We aren't resting at ALL!
Devin is hard at work flogging the Munchkin Collectible Card Game through its last steps before we send it to print. This game is gorgeous and I cannot wait to start playing with the real cards. Eric M. Lang and Kevin Wilson did a fantastic job on the design and are now hard at work on the first expansion -- thanks, guys!
I'm working with our pals at USAopoly on their 2017 releases; we've announced Munchkin: X-Men Edition, but there are a couple more things planned for later in 2017 that I am just as excited about -- and both of them are games we've had requests for, so some of y'all should be really happy.
I am already working on 2018 releases because we're so far ahead on 2017. Not everything for next year is at print -- and we do have a couple of surprises yet to announce! -- but we're farther ahead of our deadlines than I can ever remember, which is giving us a lot of breathing room on some projects that need the extra attention. (As soon as I got back from BGG, I was able to remove 2016 from my planning calendar . . . which I don't think I've ever done before so early in the year. Now 2020 has some room to breathe . . .)
Our end-of-year game day, and the last day for Warehouse 23 orders (including the Mostly Munchkin Grab Box #marketing), is December 15. We'll be closed the last two weeks of the year.
Our Mostly Munchkin Grab Box was so successful last year that we're offering it again -- for $40, you get a guaranteed minimum of $80 worth of (mostly) Munchkin loot. This year, we're also offering a new Game in a Bag promotion -- order a Munchkin Messenger Bag and we'll stuff it full of cool Munchkin games and swag for you!
Or, if you want, you can get the Surprise Me! Grab Box instead; it (probably) won't be mostly Munchkin, but it will have plenty of cool games from our warehouse and you might find a new favorite.
Heck, just order all three -- the holidays are coming and all the good boys and girls deserve to get a new game this year.
Head over to Warehouse 23 to get a box (or bag) full of fun at a holiday-friendly price.
This Thursday will be Thanksgiving in the United States, and I wanted to pause for a moment to reflect on what that means here.
First, I owe a great deal of thanks to Steve Jackson and Phil Reed for bringing me back into the fold almost eight years ago. It's been a blast and I'm really excited about where Munchkin is going next. I strive every day to live up to the trust they have placed in me.
I'm blessed with dozens of talented, dedicated colleagues, far too many to call out independently, but I want to mention a couple. Sam Mitschke is our Chief Creative Officer and a good friend. Sam keeps me sane (relatively) and productive (relatively) when the job gets to me from time to time. Devin Lewis has been my right hand for several years now, a reliable helper who runs playtests, gives me great feedback, and has gotten to do his own design work on the line occasionally. Devin is currently in charge of bringing the Munchkin Collectible Card Game to store shelves next year, and the game could not be in better hands.
Of course, Munchkin would be nothing without our talented artists. John Kovalic has been a lonely force of good for so long that it still feels a bit weird to be talking about artists, plural, but now we're working with Ian McGinty, Katie Cook, Len Peralta, and several other creative illustrators (again, too many to list here). They truly are collaborators on our games and we are grateful for all the whimsy (we'll call it that) they add to every card they touch.
I would be remiss if I did not mention our creative partners at BOOM! Studios, home of the Munchkin comic book, and USAopoly, home of great licensed Munchkin games such as Munchkin Adventure Time and Munchkin: Marvel Edition. They have taken Munchkin to places we didn't know how to reach, and they've done it brilliantly.
Our printer representatives at Grand Prix International (GPI) and our fulfillment partners at PSI in Georgia make the games and get them into stores. They are important links in the chain between "Hey, I've got a stupid Munchkin idea!" and having that idea appear on the shelves of your Friendly Local Game Store. Our distribution partners and all those local retailers are just as important; if they didn't order our games, you would never see them.
Finally, and by FAR the most important, I have to thank you, the loyal Munchkin fans. Your support, feedback, and encouragement are more valuable to us than Treasure or levels. We're in a creative industry (as much as we may forget that when deadlines loom), and we know games are a luxury purchase, not a necessity. We try never to take our customers for granted, and this week in particular, I remember that everything I do is ultimately to enrich your lives. Thanks for letting me do it for the past eight years. I can't wait to show you what's coming next.
As I posted last week, I (and a good group of my coworkers) will be heading to BoardGameGeek.Con in Dallas later this week. We'll be showing off some of our new games and trying out a bunch of games ourselves. I'm particularly looking forward to chatting with Eric Lang and Kevin Wilson about the Munchkin Collectible Card Game; the design work on the first expansion is getting started and I'm curious what new wrinkles they are going to add.
If you'll be attending, stop by and say hello! If not, we'll try to miss you . . . but, honestly, we'll probably be having too much fun to notice.
I'm in southern California this week, having road tripped over from Austin. I'll be visiting our colleagues at USAopoly to talk about Secret Plans and hopefully playtest some new Munchkin stuff. Later in the week, I'm heading up to the Los Angeles area for a friend's wedding. As soon as that's done, I sprint back toward Texas for BoardGameGeek.Con, where I'll be meeting up with Devin Lewis and Sam Mitschke to touch base with überdesigners Eric Lang and Kevin Wilson about the Munchkin Collectible Card Game and see what other mischief I can get into.
The fun never stops in Munchkin land!
It's the day when monsters, haunts, and evil nasties of all types walk the streets . . . asking for your candy.
We here at Munchkin HQ are not immune to the lure of this spookiest of holidays. The Munchkin Halloween Pack is out of print, but you may find copies at your Friendly Local Game Store just in time to hand out to the trick-or-treaters this evening. Speaking of, you can grab Munchkin Tricky Treats at Warehouse 23, if you hurry; our supply is limited and we do not expect to reprint this one. (And don't forget that you can still take advantage, today, of the Munchkin Halloween Monster Box promotion. If you're reading this in November 2016 or later, sorry . . . you missed it!)
And that's not even to mention our horror-themed Munchkin Bites!, Munchkin Zombies, and Munchkin Undead, all of which are in print. (Greg Hyland fans should check out the Munchkin Zombies Guest Artist Edition while it's still around . . .)
We're in another of those quiet times during which we're working on some longer-term projects and don't really have a lot of cool news we can talk about yet. Steve and I are both plugging away on some new Munchkin games for 2017 and beyond (yes, beyond). Devin is hard at work bringing the core set of the Munchkin Collectible Card Game closer to the finish line and helping to playtest All The Games. We just sent John a pretty big project that should keep him happily drawing for the next several months.
I've also been working with BOOM! Studios and our own capable Alain Dawson on the cool extras for the last two issues of the Munchkin comic book this year. And it's possible that I turned over the main story for Munchkin #25, coming out next January, but of course I couldn't talk about it if I did. I've also been looking over some of the work that USAopoly has been putting together for their own 2017 Munchkin schedule. For some of it, I even had to do research (if sitting on my butt in my living room staring at [REDACTED] counts as research, which it does as far as I and my timesheet are concerned).
Of course, the business of marketing and selling our games never stops, and I meet with our teams on the other side of the office regularly to go over the next steps on that front.
I've even been consulting on some non-Munchkin projects, crazy as that seems!
You know, looking at this list . . . maybe there's no such thing as a "quiet time" at SJ Games!
But we do occasionally stop to remember that we're in the business of making games, and we'll be doing that this Thursday at our annual Halloween Game Day. I'm looking forward to playing some of my own new game purchases, including The Daedalus Sentence and Kane Klenko's Covert, and seeing what all my colleagues bring in. My Pandemic Legacy group will wrap up season 1, too . . . there's hope for the world yet!