Friday, August 22, 2014

Quick Review - Sentinels of the Multiverse

Sentinels of the Multiverse
Designers: Christopher Badell,
Paul Bender & Adam Rebottaro
Publisher: Greater Than Games
Quick Review - Sentinels of the Multiverse
Last night I met a few new people at a local game store and got my first taste of Sentinels of the Multiverse, an expansive fixed-deck game in which the players are comic book style super heroes that work together to defeat a super villain while also dealing with the hazards of a not-so-inviting environment.  There are a number of expansions to the game, allowing for dozens of heroes to be played (at least 25 by my count, but probably even more), villains (again, at least 25 possible), and environments (14?), giving literally millions of possible game variations.

The game has a very strong comic book theme, and that theme works well in the game.  Each card is drawn to look like a single frame in a comic book with card text to match.  Damage and other tokens used in the game all look like comic book elements.  So as you play and lay out cards it feels like a story is being told.  The game looks great!

But how was the gameplay?  Well...  Maybe it'll get easier if I play more, but I found it all a bit overwhelming.  The game is played in a series of phases.  First the Villain takes a turn, proceeding through several steps during the turn (Start of Turn, Play a Card, End), then each of the Heroes take a turn (start, play, use a power, draw a card, end), and then the Environment gets a turn (start, play, end).  That completes a round.  It all sounds pretty straight forward, and in theory it is.  But in practice there is a lot to pay attention to.  Depending on what cards are currently on the table different things happen at different parts of a turn.  Sometimes the Villain or its minions do damage at the start of a turn, sometimes at the end of a turn, sometimes Heroes can defend against some types of damage and not other types, etc.  I found that there was a lot of reading the cards displayed trying to figure out what was supposed to happen and when.  There was also a lot of ambiguity for how certain situations should be resolved.  We generally interpreted any situations like that as liberally in favor of the heroes as possible.

Which brings up another issue I had with the game.  We played with 3 players and it seemed extremely unbalanced.  The Villain was much more powerful than the three Heroes we played with.  I understand that some Heroes work better as a team with other Heroes - their powers coordinate better, but even so I'm not sure how it would be possible to defeat a villain with only three players.  And the person I played with that owned the game confirmed that he had never won.  In a 5 or 6 player game I think the heroes would stand a much greater chance of defeating the villain, but in the 3 player game we just got slaughtered.

So, my first impression of Sentinels of the Multiverse is that it's a fun cooperative game with a great theme, but it definitely requires serious investment to play successfully.  The multitude of character abilities, combinations of events, coordination of hero skills, and overall complexity of the game indicate that this is the type of game that you'll need to play frequently before you can really master it.  This is not a game to pull out with non-gamer friends, or even casual gamer friends.  This is the type of game that you play with a dedicated group that loves the game, and play over and over until you have all mastered the characters' abilities and weaknesses.  I'm looking forward to trying this again, however it's not one I'll be getting for myself, at least not until my sons are old enough to grasp all the complexities of the game.

Preliminary Rating: 6/10 
(although this may increase if I play the game often - it has potential)

Did you like this review?  Show your support by clicking the heart at Board Game Links , liking GJJ Games on Facebook , or following on Twitter .  And be sure to check out my games on  Tabletop Generation.

GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with his family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. First Play Impression reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first time playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Friday, August 15, 2014

Ready to mail out Coin Age!

I'm ready to mail out three copies of Coin Age to the three winners of my contest!  Congratulations again to Kat, Karen, and Pete!

Tuesday, August 12, 2014

Coin Age Giveaway Winners!

This is my copy of Coin Age.
Yours (if you win) will look similar,
but I'll have some additional maps for you!
Well, I did it!  I broke the 100 'Likes' mark!

And to celebrate I'm giving away a copy of the great little micro-game Coin Age.  In addition to the standard map that is included with the game I'm also going to include several other custom maps.  I'll have fan-made maps of Middle Earth, Westeros, and South Korea (in honor of entering Polter-Heist in the KBG Design Contest) as well as at least three brand new maps created by me, just for this contest! The maps I have ready are Chicagoland, Thimhallan (for any Darksword series fans), and Oz.

