Category Archives: News

Calliope Games 2020 in Review

Welcome to 2021! Now nobody make any sudden moves! Seriously, in spite of 2020’s notorious difficulties and setbacks, there was still a lot that we accomplished, and a lot to be grateful for. Before we look to the future, we wanted to take a moment to look back on the year and some of our highlights. Even though we missed out on our favorite conventions, on seeing each other in person (Calliope Games’ team members work remotely in both the US and the UK), and most importantly, on playing games with each other, we still got to make new memories and learn new skills. And that’s something to be proud of!

In February we attended our first and only convention in 2020: New York Toy Fair! We had a wonderful time showcasing some Calliope favorites, and debuting Tsuro Phoenix Rising to the retail world. We even gave a sneak peek of Mass Transit, which got a shoutout in Forbes Magazine!

In March we welcomed Risa to the team as our new Social Jockey, and she was off to the races! We’re sure you folks have noticed an increase in blog posts and our social media presence since she joined the team (she is also currently pretending that she’s not the one writing this blog post.) Then in April we expanded the team again with the addition of Ken as our Senior Yeoman. Ken already had a wonderful history with Calliope Games as the designer of The Manksy Caper, and we were thrilled to bring him onto our team.

As we focused on staying home, and putting our plans for conventions on hold, we turned our attention to gaming with the immediately family, as well as online and remote gaming with friends we couldn’t see in person. We recommended movie and a game night, ran a contest for gaming at home, and set forth into the world of Tabletop Simulator and Tabletopia! Turns out you can teach an old dog new tricks, and our entire team took to the challenge like a duck to water. Ken worked tirelessly to adapt several Calliope titles to Tabletop Simulator, and soon we were not only playing games together online, we were also streaming. Which brings us to…

In the beginning of August we participated in Gamers Engaged for Food Lifeline with Mox Boarding House. We streamed for 12 hours on the brand-new Team Calliope Games Twitch channel, played 14 games, and raised $2,100 for Food Lifeline. That’s 10,500 meals for folks struggling with food insecurity. We gave away board games and swag, we raised awareness, and we had a wonderful time. We are so grateful to the Calliope Games community for joining us, hanging out during the day, and donating to such an excellent event.

The tail end of the year was our busiest yet. October saw the release of Station Master, which has been finding its place on more and more folks’ game shelves. We sponsored the Design Your Own Trivia Game Challenge with Legends of Learning, where students in schools across the country created their own board games. And in November we launched a highly ambitious Kickstarter comprising of not one but three new games! We brought Mass TransitEnchanted Plumes, and Allegory out to play, and used all of our newly acquired resources to make sure everyone had a seat at the table even without conventions to demo. 

For the very first time we had games available on Tabletop Simulator for folks to try out before backing. We had the games being played in livestreams, both in physical and virtual form. And 679 backers decided to make the Calliope Game Night Extravaganza a part of their gaming collection. Production has already begun on all three games and we can’t wait to get them onto game shelves in 2021!

So there’s the short (well, as short as we can make it) and sweet of Calliope Games 2020. We have some exciting plans for 2021, and a few things still to be determined. One thing we know for sure, we’re glad you’re along for the ride with us. Happy 2021 everybody!

The Calliope Game Night Extravaganza Spotlight: Allegory

An allegory tells a captivating story while hiding a deeper, meaningful moral underneath. In the game of Allegory, you’ll compete with others as renowned authors, each scribing a trilogy of Tales: Nature, Energy, and Spirit. Master the use of Lore to incorporate powerful Themes into your Tales. At the end, you will be rewarded for weaving a hidden Moral throughout all of your Tales—but only the most concise Tale shall become a literary classic for the ages!

Allegory is a 2-6 player bidding and bluffing card game like no other. In this game every action has an equal opposite reaction, as you must bid to win cards, but the winning bid then goes onto rejected cards, allowing other players to collect more chips and win bids. It’s all about strategy and balance! Designed by Zach Weisman, with art by David Cornish, Allegory is perfect for poker fans, players who like a bit of take that, and people who enjoy truly stunning artwork in their games.

