We would like to introduce Charge! a fast paced army building card game.
What is It?
Each player is a General working to build an army and sabotage their enemies army while trying to avoid sabotage themselves. Charge! can be played by as many players as there are unique decks, 4-6 players works best. Charge! is a 13+ game with a play time of 15-20 min and playtime can be adjusted via the ending point total.
What we like about it!
I know what you are thinking….”Its your game, wouldn’t you like everything about the game?” The answer to that is no. I find that I am ultra critical of other games and that includes the games we work on. All games have their strengths and weaknesses and since I am critical of other games, it is only fair I am critical of ours.
Moving on to what we like, we really like that the game is easy for a newcomer to learn and explain to other newcomers after only one game. When we were putting together the rule book, we kept saying, “we wish we could teach this game without a rule book.” I guess that mentality applies to a lot of games, but being shown the game and playing two rounds, players know what they need to know in order to participate. We really like the number of players Charge! will support. As long as everyone has their own unique deck, the game can include many players or just a couple. The head to head feel of a 2p game is a lot of fun, the chaos of a 4-6 player game is where Charge! really shines. While Charge! is a fast paced game, one does not need to be a speed player to enjoy the game. There are strategies players of all speeds can employ in order to defeat the other generals. The sabotage mechanic is the catch up mechanic for slower players and players behind on the score sheet. At the end of every round, players find out if their army has been sabotaged. During the round, players might know but don’t really know if they have the most cards in their army and the anticipation as you are counting our army cards during score can be nerve racking. The amount of strategy in a game is great because players can try different strategies during one game. Most of all, we like the broad appeal for this game. We believe it has enough strategy to make hobby gamers happy, but has enough fun and chaos for casual gamers to enjoy.
What we don’t like…
The artwork, haha….or that lack thereof. I am meeting with out artist this weekend to discuss the artwork but we are in a tough spot with this game. These cards are going to live a tough life, so how much do you put into the artwork for cards not designed to live in a card sleeve? The plan right now is to go with a simple design for each unit and expand the art from there. Our other challenge, that is slightly art connected, is that this is closest game we have to being publishable and making the financial commitment required for art and all that goes with starting a game, is the commitment that needs to agree with both Aidan and me, our wives and our mortgages. I realize that Kickstarter is there for this kind of thing, but without a following it makes the success of a game almost impossible. The answer to that concern is the build a following…hence why we are here showing you what we do and why we love to design games! Being the closest game we have to publishing, I don’t think this is the best game for us to start with. The reason I think that is a podcast I listened to recently. I can’t remember exactly, but I think it was a Board Game University where the guest basically said that any games designed before a designers first known/successful game will not ride the wave created by the first successful game. Future games will be able to ride the wave but early games will not. Since Charge! is a filler game, I am not 100% confident this is the best game to run with first. Now, that being said, it will not stop us from going through and learning the process with Charge!. A potential challenge for the game could be the “solitaire” set up. Each player has a solitaire set up in front of them, and we are aware there is a stigma about that sort of game. However, that pace and chaos of the game should mitigate the feeling that players are “just playing solitaire.” The player interaction in the game is subtle with the sabotage mechanic, but the interaction of playing your card before your friend can get their card down if fun and infuriating.
What we have left to do?
Artwork! I am meeting with our artist….this sounds familiar…..this weekend and that will begin the journey that is artwork. We need to get print and play files ready for anyone who wants them. Speaking of which, if you would like the print and play when it is available email me at firstname.lastname@example.org. The plan is to make the game available on The Game Crafter in July and then we will think about where to go from there. The hope is we can find a publisher to pair with us to publish the game. If we need to run a Kickstarter and publish on our own, we will take that route, but honestly, we would rather design than jump into the self publishing game.
Simply, get the game published and use Charge! as a jumping off point to get our name out in the gaming world. We might look into a team based variant for the game, but for now, the game will stay as an individual format. The focus is on moving the process forward while designing other games. There is not a lot of room for tinkering with the design of Charge! We would like to make a video for Charge! as well, probably to coincide with the “public release” aka available on TGC of Charge!