The whole purpose of this contest was to gain some exposure for my site and my name, so I really wanted the contest winner to be someone that I didn't know personally, however I still wanted my friends and family to be able to enter.  So when the rafflecopter chose the first winner and it was a family member I decided to choose a second winner.  Then that ended up being a friend.  So I chose a third.  And to be fair, I'm going to send a copy of Coin Age and the custom maps to ALL THREE WINNERS!

Congratulations to Kat A., Karen J., and Pete M.!  You all should have received messages from me.  If you send me your information I'll get a copy of the game in the mail ASAP.  And be sure to thank Tasty Minstrel Games for letting me offer their game up for this contest!  Check out some of their other games, too!

Thank you to everyone who entered and helped me get up to 100 'Likes'!  I plan on running more contests in the future, and of course I'll keep providing game reviews and updates on my game development!  Stay tuned to GJJ Games for more fun game related stuff!

Three custom maps made by me, just for this contest:
Oz, Thimhallan, and Chicago
Disclaimer: This contest is not being run or endorsed by Facebook, Blogger, or any other entity other than GJJGames.  Tasty Minstrel Games has given permission for me to print and provide a copy of their game for the purposes of this contest.  Any information provided will be used by GJJGames to fulfill the terms of this contest and not sold or provided to any third parties.

Sunday, August 10, 2014

Quick Review - The Worst-Case Scenario Survival Game


The Worst-Case Scenario Survival Game
Designer: Uncredited
Publisher: University Games
Quick Review - The Worst-Case Scenario Survival Game
A friend of ours recently bought this game when she found it brand new at Goodwill, still in the shrink wrap with a $30 price tag from Barnes & Nobel still on it for only $1.  She thought she had found an incredible deal and brought it over to show it off.  She's not big into games so she left it at our place hoping we'd play it and tell her how it was.

So, this afternoon I unwrapped the game and opened it up.  Right from the start I wasn't impressed.  The game board is thin and the die and pawns are cheap plastic.  And the cards in the box were already a bit warped.  Then I read the rules.  The single letter sized paper has a very large warning on the cover warning people not to attempt the survival techniques described on the cards and disavows the publisher, designer, etc. from any responsibility against people from getting hurt by misusing any of the advice in the cards.  The back page of the instructions are basic company information.  And the inside contains all you need to know to play the game.  The rules amount to:

  1. Place all the pawns at the Start space.
  2. Take turns rolling the die and choosing he correct 'survival' answer on the card (have the previous player read the options for you).  
  3. If you answer correctly, move your pawn forward the number of spaces that you rolled.
  4. Repeat until someone reaches the Finish space.
This game is purely a trivia game and the questions aren't even all that interesting or entertaining.  There are no choices to be made and the only things that will affect if you win or lose are how well you answer the questions and how lucky you are at rolling the die.

Unfortunately we couldn't finish a game.  Very quickly it devolved into me rolling the die for everyone and just reading the questions off the cards while everyone else went off and did other things.  And shortly after that I stopped rolling the die, just moving everyone 6 spaces if they answered correctly.  It wasn't long before my family was begging me to just stop asking questions already. 

The game is incredibly boring.  The questions and scenarios on the cards aren't engaging, funny, or clever (and out of the few dozen I read through, I had questions about the accuracy of some of the information), and the lack of any real control or decisions all contribute to a game that should never have been made.  Maybe if you have a need to own all the Worst Case Scenario related media this would be worth it for you (and in that case I know where you can buy a copy of this game that hasn't even been played one full time). People on Amazon seem to either love the game or hate it; I guess I'm in the latter group. All I can say is, at least our friend only paid $1 for this.  There might be $1 worth of fun reading through the cards, but that's it.


Preliminary Rating: 1/10

The game itself is a bit less interesting than the setup.

Did you like this review?  Show your support by clicking the heart at Board Game Links , liking GJJ Games on Facebook , or following on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games.  Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play).  I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game.  First Play Impression reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first time playing.  Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Friday, August 8, 2014

Giveaway Extended!!! Enter Now!!

