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D-Day Dice Storming Kickstarter

“Ok boys! We are going to hit the beach and when we do, it is going to be hell. I want you to run and run fast, we need to take that bunker as quickly as possible or else we will never have a chance in this war. We have boatloads of people behind you and they need a clear path inland. If you fail, we all fail and that’s not what this unit is about.”

 We are talking about D-Day Dice, the newest project to be announced by Valley Games. Designed by Emmanuel Aquin, this title has already been given kudos as a game to be reckoned with. D-Day Dice has not only been nominated for a Golden Geek Award, a Finalist in the Canadian Game Design of the Year, and a Finalist in the prestigious Boulogne-Billancourt contest but it has broken the all time record on Kickstarter.com for the most funding of any board game.

 With that being said, this game has been introduced to the world as a print and play title and from there it has blossomed into a full fledged commercial production due for release in March 2012 with the help of Kickstarter.com.  With the pledges from everyone we have been able to not only offer this brilliant game but we have been able to bundle it with some fantastic swag that will be given to each person that comes on board with this project. Of course we will have everything available that is game related later on our website, those that go on and pledge now get them for free.

 The following article is about the makings of D-Day Dice by Emmanuel Aquin and his Designer Diary:

 http://boardgamegeek.com/blogpost/5913/designer-diary-d-day-dice-winning-the-war-one-die

 This article here talks about how this project might be the most generous Kickstarter project ever:

 http://boardgamegeek.com/thread/729946/the-most-generous-kickstarter-project-ever

 And for the Kickstarter project itself here is the link for that:

 http://www.kickstarter.com/projects/1325766284/d-day-dice-board-game

 Just a reminder that if you want to be apart of this glorious run storming the beach in D-Day Dice the project is going for another 10 days and you will be very surprised by all of the great bonus stuff you get with the game. We keep surpassing stretch targets and this just keeps getting better and better, don’t miss out!

New Release: Octopus’ Garden

December also brings a new title into your local game store and that is Octopus’ Garden by Roberta Taylor, this game was the Winner of the Canadian Game Design of the Year contest in 2010. Valley Games is honoured to be able to bring this wonderful title to print.

 In Octopus’ Garden, players take the role of Octopuses competing to create the most beautiful gardens. Attract colourful seahorses and clown fish, without losing pearl-producing oysters to the hungry sea stars!

 Players chose which plant and animal tiles to purchase from a central market and then decide how best to arrange them in their own garden. Careful planning is required to attract seahorses and clownfish, to protect pearl-producing oysters from the sea stars, and to avoid startling delicate feather worms.

 Octopus’ Garden is a tile laying game for 2 to 4 players aged 10 and up, and is played in under 45 minutes.

 www.valleygames.ca/our-games/modern-line/octopus-garden/

 With a Suggested Retail Price of $34.95 this game is sure to fit the budget of anyone this year on your Christmas List. You can find on our website through our Retailer Locator, a friendly local game store near you where you can buy this great game just before Christmas. Octopus’ Garden is due to arrive around the 15th of December to most game stores in North America, you can ask them to pre order you one and they will find the game available through all major distribution channels.

 www.valleygames.ca/retailer-locator/

 Suggested Retail Price: $ 34.95

TITAN on the iPad

Last but not least we are very excited to see our first title on the iPad this December in Titan the monster slugfest that has dueling Titans mustering creatures and duking it out in this free for all elimination game.

Our developers have been hard at work on this game for the past few months and they are very close to completing the first release.

 Look for announcements on Facebook, Twitter and our website in the coming weeks for the announcement of Titan the electronic version.

Happy Holidays

From everyone here at Valley Games we wish you and yours the Happiest of Holidays and the best for the New Year in 2012.

Thank you for your continued support and we look forward to bringing more titles to your game tables and electronic devices very soon!

Kickstarter Reward for reaching the Number One spot!

We apologize for the delay but we really wanted to make sure the quality of this reward was amazing and now that we have been able to touch and feel it, we are confident that it would survive a beach assault.