Allegory Rapid Rundown:

The goal of Allegory is to amass three sets of cards that represent three Tales: Nature, Energy, and Spirit. You’ll do that by bidding Lore chips to win the card you want, but keep in mind those lore chips will then be assigned to other cards available, meaning the other players can then take a card and your lore. As you strategically bid and fold, concentrate on also collecting the cards that contain your hidden Moral; they’ll give you a bonus at the end of the game.

In a shocking twist, only your tale with the LOWEST total value will be the one you score at the end of the game. After all, brevity is a virtue. 

The card with the white back and no number value is the hidden Moral card. The card with the dark back and the number value are the Theme cards you bid to collect.

Finding Inspiration:

The game begins with all players receiving a Moral card; if you can collect Theme cards with that Moral into each of your sets, you’ll earn bonus points. Players then shuffle the Theme deck, and lay out as many cards as there are players (2 player games will have 3 cards laid out, but otherwise gameplay is the same).

Going clockwise, players then take turns bidding Lore chips to get first pick at the Theme cards available. When every player except one has folded, the winner gets to select which Theme card to put into their tableau. The winner then distributes the Lore chips used onto the other available cards, and this is the key to strategizing in Allegory. In following rounds, players who fold will also be able to pick up a card, but only the one with the most Lore chips on it! 

The next player to fold may take a card if they want, but it can only be the -2 card since it has the most lore chips. BUT they’ll get 3 more lore chips to bid with. Decisions…

So if there happens to be a negative card on the table, a winning bidder may want to stack more chips on that card to force another player to take a negative score. But someone else may want to fold and take that negative card so they have more Lore chips to bid with later on to win a higher value card. How will you choose to tell your story?

Weaving a Tale: 

As you collect Theme cards to build your three tales ,you’ll need to pay attention to both the moral and the value on the cards; only the lowest scoring tale will count at the end, but you must have at least one card in each Tale to even score at all! As you bid and play, keep in mind you’ll score bonus points for every set of three matching Theme cards you can collect (no matter what Tale they’re in) in addition to weaving your Moral theme into each of your three Tales. Wow, Rule of 3 is a big deal in storytelling, huh?

Don’t forget to pay attention to what the other players are up to. Sometimes it’s worth it to throw a wrench in someone else’s works. Or in this case, spill some ink on their parchment?

Closing the Book:

Once one player has collected their 10th theme card, the game ends and scoring begins. There are 3 aspects to scoring (there it is again! Rule of 3!)

1: Add up the scores of each of your Tales. Only count the score of the lowest of the 3 Tales.

2: Add any Theme bonuses: for every matching set of three Theme cards, you earn you 2 bonus points. The matching Theme cards may be in the same or different Tales. 

3: Apply your Moral bonus: You’ll get one point for each of your 3 Tales that has your hidden Moral in it, for up to 3 points. Congratulations! You’ve mastered the art of the Allegory!

This player would earn 11 points: 4 for their lowest Tale (Nature), 4 for having 2 sets of 3 matching Theme cards (mask and butterfly), and 3 points for having the hidden Moral card (butterfly) in each of the three Tales.

—-

Allegory is coming to Kickstarter as part of The Calliope Game Night Extravaganza! on November 10th, 2020. You’ll be able to get 3 fantastic card games that scratch three different itches, and together make for one incredible game night. You can check out the Kickstarter page here to be notified when the campaign is live, and if you want to talk more Allegory you can follow the game on Board Game Geek.

The Calliope Game Night Extravaganza Spotlight: Enchanted Plumes

In Enchanted Plumes, players strive to complete magical Peacocks by assembling plumes in sparkling rows from top to bottom, using multiple colors of Feather cards while matching cards of the same color from row to row. The player with the most valuable plumes wins the game and is bestowed with the luck of the Peacock!

Designed by Brendan Hansen, Enchanted Plumes is one part set collection, one part press your luck, and a little bit of everything in between. Anyone walking by who sees this game on the table knows immediately what is happening: players are creating triangular rows of peacock plumes using like colors and trying to maximize the point values of the cards they play. But there is so much more to the game than that! 