This is my copy of Coin Age.
Yours (if you win) will look similar,
but I'll have some additional maps for you!
Coin Age Giveaway Extended! 

Enter the raffle below.

I am so close to reaching 100 'Likes' that I decided to extend the Giveaway over the weekend (96 at the time of writing this blog).  You have until Monday night now to enter!  And share this so your friends can enter, too!  Read below for more information about what I'll be including in this giveaway!

a Rafflecopter giveaway

A couple of weeks ago I reviewed the micro-game Coin Age, a great little game that can fit in your wallet or purse.  The game is available for a free Print-and-Play if you want to take the time to print and cut out the game, or you can enter my raffle below to win a copy!  I'll take care of all the printing and cutting.  I'll also print out 'coins' so you don't have to carry around $1.56 in change to play.

In addition to the standard map that is included with the game I'll also include several other custom maps.  I'll have fan-made maps of Middle Earth, Westeros, and South Korea (in honor of entering Polter-Heist in the KBG Design Contest) as well as at least three brand new maps created by me, just for this contest! The maps I have ready are Chicagoland, Thimhallan (for any Darksword series fans), and Oz.  And who knows, I may get a few more created, too.

Three custom maps made by me, just for this contest:
Oz, Thimhallan, and Chicago
The Rafflecopter will run through Monday, August 11th. (Be sure to enter the contest below!)  When the GJJGames Facebook Page hits 100 'Likes' (if it hasn't by the end of this contest) I'll pick a winner from this list!  So please share my page out and let your friends know about GJJGames!

And, if my page hits 150 'Likes' before the end of the Rafflecopter I'll make and give away TWO copies!
Disclaimer: This contest is not being run or endorsed by Facebook, Blogger, or any other entity other than GJJGames.  Tasty Minstrel Games has given permission for me to print and provide a copy of their game for the purposes of this contest.  Any information provided will be used by GJJGames to fulfill the terms of this contest and not sold or provided to any third parties.

Thursday, August 7, 2014

GJJG Game Reviews - Robot Turtles - by Think Fun


Robot Turtles
Designer: Dan Shapiro
Publisher: ThinkFun
GJJG Game Reviews - Robot Turtles - by Think Fun

Game Overview:
Robot Turtles was the most backed game in Kickstarter history when the Kickstarter campaign ended and I'm happy to say I was one of those backers.  Since then the game is now being published by ThinkFun.  There were a few minor components changes between the versions, but nothing significant.

The game is geared at younger kids so they can start learning the basics of programming.  Each player controls a turtle and has their own deck of cards.  The players attempt to use the cards to 'program' their turtle around obstacles and each other and acquire a gem.  The main cards let the player make the turtle move forward, turn left, turn right, or shoot a laser.  There is also a 'Function Frog' card that lets players 'call' another function for more advanced play and a 'Bug' card that lets players rewrite a portion of their program if they find an error.

The game is supposed to be played by one to four players, with one non-player controlling the turtles.  It is not a competitive game, but rather a game to see if everyone can complete the task of acquiring a gem.  There are alternate rules to make the game competitive, too, but those are not encouraged for younger kids.

Components & Packaging:
To be fair, I only have the Kickstarter edition of the game, so the components and packaging will vary a bit from what you can buy at the store.  My understanding though is that the components and packaging in the retail version are a little bit nicer (individual storage compartments for different pieces, etc.).  Overall the components of the game are great.  The cards are large, durable, and vibrant.  The tiles are thick and well printed.  And the game board is large and sturdy.  The packaging is good, but not great.  The box is nice and sturdy, but the cardboard insert does little to help organize pieces inside.  Also the rules are just several sheets of (nicely printed) paper that are loose, not stapled into a booklet.  I believe that is another aspect that is a bit different from the retail game.

