Before I give you a sneak peek of another 2011 game, I’d like to congratulate Sheryl W. from Munfordville, Kentucky for being the winner our Rory’s Story Cubes contest (and a copy of Rory’s Story Cubes!). Here’s Sheryl’s story: It was 5 O’clock, time for the turtles meal of an apple with a flower for dessert. Before he knew it, it was time to go to sleep in his teepee. Of course he must have a bed time story so he got our his book about the letter L. After his story he put on a cassette tape of nature sounds to help him sleep. The rain and thunder sounded so real he could almost see lightening.
And now, our latest 2011 game:
GUBS, a game of wit and luck, was previously self-published by inventor Cole Medeiros. Medeiros sold through his print run due to a groundswell of grassroots buzz. Gamewright picked up the world-wide rights to the game and plans to unveil a brand new, re-designed version of GUBS in a few weeks at NY Toy Fair.
GUBS is a 20 minute card game for 2-6 players, ages 10 and up. Players will discover a lushly illustrated fantasy world based around a group of imaginative creatures called Gubs. The object of the game is to build the mightiest Gub colony, while fighting off a myriad of traps, lures, and other surprising events. Victory lies down an ever-changing path and no one is safe until the final card falls! Here’s a fun promotional video for your viewing pleasure:
Want to know more? Check out this exclusive interview with the inventor, Cole Medeiros:
What inspired you to create the card game GUBS? For as long as I can remember I’ve been fascinated by games. Growing up outside of town forced my brother and me to create our own entertainment. GUBS the card game was born out of the cute little characters I’d draw in the margins of my homework assignments, and over the years grew into a world that felt very real to Alex and me. It has been a part of our lives so long that there is very little from our childhood that has not influenced the game (and the world they live in) somehow.
Why do you think playing card, board and dice games (i.e. games without plugs or batteries) is important? I think card and board games are incredibly important, because they invoke everything that makes us human. Socializing, working together, challenging each other, solving puzzles, laughing, learning…it is all before us in a friendly package without severe consequences. There are very few things that can bring us together in the way a good table game can.
What makes GUBS different than other games on the market? Why will families enjoy playing it? GUBS has a fantastic balance of luck and strategy. The luck helps to level the playing field, creating a game where even the youngest most inexperienced gamer has a chance to win. But there’s enough strategy to keep older players interested, even to the point where some advanced strategies exist. It is the perfect family game because it appeals to all ages. How is it different? We put a lot of love into every part of GUBS, to the point where a world exists just beyond the cute little sketches. And I think players feel that world, and they want to explore it. Plus, they have a good time exploring the cards and laughing over the random ups and downs. Even when things don’t go your way, the game is quickly over and a new contest can begin. GUBS is fun even when you lose, which I think is important.