Players are swapping cards in and out of a shared pool called the Train, possibly giving their opponents a chance at a vital card. They need to be mindful of what color plumes other players are using in case they run out of that color for their own peacocks. And then there’s the strategy involved in building the triangular rows! The first row you make will count negatively towards your score no matter how long you choose to make it; but the bigger the first row, the more subsequent rows of positive points you can make. You can make as many peacocks as you’d like, and you can make the rows as big or as small as you’d like. So many choices!

Enchanted Plumes Rapid Rundown:

Enchanted Plumes plays with 2-6 players in about 30 minutes. Your goal is to attract the attention of the Peahen by having the most sparkling and enchanting plumes of all the Peacocks in the land. To do that, you’ll need the most victory points. To do that, you’ll need to be strategic as you play plume cards triangularly. 

Setup:

Players begin by setting aside the Peahen card, and then shuffling and dealing 9 cards to each player. Each player will choose the 6 cards they would like to start with, and return the discarded 3 to the deck. The deck is reshuffled, and players will shuffle the Peahen card into the last eight cards of the game; once the Peahen appears the game is over, and scoring begins. The number of cards you use in the game will vary depending on player count (removing the 7’s, 8’s, and/or 9’s for lower player numbers).

Flip and place the top five cards of the deck in a line extending to the right of the deck; this lineup is called the Train. 

Playing the Game: 

On your turn you will do two actions: 

1. Play one or two cards either to start a new plume or add to one of your existing plumes; the cards may be used together in the same plume or split up among different plumes.

2. Replenish your hand in one of three ways:
(a) Draw two cards from the Feather deck
(b) Swap two cards from your hand with two cards from the Train
(c) In either order, draw one card from the Feather deck and swap one card from your hand with one card from the Train 

Building Plumes:

Every turn as you play your one or two cards, you’ll be building rows of plumes. Cards that are placed on the top row will be scored as negative points, while cards played in lower rows will count positively. As you descend down the rows you can only use colors that have been previously used. So if a row has three cards: the blue, yellow, and red feathers, the next row will only have 2 cards, and they may only contain those colors. Once a lower row of cards is started in a plume, Feather cards can no longer be added to higher rows in that plume. You can always begin a new set of plumes before finishing a current one, and you can have as many sets as you like. 

Once you get down to the final row, which will hold only one card, you will play that card face down. This obscures your point value of that card, allows you to collect bonus points at the end of the game, and creates a beautiful peacock! The final card does have to follow the color constraints of your plumes.

Attracting the Peahen:

When a player draws the Peahen from within the final 8 cards of the deck, play immediately ends and scoring begins. The top row of each set scores negative points, and all subsequent rows score positive points. If you have completed any peacocks, flip over the last card and add it to your score. Completed peacocks also score 1 bonus point for each card used to build them. Incomplete Peacocks do not score bonus points. 

The player with the highest score is the most enchanting peacock of them all, and is allowed to strut around as they please. 


Enchanted Plumes is coming to Kickstarter as part of The Calliope Game Night Extravaganza! on November 10th, 2020. You’ll be able to get 3 fantastic card games that scratch three different itches, and together make for one incredible game night. You can check out the Kickstarter page here to be notified when the campaign is live, and if you want to talk more Enchanted Plumes you can follow the game on Board Game Geek.

The Calliope Game Night Extravaganza Spotlight: Mass Transit

It’s quittin’ time in the Big City, and rush hour is about to begin! It’s up to you and your team of urban planners to get all these Commuters home to their families. You will need to skillfully work together to construct transit routes out to the Suburbs, but City Hall bureaucracy limits how much you can help each other! If you can manage the red tape, and your team works like a well-oiled machine in getting everyone home, you will ALL succeed at Mass Transit!


