Make this game yours!
Air Marshal: A Quartermaster General expansion adds two entirely new mechanics to Quartermaster General.
• Bolster cards are played directly out your hand at a time specified on the card, adding a whole new element of surprise and challenge to the game.
• Your Air Forces provide an additional dimension to battle. Air Force pieces are deployed to the board through play of a Deploy Air Force card. Once in play, Air Forces may support Army or Navy units in the same space and apply additional pressure to adjacent enemy pieces.
Earth: Earth’s orbit is the starting point for all space exploration, though some space ventures may go straight to the moon – or perhaps beyond. No new Factory or Colony can be built, since this is a game of space exploration.
Q: What does a player do if they are unable to take any actions, other than “last resort” on their turn? Say….they cannot “build,” there are no Magic Power cards in play, and a “swap” doesn’t gain anything?
A: The Last Resort is really that. This is how you unstick yourselves, however unpleasant it may be. It is worth going around the table once and letting each player swap cards to make sure everyone is stuck, before anyone uses a last resort.
Q: In a two player game, we found that neither player had any action that would further the game? We were stopped in our tracks…since no new cards are added to anyone’s hand if no action is taken; we must be interpreting something wrong.
A: Again, this is a case for the Last Resort.
Q: When using “last resort,” is the old card put back in deck, or permanently removed from the game?
A: It is permanently removed!
Q: Isn’t it rare to ever have a Magic Power card with two matching cards underneath, and no other cards next to the Magic Power card….thus how can a Magic Power be used?
A: Using Good Karma to remove cards next to a Magic Power is risky. Few games see more than one or two Magic Powers being gained by the players. The Double Rainbow card is critical to getting rid of cards next to Magic Powers; it is hard to help the next player play Good Karma when you don’t know which card will be placed next to it. The worst games end up where players make an effort to achieve a Magic Power and do not succeed. So we’ve found that at first, players will use Good Karma cards willy-nilly, just to be disappointed. More experienced players sometimes shun Good Karma actions altogether, while the most experienced groups will carefully evaluate the cards next to a Magic Power to figure out if they can lock it down quickly enough to warrant an attempt, and then that must be the focus of the group.
Q: Can cards next to the Magic Power card be used to build the rainbow?
A: First, a swap action needs to exchange the card next to the Magic Power with a player’s card. Once in hand of the player (face-up or face-down), that card can be used in a separate Build the Rainbow action. It is good to plan swaps with the cards next to Magic Powers to make sure not too many of a particular card is lost when the cards are cleared.
Q: When a swap is made with a face down card for a face up card, does the face down card remain face down, or is it turned face up?
A: When a face-down card is swapped with a face-up card, the face-down card is turned face-up and the face-up card is turned face-down. One of the key elements of play is using swaps to help the rest of the players know what cards are where. But you can never swap a card with another player?s face-down cards.
Q: Other than a swap, when would the face down cards ever be played? What is the purpose of the face down cards?
A: You can Build the Rainbow, but it is optional. You can also use a face-down card to play a “Good Karma”. Essentially the two key differences to the face-up and face-down cards is that a face-up card is required to be used to Build the Rainbow, and you cannot swap cards with another player’s face-down cards.
A very experienced group may spend a couple rounds rearranging their cards so by the time any are discarded one or two rainbows are prearranged, and everyone has good knowledge of the other players face-down cards. However, once face-down cards start getting played and thus replaced, there may not be time for “communicative” swaps if there is pressure from Magic Power cards or required Builds.
Q: Do you have to take two actions on a turn?
A: Yes. You can always make a non-exciting swap. Again, swapping face-down cards with face-up cards is the way players communicate where different cards are.
Q: Before any turn, should all players always have 2 cards up and 2 cards down?
A: Yes, except for the final two rounds, since cards played are no longer replenished (or in the optional two-player rules).
Below is a link to a strategy article:
From Ian Brody, President, Griggling Games © 2013
In this article, I hope to give you a few ideas about how to play Celestial Rainbows, and how to get the most out of it!
