Author: Phoebe Wild

Do you think you have what it takes to out-slice your opponents? Well, now you have the chance to prove it in the inaugural National New York Slice Championship Circuit. 

More than 20 conventions across the US are holding qualifying tournaments, with even more being added to the list soon. Players have the chance to win awesome prizes, including promo tiles, copies of the game, and of course a place in the national championship at Gen Con 2019.

If you’re interested in competing, you can find your closest convention in the list below!

 

 

All you wanted was a relaxing week of vacation, but now everyone’s screaming, the castle is filled with werewolves, and you don’t know who you can trust…

To celebrate One Week Ultimate Werewolf releasing in just a few weeks at Essen SPIEL, we’re giving you the chance to win your very own copy of this brand new social deduction game!

All you need to do to enter is:

  • Like this Facebook post
  • Comment on the Facebook post with where you wish you could go for a week (even if there were werewolves hiding around every corner!)
  • Don’t forget to tag your friends so they have a chance to enter too!

The contest will close on 11.59pm EST October 24th 2018, and we’ll select the funniest or most creative entry to receive a copy of One Week Ultimate Werewolf shipped to them anywhere in the world.

Board games can be a fantastic educational tool. They can teach ideas in ways that are immersive and fun, and can help children improve their social skills in a safe environment. In the case of Ultimate Werewolf, it can even help you learn more about the players themselves!

Mackenzie Hoffman is a board game enthusiast who loves bringing her hobby into the classroom, and one of the games she used to kick off this school year was Ultimate Werewolf. At first glance it might not seem that a game centred around bluffing and deceit has a place in a lesson plan, but for Mackenzie it’s an invaluable part of getting to know her students.

This article was originally published by Mackenzie Hoffman on Meeple Street, and is reposted with her permission.

I am an educator who loves using board games in the classroom. Each year I start off the first few days of school with board games. This acts as a hook for my class for the year, but also provides me with valuable information about my students. This year I am only using one official game, but I also intend to use multiple escape rooms. While escape rooms aren’t technically a game, they still hit many of the same skills that games do with critical thinking, collaboration and problem solving.

The other game I intend to use this year is Ultimate Werewolf. Now many of you may be wondering what on Earth I could learn from having my students play Ultimate Werewolf. However, I love this game as an entry into the classroom. The students enjoy the engagement and the challenge of winning. It creates a classroom bond. However the information it gives me is much more valuable.

Werewolf forces interaction between students, and as a moderator I am able to sit back and watch the students interact. With a couple rounds of Werewolf, I am able to see patterns within the classroom that a normal classroom environment would not show me. For instance, with Werewolf I can quickly realize which students are not going to be good at following verbal directions like close your eyes and tap your leg with one hand. Additionally it teaches me a lot about the social order of the classroom. Who will be the leaders in discussion? Who are followers? Who likes to be the class clown? Who likes to critically think about situations? Even more importantly though, Werewolf gives me an opportunity to see if the class automatically gangs up on any other student. This gives me the chance to know if there is a student I need to watch for being bullied in a way that no other activity I have found does.

While Werewolf may not be the most in depth learning experience without significant discussion before and after for my students, the data I gain during the game gives me a quick head start into the school year. I have also found that my students love the game and ask to play it as a brain break through out the year. It is fascinating to see how their strategy and depth of play style changes throughout the year with instruction and conversations about the game. I am looking forward to introducing it with my new students on Tuesday!

A huge thank you to Mackenzie Hoffman for giving us permission to share her article here! If you’d like to read more about how she uses tabletop games in the classroom, head on over to her website Meeple Street (and give her a follow on social media).

Have you ever used board games as a teaching tool? Let us know in the comments!

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Last week, Stonemaier Games announced something unusual – a new game that they’re releasing in collaboration with us! Between Two Castles of Mad King Ludwig is an upcoming release that combines the crazy castle-building world of the original Castles of Mad King Ludwig with the tile drafting and partnership play of Between Two Cities.

We asked Jamey Stegmaier, the publisher and developer of Between Two Castles, a few questions about how the game came to be and about the process behind its creation.

There aren’t many games that cross over into the world of another publisher’s game. How did the idea for Between Two Castles of Mad King Ludwig come about?

After we released Between Two Cities, Ben, Matthew, and I brainstormed potential themes for a future Between Two game. I mentioned castles, and it stuck. At some point during the design process, Ben realized how well some of the mechanisms of Castles of Mad King Ludwig translated to the Between Two model, so we decided to approach Ted at Bézier Games to see if we could license the IP and work with him. Fortunately, he agreed!