Designed by Chris Leder (who also designed Roll for It!) and Kevin Rodgers, Mass Transit is a limited communication, lightweight cooperative game in which you are working together to expand various commuter lines (bus, train, and ferry), to get 6 meeples from their jobs in the Big City to their homes in the suburbs, while having to contend with traffic stops and dead ends. It’s quaint, it’s charming, it’s addicting.

Mass Transit is a lot of firsts for Calliope Games: our first cooperative game, our first game with a solo mode, and, believe it or not, our very first game with traditional meeple tokens! Can you believe that? I almost didn’t, and had to go through the components of each of my game boxes to confirm. But yes, indeed! (And when you back the Kickstarter you’ll receive stickers to customize your meeples!)

If you’re hoping to learn a little more about Mass Transit then look no further! Well, okay, you can look further on this page. That’s where the information is. But you don’t have to go further than that!


Mass Transit Rapid Rundown:

Mass Transit plays with 1-6 players in about 20 minutes. Players will set up the Big City board and place the 6 commuter meeples at the 6 starting locations. Everyone then draws 4 cards. Each round, players will take turns playing at least 2 (but more if you would like) cards to either extend a route, or discard a card to move a meeple to the next station.

Extending a route: 

Six transit routes lead out of the Big City toward the Suburbs. When you first play a card to start a route, place it to extend the road, canal, and rail lines on one edge of the Big City board. You can then play later cards next to either the Big City (to begin a new route) or an existing route (to continue it). The colors of the cards don’t need to match and most likely won’t! The focus is on getting the meeples further along the track via the stations on the cards.

Moving meeples: 

In order to move your commuter meeples towards home, you must first discard a green walk card to have a meeple walk from the big city to the first station. After that, you can discard a card in your hand that matches the color of the route you want to take. So if you want your meeple to head home via train, you will need to discard one red train card to move your meeple from one station to the next. If there are cards in between with no stations to stop on, it looks like that train is going express!

Traffic, Dead End, and Urgent Cards: 

Of course commuting is never as easy as hopping on a train and going home! You’ll be facing Traffic Stops that require you to stop along the route before you reach the next station, requiring you to discard another card to get moving again; Dead End cards that force you to walk to a different method of transportation; and Urgent cards that must be played before your turn is over (unless you’re able to get your last meeple home). How your team handles these cards can be the key to your success. 

Getting home: 

Suburbs cards are the ending points for your commuters. Each Suburbs card shows a number (3 or 4) just above the house icon; this number represents the minimum number of cards that must be placed between the Big City and that Suburbs card. Once your team has played that many cards, you can play a Suburbs card to end that commuter line. You will still have to discard a card to move the meeple home. If you can get all 6 meeples home, congratulations! You win the game!

Limited Communication: 

Bureaucracy is a real pain! Even though you are all working together, you may NOT tell other players exactly what is in your hand or where you will play on your next turn. You can discuss the current map on the table and say vague things like, “This could be a great express route” or “I can’t wait to ride the train!” to get around the red tape; however, you can never suggest what actual cards to play or what the next move should be. How well do you and your team really know each other?


Mass Transit is coming to Kickstarter as part of The Calliope Game Night Extravaganza! on November 10th, 2020. You’ll be able to get 3 fantastic card games that scratch three different itches, and together make for one incredible game night. You can check out the Kickstarter page here to be notified when the campaign is live, and if you want to talk more Mass Transit you can follow the game on Board Game Geek.

Gamers Engaged With Food Lifeline

On Sunday August 9th, 2020, Calliope Games is participating in an incredible event with Gamers Engaged, the giving arm of Card Kingdom and Mox Boarding House, where we will be streaming and playing games from 10am-10pm PST to raise money for Food Lifeline.

Food Lifeline provides the equivalent of 134,000 meals every day, and every dollar we raise provides 5 meals. Our team goal was to raise $1,000, and thanks to your generosity we have already smashed that goal!! Along with an incredible donation was a challenge: “$1000 as a goal is too low. Aim high! We love each other!” So we’ve DOUBLED our goal! Now we want to raise $2,000, or 10,000 meals for Food Lifeline.