With our biggest thank you so far, and to commemorate the achievement of being the number one supported board game project on Kickstarter we want to give you the new D-Day Dice Bag.

This bag has plenty of room for D-Day Dice, the expansions, and all the other free stuff. It has 4 extra pockets (2 under the flap and 2 on the sides) and a great wide adjustable strap that makes it super comfortable to carry everything.

If you are still on the fence about supporting this game, this should tip the scales.

Once again THANK YOU for making this project the success it is and for the memories made during this ride.

For those of you that have heard of this and would like to be apart of all the madness, please check it out here!

http://www.kickstarter.com/projects/1325766284/d-day-dice-board-game

$70k Stretch Reward for D-Day Dice

The long awaited $70k stretch reward is finally here!

Supporters of all levels will receive 2 bonus cards for their game, designed especially for this occasion. I don’t have an image yet, because we are still editing the game text, but here they are in essence:

- The Supporter: This Unique Specialist will be available on all Battle Maps. He will allow you to – wait for it – support the other Units by giving (but not receiving) resources and items.

- The Victory Ribbon: An Award (you never have too many of those) that will allow all Units to recruit 1 Regular Specialist for free.

If you haven’t had a chance to check out the Kickstarter campaign then you will want to because the rewards make this an unbelievable opportunity!

http://www.kickstarter.com/projects/1325766284/d-day-dice-board-game

D-Day Dice hits Number One

It’s official, D-Day Dice is now the number one most funded boardgame project on Kickstarter and it is all thanks to you.

We have rewards for reaching 70,000 and one for breaking the record we are just trying to get some details resolved with a manufacturer and we should have some pictures and an announcement up shortly.

Thank you to everyone involved with this.

What is D-Day Dice all about?

Here is a great walk through done by a player who printed off the Print and Play version of the game to get a feel for it, and also to decide if this was something he wanted to get on board with on Kickstarter.

Have a read:

http://www.boardgamegeek.com/thread/726304/whats-this-kickstarter-game-all-about

Designer Diary: Emmanuel Aquin

These designer diaries are the brain child of W. Eric Martin formerly of Board Game News who is now blogging on Boardgamegeek.com. These are great articles that break down the stories behind the designs of some of our favourite games.

In this article, our very own Emmanuel Aquin talks about the making of D-Day Dice which is quickly becoming a massive success on Kickstarter.com

Dice have always hated me. As early as I can remember, those little cubes have mocked my futile attempts at getting lucky. From my early Monopoly games to Dungeons & Dragons, from The Settlers of Catan to Last Night on Earth, throwing dice always felt to me like a terrible duel between my hand and some unknown cosmic forces. Every good roll I obtain is greeted by gasps of surprise and relief, as if I had temporarily defeated an unseen enemy.

And yet, I love dice. They are magnificent little objects, feel great in your hand, and make the most satisfying noise when they hit the table. I have collected them for the longest time, in all shapes and sizes, so it was only a matter of time before I decided to explore the world of dice games. Call me a masochist.

Rolling My First Game

Not counting the Yahtzee games I played as a little boy, my first contact with a dice game was Roll Through the Ages. The quality of the components really got my attention, and from the first roll, I was sold – not to the game itself, which I found a bit lacking in tension and theme, but to the idea of having dice as the main component of a game.

I quickly sampled as many dice games as I could to understand what was out there. (Of the ones I tried, at the time I was most impressed by The d6 Shooters‘ theme and storytelling.) Of course, mitigating the luck factor became a priority: My game had to be winnable by people like me, the poor souls whom dice hate so much.

