June is a great month to get out and play some games! Our games will be available for demos and Play-to-Wins at several conventions around the country this month, as well as being in many game libraries.
You can also check out your Friendly Local Game Store to see what events they have planned and make some new friends over an evening of Dead Panic®.
You can participate in the fun by visiting one of the stores listed below that will be providing FREE demos of the various games in our Panic Line. You can also host a game day with your friends and help spread the Panic!
If you are playing our games that weekend, please tag us in your social posts with #PanicDay and let’s see how far we can get this thing to go.
Don’t forget we have lots of helpful How To Play videos on our YouTube Channel if you run into a tricky situation and need a little guidance. There’s no shame in asking for a little help, especially when you are clearly panicking!
And don’t forget our special Panic Line Bundle will be available starting June 18! It includes one copy each of Castle Panic®, Dead Panic®, and Munchkin®Panic®. Each of these variations offers a different set of objectives and gameplay twists for a variety of game play experiences each time you sit down at the game table.
Each game in the bundle comes with an EXCLUSIVE promo piece only available in this bundle and the bundle is only available through brick and mortar game stores!
RETAILERS! Are you hosting an in-store event? Not on the list below? Contact Us and let us know so we can add you to the list!
STORE NAME
LOCATION
Dragon’s Keep Gaming Room
Fayetteville, AR
Imperial Outpost Games
Phoenix, AZ
Game Kastle
Fremont, CA
Crit Castle Games
Aurora, CO
Dragon’s Lair
Wallingford, CT
Emerald City
Clearwater, FL
Smallville Hobby Store
Macon, GA
Tyche’s Games
Athens, GA
The Armchair Adventurer
Honolulu, HI
GameQuest
Fort Wayne, IN
Game Preserve
Indianapolis, IN
Better World Books
Goshen, IN
Secret Door Games
Elkhart, IN
TableTop Game & Hobby
Overland Park, KS
Boom Comic Shop
Lawrence, KS
A+ Comics and Games
Lexington, KY
Hobbytown USA
Frederick, MD
Brainstorm Comics & Gaming
Frederick, MD
Acropolis Games
Adrian, MI
TC War Room
Traverse City, MI
Game Nite
St. Louis, MO
Dark Knights Gaming
Long Beach, MS
maCnarB Gaming
Gautier, MS
Penta Smite Gaming
Pearl, MS
Red Door Games
Richlands, NC
Spielbound
Omaha, NE
The Game Shoppe
Bellevue, NE
Arcana Toys, Games, and Hobbies
Washington, NJ
Elite Battlegrounds
Green Brook, NJ
The Game Room Store
Woodbridge, NJ
Alterniverse
Hyde Park, NY
Legendary Realms Games
Plainview, NY
Rockin’ Rooster Comics & Games
Cincinnati, OH
Six Feet Under Games
New Holland, PA
The Temple Games
Pawtucket, RI
The Game Cave
Hermitage, TN
The Next Level Games
Madison, TN
Clockwork Games & Events
College Station, TX
The Island Games
Centreville, VA
Leesburg Hobbies & Collectibles
Leesburg, VA
The Compleat Strategist
Falls Church, VA
Diversified Games
Chehalis, WA
Pegasus Games
Madison, WI
The GameBoard
Sheboygan, WI
Lost Legion Games & Comics, The Rifleman
South Charleston, WV
That’s A LOT of places to PANIC! We hope you can join us for the fun.
Let us know what games YOU’LL be playing on International Panic Day in the comments!
Have you been considering picking up the Panic Line? Want to try all the different variations for the unique experiences they provide, but don’t know which one to start with? Well, we’ve got you covered with the special Panic Line bundle coming June 18!
The Panic Line Bundle will include one copy of each of the Panic Line variations currently available from Fireside Games: Castle Panic®, Dead Panic®, and Munchkin®Panic®.* Each of these variations offers a different set of objectives and gameplay twists for a variety of game play experiences each time you sit down at the game table.
As a special bonus to this bundle (which is already being offered at a great value of $99.95 MSRP for all three games), each game comes with an EXCLUSIVE promo piece only available in this bundle!
