It’s time to start talking about Rice Dice, and what better place to start than the dice!
Players roll the dice at the start of their turn and decide on an action, which is influenced by the roll. Most actions provide the player resources equal to the number of that symbol rolled. For instance, rolling three water symbols allows you to add three water from the main reservoir to your paddies if you choose to take the water action.
There’ll be more details on the different actions in a future post, but if you’d like to skip ahead, the (unformatted) rules are right here.
We are super-happy to announce that APE Games will be publishing Philip duBarry’s Rice Dice – A Spirits of the Rice Paddy Dice Game. Spirits is still a favorite game to play around the office, and we were giddy when Philip sent us the rules for Rice Dice last year.
Rice Dice will be a streamlined Spirits game. Those who’ve played Spirits will fell right at home with the decisions that need to be made in Rice Dice. But don’t worry – even if you’ve never played Spirits of the Rice Paddy, you can get a feel for the game in a fraction of the time. A five-player game of Rice Dice can be completed in about 45 minutes!
Rice Dice contains five custom dice:
Faces contain one or two laborers, paddy cards, water, weeds and wild.
Paddy cards are placed in front of players to represent the rice paddies they control.
On their turn, players roll the dice and select one of the actions to perform. Possible actions include:
Card: Active player can draw X paddy cards and add up to one of them to their field.
Laborer(s): Laborers can plant flooded paddies, or weed and harvest unflooded paddies.
Weeds: Add weeds to each player’s field equal to the number of weeds rolled.
Water: All player’s drain water from their paddies and the active player gains water from the reservoir equal to the number of water symbols rolled.
Wild: Can be any face (except two laborers).
The first player to gain 100 rice wins! Rice is normally gained by harvesting fields, but be careful – weeds reduce the rice yield!
We will also take pre-orders for a reprint of the base Spirits of the Rice Paddy game.
Watch for the Rice Dice Kickstarter in March!!
The Kickstarter for Moa is live now. While it’s likely to fund, it’s not getting the stellar numbers that we had hoped for given that this is a new Martin Wallace game.
We have some ideas for improvement – some which involve rebooting the campaign. But before we do that, we’d like to hear from you about what could be improved! Here are some of the items we’ve already heard:
- There are no gameplay videos! This is being addressed, and I think is the biggest problem we have now. My excuse is that everything is coming together as quickly as it possibly could in order to hit Essen. If we reboot the project it will not hit Essen, but I honestly think that’s a secondary concern. We are also going to BGG Con and PAX Unplugged in November and could introduce the game there.
- Shipping price to X is too high! We heard a lot of this early, and I think that we addressed this, for the most part. We’re not hearing much about shipping being too high in the last week.
- The game is for ages 10+! That means it’s a kids game! This is on the lighter side of Wallace games, so may turn away folks looking for an Age of Steam level of strategy game. Martin himself called it a Medium level game, so maybe we could get away with 12+ if people think that’s what is pushing people away from the game. Personally, I think that once people see the gameplay video they can make their own decision on the game’s weight.
- Localization. The game is language-independent except for the rulebook, box, and small reference cards. We will do the game in English, German and Polish for sure. We’re investigating Italian. I know that we also need to look at French and Spanish.
- It’s not being publicized! My own team gets on my a lot for this. I need to be more active on Twitter, Facebook and (most of all) BGG. I don’t use social media much in my own life, but that’s not an excuse for not using it for my company!
If you looked at the Kickstarter project but didn’t back it, then what should we fix that would make you jump on board?
APE was at 8th Dimension for International Tabletop Day 2017 on Saturday.
I couldn’t believe the number of people there playing games! The folks that joined the APE table wanted to try The Great Dinosaur Rush.
These folks played a super-notorious first couple rounds and then spent the last round dumping bones and tokens with the Donate action.
As usual, I was amazed at some of the dino designs.
8th Dimension has graciously offered to host APE Games for International Tabletop Day 2017.
We’ll have our newest favorite, The Great Dinosaur Rush by Scott Almes (Tiny Epic Galaxies):
Dig bones and build the wackiest dinosaur you can in order to score big points in the museums!
We’ll also bring two upcoming games. Petrichor by David Chircop (Pursuit of Happiness, …and then we held hands). We’re co-publishing Petrichor with Mighty Boards and it will be ready for Essen Spiel in October. Petrichor is kicking it on Kickstarter now, and you still have over a week to get in on the 9+ stretch goals that have already been hit!
