Flummox Friday: Advancing.
Yesterday I released someone else’s art. Today, I get to release some of mine. This is exciting!
While things have been silent for a while, matters regarding Flummox have continued to move along. We are nearing final art for the cards, the rules are moving in to a new phase, the box art is almost ready, and we’re moving towards the launch of our Kickstarter Campaign. Things are definitely getting done and I couldn’t be happier. 
Our illustrator, Bill Bricker has turned in lots of cool images that Darrell Louder (our graphic designer) has been turning into awesome looking cards for our clever little card game! We’ve made some huge leaps in the last two weeks. After a great meeting with our publisher, Clever Mojo Games, we’re about to cross the finish line as far as the cards are concerned. There’s still a few that need a little tweaking, so I’m not going to show them all to you yet, but here are 5 of the cards you’ll see in a game of Flummox:
These are hunter cards. They’ll make up a majority of the deck. When you play a hunter it moves the Flummox to the right or left of it’s current position. The distance (amount of cards) the Flummox moves is printed on the cards. The direction (right or left) is also on the cards. Some of them, like our female friend in the examples shown, will allow you to choose which direction the Flummox will move.
You’re probably looking that the old guy, the Hunter 0 Left and thinking “Zero? That’s pointless!” I assure you it’s not. The zero can be altered by other cards or used effectively to actually not move the Flummox, which is often strategically advantageous!
This card is one of the Trap cards included in a Flummox deck. Specifically, this is a Pit. The Pit is an important card to pay attention to. It stops the Flummox in it’s tracks! It doesn’t matter what card you play or how far the Flummox has left to move, if it encounters the Pit it stops immediately and cannot be restarted.
Over the course of the game, I’ve seen Pit cards used offensively and defensively. It’s a really simple card that is just perfectly effective. We used to call it Stop (back before the game had a theme.)
The other Trap card in the game is called Net and it is a little more complicated, when encountered it “bounces” the Flummox changing the little guy’s direction! The Net card will keep the Flummox (and the player’s on their toes!)
Flummox also includes some anytime cards called Tactics. You can play a tactic on any player’s turn and from anywhere in your hand. Tactics play once the Flummox has come to a stop and either increase (Tactic: Advance) or decrease (Tactic: Retreat) the distance the Flummox has moved so far this turn. A well played Tactic can help you or hurt your opponent or both! …Just don’t try to save them too long, you might lose them to your opponents to Exchanges or those cards might be fired (discarded.)
Well, I hope you’ve enjoyed these first few photos. We’ll keep inundating you in the next couple weeks, hoping to earn your interest and support in our upcoming Kickstarted campaign! You can find information about Flummox here or at Clever Mojo Games.



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Cool! Do you have a target Kickstarter date yet? (I need to budget…)