Celestial Rainbows is meant to be light & fun, and can be combined with lots of other activities. The cards are so beautiful we thought about packaging them in a fancy box, but we wanted to keep them affordable and portable. So we stuck with the traditional “Tuck-Box”, so it could easily find its way into a backpack, pocket, or purse. You can play on an airplane or the top of a mountain — the diagram in the rules is for illustration purposes, the layout can easily be compressed by overlapping the cards.
You can also play with a lot of different aged people. Only one person needs to be able to read the magic power cards, and the game being cooperative means players aren’t trying to outsmart each other.
If you’ve played already, you might feel very challenged about getting all seven rainbows. It’s really nearly impossible. So don’t stress it. What you should do is celebrate each rainbow, when it happens, in whatever manner you believe appropriate! (Okay, if you really need to build seven rainbows, here’s the trick: change the rules. We’ve thought of a lot of house rules and so can you.)
Some of you have asked for a hard and fast lose/win. OK, if you must. I pretty much feel like I lost if I don’t get at least 3 rainbows. A game with just 3 rainbows seems almost like a tie. Getting 4 is definitely winning, and getting 5 is cause for real delight. No six or seven rainbow games have been recorded.
One of the common experiences playing the game is the tension created once the Magic Power cards come out. Of course, we all want to have magic powers but the worst thing to do is make a half-hearted attempt. When one of these cards comes out, the group needs to take a moment to decide if they can eliminate the magic power. A really important tactic is to save the Double Rainbow card for eliminating magic powers — with the added benefit that the Double Rainbow card gets shuffled back into the draw deck!
If you are not going to try to eliminate a magic power, do what you can when moving cards around to build rainbows to even out the colors next to the magic power, so when you lose the cards you’ll lose as few potential rainbows as possible.
If you can wait, don’t be too hasty to force the next player to build the rainbow, especially early in the game before a Magic Power card comes out. Spending a round rearranging cards can be quite beneficial, to make card play more efficient once Magic Powers come in.
I hope this article has shed a little light on this fun family game!
All the Best for this Holiday Season
Celestial Rainbows, the cooperative card game of rainbow building is now available.
CELESTIAL RAINBOWS is a light, cooperative card game featuring the fantastic rainbow art by the visionary artist, Aurora of Woodstock, NY. The object of the game is to work together to build as many of the seven rainbows as possible.
The game may be lost if players are not able to complete a rainbow, but this game is designed to be a positive experience that focuses on improving and not so much the negative connotations of losing. Players work to improve their score from their last game. Though cooperative, players have limited table talk and must coordinate their card plays based on what cards they can see on the table. A fun game suitable for all ages!
Get your copy today at GrigglingGames.com
Retailers contact firstname.lastname@example.org
Well, we’re back from the Council of Five Nations and it was such a great event! We had many people come over to our booth and sit down to try out the many games we have in development.
Many people gave us a lot of feedback and some really great ideas. We really like giving players a say in the final outcome of the products. Destination: Neptune has been going through many iterations all based on player feedback turning this into a really great game! Quartermaster General also saw a lot of action and the play tests went really smoothly. Everyone wondered when these games will go into final production. All we can say is look for them in the coming year. We really don’t want to rush production on these as we’d rather focus on bringing you a quality product.
Celestial Rainbows was a hit with families and kids. People had a great time playing it at the booth then buying a copy to take home. How can you go wrong with a family friendly cooperative game with fun artwork?
People also had a great time with our giant gnome cutout that you could put your face through for a photo!
Overall we had a great time and we tip our hats of to the folks over at the Schenectady Wargamer’s Association for putting together such a fun event! We have more pictures over at our Fan Page!
Griggling Games, Inc., a new game publishing company has announced the pending release of their first game, Celestial Rainbows. Featuring the amazing artwork of visionary artist, Aurora, this game is literally a work of art.