 

You’ve mentioned in your videos that Castles of Mad King Ludwig is one of your favorite games. What do you enjoy about it, and how did you work with the designers to capture that experience in Between Two Castles?

It’s true—I absolutely love Castles of Mad King Ludwig. It’s been on my top 10 lists for the last 4 years, sometimes occupying the #1 spot. I love how rewarding of a game it is in that you’re often gaining multiple rewards every time you make a choice. I love how the game steers you in certain directions with public and private goals but doesn’t require you to do any of them. I love the satisfaction of completing a room. I love how easy it is to teach. And I really love the I-price-you-choose mechanism of the master builder (and that the other players pay the master builder). The game flows so well. Like, just by typing this out, I want to play the game right now!

It was an interesting balance while working with Ben and Matthew to figure out what aspects of Ludwig belong in Between Two Castles and which aspects don’t belong. We would chat about this from time to time. For example, in Castles, tiles often want to be next to other specific tile types, and the challenge/variety is getting them to fit because they have weird shapes and sizes. In Between Two Castles, because the tiles are square, there isn’t much of a challenge in this regard, so we gave each tile type its own rule.

 

The art for the room tiles is stunning, and you’ve also said that there’s more to it than meets the eye. What are some of the hidden Easter eggs that players should look out for?

Thank you! It was a pleasure to work with the two artists who illustrated the room tiles, Anez and Laura. There are around 160 unique illustrations in the game. If players look closely, they can find quite a few animals in the rooms, including my cats. There are also nods to each of our previous games and a portrait of Kramer from the TV show Seinfeld.

 

What’s your favourite room in Castles of Mad King Ludwig? Did you recreate it in Between Two Castles, or are they all completely new rooms?

There’s a mix of old and new rooms in Between Two Castles. We basically had a long Google Doc of room ideas that started off with the Castles rooms and expanded/changed from there. My favorite room in Castles… thematically perhaps The Pit, just because who puts a pit in their castle?! (The answer: I do.) Mechanically I love the sleeping rooms because they give me the ability to make the game last a little longer, and I always want more Ludwig.

My favorite room in Between Two Castles is probably the Kittenry.

 

If you were a Mad King, what would your first decree be?

Something involving chocolate. Perhaps: If you present yourself to the Mad King, you must provide chocolate.

 

If you could play a mashup of any two games (not by Bézier or Stonemaier), what would they be and why?

Someone mentioned this idea on my YouTube channel the other day, and I thought it was quite clever: Scotland Yard meets Mysterium. I’d play that.

A huge thanks to Jamey for answering a few questions about Between Two Castles of Mad King Ludwig!

If you’d like to find out more about the game or preorder it for when it releases on October 19, head over to Stonemaier Games’ website.

If you’ll be attending Essen SPIEL this year, you can also preorder for pickup at the show through our website.

Have you played either of the original games? What do you think of this new combo of the two?

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Are you about to start your campaign of Ultimate Werewolf Legacy? Read these tips from Chris Wray of The Opinionated Gamers to make the most of your games, and make sure your group is having an amazing time! Chris originally posted this list on BoardGameGeek, and we liked it so much that we asked him for permission to share it on our blog so more people would see it.

The best bit? All of these tips are completely spoiler free, so you can read on without worrying about ruining the story.

Before the First Game

  • Make sure that the moderator reads the “Getting Started Guide & Rules.” Even if you are highly experienced with Ultimate Werewolf, some things are quite different here. In particular, I’d read the “House Rules” section on Pg. 4.
  • Make sure you’ve got a good space for this. I’ve played in a couple of different settings, and my favorite set up was 5 tables arranged in a pentagon shape, one “family” per table. It is also helpful if there’s space for the moderator to walk around the village (as sometimes you have to change out their cards or tap them on a shoulder).
  • Get some card sleeves with an opaque side. Before you hand out the role cards, put them backwards in the sleeve, so the role faces the opaque side. This helps in two ways (a) it prevents re-deals or mis-plays where people accidentally flip over their card, and (b) since you generally don’t reveal if you die at night, it means players don’t flip their card over in some rash action.
  • I knew I was going to be the moderator for at least the first couple of sessions, so I read those parts at least a few nights before. That proved extremely helpful.
  • Check the errata, which can be found here:
    https://beziergames.com/products/ultimate-werewolf-legacy
  • Plan on an hour per game. It didn’t take us that long – with stickers, breaks, etc. we only took 45 minutes on average – but it isn’t fun to be rushed.
  • Bring pens for everybody, or at least one per family. People get really excited to fill out their character cards, and competition for pens isn’t fun for anybody.


