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  goodbye
        moon | the circle of death & rocky
        drinky | still the same
 
   scion (sigh'-on) n. 1:
      a detached living portion of a plant joined to a stock in grafting,
      usually supplying solely aerial parts to a graft. 2: descendant;
      child. [from Middle English, in turn from Middle
      French cion, of Germanic origin, akin go Old High German
      chinan "to sprout, split open" from Old English
      cinan "to gape."] 
 
   Rat Race :) Then the contestantswere all incarcerated
 for multiple crimes.
 Also: Stardust 
  Play 
  A Single Sheet of
      Paper, by Peter Callesen
 
 
 "I've played Fluxx (use this game with students in Reading
      classes that I teach), Zombie Fluxx (LOVE THIS GAME!!!!), Treehouse,
      Martian Coasters, Aquarius (LOVE THIS GAME!!!!), and Chrononauts
      (use this game with students in Reading classes that I teach)for
      the past five years. I saw Fluxx at a local game store (Tabletop
      in Overland Park, KS) about five years ago. I started playing
      Fluxx with my middle school Reading students. They LOVED Fluxx.
      I now use it as a reward for completing lessons. Every year I
      introduce new students to the game. I get the same reaction year
      after year: 'Where can I get this game?!?!?' My students beg
      me to play Fluxx AT LEAST once a week after I introduce it to
      them. I like to teach and play the game with them because it
      requires them to READ what is printed on the cards (BRILLIANT
      IDEA!!!). They are reading while they think they are getting
      out of reading(pretty sneaky, huh?). I also give away copies
      of Fluxx to students who have top scores on their end-of-year
      Scholastic Reading Inventory tests. I have introduced all of
      these games to many, many people over the past four years. Everyone
      is blown away by these games... Thanks for providing all of us
      with hours and hours of great fun with the games Looney Labs
      has produced!!" -- Lyle W, comments with
      order #88952 
  A Chinese Orchestra
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                        Sorry, nothing else new at this time...
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                |  | Welcome to Zark City! |  |  
          |  In
            my last update, I mentioned that
            I invented six new games last year. That comes out to an average
            of one every two months, and amazingly enough, the roll I've
            been on is continuing. Since it's been another two months, I've
            invented another new game!
 Welcome to Zark
            City, a new game that uses a 3HOUSE
            set and a deck of playing cards. (It also works great with the
            deck from the game Lost
            Cities, if you happen to own that. (And you should, Lost
            Cities is an excellent game.)) I hammered out this new game over the weekend, but it came
            together so easily because it's also the culmination of a dozen
            years of pondering and playtesting. How so? Because Zark City
            is inspired by the fading classic Zarcana, and features a bunch
            of the fundamental concepts which made that game so great. Much like Zarcana,
            Zark City is played on an ever-changing gameboard made of cards.
            (However, the cards used are good old standard playing cards
            instead Tarot cards which are harder to get and off-putting to
            some.) Like Zarcana, you place pyramids onto the cards forming
            the gameboard, starting with just one but growing and expanding
            into a little army, and you struggle with other players for control
            of specific cards. (But unlike Zarcana, you win as soon as you
            gain total control of a "Power Block," i.e. a specific
            trio of cards on the board, rather than ending with a bunch of
            math and score comparisons.) Most importantly, Zark City is quick
            and easy to learn and play, with a very lightweight combat system
            (unlike Zarcana which features long games and a steep learning
            curve). Of course, this is not the first time Zarcana has been redesigned.
            Although Zarcana was one of the most popular games for Icehouse
            pieces in the late nineties, and was featured as one of the 4
            games included with the
            first release of real Icehouse pieces in 1999, the game has
            gradually fallen from favor over the years, as myself and other
            designers began creating lots of new games for the pyramids.
            Zarcana was dealt a major blow in 2002 after John, Jake, Kory,
            and The Other Kristin spent a year playtesting variations upon
            variations and released a new game called Gnostica
            based loosely on Zarcana. We featured Gnostica instead of Zarcana
            in Playing
            with Pyramids, but over time I came to realize I
            preferred the original, flawed though it was. Anyway, with
            Zark City I've created my own take on the original classic, and
            I'm thrilled with how it delivers a Zarcana-like feeling while
            being much more of "an
            Andy Looney game." Obviously then, Zark City was inspired by Zarcana. But this
            was just one of several factors that led to this newest game
            idea. The second was the aforementioned games Lost Cities. This
            Reiner Knizia classic uses beautifully colorful oversized cards,