All throughout the day we will be playing your favorite Calliope games in a multitude of ways; from Zoom calls to good ol’ fashioned round-the-table gameplay. We are also thrilled to announce that Ruel Gaviola (whom you may remember from the Accommodations for Colorblind Players article) will be playing ShipShape with his family as our special guest. There also may be a super secret playthrough of an upcoming Calliope game that hasn’t even hit Kickstarter yet! If you want to know when it’s live, make sure you’re following us on social media, or sign up for the Kickstarter Preview newsletter in our sidebar –>

And just to sweeten the pot, every person who follows us on social media (Facebook, Twitter, Instagram), signs up for that Kickstarter newsletter, or donates, is entered in a raffle to win some con-exclusive Calliope swag! We want to give our thanks to you all for joining us for this incredible event. We literally cannot do it without you.

We hope you’ll join us on Sunday, and that you’ll watch, comment, share, enjoy, and if your wallets can afford it, that you give back and make a donation. Remember, $1 provides 5 meals, so truly every little bit helps.

Stay Safe. Stay Kind. Play Games.

-Team Calliope

Calliope Games Celebrates 10 Years

At Calliope Games, we are thrilled to celebrate our 10 Year Anniversary! Over the past decade, our library of gateway and filler games have entertained, inspired, and provided an opportunity to make memories around the game table, and it all started with our flagship title, Tsuro: The Game of the Path. We couldn’t think of a better way to celebrate this 10 year milestone than by returning to the series that started it all, which is why Tsuro: Phoenix Rising is taking flight in 2019!

10 years ago, Calliope Games began as a collaboration between Dawne Weisman, Jordan Weisman, and Ray Wehrs. All of us are experienced game industry professionals who have worked together since 1999 when we collectively launched WizKids. Calliope Games has been producing and selling quality tabletop games since 2009. Our products are inspired by family for families.

At Calliope Games, we publish fun, affordable, family-style tabletop games for all to enjoy.

With gamers in mind, our games make the perfect “gateway” or “filler” game. They allow you to easily draft your non-gamer friends into your favorite hobby. Calliope games are excellent for starting out game night and are easily played between heavier games. It’s important to point out to our non-gamer friends that we do take a slightly different approach to the games we produce. At Calliope, we focus on entertaining adults; however, the games we produce allow children to compete with their parents without the parents “throwing” the game. It’s a really a pretty simple concept; instead of having the parents step down into the child’s world, we are inviting the child to step up into the parents’ world.

For gamers and non-gamers alike, the results of our efforts are games that are accessible by all players regardless of skill level or age, play in under 60 minutes, are affordably priced, and most of all… are a blast to play!

We are proud and humbled to have been able to deliver fun to game tables for 10 years, and we are excited to keep doing it for another 10 years…and beyond!

Thank you for being a part of the first 10 years of Calliope Games! Until next time, game on!

A New Twist – Tsuro: Phoenix Rising Takes Flight

The Tsuro series is a winding path, much like the ones on the tiles it features.  Now, the path is soaring upward to the skies in an exhilarating new adventure.

Tsuro: Phoenix Rising (on Kickstarter January 10th-February 9th) is the third game in the Tsuro series.  The first – Tsuro: The Game of the Path – was released originally by Wizkids in 2004.  It was later given a slight facelift and became the flagship title when Calliope Games was founded in 2009.  A second entry – Tsuro of the Seas – launched in 2012 along with its expansion, Veterans of the Seas.

Over the years, the original Tsuro has become a well-known gateway game, perfect for introducing new audiences to the world of tabletop games.  There’s a good reason for that: Tsuro is one of the simplest games anywhere, both to teach and to play.  Not much is simpler than “play one of your tiles to the board, move your pawn along the path you created, then draw a new tile…oh, and just try to stay on the board.”  That’s a pretty easy game to demonstrate to anyone, from children to grandparents, and everyone in between.