Finally, we’ll have Moa, a Martin Wallace design of birds vs. mammals in The Land of the Long White Cloud.
Our slot is from 3-5 but they’ll have games running all day long – we hope to see you there!
When I saw that Mighty Boards had selected Iella (Daniela Attard) to do the art for Petrichor (on Kickstarter now), I looked her up immediately because I knew I’d seen that art style before. Sure enough, I remembered her from her Ugly Duckling book Kickstarter back in 2015. I loved the style back then, and I think I might have even talked to her about a future APE game project!
I had a chance to talk with Iella about Petrichor, technique and Cartoon Network.
Iella: Wow I can’t believe how many people remember The Ugly Duckling as that was one of my first crowdfunding/self-publishing adventures!
APE: How did you get connected with David to work on the game?
Iella: David and I have participated in a few game jams before! It also helped that we are both originally from a small place called Malta (population 400,000) – you do tend to know everyone especially within the same age group or interests.
APE: I think Malta is turning into quite a gaming hub! Game reviewer Richard Ham (Rahdo) is also from there. It seems like much of your work is character design, yet Petrichor is 100% nature. The work you did on this game will almost surely lead to other similar projects. How would you feel about becoming ‘the nature artist’?
Iella: I welcome the challenge to be completely honest. Drawing natural backgrounds really pushes me out of my comfort zone which is great for my own stylistic development.
APE: My favorite art in Petrichor is the game board. It’s genius to have the leaves blowing across the wind part of the board, the drops on the rain side of the board, etc. What’s your favorite piece?
Iella: My favorite piece was the painted logo. It has come a very long way since the first concept and I am really happy with it now.
APE: Is there anything you’d like people to know about your technique or the tools that you use to create art?
Iella: Im a relatively disciplined person when it come to art practice. I do lifedrawing twice a week and I regularly challenge myself to do studies or portraits. Most of my drawings are done while I commute to my day job (bus or tube). Process wise I always start with small sketches for larger/industry work which I then work up to a sketchy greyscale painting before I apply colour and polish off. I use Photoshop and a Wacom Cintiq. (I also have a cheap Wacom bamboo which I use when I need to travel outside my desk space.)
APE: Are there other artists or studios that inspire you?
Iella: I’d be lying if I said no – I’m quite influenced by animated movies, anime, and gaming. Some of my favourite artists include James Jean and Jamie Hewlett.
APE: Oh, Jamie Hewlett does Gorillaz and Tank Girl – great inspiration indeed! I see that you work at Cartoon Network Europe. Is that the dream job that it sounds like it is?
Iella: Pretty much! I work for the central creative team and my responsibilities include drawing character art and concept art. I also do quite a bit of product development so it is a very varied job.
APE: Are there any other projects you’re working on that you can share with us?
Iella: I’m working on a new short comic after I finish all the new art for petrichor.
Staying busy – that’s great! It’s been great talking with you; thanks for your time. We’ll leave readers with a couple of amazing non-Petrichor pieces.
APE Games is proud to be co-publishing Petrichor with Mighty Boards. We got our first chance to play this last year with early prototype pieces. Even without real art or components, we knew that this game was very special!
Mighty Boards launched the Kickstarter last week, and the game funded in the first 24 hours! As I write this, Petrichor is closing in on the fifth stretch goal! I think the team needs to get busy thinking of new goals since this project still has a long way to go.
We’re super-excited to announce that APE will be publishing the next Martin Wallace game, Moa!
In Moa, players control tribes of birds competing for territory in The Land of the Long White Cloud, while defending against wretched mammal invaders.
Moa is for 3-5 players aged 14+ and plays in about 20 minutes per person.
Watch for the Kickstarter coming later in April!
Mark your calendar – our Dark is the Night Kickstarter is going live on Tuesday afternoon!
Dark is the Night is APE’s 2-player asymmetric game of hunt-or-be-hunted. One player is the hunter, awakened in the night by a noise from the dark forest. She grabs her crossbow and circles the campfire looking for the creature she knows is watching her.
The other player is the monster, stealthily prowling the dark space just out of range of the fire. He secretly moves into position to leap out of the darkness and eliminate the hunter!
Dark is the Night is for ages 10+ and plays in under 15 minutes.
Follow us on Twitter at @apegames for the very latest news, including a preview link tomorrow (Monday) to see the Kickstarter before it goes live!