As the Campaign Starts

  • Read all of the flavor text. To be blunt, I generally hate flavor text in games, often skipping it or going “blah blah blah” while my game group rolls their eyes. The flavor text here, however, is excellent, and it actually helps clarify rules and guide the campaign.
  • Do the prelude. I had heard you could skip it, but I don’t recommend that at all. It really gets everybody in gear for the first game, and as a moderator, it really helped me understand the layout of the diary.
  • As the moderator, if new titles, roles, or tokens come out, make sure to read the reference guide for those new parts before you unleash them in the village. It really helped me answer questions, and not everything you need (or want) to know is necessarily in the diary.
  • Use a timer. I don’t normally moderate with a timer, instead preferring to let the village move at their own pace, but it helps out here, and I agree with the rulebook that it is a requirement. Players tend to get side tracked discussing some of the legacy aspects of the campaign, and the timer keeps things moving along.

The rules you (or the players) are most likely to forget…

  • Roles are revealed if players die during the day, but generally not if they die at night.
  • Make sure to follow the token rules carefully: many of them have detailed use notes in the Reference Guide. In particular, we had early misunderstandings about the Ivory Tower (it means you cannot be eliminated first in the session, regardless of whether that is day or night).
  • Study the end conditions of each game carefully, particularly in Chapter 2.
  • A lot of the text/actions at the end of a chapter happen immediately following the game, not at the start of the next game, so have the village wrap up business before they take a break.

Thanks again to Chris Wray for putting these tips together! If you’d like to read more from him, you can find his reviews over on The Opinionated Gamers.

Have you had a chance to try Ultimate Werewolf Legacy yet? What do you think so far?

 

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Time to find your super suit and put on your cape, because One Night Ultimate Super Villains is now live on Kickstarter!

This new game in the One Night series is perfect for the whole family to enjoy, challenging you to capture the baddies and save the world! Can you find those treacherous villains before it’s too late, or are you secretly on their side?

One Night Ultimate Super Villains is a 10 minute roller coaster of social deduction, with exciting twists on fan-favorite roles that will keep you coming back to play it again and again. New players will be able to jump right in, while regular players of the series will find exciting new strategies to explore.

If you’re looking for even more chaos, you can combine One Night Ultimate Super Villains with the other games in the series. After all, who doesn’t want to see an epic battle between Werewolves, Aliens and Super Villains?

With outstanding art by Gus Batts, and narration by Eric Summerer, this is a superhero sequel that you don’t want to miss!

Head over to the Kickstarter campaign to find out more about One Night Ultimate Super Villains.

 

With Gen Con just around the corner, we wanted to celebrate with a giveaway for one of our upcoming (and most anticipated) releases – Ultimate Werewolf Legacy!

For the chance to win this brand new release, shipped to you anywhere in the world, all you have to do is:

We’ll be collecting all of the entries and adding them to a world map, so you’ll be able to show off your photo and see all the other entries that have been sent in. Head on over to bezier.games/WerewolfInTheWorld to see all the entries so far!

And don’t forget to share the contest with your friends, because if we unlock the goals below then more copies of Ultimate Werewolf Legacy will be added to the competition’s prize pool, meaning more chance of you winning! Each of these goals will unlock an extra copy of the game for the giveaway:

  • Entries from 30 or more different US states
  • Entries from 30 or more different countries
  • 300 or more unique entries

We look forward to seeing your photos, and good luck!

Full terms and conditions:

  • This promotion is open from July 24 2018 at 8am EST, and will close on August 1 2018 at 11.59pm EST.
  • This promotion is open only to entrants at least 18 years old, located anywhere in the world.
  • Each person may only enter once, and any duplicate entries will be ignored.
  • By entering this promotion, you grant Bézier Games, Inc. permission to upload your entered photo and your stated location (country or US state) to the Mapme.com map at bezier.games/WerewolfInTheWorld which will be used to track all entries. Your name or social media handle will not be included on the Mapme.com map.
  • The winner(s) of the promotion will be randomly selected from all valid entries, and will be sent a copy of Ultimate Werewolf Legacy (shipping included).
  • One (1) winner will be selected, unless the listed goals are reached. A maximum of four (4) winners will be selected.
  • Each person can win a maximum of one (1) copy of Ultimate Werewolf Legacy.
  • No purchase is required to enter this promotion.
  • Prizes are awarded at Bezier Games’s discretion and no prizes will be awarded as a result of improper actions by or on behalf of any entrant
  • This promotion is void where prohibited