Score: 6/10 x1 (although from what I've heard I'd probably give the retail version a 7/10)

Rules & Setup:
The rules of the game are easy to understand and straight forward.  The rules are designed to gradually introduce players to the concept of the game.  As the players get more skilled at programming their robots additional challenges are introduced, like new obstacles, new program cards, or requirements that multiple cards be programmed at a time before the program is run, etc.  The game is simple enough for even very young kids to pick it up quickly.  Because one non-player (an adult recommended) is designated to control the turtles and run the programs it reduces the possibility of rules mix-ups and allows for as much or little help to be provided to kids as necessary.

Setup isn't too difficult, although it's generally not something younger kids can do on their own.  Because the game isn't supposed to be competitive the person setting up the game needs to make sure that the courses for each player are both fair and appropriate for each player's ability level.  I've found that symmetrical boards for multi-player games work best, however that does make unique solutions less likely.  There aren't any pre-defined mazes included with the game, however there was an Adventure Quest pack sold shortly after the Think Fun edition came out that has a number of pre-defined mazes (I don't have a copy of that) and also a few webpages that have maze ideas:


Score: 7/10 x2

Gameplay:
The gameplay in Robot Turtles is a bit odd.  Because there is no competition and no collaboration to complete a goal before defeat, I'm actually reluctant to call this a game.  It's more of a puzzle that players can work on completing at the same time.  My sons enjoy playing Robt Turtles, but they don't really treat it like a game.  They ask for me to set up a maze and then they work simultaneously to get their robots to the gems.  They enjoy this, but usually only for short periods of time.  I've tried acting as the program manager as the rules suggest, but it quickly becomes boring for me as an adult.  I've also tried playing along with my boys by having my own maze to follow, but again, everyone quickly became a bit bored.  They enjoy the game, but only one or two games in a row.  It's not the type of game they enjoy playing one after the other.

Unless...

Unless I work to create challenging boards for them.  I've worked to create challenging mazes that they need to complete individually and they seem to enjoy those much more.  These mazes have challenges where they need to perform actions in a specific order to complete them.  E.g. they may have to first fire a laser at an ice wall in order to be able to slide a crate past that location.  These are much more challenging and they seem to enjoy these mazes more, however they are rarely appropriate for more than one player due to their size.  I have created some multi-player collaborative mazes as well, where the players have to work together to retrieve the gems, e.g. one player has to fire a laser at an ice wall in order for another player to then move a crate out of the way.

Score: 6/10 x2

Educational Value:
Robot Turtles is pretty good at getting kids thinking about programming and sending instructions to an independent processor, however, I think it is very limited in its ability to do much more than teach the absolute basics of programming without some enhancements.  The Function Frogs are a nice addition, and the newer Adventure Quests that use pre-built functions are pretty good, but what the game needs to really move beyond the 3-7 year old interest range is more logical commands.

Conditionals (If/Else blocks), Loops, Sub Routines, APIs are all possible with the game, but would need additional components created.  I've created files and rules for these and plan to add them in as the boys get older and more involved in programming, however by that time they'll probably be into actual programming.  But my hope is that they'll be able to use the additional pieces (especially the conditionals and loops) to do some pretty cool mazes and also start learning about making code more efficient.

So Robot Turtles is a very small step into learning programming, but unfortunately due to the lack of enough other elements in the base game to keep the game interesting, I think other games (like RoboRally) do a bit more to teach basic programming elements while also keep games engaging.  I think Robot Turtles is a good start, and will help kids get the concepts behind more complex games like RoboRally quicker, but the game won't remain educational or engaging enough to keep kids interested long term, at least without some new rules and/or components.

One other problem with the educational value of the game in multi-player mode, particularly when there are players with similar skill levels, is; to make the game fair to each player the board should be set up symmetrical, but then players can just copy the program written by the other players.  This can be avoided by carefully setting up courses that have the same number of moves required, but different sequences of obstacles so that each player requires a different solution.  But this means more thought has to go into the initial setup of the board (another reason a booklet or other source of pre-defined layouts would be great).