OG: Tsuro: The Game Of The Path

Owing to its simplicity and elegance, Tsuro has been used as a gateway and filler countless times.  There are other games that share its tile-placing, route-building aspects, but Tsuro is unique in how it delivers a fun, thoughtful experience in a compact amount of time for a very wide audience.  For many, the elegance – the zen nature – of Tsuro is its defining quality, and they embrace the game the way it is, no embellishment or additions required.  For others, they want a bit more.

Tsuro of the Seas was created to cater to those looking for a bit more unpredictability in the Tsuro experience.  The game transformed the pawns and board into boats and a mystic sea; introduced daikaiju (sea monsters); and added a pair of dice.  On top of the familiar Tsuro gameplay, there now existed a layer of chaos and randomness, as the daikaiju would rotate and move in an unpredictable manner, always threatening to chomp your boat if you didn’t watch out!  Tsuro of the Seas was the first game we launched via a relatively young crowdfunding service called Kickstarter.  It was unfamiliar territory, but became a joyful experience, both because it showed how many original fans wanted MORE TSURO, but also because we learned how the Kickstarter community is a passionate group who are very engaged and helpful with projects they back.

Tsuro of the Seas – A Watery Adventure

2019 represents the 10th Anniversary of Calliope Games.  During 2018, our team had several discussions about how to celebrate this milestone.  Throughout those talks, the main idea we kept coming back to was a new Tsuro game.  What better way to celebrate our birthday than with a new entry in the line that has defined us for a decade?

Some context is useful here, though.  We didn’t start from scratch a year ago to create a new Tsuro game.  The core of it has existed since Tsuro was first dreamt up by mathematician Tom McMurchie in the 1970s.  In fact, when the original Tsuro (then called “Squiggle”) was shown to Calliope Games co-founder Jordan Weisman back in 2001, Tom developed full second set of tiles shortly thereafter that were strategically set aside for a later release.  These alternate tiles had paths that would move through the diagonals of the tile, instead of through the flat edges only.  That tileset – which is dubbed the “Crossroads” set – changed the experience of playing, offering a soaring, freewheeling feel that moved your pawn quickly across the board.  In 2018 the time had come to put the Crossroads set to use… Calliope Games 10th Anniversary!

We wanted to craft a Tsuro experience that would set apart from both other games in the line.  Tsuro is perfect as an accessible gateway/filler.  Tsuro of the Seas involves the unpredictability of dice.  For the third game, we focused on the tiles themselves, thinking for the first time about how players could physically alter the paths on the board.  Perhaps the tiles could rotate…but what if they could do more?

Ray had been working with Bob Oswald, a longtime Calliope Games friend – and very talented CAD artist – on a design for a unique tile tray that would allow players to flip or rotate one tile in a grid without disturbing any of the neighboring tiles.  Once the design was finalized, it was patented and ready for use.  The new Tsuro game would be the perfect way to introduce the revolutionary new tray to the world, as it would allow the path tiles to be manipulated, creating new options for paths each turn.  Ray hit upon the idea of having one side of each tile feature traditional Tsuro paths – entering and exiting on the flat edges, while the flip side would feature Crossroads paths that sent pawns through the diagonal edges of the tiles.  Suddenly, players could strategize whole new routes, opening up fresh, speedy movement.

Prototype version of Tsuro: Phoenix Rising

The creation of this game was collaboration in its purest form.  The Calliope team – Ray Wehrs, Chris Leder, Zach Weisman, Andy Hepworth, Ken Franklin, along with a team of amazing playtesters – expanded upon the gameplay and tiles created by Tom McMurchie.  As the development of the board and tiles progressed, we concentrated on the goal of the game.  Survival has always been the winning condition in the Tsuro series: last pawn standing wins.  Player elimination – love it or hate it – is a hallmark of the line.  We contemplated ways to augment this goal, all the while thinking about the theme of the game.  The original Tsuro features dragon stones as the pawns, but the board features a beautiful phoenix.  What if we shifted the focus to the phoenix?  A bird in flight would make sense given the soaring nature of the Crossroads tiles.  Plus, it would allow us to consider a way for leaving the board to not mean the end of the game – after all, the defining trait of the phoenix is its ability to rise from the ashes!