You can get the “Laser Sight” for Dead Panic®, the “Potion of Mwahahahaha” for Munchkin®Panic®, and the special “Promo Tower” for Castle Panic® that was only available in 2015 as part of TableTop Day!
These bundles will be available starting on June 18 to help celebrate International Panic Day and will only be available through brick and mortar retail game stores. Let your Friendly Local Game Store know you want one so they can put in their orders today!
A little Panic can be a good thing, and A LOT of Panic can be a GREAT thing… when it comes to games, that is!
Find a Friendly Local Game Store near you with our handy Store Locator map!
50 years ago, the crew of the U.S.S. Enterprise took us on voyages to strange new worlds. This summer the latest variation in the Panic line, Star Trek Panic, will beam down to your game table to continue the adventure. Read the entire behind-the-scenes story of how the game was created, straight from the designer, Justin De Witt.
Growing up, I was a huge Star Trek fan. I had a model of the original Enterprise and the Galileo shuttle hanging from the ceiling in my room. As a kid, I remember dragging the big chair to the middle of the living room, right in front of the TV, so I could watch the original series (in syndication by then) from my own “Captain’s chair.” I have an (almost) complete set of Micro Machine spaceships from every series, and a well-worn Technical Manual from The Next Generation. I was a Trekkie before they were called “Trekkers,” so it’s both amazing and a little surreal that I’ve been given this chance to work on a piece of Star Trek history.
First Contact
The project has its roots at GenCon 2014 when Anne-Marie met with Maggie Matthews, the Vice President of Licensing at USAopoly. In addition to their original games like Telestrations, USAopoly is famous for creating licensed versions of everything from Monopoly and Risk to Yahtzee. The year before, USAopoly had licensed Munchkin from Steve Jackson Games and combined it with the Adventure Time license from Cartoon Network. Maggie and Anne-Marie talked about what it was like working with Steve Jackson Games (great!) and compared stories about the process of licensing the games. Munchkin Adventure Time had been a great success. They were looking to combine even more hobby games with some of the licenses they had, and we agreed it might be interesting to work together in the future.
Later that year at BGGCon, Anne-Marie and I were being interviewed about Munchkin Panic in a quiet room away from the crowds. It was a common space set aside just for exhibitors, and at that time there were just a few other publishers in there. After we wrapped things up, we struck up a conversation with Andrew Wolf, the Project Manager for New Business at USAopoly, who had overheard the interview. As we talked with Andrew over dinner, he asked if we would be open to a similar arrangement for Castle Panic with one of their licenses. We agreed we might be, but whatever the license was, it would have to make sense for the game. While I knew we could be flexible with a lot of the mechanics, the Panic line’s core gameplay is about surviving a siege and fighting off attackers. I would want to make sure that whatever we paired it with was a good fit for both the gameplay and whatever theme the license brought. Andrew agreed, and we decided that he would take this info back to their office and see what they could work out.
Not too long after GenCon, we heard from Maggie that their team was excited to work on a Castle Panic variation, and they already had some ideas of licenses that would make good pairings. One of the first questions we were asked was if we would be okay using photos instead of illustrations in the new game? We were, but that really sent our minds buzzing. What could it be? What license would only use photos? We had a lot of fun playing the “what if?” game in our office, and it went to some crazy places. A few weeks later, Anne-Marie met with Maggie and Luke Byers, head of Creative Development for USAopoly, at New York Toy Fair, and they asked, “How does Star Trek Panic sound to you?” It sounded unbelievable, but somehow Anne-Marie was able to contain any squeeing and assured them we were interested. What really sealed the deal was when we learned that because 2016 was going to be the 50th anniversary of the original series, CBS wanted this game to be set in that timeline. That meant we were going to get the chance to retell the stories of Kirk, Spock, and the whole crew in a new medium.
One key detail was that even though USAopoly would manufacture and publish the game, we weren’t going to be content to have this be just a reskin of Castle Panic. To that end, it was determined that I would do the initial concept and design, pushing the envelope of what we’ve done with Panic games in the past while playing on the strengths of what we could do with this license. Andrew and I would take that initial design and refine it before he finalized the design work to create the finished game. It couldn’t have been a better arrangement.