Score: 7/10 x1

Replayability:
This is a bit difficult to gauge here.  Because each board is different and you can create nearly infinite different mazes and puzzles for kids to figure out there is a lot of potential replayability here.  However, it largely will depend on your child's personality.  If they really like solving puzzles and independent play I think they'll be able to get a lot out of the game and will probably play it regularly, as long as you are willing to set up new and challenging mazes for them (which will require some effort on your part) or if they are savvy enough to create their own mazes to try to solve.  There are rules variations that make the game much more fun for adults (the Galapagos variant is pretty good) and will definitely add to the replayability factor, especially for older players.

Score: 7/10 x1

General Fun:
My boys have had fun with Robot Turtles every time they've played, however they rarely ask to play a second or third game when we're done.  And for adults, the basic rules are rather tedious.  The rules variations and potential expansions can make things more fun, but unfortunately the basic rules are limited.  A lot of the 'fun' comes from the interaction between the kids and adults playing (the person controlling the robots is 'required' to make silly noises), but fun adults can make almost anything fun.  That's one of the whole challenges of being a parent!  Games should be fun in and of themselves so that parents can just make them more fun =)  Robot Turtles by itself is just so-so, but playing it with creative adults makes it more fun for the kids.

Score: 8/10 x2

Overall Value:
Overall, I think this is just an OK game as it is out of the box.  The components are pretty nice and the educational target are great, and for the $25 retail price, this is a good starting point to learning programming for younger kids.  But if you have slightly older kids there are other games that teach programming concepts with more engaging strategy and competition.  Those games are generally more expensive, but will most likely endure for the long term, whereas Robot Turtles will quickly become a shelf tenant unless it is supplemented with additional pieces (which have to be home made) or additional rules.

Score: 7/10 x1

Final Thoughts:
I am glad that we got Robot Turtles.  It was neat to feel like I was part of something groundbreaking when I backed its Kickstarter campaign (and it was the first campaign that I ever backed).  But after we received it and I played it with the family for the first time I realized that it was going to need a lot of tweaking to be a mainstay in our home.  The boys do still play occasionally with the basic rules, and they have a few friends that ask to play it whenever they come over, but it's definitely not a huge favorite in the home.  However my wife and I did give the Galapagos rules a try with just us and we actually had a blast playing it.  There are several other rules variations (e.g. where the turtles leave Tron-like paths behind them as they move, etc.) that sound interesting, too.  The game itself is very open ended and lends itself to modification.  I'm not sure if that's a good thing or not though.  Shouldn't a game be fun to play right out of the box?  But even if the game has a limited lifespan with its standard rules, I'm printing out collections of variants that will hopefully keep the game interesting for longer.  Maybe someday there will be expansions and a book of alternate ways to play, but for now the game is a little underwhelming right out of the box (yet much better than Candyland or Shoots and Ladders).

Overall Score: 69/100

UPDATE: We lent this game out to some friends of ours and they said it is a HUGE hit in their household.  Even the neighborhood kids come over and ask to play Robot Turtles!

Getting ready to program his turtle.
Sitting down to a four player game.

At least one program got pretty looooooong!

Did you like this review?  Show your support by clicking the heart at Board Game Links , liking GJJ Games on Facebook , or following on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with his family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games.  Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play).  I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game.  A score of 1-10 (low-high) is given to each game in six categories: Components & Packaging, Rules & Setup, Gameplay, Replayability, Overall Value, and General Fun.  Rules & Setup and General Fun are weighted double and Gameplay is weighted triple.  Then the game is given a total score of x/100.

Quick Review - LEGO® Harry Potter™ Hogwarts™

LEGO® Harry Potter™ Hogwarts™
Designers: Cephas Howard &
Henk van der Does
Publisher: LEGO
Quick Review - LEGO® Harry Potter™ Hogwarts™

One of the games my son got for his 5th birthday was LEGO® Harry Potter™ Hogwarts™.  He's a HUGE Harry Potter fan, a HUGE Lego fan, and a HUGE board game fan, so this was perfect for him!  Needless to say we were pretty excited to finally pull it out and start playing it.