My problem was that I had never designed a board game before. My only experience as a designer was Airborne in my Pocket (coming soon to Kickstarter!), a World War II mod I did for Jeremiah Lee’s excellent Zombie in my Pocket (also coming soon to Kickstarter!). So starting a new game from scratch was a daunting task. I had an idea about the Normandy landings, but didn’t know where to go from there. So I grabbed a lot of dice to playtest my basic idea, which was “roll dice to stay alive”. As luck would have it, I had just bought Zombies!!!, which came with red and blue dice. Since I already had a couple of white dice lying around from another game I just bought, I grabbed some red, white and blue dice to put myself in a “patriotic” mood. (Forget for a moment that I’m Canadian; rolling red and white dice wouldn’t have the same impact.) D-Day Dice was born. Well, almost.

Humble beginnings

Red, White and Blue

I was all excited about trying out my very first game. I was all, “Hey, look at me, game designer at work!” But man, what a disaster! The Normandy landings never felt so boring and mechanical. While playing, my lack of experience as a designer was so obvious I wanted to cry. Desperate to make the game interesting, I improvised a new rule: If I roll a triple result on a red, white and blue die, I would get a cool bonus. That didn’t help much. Once I was finished, I really thought I was done.

But that “red, white and blue” idea stayed with me. If only I were more clever, I was sure I could make it work. Lacking divine inspiration or experience, I did the next best thing: I playtested like hell.

Streamlining

My first version had only one resource: soldiers. I thought that it’d be cool to lose soldiers to get items buried on the beach, and lose soldiers to recruit specialists hidden behind obstacles, and so on. That was fun for about three seconds.

So I added more resources, like Courage, Stars and Tools. And slowly but surely, the game became playable. Somewhere along the way, it even began to be fun – roll Stars to recruit Specialists, Courage to Advance, Tools to find Items. There was only one bad result: Skulls, representing death, with Skulls cancelling other dice.

Since I didn’t want the game to be too abstract, I quickly decided the action would take place on a “battle map” showing the beach itself. Each sector would have its own attributes, so in addition to managing your dice rolls, you’d have to decide where and when to move to maximize your chances of staying alive.

Once my hands were bleeding from throwing too many dice (or my girlfriend’s hands, see here), I decided to upload my little game on BGG, for all to see (and critique). Throwing my baby to the lions would be the final test. If I did good with this, I thought, I had a chance of creating a good game, one day.

To say that the reception on BGG was awesome would be an understatement. I was overwhelmed by the positive feedback, the questions, and the general involvement of the community. That feeling gave me wings, and I entered D-Day Dice in two different design contests, one in France and one in Canada. I was lucky enough to become a finalist in both contests, which allowed me to meet other game designers and publishers. Plus, my game was critiqued by game professionals, so there was a lot of fascinating feedback. Tom Werneck (founder of the Spiel des Jahres) was part of the French jury, and he told me one thing that stayed with me: My game needed more interaction.

An Offer You Can’t Refuse

As the design contests took place, I was approached by three publishers for D-Day Dice, which was great and stressful at the same time. I didn’t want to disappoint anyone, and I was sure I was going to choose badly no matter what I did. Then a fourth publisher came along…

Enter Valley Games. They were Canadian like me – the other companies were French, American and Belgian – and wanted to not only publish the game, but a whole line of games based on D-Day Dice‘s mechanisms (the RWB system). How could I refuse?

The Little Box That Got Bigger

So I started working on the commercial version of D-Day Dice, taking into account all the feedback I had collected over the last year (from BGG users, jury members and other game publishers).

The interaction missing from the original game was now foremost on my mind. Now, you could get bonuses that helped other players instead of you, and other players could earn Awards that would help you, too. Somehow, everything fell into place. My game, which played too much like solitaire before, became a truly cooperative game. To stay alive, players would have to help each other while still having their own problems to solve. All the changes I included in the game were so natural I felt stupid for not including them before.

And then, something clicked in my head. Some kind of floodgates opened and a zillion expansion ideas came rushing to my head. What if you could play the German side? What if players could play real historical units, with unique specialists and unique bonuses? What if you had special missions to accomplish while playing? And what if you could play the landing crafts that bring your soldiers to the beach?