Star Trek Panic—Where No Panic Has Gone Before
As Anne-Marie started negotiating the details of the contract, I started brainstorming ideas for what the game could be. The first step? Get reacquainted with an old friend. Part of my job for the next few weeks was to watch every episode of the original series. (I know. It’s a hard life.) I camped out on the couch taking copious notes as I binged on the entire series start to finish and running with every wild idea they inspired. It was a hoot to go back and see all the classic adventures again. I have to say that overall, it’s still an amazing achievement. The good episodes are really good, and the themes and messages of that 50-year-old show are still very relevant today.
As I made my notes, I had lots of inspiration on how I would convert the Panic mechanics to fit the world of Star Trek. I really wanted to capture as much of the Star Trek feel as I could, so I thought about different core game ideas. Maybe the center of the board would be a planet the players were protecting and the Enterprise could be a token that was moved around the board, similar to the Cavalier in The Dark Titan? Maybe there could be a space station in the center that warded off attacks, like Deep Space Nine? Cool, but that’s the wrong version of Star Trek . . . No, it really made sense to make the center the one thing Kirk and the crew always wanted to protect the most, their home, the Enterprise.
Converting walls to shields made sense, and treating hull sections of the Enterprise as towers followed naturally, but I wasn’t sure how we would show damage to the ship. We couldn’t just take chunks off without it being weird. What would happen if the only piece left was an engine pylon? That just wouldn’t make sense. I liked the idea of possibly showing a damaged ship underneath and covering it up with shiny, new ship pieces. That way when you removed a ship section, you would leave the banged up, burned out section in its place. I wasn’t sure if that would be done with just artwork on the board, but it would be really cool if we could make some kind of 3D model of the Enterprise! The downside was that it might make it a little difficult to handle having to load up the model with “good” pieces as part of setup. As part of my playtesting, I ended up building a prototype that showed a complete Enterprise and creating tokens that were placed on top of the sections, covering them up to indicate when a section was destroyed.
When it came to damage, I also wanted to expand the Brick and Mortar idea from Castle Panic and turn it into a system that would actually let players repair the Enterprise. This was kind of a big deal since that’s essentially the same thing as letting players rebuild towers in Castle Panic. I wasn’t sure exactly how it would work and I knew it was going to need balancing, but considering how many times Scotty saved the day at the last minute with a quick bit of repair work, I knew it needed to be in the game.
I was starting to create a pretty big list of ideas I could put into this game, and I knew that not everything was going to make the final cut. However, there were some concepts that I felt were pretty much a sure thing. The enemies would be Klingon, Romulan, and Tholian spaceships. These enemies wouldn’t just approach the Enterprise harmlessly like they do in Castle Panic, I wanted them to shoot, doing damage as they got closer. After all, what’s space combat without some pew-pew? I wanted some ships to be able to cloak, making them temporarily invisible. I wanted to include the idea of boarding parties. (There were always troublemakers getting on board the ship!) I knew I wanted to have the crew be actual characters in the game. Players would get to pick who they wanted to be, and each character would bring their own skills to the game that related to their area of expertise on the show. That’s an idea I’ve been waiting to introduce to Castle Panic for a while now, and I knew it would work great here.
One of the biggest additions I knew had to be in the game was events that were based on episodes of the show. I wanted the players to be terrorized by NOMAD, face off against the Doomsday Machine, and deal with everything from transporter accidents to rapid aging diseases. The original idea for implementing this was split between Mission cards that would be the victory conditions for the game, and Event cards that players would draw at different times and would present challenges that the players would have to overcome together. (These eventually were combined into the Mission cards that you see in the final game.) These events would have to be dealt with in addition to surviving the waves of enemies that the game would throw at the players, so while they needed to be somewhat challenging, they would have to be balanced out so the game didn’t feel overwhelming. A lot of the episodes dealt with the crew having some kind of countdown they were working against, and I wanted to reflect that with a timer that provided a time crunch to some of the missions.
