do you want to be a better roleplayer or GM?
Do you want to encourage spontaneous creativity in your gaming group?
Do you want to create dynamic, compelling characters?
If the answer to any of these questions is “yes,” Improv for Gamers is for you! Based on the popular workshop series, this book provides a selection of fun and easy improv exercises designed to take your tabletop or live-action gaming group to a new level. Pick and choose exercises to develop a particular skill, or run through a variety of them at random! No improv experience required.
Improv for Gamers will help you develop the following skills:
- Smoothly building on the information provided by other participants in the game
- Using one small starting point to build a multi-faceted character
- Building authentic relationships between characters
- Interacting with invisible objects in a way that is believable
- Knowing when and how to end a scene and share the spotlight
Number of players: 2-20
Age of players: 13+
Length: 1-4 hours
Type of Game: Gaming Workshops
Format: Hardcover and digital formats.
Languages Available: English
Product Number: EHP0041
Suggested Retail: $20
Game Designers: Karen Twelves
Release Date: November 2018
Aug 14 2018
Today, we’ve updated the Picking Your Characters section of the DFCO strategy guide to include the Dead Ends and Winter Schemes expansion. You can check that out here!
Did you miss the rest of the updates? Check out the guide to Expansion 4: Dead Ends here! Or the guide to Expansion 5: Winter Schemes here. And if you’d like to see the whole thing, we’ve got a handy dandy table of contents here!
Thanks again to Shannon Appelcline for writing this all up! Fuego!
The Dresden Files Coop Card Game Strategy Guide, Section VIII-G: Playing Expansion #5: Winter Schemes
Aug 9 2018
We’ve got new expansions for the Dresden Files Cooperative Card Game, and that means more of Shannon Appelcline’s excellent strategy guide! If you’re struggling with the new decks or just looking for a little advice to get you started with them, we’ve got what you’re looking for! And if you somehow missed the rest of the articles, we’ve got a handy link to the rest of the series at the bottom of this article. We’ll be posting a revised guide to picking your characters, including the new expansions! So, without further ado…
The Mechanics & Meeples DFCO Strategy Guide, Section VIII-G: Playing Expansion #5: Winter Schemes
Caveat Reader: the very names of the two characters in expansion #5 are spoilers for character developments in Changes (#12) and Cold Days (#14). They’re arranged in that order.
Winter Knight Harry (Harry v2)
Harry’s focus has changed ever so slightly from predominantly investigative to combative. (It’s just a 1 Fate swing, as those two suits were always pretty balanced for Harry.)
Cards of Note. Replacing Harry’s old area-attack cards are “Infriga!” (Attack) and “The Za Lord’s Guard” (Investigate), which can each place up to 6 tokens for a 4 Fate cost, but are very specific: they place 3/2/1 tokens on the first, second, and third cards of the appropriate type. On average, these are slightly better than Harry’s old area-attack cards because they offer a better than 1:1 Fate:token ratio with two targets in a row, while the old ones needed three to excel. This is particularly true for “Infriga!” because there will almost always be a row with at least two Foes; “The Za Lord’s Guard” is somewhat more likely to be discard fodder, especially for the three Books that only have two Cases. “Mab’s Voice” is also notable. It’s an Overcome that optionally lets Harry take another turn. Use this if Harry has drawn extra cards (or will do so) and would otherwise be out of sync with the rest of the group.
Best Suit [Attack: 12]. Besides “Infriga!” Harry also has “Rexus Mundus!” and “Arctis”, offering more hits without drama.
Talent: Mantle of Winter [Early Game]. Move Case or Foe. Harry’s Talent is still intended to advance Obstacles and Advantages that need to be resolved, but now he’ll do so by moving back Cases and Foes. Remember that those Cases and Foes must be free of tokens. This means that Harry will only be able to effectively move cards early in the game, and the other players have to be careful. (There is some opportunity for Harry’s Talent to be usable late in the game to move Foes and Cases to the group’s advantage, but because of this restriction, it’ll come up much less often.)
Stunt: Infriga … Forzare! [Late Game]. +5+2dF Hits to Kill Foe. Harry’s blasting rod did 4 damage as long as it killed a foe, while the Winter Knight’s Infriga Forzare does an average of 5. That’s better, right? Actually, it’s trickier, because if you try to target 5 damage, you’re going to waste Harry’s Stunt 33% of the time, and if you try to target 4 damage, you’re going to waste it 11% of the time. Only 3 damage is truly safe! You should usually use this Stunt to finish off a foe who has 4 or fewer Hits left, but wait until late in the game because it can alternatively be used as a Hail Mary if you really need 5 or 6 Hits.
