Firstly, congratulations on the success of the Kickstarter campaign! For those who don’t know, what is Gobblin’ Goblins?

Thank you! It’s a big ol’ mixture of excitement, relief and a whole lot of gratitude now that it’s funded. But mostly excitement, we can’t wait to get this gross game made!

Gobblin’ Goblins is a light, strategic, set collecting game where each player takes on the role of a goblin trying to gobble up the most food.

These goblins have strong and almost bottomless stomachs and they eat all kinds of gross things, everything from the horrible to the impossible. Toenails, Earwig Soup, Mud Pie, Old Boots, Dragons, Rusty Old Pylons… you name it, they’ll gobble it!

Each goblin has its own special ability as well as likes and dislikes which affect the points you earn for each thing you gobble. The gameplay is nice and straight forward (play a card, pick up a card) making it easily accessible for players of all ages and board game experience.

If we learned one thing from all our playtesting, it’s that kids love this game!

Those little grot bags love all that yucky stuff! But it’s good for the adults too, plenty of strategizing to be had and there’s little jokes on the cards that the older generations will definitely appreciate. Also it’s a good ‘utility’ game. It’s small (similar size to Fluxx, Timeline, Hanabi etc.) and has a short play time (20-30 minutes) so it’s a good one to take on your travels or break out as a filler game with your gaming group.

  Interview: Masato Uesugi

We’re really proud of the game and very excited to get all the copies to our lovely Kickstarter backers!

What was the process of designing the game? Where did you find the initial concept?

Dan and myself had been working on game ideas in the run up to this one, but none of them were really sticking.

We were hanging out one day when he said to me he really liked drawing goblins and that he’d always wanted to make a game called “Gobblin’ Goblins”. I said “That sounds fun, how do you play it?” To which he replied “No idea.”

After that conversation I found myself spending a lot of time coming up with ideas for games with an ‘eating mechanic’. I slowly drove my partner Mandy mad testing out these ideas on her with crude cards labelled up A1, B2, C1, ‘Eat’, Swap’, etc.

She had no idea what was going on but in my head the full game was starting to form.

A huge part of the design process was coming up with and drawing the 51 food cards. Many sessions were spent debating what the goblins should eat and matching the food up to their individual personalities. We eventually put together an entirely hand drawn prototype which came with us to various playtesting events including the playtest area at UKGE.

We tested that prototype til the cards were nearly falling apart but it was all worth it. The feedback was invaluable and has led to a final version of the game which we’re really happy with.

  Interview: Chad Croft of A Curious Museum

Artworking a game with a total of 90 cards took a long time, especially as someone learning the ropes as they went. All in all it’s been about 14 months to get to this point, a lot of hard work but it’s been an absolute blast.

Toon Hammer is a collaboration between yourself and illustrator Dan Prowse. What made you both take the plunge into game publishing?

I’ve been making games for a long time. As a kid I was always the one in the playground making the other kids play some random game I’d made up. Growing up I’d always wanted to make video games but only really got as far as mobile apps and flash games through my web development career.

A few years back I started playing board games at more of a hobby level and I found something I really loved. Making games has always been the dream career so embarking on my own card game just seemed like a no-brainer really.

Dan is an awesome artist and I think til this point it hasn’t been something he’s been able to utilise as more than a hobby, so like me, it was a bit of a no-brainer for him.

I’m so glad I’ve been able to work with him on this because his drawings are both excellent and hilarious. It’s almost a crime for the world not to see them!


What tips would you give someone just about to launch their first boardgame Kickstarter?

If they’re literally about to press the big red button my advice might be a bit late but it would be prepare, prepare, prepare!

  Interview: Mark Taylor of Last One In

I spent months and months in the run up to our campaign promoting it, building up a social media audience, planning etc. There are so many Tabletop Kickstarters out there so standing out is really tricky, especially if it’s your first project.

Building up a nice community around Gobblin’ Goblins is probably the most important thing that led to the Kickstarter succeeding. There’s lots of lovely, enthusiastic people out there who would love to get involved with your project, you’ve got to find them.

What’s next for Gobblin’ Goblins? When can we expect to see it on our tables?

We are well into the production process for the first print run of the game.

We’re aiming to get it to our Kickstarter backers for April / May. We’ll also be setting up a shop for preorders for those who want to receive the game at the same time. So if anyone is interested in that, keep an eye on our social media accounts / website for updates!