Experimenting with missions led to another new mechanic I wanted to introduce called “Command Points.” Some of the most powerful cards in the game would feature the same Division icons the characters wore on their shirts. Cards with these Command Points would act as a currency the players would need to pay in order to complete some of the missions. The cost would be higher than any 1 player could pay on their own, so the team would really have to work together toward the common goal. The catch was that a player could either use the card for its powerful ability or spend it toward completing the mission, but not both!
As I spent a few months turning rough ideas into playable concepts, there were a few ideas that ended up being dropped from the game. I had really wanted to include planets and away teams, where players would beam down for a separate mini-game that would have generated resources. Scotty always seemed to be dealing with equipment that broke down right when the crew needed it, and I had created a system that would gum up players’ hands with Malfunction cards that had to be repaired to simulate that engineering challenge. I’d even experimented with the idea of the characters being injured and losing abilities until they could be healed in the Sick Bay. As fun as these ideas were, the added complexity didn’t fit with the simpler goal for this game so they had to be cut. We’ve talked about including them as expansions so who knows, they may return!
Ahead Warp Factor One
Before long we arranged to fly out to California and meet with USAopoly for our kickoff meeting. I spent the days before the meeting turning my pages of notes into a readable design document before we packed up and headed out. Meeting the crew from USAopoly was great. They even had a fantastic Star Trek Panic welcome banner on display right when we walked in the door! We met with Maggie, Andrew, Luke, and the rest of the staff, got a tour of their very cool office, and then got down to some very intense days of work. The first day we covered everything from contracts and production schedules to going over all the various Panic games with a fine-tooth comb. We dove into my design document which, while it was stuffed with a ton of ideas, was still very much a work in progress.
Andrew and I broke out into our own design meeting along with Rick Hutchinson, the Senior Creative Designer at USAopoly, and we started really tearing into the game. Ideas flew fast and furious as concepts were refined, edited, and refined again. It was an amazing day and a half, and some of the most fun I’ve had while still getting paid.
One of the coolest things we figured out was how to make the transition away from the castle and walls setup to a 3-dimensional Enterprise model! Inspired by an idea from another game USAopoly was working on, it involved die cut chipboard pieces that are put together via tabs and slots to build the classic hull, saucer section, and nacelles of the famous ship. This would allow damage tokens to hang off of the ship the way the fire tokens work in The Wizard’s Tower. Now instead of just being a static pile of towers and walls in the middle of the board, the Enterprise would be built on a base that the shields were attached to and the whole thing could now be rotated as one piece to its facing.
Having the model of the Enterprise on its own movable base let us run wild with the idea of maneuvering the ship. We modified the ring and arc arrangement to be more like Dead Panic, using 3 rings instead of 4 (removing what would have been the Forest ring). The next big change was that we removed the use of colors. The Enterprise is aligned on the board so that its front faces 2 arcs, each side aligns with 1 arc, and its rear faces 2 arcs. We changed the Archer, Knight, and Swordsman cards to Phasers of Long, Medium, and Short range, limited each one to 1 particular facing of Front, Side, or Rear. Now, instead of playing cards to hit enemies anywhere you wanted to, the hit cards became directional, based on the facing of the Enterprise. The Phaser cards are not color-specific as Hit cards are in Castle Panic, and only let you hit a target that matches both the range and facing. Finally, we gave the players the ability to rotate the Enterprise one arc clockwise or counter-clockwise during their turn, while they were playing cards. This meant the players might be able to attack a target they would otherwise be unable to hit after they rotated the ship to change its facing. We were actually restricting the use of the cards, but giving the players even more tactical flexibility by maneuvering the ship.
We applied this idea of maneuvering to tokens outside the ship for the concept of moving “forward.” Obviously, the Enterprise couldn’t actually move on the board, so instead when players maneuver forward it brings all tokens in the 2 front arcs one ring closer to the ship. Tokens to the side and rear were unaffected. While it may not have been completely accurate from a physics point of view, it worked really well and allowed us to include maneuvering as a fun requirement for some of the missions.