            much like Tarot cards in visual appearance, but with numbers
            and suits much more like regular cards than a Tarot deck. Anyway,
            we've gotten into playing Lost Cities again recently, and last
            week it occurred to me that an Icehouse game played Zarcana style
            with a Lost Cities deck would provide the same cool look that
            helped make Zarcana so fun but without involving a Tarot deck.
            A few days later it occurred to me that a game designed for a
            Lost Cities deck would also work with a regular deck of cards,
            and at that point I couldn't think about anything else until
            I'd hammered out the basic design for Zark City. It just took
            one really good playtest session with Kristin
            to hammer out most of the bugs, with John, Jake, Dave, and TV
            Tom quickly finding the remaining glitches a few days later.
            (We shall see if any more rule tweaks become necessary, but I
            think it's ready to release online.)
           |  
          |  Yet one more factor caused this new idea
            to come together so quickly. Soon we will be announcing a new
            product: the 3HOUSE Bundle, this being a trio of Rainbow Treehouse
            sets shrink-wrapped together with a copy of 3HOUSE. We've been
            planning to make this Bundle package available for a long while
            -- it was with this idea in mind that we chose the size and shape
            of the 3HOUSE booklet -- but even though it's very simple to
            create, it had slipped through the cracks until now.
 The new part we still needed to create was the product info
            card we're going to put at the back of the stack of tubes + booklet,
            thus making a little sandwich that can be shrink-wrapped together.
            This product info card will sport the Bundle product's bar code
            and product info etc, along with marketing material about the
            pyramids and the games like you'd find on the bottom of a traditionally
            boxed board game set. So, as you envision this product info card
            (invisibly placed at the back of the product in this photo of
            our prototype) consider this next question: What do we put on
            the back of that card? The sudden realization that there was unused space available
            led almost immediately to the idea of featuring another 3HOUSE
            game in that space, ideally something totally new, easy &
            fun, and designed specifically for a 3HOUSE set. All we needed
            was a new game! "Well, isn't that your job?" Alison
            asked, somewhat in jest, and somewhat as a challenge. This comment
            was the final catalyst, and Zark City the result. And reactions
            to it have been so overwhelmingly positive that we're already
            planning to include it as a fifth game in the 3HOUSE Bundle,
            on the back of that product info card (which has since evolved
            into a tri-fold piece of paper). In closing, I'd like to toss out a random extra Thank You
            to John
            Cooper, my lifelong friend and fellow game inventor, who
            taught me how to design Icehouse games by creating a real one
            based on my fictional descriptions, who designed my personal
            favorite of all Icehouse games (Homeworlds),
            and whose creative genius has been an inspiration to me many
            times over. Thanks for everything John, including of course Zarcana.
            I hope you like how I've run with your ideas this time! Thanks for reading, and have a great fortnight!  |  
          | 
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                |  | We've decided not to attend GenCon this year. As
                  I mentioned last month, we're on our own again as far as
                  running a sales booth at the big summer game trade shows, and
                  we're choosing to run such a booth ourselves at Origins
                  but to skip GenCon
                  entirely this time around. Hopefully we'll be back in 2009! |  
                |  | Speaking of GenCon, we were shocked to hear the news this
                  week that GenCon has filed for Chapter 11 Bankruptcy protection,
                  apparently as a result of a lawsuit from Lucasfilm over unpaid
                  bills. Hopefully GenCon will get their house in order and recover
                  from these problems, but I'm suddenly worried it won't be there
                  anymore by the time we're ready to attend again... |  
                | 
 | "These two horrific scenarios are a result of the way
                  the War on Drugs has morphed from a well-intentioned campaign
                  to discourage drug use into a war against American citizens,
                  a war in which we are not even awarded the noncombatant rights
                  our soldiers give to foreign civilians. The use of SWAT
                  teams, police paramilitary units, has become commonplace in raids
                  against non-violent, suspected drug users and dealers. The United
                  States used to be a place where its citizens didn't have to fear
                  the government, proudly standing in contrast to the USSR and
                  its terrifying secret police. We can't honestly say that
                  today." -- Ryan Langril, "War
                  On Drugs Must End" |  |  |