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Welcome, guests, to the Kickstarter launch of One Week Ultimate Werewolf! Please come in and explore this brand new board game inspired by our One Night social deduction series, and designed by Ted Alspach.
In One Week Ultimate Werewolf you’ll venture into Ludwig Castle, discovering the unique rooms and attempting to uncover the mystery of who among you is secretly a werewolf! You’ll need to use all the powers at your disposal to investigate your friends, the Castle staff, and even yourself, because you never know for sure who might have switched your role…
After a week of investigation, it comes down to a vote! Can the villagers catch those sneaky werewolves, or will they manage to bluff their way to safety?
With more than a dozen unique rooms to choose from, every game of One Week Ultimate Werewolf will allow you to explore different strategies, with the winners leaving their permanent mark in the Guest Registry included in the game!
One Week Ultimate Werewolf can be played with 3-7 guests, and takes about 45 minutes to play. Find out more about the game on Kickstarter here, and pledge for your very own copy!

Join us for a LIVE tour, if you dare…
To celebrate the launch, we’re running a livestream of One Week Ultimate Werewolf at 6pm EST! Join all of us on YouTube to learn how to play, and watch the Bézier Games team bluff and backstab their way to a win!
You’ll also be able to ask us any questions you have about the campaign, or just pester Ted with random questions like what his favourite colour is. We hope to see you there!
 

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A mouth-watering appetiser perfect for every game night…

We’re very excited to announce the upcoming release of New York Slice Legacy, the very first legacy game that you eat while you play! Co-designed by Rob Daviau, Jeffrey D. Allers, and Ted Alspach, the game will debut at Gen Con this year.

New York Slice Legacy builds on the original pizza-cutting game, and brings something entirely new to the table by making it an edible experience! You can play the game with any pizza, so all you have to do is order in (or make your own) and your game night is ready to start.

Shuffling up to start the game

To top it all off, New York Slice Legacy‘s campaign adds all new layers of strategy. With permanent changes each game, every decision (and every bite!) counts. Will you keep those slices as leftovers for next game, or can you fit them in now for bonus points? Will you upgrade your stomach or your plate? The choice is yours, but we know one thing for sure – this will be the most fulFILLING legacy game you’ve ever played!

New York Slice Legacy can be played with 2-4 players, and each game takes about 45 minutes to play. The game will contain plates for each player, a real pizza cutter for the slicer to use each round, a scoring pad, all new player abilities, secret upgrades, and brand new specials that can be added to the original game once you’ve finished your campaign.

What’s In The Box: All the components included in New York Slice Legacy

To find out more about the game, and for details on how to preorder, watch the official announcement video here, featuring early reviews from Tantrum House, Rolling Dice & Taking Names, Boardgames & Bourbon, and more!

Don’t miss out on this hot new game that is literally good enough to eat!

Werewords Deluxe is coming to Kickstarter on March 5!

 

 

We’re incredibly excited to announce that we’re creating a brand new version of Werewords, our hit party game that puts a Werewolf twist on 20 Questions. We’ve listened to your feedback, and the Deluxe edition is going to be better than ever. It has fresh artwork, even more exciting roles, and bonus game modes like Speedwords that will really test your skills of deduction! We’ve even completely reworked the app to provide a better experience, including a new narrator with extra attitude.

And no matter the size of your group, we’ve made sure that Werewords Deluxe Edition will be perfect for you! We’ve expanded the player count, and added a two-player mode for a tense game of bluffing and double-bluffing.

If you already own the original Werewords, the Kickstarter will include a low-cost way for you to upgrade to the new cards!

You can watch the teaser trailer below, and don’t forget to sign up on our Prefundia page to be notified as soon as the Kickstarter launches. We’re going to have some incredible backer rewards for the campaign (including some all new merch and deluxe components), and you won’t want to miss out!

 

See what people are saying about the first edition of Werewords!

If you haven’t had a chance to play Werewords, you can read more about the game in these reviews.

Werewords is one of the best social deduction games I’ve ever played.”
Chris Wray, Opinionated Gamers

Easily one of my favourite party games”
Tom Vasel, The Dice Tower

“It’s one of the most universal party games out there, and the best party game of 2017”
Derek Thompson, Geeks Under Grace

“A purely enjoyable game. This is a no-brainer – if you see it, get it”
Man vs Meeple

“The entire table was laughing and enjoying the game. We will be playing this one many times again”
Jake Combs, PopNerdTV

“I definitely highly recommend Werewords
Joel Eddy, Drive Thru Review

Head to our Prefundia page to be notified as soon as Werewords Deluxe launches!

Press Inquiries and Interview Requests

If you’d like more information about Werewords Deluxe, or are interested in setting up an interview with any of the team behind the game, please reach out to Eric Edens at press [at] beziergames [dot] com! We’d love to talk with you about our creative processes, the inspiration behind the game, and organise interviews with our new artist and narrator.