Boldy Going
When the dust settled we had a pretty good idea of what the game would be and how it might play. We said our goodbyes, and I took this new version of the game home to make some adjustments and start playtesting to see what worked and what didn’t. Within a few days, Rick had created a mockup of the 3D Enterprise that was nothing short of amazing, and they shipped me a version of it to include in my playtesting. I can’t say I didn’t run around the house with it making spaceship noises, but you try not playing with this thing!
The mission cards now became the focus of the game and how players would win or lose. I knew we weren’t going to keep the same end game condition as Castle Panic, where finishing off the last enemy ends the game. Instead it was going to focus on the famous “5-year mission” of the original show. I had played with idea of having the game last for 5 “years” with each year being a certain amount of turns, but that didn’t feel right. I experimented with a point tracker and even making the missions worth different amount of points. In the end though, simpler was better and we decided to have the goal be to complete 5 missions before the Enterprise was destroyed. At first, mission cards were drawn when certain tokens were encountered, but because of how unpredictable the token draw can be, it was cleaner to have mission cards drawn as part of a turn, so that players were always facing a mission and never waiting for one.
As I continued testing and having phone meetings with Andrew, the core ideas became more refined. Enemy ships fire after moving, damaging the Enterprise from a distance, adding damage tokens to shields and hull pieces before eventually destroying them. The ability to repair the ship evolved into a 3-way system involving Tritanium and Dilithium cards. Playing a Tritanium card on its own removed a damage token from the hull, where as playing a lone Dilithium card would remove a damage token from a shield. Play them both together however, and a player could rebuild a shield or hull section that had been destroyed. While this was a powerful (and incredibly satisfying) ability for the players, they would need it as the Enterprise is constantly taking damage from alien attackers.
Enemy ships that reached the Enterprise would become Boarders and cause the players to eject cards from the game permanently. The Security Teams found their use in fighting off these intruders. When an enemy ship becomes a Boarder, any player can play Security Team cards from their hand to reduce the amount of cards lost to Boarders. These Security Team cards are discarded in an homage to the famous red-shirted crewmen from the original show. It’s a fun way to work together, but it involves balancing the cards in your hand with the immediate and long-term threats on the board.
The Final Frontier
Within a few months I had a version of the game that was playable and felt very thematic. There were still a lot of details that needed to be worked on and a great deal of balancing, but at this point, I was ready to hand the game off to USAopoly. As progress continued, Andrew and I had multiple meetings where we would compare notes, discuss trouble spots, and work on solutions. The biggest challenges were in balancing the missions so that they were tough, but not too tough, and then refining the various methods used to complete these missions. We ended up including a timed element with every mission and even removing a few missions entirely from the game when they were too complex or unclear.
The Command Point mechanic was renamed Division Credits and we adjusted the distribution of these credits throughout the deck to better fit the desired tension. Character abilities went through several evolutions as we fine-tuned their effects on gameplay and ensured they reflect the character they belong to. Sulu, for example, can maneuver the Enterprise twice on his turn, whereas the other characters may only make one maneuver.
The cloaking ability of enemy ships took a lot of tweaking as well. It went through many incarnations, eventually settling on a system by which cloaked ship tokens will alternate their movement phases between cloaking (flipping over to be upside down, revealing just a starfield) and attacking. Players can’t attack a ship when it’s cloaked, but they can see where it is. The catch is that when a ship uncloaks, it’s movement is determined by a die roll and it immediately attacks. This means the players will only have a general idea of where a cloaked ship will appear and attack them from. It adds a great sense of tension and uncertainty, just like in the famous “Balance of Terror” episode.
Andrew and the USAopoly team continued to playtest and refine the game. We had many fun phone conversations about tension and theme, modifying smaller and smaller elements as the game settled into its final incarnation. After a few months, I had switched from design work to reviewing artwork and components. Using stills from the show wherever they could, USAopoly crafted a really great-looking game that is drenched in the look and feel of the original Star Trek.
In the end, I’m incredibly happy with the game we’ve created. As a fan of Star Trek, it’s important to me that this game stand on its own and remain true to what made the show such a classic. I think we created something enjoyable by fans of both licenses. If you’re a fan of Castle Panic, you’ll find an entirely new way to challenge yourself that will still have familiar elements. If you’re a Star Trek fan, you’ll reconnect with the original crew in an exciting, engaging way that you’ve never done before. Good luck to you all as you explore the Final Frontier. Live long and prosper!
