We have finally made it - after a year of development, playtesting, drawing stupid things that come into my head, and talking everyone's heads off about "this card game I'm making" - Badly Drawn Death is finally on Kickstarter!
That's right, you're looking at it - we've just launched our brand new website!
The how to play section is something especially exciting. If you get a chance to view the page on a desktop computer you'll see a fully animated walkthrough of how the game works! There is a video how to play guide in the works too so keep an eye out for that!
Thanks for reading and happy browsing!
Dave (there's always a Dave!) is our cowardly character that's always running away or hiding. Dave is the second of our five characters featured in the core game. These characters are featured in the game's artwork to demonstrate all of the silly ways you get to kill each other!
Bad Lee is our friendly, clumsy bear that gets himself up to all kinds of mischief, and into situations he really shouldn't be in!
Bad Lee is the first of our five characters featured in the core game. These characters are featured in the game's artwork to demonstrate all of the silly ways you get to kill each other!
Exciting times for Badly Drawn Death ahead - I'm nearly ready to move into the wider testing phase which involves getting a lot more people to play the game!
To do this, I need some prototype decks to use, rather than using the hand drawn mock ups I've been using so far.
The first step of this is to sort out an overall layout for the cards. It won't apply to every card, but I think each card type should have an overall consistent layout. Ideally if you draw or play a card you should know what type it is straight away.
So, I've put together a few options, I have my own thoughts but I'm interested to see what you guys think to them too.
Hello there and welcome along to Badly Drawn Death!
You may have seen us at a show or on various social networks and you're wondering what the fuss is all about. Well, let me tell you how all this started.
I've been a wargame and board game enthusiast for most of my life. From painting and pushing around little space men on the kitchen table to winning painting awards and running events for hundreds of people. From annoying my family with Monopoly at Christmas to numerous drunken nights with friends playing all manner of board and card games.
Like many people this passion occasionally extends into a "hey that's a great idea" moment and you have the idea to go for it and try your hand at making a game. A lot of the time this idea fizzles out and normal life resumes, however this time I thought to myself "let's go for it".
The idea for me came one long, tedious afternoon at work. A rules mechanic popped into my head, and then another and another. Before long I had a Google doc open writing notes for a simple card based combat game. Something that was quick to learn and brutal to play. As a player you'd constantly be under threat from others and could be out at any moment, while at the same time you had a cunning plan of your own brewing.
It didn't matter at that stage what the game was about, I knew those mechanics could be the makings of a great game
Fast forward to today, those notes have transformed over many months and many play test sessions. Yet the concept is still there and strong.
One problem - what does the game look like? What is it about? Where is it set? Is there a theme? Characters?
Badly Drawn Death was born while reminiscing the hours of fun playing Drawful - a game where we would draw some of the most outragous and silly things with our fingers on our phones. That was it - I can't draw, but I can draw things badly really well.
A fun game with great core rules and card art that can make you piss yourself with laughter every time you turn a new card over? Sign me up!
I took along the current play test version of Badly Drawn Death to Bonescon this past weekend. Grabbed a few new faces and ran through the game with them. It was great to see a positive reaction to some of the cards, and gameplay went really smoothly.
This was probably the first session where no major questions were raised, or clarifications required - which is a good milestone! One step closer to having "blind" play tests!
It's really interesting seeing different people's reaction to a game. How they approach it and how they react to different situations. Every now and then you get a suggestion that totally changes things too and has the potential to add to the game in a way you didn't see coming. This exact thing happened at Bonescon and has caused another iteration of the rules. I believe that makes 0.4.0 now!
So, more drawing to be done before the next session. They'll be coming thick and fast over the coming months - exciting times!