(Editor’s note: We thank A Madman Or Two Games for providing us with a preview copy of Moonshine Run. The artwork, by Starcat Games, is presented here with permission of Zack Ringler. Here’s Bradly with the preview:)
Recently the Krewe de Gumbo got their hands on a game going up on Kickstarter on June 6, 2017 called Moonshine Run.
Developed by Zack Ringler from A Madman or Two Games, Moonshine Run is a card driven, push your luck game where you are attempting to get your white lightning down from the mountains where it is made into town where it can be sold.
The game itself is simple and has a small footprint. Essentially, it is a deck of cards which includes a round tracker and a turn order card for each player, alongside a collection of markers denoting money, and a rule book. Each round players will draw a card from the top of the deck equal to the round they are in (so 1 card for round 1, 2 for round 2, etc). Players then get the option to buy additional cards from the deck; one card for one dollar (and you start with $10). Cards drawn from the deck, whether free or bought, are placed face down in front of the player who drew them in the order they were drawn.
That is when the push your luck element comes in. The cards in the main deck come in several flavors. There are stash cards, hazards, quality cards and item cards.
Stash cards are ultimately how you earn money. Each card is a representation of the moonshine you are trying to sneak past the police. You will earn money depending upon how much moonshine you can safely transport to town without getting caught. Hazards are things like the police stopping you on the road, rival moonshiners looking to steal your stash, or even something as simple as a fallen tree.
Quality cards change the value of your liquor when you sell it. They can either make it more valuable, or less. And finally item cards come in several types, like the Tommy Gun
which either lets you fight off Rival Moonshiners or attack other players and steal their stash.
The game play is easy to pick up. One by one, on their respective turns, the active players will reveal the cards in front of them, each time deciding if they are happy with what has been revealed already, or if they are going to risk the next turn of the line up. The round continues until a player either chooses to stop, reveals all of their cards, or runs into something that ends their turn.
For a push your luck game, Moonshine Run is both entertaining and small enough that you can have it on you for quick filler games. Most of the problems the Krewe had revolved around the quality of the copy we played, but that is likely due to the fact that we had a review copy. There were some places we saw where definitions of rules could be better or organized in a better manner, but we are hoping that ultimately these minor glitches will be fixed in the actual production copy.
The game was fun for all of us that tested it, and not surprisingly, many of the Krewe wanted to purchase a copy for themselves as soon as it comes out especially if the production quality is increased.
Look for it on Kickstarter on June 6, 2017.