During development, we struck upon the idea that you weren’t just flying around trying to stay on the board, but as a phoenix, you were actively trying to reach specific points on the board.  As the testing proceeded and the theme began to solidify, we loved the idea that the things you were trying to reach were glowing, floating, colorful lanterns in the night.  That image just seemed so beautiful.  And because we wanted to inspire a bit of positivity, we crafted the lore about how the world had been robbed of stars, but as you reached the lanterns, you transformed them into brilliant new stars that created bright constellations to enlighten your own personal path.  Instead of last pawn standing being the only victory condition, you could now win by creating a new constellation of seven stars, having brought light to a dark world.  It’s an overriding theme of hope and love of life. 

Tsuro: Phoenix Rising is a gateway/filler game in the same vein as the original Tsuro, and its predecessor Tsuro of the Seas.  One way to look at it: Tsuro is the quintessential zen-like gateway experience, Tsuro of the Seas is an exciting survival gateway game where you play against the board, and Tsuro: Phoenix Rising is a gateway set collection game where the board is a puzzle to solve.  Each game has its own level of complexity, but all fit perfectly within a casual game crowd or as a filler in the middle of the game night.  Though they are all built upon the same foundation, the experiences they provide are all unique.  Which Tsuro game will be your favorite? We love them all!

Tsuro: Phoenix Rising is now live on Kickstarter.

Announcing Tsuro: Phoenix Rising

To usher in our 10th Anniversary in 2019, Calliope Games is thrilled to announce Tsuro: Phoenix Rising, an exhilarating new entry in the legendary Tsuro series.  

In the game, each player is a phoenix, soaring across the board in an effort to reach glowing lanterns and transform them into new stars in the night sky.  The first player to collect seven star tokens wins the game!

Tsuro: Phoenix Rising builds upon the foundation of classic Tsuro – you must play tiles to extend your path, traverse the board, and be aware of your surroundings – but it adds exciting new features such as double-sided path tiles that can be flipped and rotated to choose your destination, as well as a revolutionary new molded board.  As a phoenix, you also have the ability to return to the board once per game, rising from the ashes!

The Tsuro series, featuring games designed by Tom McMurchie, has been a flagship brand for Calliope Games since our beginnings in 2009.  The original Tsuro: The Game of the Path was released by WizKids in 2004 and its follow-up Tsuro of the Seas was released in 2012 after a successful Kickstarter campaign.

Tsuro: Phoenix Rising will launch on Kickstarter on January 10, 2019 at 2pm Eastern.

Roll For It! Now On The App Store

Roll for It! Hits the App Store

Boasting the Shiniest, Rolliest Digital Dice Ever!

MONTREAL February 21, 2018: Thunderbox Entertainment is thrilled to announce the release of our second digital board game: Roll for It!

For the studio’s second collaboration with Calliope Games after Tsuro, we went from zen to zany! The rules are simple: roll your dice, match them to a card, and score some points. It is quick to learn and designed to let kids and adults play (and win!) together.

The digital adaptation of Roll for It! is…

REAL! Physically simulated dice deliver the real feel. Shake your device to roll ‘em!

FAST! It takes only one minute to learn, and only one hand to play. Roll on the go!

FRIENDLY! Roll solo against crafty AI foes or with friends around one device or online.

The game is now available on the App Store and Google Play for $1.99 USD. For those who crave more, the Red Box expansion is available to purchase in-game, along with more fancy, fuzzy, flashy dice to roll in style!

Please visit the Thunderbox website for more info, download the EPK, and if you’d like to tell your readers about it, contact us for a review copy!

Based in Montreal and founded by Dan Taylor and Jules Morgan, Thunderbox Entertainment is a small team of seasoned developers with over 25 years of AAA experience. We are proud to partner with some of the most innovative and inspiring board game makers on the planet to bring old school fun to a modern world.

Our first app, Tsuro: The Game of the Path, was released in April 2016. It has since earned a 4.6 star rating on the App Store and has been the #1 board game app in over 90 countries.