Groves is a beautiful game designed by Steven Aramini and Dan Letzring, with artwork by Nolan Nasser, and published by Letiman Games. Groves had a very successful Kickstarter campaign, reaching a funding amount of $38,123 (433% of its goal) and 957 backers. This game recently began fulfillment to its Kickstarter backers, including me! I was lucky enough to own one of the prototype copies of this game and super stoked to compare it to the final production copy. Now that I have both in my possession, I can do just that! Without further ado, Before and After: Groves edition.
In episode 25 of the TIGR podcast, Chris talks to game designers about how to create and design expansions for their successful games and the challenges in doing so.
Tom chats with TIGR’s very own, Dan Letzring, about his recently, Kicstarted game, Groves.
After a bunch of Kickstarters, Steven returns with another installment of the Indie Jungle exploring partnerships.
Today, Fairway reflects on the very clever “Bag Building” game mechanism used by co-contributors Steven Aramini and Dan Letzring in their upcoming Kickstarter game, Groves. This peculiar variation on the common deck-building or deck-optimization mechanisms results in some fantastic game play. So fantastic, it’s worth exploring in a bit more detail.
Welcome to the learn to play video for the new game Groves from Letiman Games. If you would like to jump to a particular section, the time stamps for each are listed below. Introduction: 0:27 Setup and Overview: 1:19 Round Examples: 8:36 To learn more about Groves and the Kickstarter campaign, visit: https://boardgamegeek.com/boardgame/220155/groves http://www.tinyurl.com/grovesks If you’re interested in learning about having a Learn to Play video made for your game, please visit my inquiry page here. Find us everywhere! www.TheIndieGameReport.com Facebook.com/TheIGReport Twitter: @TheIGReport Music Intro and outro: Rainbow Street by Scott Holmes Playthrough: Toys by Steve Combs
The only platform I have ever used to crowd-fund my projects. Up until recently, I had never used IndieGoGo or GoFundMe. Recently, I (along with many other creators) have been approached by IndieGoGo to run an InDemand Campaign for one of my previously funded Kickstarter Campaigns InDemand is set up so that creators can take an already funded project (on Kickstarter or IndieGoGo) and continue to collect pledges for as long as the creator wishes. I recently gave InDemand a test run for my game Gadgeteers (which funded in September 2016) and I wanted to discuss my experience with this feature.
I often browse many kickstarter forums (mostly the groups on Facebook) and I often see the question come up of “Should I include a Print and Play (PnP) in my campaign?” Whether you decide to offer it for a price or give it out to everyone free of charge, I definitely think it is a good idea to include a Print and Play in your Kickstarter campaign. This post will explore all of the reasons why I feel the way I do.
Fairway puts on his work gloves and safety goggles in this Kickstarter preview of Gadgeteers. Gadgeeters is a two- to three-player, bidding and bluffing by Letiman Games. Gadgeteers hits Kickstarter August 16th. Edit: It’s now live. Check it out! There’s also a bonus video review by Cassie at the end.