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Announcement: Chartagon Discoveries, the real deal!

We are super happy to announce the very first, real beyond prototype version, of Chartagon Discoveries!!! This is THE game, which most people only call “Chartagon”, and that we have game tested and redesigned for around 10 years by now. The wait is over. We’ve only got 30 copies, and only 25 are for sale (with collectors certificates), since five of the copies will be sent to reviewers. The good thing is, if we need more, we can get as many as we want, on pretty short notice.

This game has come a long way, but we still keep to the original idea: you should be able to learn the game (~10 minutes) and play the game (~40 minutes) during a lunch break. After a few games, you can fit two games without cards, i.e., the competition version, within a lunch break. The playing time is similar for all number of players, and if you want to play on a larger map or use two maps at the same time you can use two decks of cards to double the playing time.

In case you want to know more about the game; here is the rule book! Enjoy!!!

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Announcement: LULO is here!

We are very happy to announce that we have the first copies of LULO in our hands!!!

The LULO games (abbrevation of LUckily LOst) are fast to play, because you draw tiles in parallell from a common pool until the pool runs out. That means zero downtime! You use the tiles to build paths that gives you scores in different ways in the different versions of LULO: you either play in the forest, in caves, or at small islands at the coast.

The games can be played individually or combined in any way you want, to give you different experiences and adjust the playing time. If you play all three games at the same time, we call it TRILULO. With only one biome, expect each round to take 2-5 minutes, and with more players it is only faster. We think LULO is an excellent way start of every game night, and hope you will like it as much as we do. LULO quickly became one of our favorite games, and we felt an urge to prioritize this release!

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Chartagon: The Dig

Chartagon: The Dig is a short game of esthetics and composition. The mechanics forces new settlement layouts to appreciate for every game, including X small houses, X large houses, 1 small well, 1 large boat (on the boatyard), and 1 large lighthouse, and although each player scores points, the game explicitly says that winning or losing is of minor importance.

The game setting is at an archeological site, where players use old village map fragments (cards) to reconstruct the original Chartagonian light house settlement. Each player draws a pearl from a bag and places it to expand his/her/their digging grid. Red pearls represent potential building remains and white pearls mean that nothing was found at that location. The patterns of red and white pearls together with the buildings at different levels of the topography gives complex and truly enjoyable compositions, and it is easy to imagine the everyday life in the miniature versions of the wind-exposed settlements, where buildings are packed tight together to shield from wind, rain and snow.

The game is ready for playing, and hand made boards and pieces can be manufactured on request. Contact us at info@chartagon.com if you are interested in a quote, but expect it to be quite pricy, since we don’t intend to make a lot of these games. If you want to know more about this game, here are the rules:

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Working in silence…

Again, time has rushed and we have been working silently across several years. So, what has happened? Well, to start with, we have found another game manufacturer than before, LaunchTabletop, and we have just received 30 boxes of the games Chartagon: Discoveries, and LULO forest / caves / coast (i.e., Trilulo). We will soon post about the latest shipment, with photos and all, for both games separately. We’re really exited about this, because it is REAL game this time, not prototypes!

To get the EAN codes for the games, we finally started a small company in Sweden, and we are ready to sell on larger scales than hobbyist! However, the plan is to grow slowly to keep our costs down, and the first step is to get the products reviewed by an independent reviewer on YouTube. Regarding reviews, we’ve been regular exhibitors on LinCon, and have had great reviews from there, that hopefully was not too heavily inflated by the fact that we were there ourselves.

We’ve also designed a lot of new games during the last years:

  • “LULO Forest”, which is ready! LULO is an abbrevation of “Luckily Lost”.
  • “LULO Caves”, which is ready!
  • “LULO Coast”, which is ready! The three games can be played separately or combined, in which case we call it Trilulo.
  • “Sun run at crocus cove”, which has full game tested mechanics, but not the graphical/material design. The game involves rather complicated tiles, and the look’n’feel depends a lot on the material. The final product finish is not decided yet, and maybe it will only be a very limited series.
  • “Chartagon: The dig”, which is ready for a very limited hand-made series. This game is really nice as a chocolate morsel, in comparison to Chartagon Discoveries, which is a full cake.
  • “Chartagon: Fog horn (part I)”, which now has ready game mechanics, but not the final graphical layout. This is a solo player card game that requires several runs of trial-and-error and discoveries to figure out how to solve the puzzle.
  • A solitaire game with square cards, which is ready and hopefully printed soon! The final graphics is not yet done, but we know what we want.
  • “Biimsi”, which is ready! It is not completely clear if this is a Chartagon game or not, since it is a very different from the other games. It is more like Sudoku, or crosswords, which are intented for pen and paper in journal print (try it at https://biim.si). Also, Biimsi was inspired by Chartagon archive fragments about Chartagonian harbor life, where we found the rules for a similar (and “real”) Chartagon game called “Dandan” or “Verdanbo”. We hope to devote more time into reconstructing this ancient game and publish a full version sometime in the future.

Of course, a lot more has been done, such as artwork and music for the games, and testing new ideas that did not measure up. All in all, we’re quite happy with what we’ve accomplished this far!