Cole Medeiros, inventor of our new game GUBS, recently made an appearance at local San Francisco gaming spot Gamescape to teach people how to play and sign copies of the game for fans. There was a great crowd, and Gamescape completely sold out of GUBS before the event was over! If you are from the area and missed it, Cole may be making more appearances at local stores. In the meantime, GUBS are flying off the shelves, so don’t forget to grab your copy!
A little background on GUBS:
GUBS, a game of wit and luck, was previously self-published by 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 unveiled it in a brand new, re-designed version.
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!
A while back we interviewed Cole – in case you missed it, here’s his take on the game he created from his own imagination.
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.
If you want to win a copy of GUBS signed by Cole like the one pictured above, I hope you’re ready for a scavenger hunt! One random lucky reader will win by answering the below questions correctly, and e-mailing them to PR@gamewright.com by Monday, August 15th at midnight EST. You can start your quest at Cole’s official GUBS website, Gubcards.com.
1. What grade was Cole in when he first started drawing GUBS?
2. When was the date that Cole announced Gamewright would be publishing GUBS?
3. What is the name of Cole’s brother (and GUBS co-creator)?
Best of luck!