Team Notes. Just like before Harry took up the Winter Mantle, you should work carefully with him early in the game to ensure that he can get Advantages and Obstacles into Range; and just like before, you should set him up to finish off a Foe with his Stunt. Just be aware that this Harry might be a little more constrained in what he can do and a little more chaotic in his results.
Winter Lady Molly (Molly v2)
Molly saw a larger shift than Harry, with her Investigate notably decreasing and her Attack notably increasing, leaving her more balanced, but ultimately an Attacker (and still a manipulator).
Cards of Note. Molly now has her own pair of area-attack cards. For 5 Fate she can use “Illusory Betrayal” to add a total of up to 3-7 Hits on 1-3 adjacent Foes, or “Agents of Sidhe”, which does the same for 1-3 adjacent Cases. These cards are beneficial if at least two cards of the appropriate type are adjacent, particularly given their strong range of 3, and they’re superb if three of the correct card types are lined up. As usual, that’s harder to do with Cases than Foes.
Best Suit [Attack: 12, Take Advantage: 8]. Molly only has three Attacks, but they’re worth 3-5 Fate, so they’re strong. She also has a strong set of three Take Advantages, of which “Winter’s Guidance” is cheap, “Lea’s Lessons” has strong Range at 3+2dF, and “Flawless Illusion” gives a rebate.
Talent: Power of the Lady [Intermittently, Any Time]. Ready to Eliminate – Dice. The old Molly could precisely predict results on +1dF rolls and could avoid the worst results on +2dF rolls, all by flipping just 1 die to + or –. The new Molly instead flips all the dice in one of her rolls from – to “0”. Although this sounds more exciting, it’s not as good: it only allows her to ward against low rolls, not to guarantee the best results (e.g., both Mollies could turn “– – ” to an average result, either “– +” or “0 0”, but the old Molly could also turn “– +” into “+ +” or even “– – ” if she wanted, while the new Molly can only make it into “0 +”). So, Molly’s now more consistent, but has less upside and can’t lower high rolls. The new Molly has a single +3DF card in her deck, and that’s the only time that her results can ever be better than the old Molly, because 1/27th of the time, when she rolls “– – –“ she turns that into “0 0 0” (+0), not “– + – ” (-1). Still, risk-averse players might like Molly’s new Talent better, because it feels better. As always, Molly’s talent is especially useful because most of her cards involve die rolls: 80% this time around. You should usually set Molly’s Talent up on the first turn and reset it every turn when it’s not ready, unless you have no +dF cards left in your hand, or it’s your last play of the game.
|Old Molly Minimum||+1||+0||-1 (N/A)|
|New Molly Minimum||+0||+0||+0|
Stunt: A Favor Owed to Winter [Late Game]. Copy Unplayed Stunt. OK, this can be a little tricky and a little annoying, since you have to remember all the Stunts not in the game. If you want, grab all the unplayed Stunt cards and line them up next to Molly’s card. But, generally, you’ll go with a favorite: if you want to deliver Hits, use Kincaid (+3 Hits to Hurt Foe & Swap); and if you want to pile up Clues, that’s Sanya if the Case is uninvestigated (+3 Clues to Uninvestigated Case & Pull) or Butters if lots of Cases have been investigated (Add Clues to Investigated Cases), but their particular uses come up less often. More likely if you don’t want to straight up deliver hits, you’ll instead reuse a card by asking a favor of Ramirez (Return a Discarded Card). Amusingly, Molly can also effectively use the Stunts for the characters that are in the game by borrowing Mouse’s Stunt (Choose to Return a Used Stunt). You’ll usually want to save Molly’s Stunt until the very end of your game, when you’ve identified your biggest remaining obstacle to winning.
Team Notes. With Winter Lady Molly in play, you should carefully consider what characters everyone else is using (or rather: not using), to give her the most options for her Stunt. If you do that, you can ask the Winter Lady for almost anything and expect her to deliver. If there’s a gap in your path to victory, Molly’s your woman.
Missed some of the other articles in the series, or looking for advice on a particular gameplay element? Go here for the full list of articles and Bob’s top ten favorite romance novels. (We’re kidding about that last one. It’s probably for the best.)