Our games will be available for demos and Play-to-Wins at several conventions around the country this month, as well as being in many game libraries.
Of course, you can also always check out your Friendly Local Game Store to see what events they have planned and make some new friends over an evening of Castle Panic®.
If you are a fan of Orphan Black, you may have recognized a few familiar “faces” in the new Season 4 set location, Rabbit Hole Comics.
In episode 2, “Transgressive Border Crossing,” formerly separated clones Sarah and Cosima are reunited in a secret lab in the basement of a Comic shop. When Sarah and Mrs. S enter the shop we get a good little “geek out” when they pan the shop and there is an eye-catching display of our favorite games.
We caught this quick picture to show off a little. Forgive our proud little hearts. :)
If you aren’t in the Austin, TX area but want to find a local place to meet some new gamers and hang out for the day’s festivities, check out the list of participating retailers on the official Geek & Sundry International TableTop Day page to find one near you.
We have also partnered with Geek & Sundry on the official retailer event kits and there will be special, exclusive Castle Panic promo towers at 300 stores around the country. Check with individual game stores to see if they will have a kit and how they will be distributing the goodies, it will vary by location.
Hosting an event with your friends at your house or neighborhood hang out? Be sure to use the official #tabletopday hashtag to connect with people near and far! You can watch the 24-hour live stream on Twitch and see what gamers all over the world are doing to celebrate gaming this year.
As if you needed more reasons to covet your very own copy of Here, Kitty, Kitty!… but here you go! Another group of reviews have been rounded up and it was way easier than herding cats.
“Start channeling your inner cat lady, because Here Kitty, Kitty!, by Fireside Games, is a kitten collecting frenzy of quick playing fun.” – Gameosity
Over at Blog Critics they found the gameplay “lively with laughter atop its solid base of scheming, making it a perfect game for cat-lovers and game enthusiasts alike.” To put it another way, “fun gameplay that is light enough for casual gamers while still giving more hardcore players opportunity to analyze strategy.” It’s nice to know we achieved our goals with this one!
Matt Quiett, from Nerd’s Domain, says, “I give Here, Kitty, Kitty! a 4 out of 5 stars… It’s fun, light and enjoyable.”
Jess from Gameosity couldn’t agree more. “The game is fast, fun, and light, with a good dose of silliness thrown in. Each card has hysterical illustrations that really bring the game to life.”
Of course, what is a review round up for a cat game without a few good cat puns? Special thanks to Kentucky Bored Gamer who supplied a healthy dose of them in his review:
“The game play is fast and furr-ious. The rounds go quickly and there is a lot of fun to be had… So, Should you buy this game? YES! Not only is this game a GREAT family game in general, the cat theme is purr-fect for any cat lover or gamer that is new or old to board gaming.”
Over at Toys Bulletin they had a blast playing it, “…it is an enjoyable game experience from start to finish.” And the Bizarre Brunette declares, “If you are a crazy cat lady like myself, this game must be in your closet.”
And the art? Well, of course it is still getting lots of love:
“The art by Tony Steele is bright and entertaining, featuring cats in all kinds of poses…make the deck so entertaining that players may have to work to focus on their game.” – Blog Critics
The art for this game… is beautiful and fitting to the theme. It’s playful and a bit of a “cartoony” look which is nice and really does fit the theme and game play.” – Kentucky Bored Gamer
“Complements are also in order regarding the artwork and illustrations shown on the game cards…they were superb and made you smile every time you examined a card.” – Toys Bulletin
Our games will be featured at the following events this month in Game Libraries, Demos, and Play-to-Win Events thanks to our partners with the Envoy Program from Double Exposure.
The games available to play at each event may vary, please consult the individual conventions for details.
Tomorrow you’ll be able to get your own copy of Here, Kitty, Kitty! at a game store near you. And it is already getting high praise. Let the early reviewers tell you what they love about it and convince you to adopt one of your very own!
The artwork and theme win big with this one. Of course, you probably already guessed that, since who can resist a bunch of adorable kitties?