A Dice Game for the Unlucky

The principles of the game are not complicated: You roll dice each turn, obtaining resources (which accumulate from turn to turn). Every turn, you lose Soldiers to enemy fire. The goal is to climb the beach, moving from sector to sector, in order to reach the bunker at the top of the map. Sounds simple? It is, in a way.

The trick is to choose which dice to keep and which to re-roll. This is the soul of D-Day Dice and the hardest part to master. Me, I almost never lose a game (even though I’m not lucky). I seldom make great rolls, but I know how to transform a so-so roll into a good one (much like writing, where the re-writing part is actually the most important). Obtaining “Red, White & Blue” (RWB) triples is necessary to win the game, so players who are good at re-rolling have a clear advantage.

In this game, there are no bad dice results (except for Skulls), so you can favor different strategies. The one important resource is, of course, Soldiers, but there are many ways to obtain them. If you roll a lot of Stars, you’ll recruit more Specialists, which will in turn help you gain more Soldiers and manipulate dice. If you roll a lot of Tools, you’ll be able to find more Items, which will also help you gain Soldiers (and manipulate dice). Too much Courage? Not a problem: You can spend Courage to earn Awards, which will in turn give you plenty of resources (including Soldiers). The best strategy is to balance all your results: It is hard to win with only Specialists, impossible to win with only Items, and a great challenge if you only earn Awards. But a little bit of everything will get you in the bunker with Soldiers to spare.

As I said, this game is not very complicated.

Choices to Be Made

My publisher wanted me to focus on the base game, but I kept coming back with new expansion ideas. Every day, I wrote some new rules, created a few specialists and items, and toyed with new game concepts. Then Valley Games asked me to decide what was part of the base game and what wasn’t. Hard decisions, to be sure, since I wanted to include everything!

But creation is always about choices, so I streamlined the game content and the rules, and finalized the base game. The rest would be expansions. You know, for the future. That’s what I was told. One day, if sales are good, there would be expansions. One day.

Of course, I couldn’t live with that. I wanted to be sure there would be expansions because otherwise I would try to sneak in a little more stuff in the base game. So I pleaded with Valley Games to publish the expansions. I begged. I cried. And then, I heard about Kickstarter.

A Difficult Start

Funding through Kickstarter was my ticket to expansionland! Valley was quite open to the idea, so we decided to push for expansions with the goal of printing everything at once (which is a great way to save on production costs). Supporters would get the base game and any expansion they want right now, months and even a year before the rest of the world, and I would have the satisfaction of knowing all my ideas were printed. I was in heaven.

That was before we discovered that Kickstarter is an American company, designed to help Americans. Remember the part where I said I was Canadian? Just as we were ready to launch the project, we started hitting snags. Bank accounts, credit cards & social security numbers: All those things became menaces as real and as dangerous to us as flying bullets, shelling and machine-gun fire.

It took a lot of work and a lot of determination to overcome the Kickstarter obstacles. That, and three and a half months.

Kickstarting… on Steroids!

So we finally launched our project on October 30th (timed with the BGG contest for D-Day Dice slated for October 31st). We were hoping that forty days would be enough to reach our goal…

…which we reached in 18 hours 40 minutes.

What happened? Don’t ask me! It was like a tornado just hit us. Suddenly, pledges were coming in so fast we couldn’t keep up with it. I spent the first day glued to my screen, pressing F5 (“refresh”) every thirty seconds, hypnotized by the whole process, hardly believing my eyes.

Then we realized that we had no “overfunding” strategy. We were caught with our pants down! We had to find ways to thank our numerous supporters and to entice the rest to continue pledging. Luckily, I had a few cards up my sleeve (so to speak), so we quickly reacted by offering a few more game components. We then found, after a few intense brainstorming sessions, some cool stuff to give our supporters (which we’ll announce in detail on the Kickstarter page once the details are cleared).