The entire game is made from Legos, which is really pretty cool.  The birthday boy spent last evening and most of the morning building the game board.  It's a pretty easy build and because everything is symmetrical it gets pretty repetitive, but he had fun building it and didn't have any issues.  I promised him I'd play this afternoon after I was done with work and he was done with his schooling, so late afternoon we sat down to play.  I must say, I was very impressed!  The last Lego game we got and played was mainly a rip off of Mastermind and wasn't too challenging or engaging.  But this was quite different.

The game play was pretty original (from what I am familiar with anyway) and there was a depth of strategy to the game that made it actually fun for both him and me.  The concept behind the game is simple; you are in Hogwarts trying to navigate the moving staircases to your classrooms to acquire your homework and then return to your common room.  Each turn you roll a die to see if you can shift the staircases (by removing one tile, sliding everything 1-3 times, and then replacing the tile), rotating a tile, or using the Marauder's Map.  Then you get to move your piece to one adjacent tile that is connected via a staircase, unless you use the Marauder's Map, then the adjacent room doesn't need to have a connecting staircase.

The rules were simple enough that he picked them up right away, yet there was enough strategy that I remained engrossed in the game, even when his moves were mostly random or transparently beneficial to him without thinking about longer term consequences.  There were a few times I gave him pointers and suggestions, and a few bits of the rules that I had to remind him about (e.g. you can't rotate the piece you removed to do the slides when you put it back in), but overall it was fun for both of us.

Then this evening we played again, but this time with the whole family.  And a four player game was even more fun!  Waiting for three players to go really changes the board a lot by the time it gets back to your turn.  So you need to really evaluate your possibilities when you roll the die.  Is it more helpful to get your piece closer to a classroom or better to attempt to keep someone else from getting to their classroom?  For such a simple game there is an amazing amount of strategy possible, and just enough luck to keep things unpredictable.

We definitely all enjoyed this game and it will stay with our collection as a game instead of getting deconstructed and sent to the Lego bin like the last one.  This actually makes me interested in tracking down other Lego games, too now!  I actually can't wait to try a 2 player game with my wife or another adult friend and see just how deep the strategy can get =)

Preliminary Rating: 7/10

My son is proud of his creation and had fun playing!

Both boys were totally into the game, using 'portkeys'
to return items to their common rooms.

Did you like this review?  Show your support by clicking the heart at Board Game Links , liking GJJ Games on Facebook , or following on Twitter .  And be sure to check out my games on  Tabletop Generation.


GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with his family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games.  Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play).  I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game.  First Play Impression reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first time playing.  Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Tuesday, August 5, 2014

Last Reminder - Raffle Closes Friday!

This is my copy of Coin Age.
Yours (if you win) will look similar,
but I'll have some additional maps for you!
The Coin Age giveaway raffle ends Friday! 

Share this post and enter the raffle below.

Be sure to enter the raffle for a copy of the awesome micro-game Coin Age, a great little game that can fit in your wallet or purse. 

In addition to the standard map that is included with the game I'll also include several other custom maps.  I'll have fan-made maps of Middle Earth, Westeros, and South Korea (in honor of entering Polter-Heist in the KBG Design Contest) as well as at least three brand new maps created by me, just for this contest! The maps I have ready are Chicagoland, Thimhallan (for any Darksword series fans), and Oz.  And who knows, I may get a few more created, too.

Three custom maps made by me, just for this contest:
Oz, Thimhallan, and Chicago
The Rafflecopter will run through Friday, August 8th. (Be sure to enter the contest below!)  When the GJJGames Facebook Page hits 100 'Likes' (if it hasn't by the end of this contest) I'll pick a winner from this list!  So please share my page out and let your friends know about GJJGames!

And, if my page hits 150 'Likes' before the end of the Rafflecopter I'll make and give away TWO copies!

a Rafflecopter giveaway


Disclaimer: This contest is not being run or endorsed by Facebook, Blogger, or any other entity other than GJJGames.  Tasty Minstrel Games has given permission for me to print and provide a copy of their game for the purposes of this contest.  Any information provided will be used by GJJGames to fulfill the terms of this contest and not sold or provided to any third parties.