I'm excited to be one of the guests at ChupacabraCon III, being held this May in Round Rock, Texas . . . which happens to be where I live, so it's a convention with no travel. That's novel. There's still plenty of time to register for the show, but they're limiting the attendance, so don't wait too long or you might miss out!
What will I be doing? Giving a talk or two, playing some games, you know, the usual. Keep an eye on the con website for updates and schedules. And look at the SJ Games Conventions page for all the shows we'll be at this year!
It's hard to believe January is already over, but when months are as busy as this one has been, they move quickly.
Kira Hamilton, our talented app developer, found the map needed to navigate Apple's twisty little passages and uploaded the long-awaited update to the Munchkin Level Counter app. This should work with all current iOS devices. We haven't lost track of various suggested new features, and we're discussing which of those we might want to implement, but "Get it working!" was the most important task and it's done.
I'm busy shepherding several games that need to get finished before Steve, Monica, Andreas, and I leave for the JoCo Cruise in (ulp) less than three weeks. Andreas and I will have just enough time to recover from that trip before we jet off to Las Vegas to host our retailer party at the GAMA Trade Show in mid-March.
John Kovalic just wrapped up another wonderful Warpcon in Cork, Ireland -- hey, Warpcon folks, have I mentoned I've always wanted to go to Ireland? -- and has been drawing like a fiend to help us make a fantastic 2016 happen.
Devin Lewis and Darryll Silva are hard at work on our biggest Munchkin project of the year . . . so big that it takes both of them to wrestle it into submission! It's still a secret, for now, but we're hoping to talk about it soon.
Looking forward, I sure don't see any slack time coming up for the next few months. I guess staying busy on new Munchkin games is a great problem to have, and once I get more sleep, I'll remind myself of that . . .
The very first copies of Ian McGinty's Munchkin Guest Artist Edition should be reaching some lucky stores toward the end of this week. Don't wait to pick this up, and in fact you may want to reserve a copy: we produced a limited print run, it sold out of our Atlanta warehouse in two days, and we do not expect to be reprinting this set. Grab it before the eBay scalpers do!
We're excited for everyone to get to see this new take on a classic game, and we hope you are, too!
For more information about the Guest Artist Edition series, head over to the Guest Artist web portal. We aren't nearly done with our announcements . . . and we still have some other surprises for our 15th anniversary, too!
Our primary warehouse in Atlanta is completely out of the Duck of Doom. Warehouse 23 is nearly out (and may be out by the time this posts). We don't currently plan to reprint this, so what's in stores now are the last few Ducks of Doom there will be. Better hurry!
We still have some copies of the Duck of Gloom . . . and it comes with a card you can use in Munchkin Gloom (or any other Gloom game)!
It's weird to look back at the early days of Munchkin and realize how humble the beginnings actually were. It wasn't until a few years ago that it turned into the schedule-demolishing juggernaut that it is today.
If you'd like to take a trip back through memory lane, go read this forum post*. It's impressive how much we've been able to do lately. I need to thank Angie, Keith, Lenny, Devin, and all the folks who've helped me over the last five years. And, of course, Phil, Sam, Steve, and John, who have been nothing but awesome during all of this craziness.
Oh, by the way, the 2016 schedule? It makes 2015 look paltry.
Someday, I'll remember what a good night's sleep tastes like . . .
* There's a lot of other good content in that thread. You should read the whole thing, really.
If you're like us, you're rubbing your eyes, wondering why Monday morning seems to come so early following the holiday break. So we won't make you read a lot of news this morning. We'll just remind you that Ian McGinty's Munchkin Guest Artist Edition kicks off our 15th anniversary party, later this month. Ask your Friendly Local Game Store to save you a copy!
2015 is almost over. Like Janus, I'd like to look back in review and forward in anticipation.
This year, one of Steve's dreams came true with Boom! Studios' monthly Munchkin comic book. The adventure of Spyke, Flower, Brother Skeeper, and their friends kept comic fans in stitches. (As a note of personal pride, Munchkin #9 featured my first published comic story. I'm hoping to have more stories in the comic in 2016 . . . all I have to do is write them.)
USAopoly continued making great games, including three new additions to the Munchkin line: Munchkin Adventure Time 2 – It's a Dungeon Crawl!, Munchkin Zombies: The Walking Dead, and Munchkin The Nightmare Before Christmas. Atlas Games got into the fun with Munchkin Gloom. And AEG published Munchkin Smash Up. Thanks to all these partners!
Of course, we had plenty of fun ourselves. Munchkin Oz showed up at Target. Munchkin Steampunk Deluxe was the first Munchkin game to debut as a Deluxe set. We revisited Star Munchkin with two new expansions, Star Munchkin 3 – Diplomatic Impunity and Star Munchkin Cosmic Demo, as well as a new Star Munchkin Deluxe. Our super-successful line of Munchkin boosters continued, and we found a new way to package them that made many retailers much happier. Behind the scenes, we expanded our team: Devin Lewis has been sharpening his card design skills (Munchkin Dragon's Trike, Munchkin Undead), and we added great artists such as Katie Cook (Munchkin Love Shark Baby, Munchkin Kittens) and Phil Foglio (Munchkin Steampunk Deluxe). And we finally got John Kovalic to write a set (Munchkin Kobolds Ate My Baby)!
Let's not even talk about the office water leak that threw all our work into disarray for months. It's enough to say that the team worked like champs to keep the pipeline moving, and in some ways we may have emerged from the deluge as a better team than we were before. (One more shout-out to Shelley and the whole Orange Coworking team, who made the transition not just bearable, but fun!)
As we've mentioned once or twice, 2016 is the 15th anniversary of Munchkin's debut (at Gen Con in 2001, back when it was in Milwaukee). We have lots of plans to celebrate. Our biggest splash will be the Guest Artist Editions; we've announced seven of them, which is (spoiler alert!) not the full set. Working with all these great artists has given us a ton of new talent for the Munchkin line, and you'll get to see the results of this with some Munchkin releases later in the year.
Speaking of Gen Con, we're looking forward to celebrating 15 years with our fans there in time-honored fashion! We'll have plenty of news to share about our Indianapolis plans soon.
Of course, we also have a schedule packed with great new games, expansions, and accessories, including one of the most-requested Munchkin accessories ever and a new game announcement I don't even want to hint at! You'll just have to watch the New Releases page or the Daily Illuminator (or right here, of course!) for the latest scoops about Munchkin . . . and then go to the forums to talk about them with other Munchkin fans around the world!
We've been working hard (with lots of other people!) to prepare for 2016. I can't wait for y'all to see what we've cooked up!