So here we are, a couple of weeks later. This Kickstarter project has been, and continues to be, a wonderful experience. I feel vindicated for all the hardships we had getting it off the ground, and I still can’t believe our success. Words cannot express how grateful I am to the BGG community for the encouragement in bringing this game to the world.

I’m happy to say this is just the beginning: Many future expansions for the game have already been designed and playtested. (I have enough ideas to make it last a good, long while.) Also, more games using the “RWB” mechanism are on the way.

And all of this because of a bunch of dice and a simple idea: Roll dice to survive.

So come take a walk on the beach with us. Discover the secret charms of Normandy. And try not to die too fast.

Want to join in on all the fun? You still can, as the D-Day Dice Kickstarter campaign runs to December 9, 2011. With our overfunding rewards, the deal is getting better and better for supporters, old and new.

Emmanuel Aquin

GAME ARTISANS OF CANADA

The author is a card-carrying, maple-leaf-tatooed member of the GAC, the coolest and canuckest gang of game designers you’ll ever meet. Our voice is getting heard more and more in the game world, with titles like Undermining, JAB: Realtime Boxing, Belfort, Haggis, Two by Two, Octopus’ Garden and the upcoming FrankenDie and Midnight Men. Be afraid, be very afraid!

Here is the link:

http://boardgamegeek.com/blogpost/5913/designer-diary-d-day-dice-winning-the-war-one-die

 

D-Day Dice Stretch Reward ($60k)

You guys are amazing, we are quickly making our way to number one on the all time list for Boardgames on Kickstarter and it is all thanks to you.

For reaching $60,000 we have another reward that is really cool, Emmanuel Aquin, the designer of this fantastic title, has added 2 more maps to the mix. I mean we have added more cards and dice, what could we do?

Here’s what we did:

Printed on a heavy, double-sided board, these 2 new Maps will bring the total number of maps to 10 for supporters of the lowest level (just the base game), and to a whopping 22 maps for those who pledged for the Atlantikwall/Operation Neptune/Normandy expansions!

Sword Beach II: Playable as a single Battle Map OR as an extension to the “Sword Beach” Battle Map included in the base game, “Sword Beach II” will offer more of the very popular “random sectors” feature, where some sectors have variable special text. Random sectors mean that you can play the map over and over again, and never have the same experience!

Riva Bella: Ouistreham’s Riva Bella Casino was one of the main objectives of the Sword Beach landings. The 177 French Commandos, led by Philippe Kieffer, were ordered to neutralize this strongpoint, which the Germans had converted to a very well-defended bunker. The French were greeted by sniper fire and an almost-impregnable machine-gun nest. Kieffer had to commandeer an Allied tank to break through the German defenses. Once the casino fell, the French Commandos went on to relieve the British forces at Pegasus Bridge… (These events can be seen in the movie “The Longest Day”

Thank you once again to everyone that is involved with this project, it is something that we are very proud to be part of.

D-Day Dice Kickstarter Project – Value Analysis

For many people there is always a bit of a concern as to the value of pledging toward a project and the return value on those pledges. Here is a link to a breakdown of the project from a gentleman on BGG.com that should offer some help to those on the fence thinking about coming on board.

http://boardgamegeek.com/thread/724843/kickstarters-are-now-insanely-good-value-analysi

Octopus’ Garden due to arrive Dec 6th

Valley Games newest release, Octopus’ Garden is due to arrive on Dec 6th and shortly after that shipping to distributors and retailers.

See the link below for the full description and rules.

http://valleygames.ca/our-games/modern-line/octopus-garden/

D-Day Dice Stretch Reward Update

Thank you once again to everyone that has made this project the success it has become and with that we would like to announce the newest stretch reward for reaching $50,000

We are now going to include a set of 4 special Machine Gun Dice with every pledge. These dice will have a special rule variant that will make the MGF just a little more unpredictable!

Stay tuned for more stretch rewards as we get closer to $60,000 and wait til you see what we have in store if we get over $76,079!

Thank you once again for making this project successful.

 


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