“It’s silly fun and the artwork on the cards is really excellent…” says Go Fatherhood.
“I love the artwork. This game pulls no punches on any of the humor,” raves Rick Perez of Let’s Level Up. “The artwork in this game is tremendously humorous. There are just so many funny cards that I just got a good chuckle at, which I think should be commended because I think that the artwork is fantastic.”
What about game play? This game is so much more than just a pretty face. While it is simple to learn, there is a depth to the game that leaves players desiring another go to hone their strategies and grow their hoard of kitties.
GeekDad declares, “Here, Kitty, Kitty! is a fun little family game. It’s easy to learn and plays quickly.”
“We all had a great time with this fast, simple game, so much so that when we finished, they immediately both asked for us to play a second game,” comments Go Fatherhood reviewer, Dave Taylor, about playing this game with his kids.
Tricia Victor from Golden Distribution was delighted by the added intricacy in the game. “My favorite part of Here, Kitty, Kitty! was the depth of strategy that was involved… It was fascinating to watch everyone’s strategy to obtain kittens evolve from one game to the next. Here, Kitty, Kitty! is competitive without anyone realizing how much movement, placement & area control happens with the neighborhood cats.”
Let’s Level Up agrees, “There’s plenty of room to be strategic, both on the offensive side and the defensive side, and there are a lot of important decisions that you make while you’re choosing your two actions. There are a lot of opportunities to think outside of the box.”
Here, Kitty, Kitty! is simple to learn, and will be a great filler or light game for your next game night. You can play it with an emphasis “…good old fashioned fun…” (InternetvsWallet), or take it a little more seriously like Perez did, “If you’re a fan of ‘take-that’ games, Here, Kitty, Kitty! is amazing in that regard.”
Final Verdict
Well, we’ll just let them tell you…
“…a fantastically fun game… I think it’s fabulous and ‘purrrfect.‘” – Rick Perez, Let’s Level Up
“It is a family friendly, lighthearted game… that will keep everyone coming back to the table for more.” – Tricia Victor, Golden Distribution
“Buy this game. You and your family will love it.” – Internet vs Wallet
“Definitely recommended and a game I’m sure will move onto the active shelf.” – Go Fatherhood
“It’s easy to learn, appropriate for families, and features adorable plastic miniature cats.” – Ryan Morgenegg, Deseret News
“… it is AWESOME!.. this one really is the cat’s meow…” – Third Eye Games
You can watch Let’s Level Up’s full video review below, or choose any of the links above to view the full reviews shared in this article.
Want to hone your cat-hoarding skills? Check out one of the stores participating in our official launch event with FREE demos on April 2 and 3 from our partners with the Envoy program.
Below is a list of the stores that have signed on to host demos. Please contact the store directly for demo times:
Participating Stores
Dragon’s Keep Gaming Room Fayetteville, AR
Game Castle Santa Clara, CA
Crit Castle Games Aurora, CO
Legacy Cards Comics, Games, & More New London, CT
Emerald City Clearwater, FL
The Adventure Game Store Davie, FL
Tyche’s Games Athens, GA
Other Realms Ltd Honolulu, HI
The Armchair Adventurer Honolulu, HI
Secret Door Games Elkhart, IN
The Game Annex Fort Wayne, IN
A+ Comics and Games Lexington, KY
Modern Myths Northampton, MA
Play More Games Gaithersburg, MD
All About Games Belfast, ME
Acropolis Games Adrian, MI
The Loaded Die Ferndale, MI
Highlander Games Minneapolis, MN
Dark Knight Gaming (Southern Geek Fest) Long Beach, MS
Red Door Games Richlands, NC
Hobbytown USA Lincoln, NE
Arcana Toys, Games, & Hobbies Washington, NJ
Elite Battlegrounds Green Brook, NJ
Fallout Shelter Highland Park, NJ
Alterniverse Hyde Park, NY
Legendary Realms Games Plainview, NY
Diversions Gaming & Hobby Newbury, OH
Old School Gaming Toledo, OH
Recess North Olmsted, OH
Game HQ Oklahoma City, OK
Six Feet Under New Holland, PA
The Temple Games Pawtucket, RI
Blockhouse Games & Comics Mansfield, TX
Mage’s Sanctum Austin, TX
Roll2Play Coppell, TX
The Gathering Place San Angelo, TX
The Island Games Centreville, VA
Your favorite local game store not on the list? Ask if they received one of our exclusive Launch Kits for access to the special Milkshake promo card. You can also encourage them to participate in future new release events throughout the year. They can contact our Marketing team to get details.
Here, Kitty, Kitty! has been getting a lot of positive buzz lately, watch our blog for a review round up coming later this week.
The Second Edition of Bears! is now available at stores across the country! To celebrate this and help you and your friends get up and playing faster, we are partnering with the Envoy program to bring in-store demos to a store near you!
Below is a list of the stores that have signed on to host demos (listed by State). Please contact the store directly to get demo times:
Dragon’s Keep Gaming Room Fayetteville, AR
It’s Your Move Games & Hobbies Oakland, CA
Crit Castle Games Aurora, CO
Elm City Games New Haven, CT
Labyrinth Games & Puzzles Washington, DC
The Adventure Game Store Davie, FL
Other Realms Ltd Honolulu, HI
The Armchair Adventurer Honolulu, HI
Gameopolis Idaho Falls, ID
Cat and Mouse Games Chicago, IL
Red Raccoon Games Bloomington, IL
Better World Books Goshen, IN
GameQuest Fort Wayne, IN
Secret Door Games Elkhart, IN
Hero Complex Games & Entertainment Wichita, KS
A+ Comics and Games Lexington, KY
Play More Games Gaithersburg, MD
Acropolis Games Adrian, MI
The Loaded Die Ferndale, MI
Highlander Games Minneapolis, MN
Dark Knight Gaming (CoastCon) Long Beach, MS
Red Door Games Richlands, NC
Your Local Game Store Matthews, NC
Hobbytown USA Lincoln, NE
Arcana Toys, Games, & Hobbies Washington, NJ
Alterniverse Hyde Park, NY
Dragon Snack Games Buffalo, NY
Legendary Realms Games Plainview, NY
Play the Game, Read the Story Syracuse, NY
Old School Gaming Toledo, OH
Recess North Olmstead, OH
Zimm’s Realm Ada, OK
Guardian Games Portland, OR
The Temple Games Pawtucket, RI
Roll2Play Coppell, TX
The Island Games Centreville, VA
Pegasus Games Madison, WI
Your favorite local game store not on the list? Let them know we will be offering these in-store demos throughout the year with each new release and they can participate in future events. They can contact our Marketing team to get details.
Star Trek™ Panic® will launch in May 2016 and we couldn’t be more excited about this partnership with USAopoly to take Panic boldly where no Panic has gone before!
We’ve been keeping this hush-hush as all the details were finalized and now we can’t wait until May to defend the Enterprise and play as Spock or Captain Kirk!
Check out the official announcement from our friends at USAopoly for more details:
Happy Birthday, Jules Verne! In honor of a man whose imagination and fantastical inventions on the page have inspired amazing technologies to be born in the real world, we are excited to announce another new release coming your way in 2016! Dastardly Dirigibles are coming to airspace near you this summer.
Professor Phineas Edmund Hornswoggle, famed airship builder, is retiring and you are an engineer competing to inherit the Hornswoggle factory!
Build your airship from different parts of 9 beautiful suits. Each time a part is added, ALL players MUST add the SAME part–which may replace an existing one.
Use Special cards to your advantage or to thwart your opponents. The round ends when the first airship is complete. But you score only the suit used most in your airship. The player with the highest score after 3 rounds wins!
Dastardly Dirigibles is a game full of surprises and visual delights. The tarot-sized cards feature gorgeous Steampunk artwork. You will have a hard time choosing a favorite airship suit! This card game will hit stores in July 2016. It plays in an hour, accommodates 2–5 players, ages 8 and up, and has an MSRP of $19.95.
Dastardly Dirigibles joins Bears! and Here, Kitty, Kitty! as part of our line of fun, friendly competitive games priced $25 and under.
Share our official press release with your favorite mad scientist or engineer!
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