Unveiling Scarab: A Journey from Nightmare to Kickstarter

Hello, fellow gamers and fantasy enthusiasts! Today, I’m thrilled to share something incredibly close to my heart—my graphic novel, Scarab, which has just launched on Kickstarter. This isn’t just a book; it’s a gateway into a universe where the normal rules don’t apply, and every decision could be the difference between survival and disaster. If you’ve followed this blog for insights into strategy and game theory, you’ll find Scarab intriguing as it weaves these elements into its narrative fabric.

Click here to go to the Kickstarter page.

The Genesis of Scarab

Scarab began as a vivid nightmare when I was just a teenager. It was one of those dreams that stayed with me, vivid and unsettling, demanding to be turned into a story. Over the years, this seed of a dream grew into an expansive narrative filled with danger, mystery, and supernatural phenomena.

The story takes place in a city thrown into chaos after a mysterious blue substance from a hidden lab begins transforming the landscape. As the disaster unfolds, a group of survivors emerges, each forced to confront their new reality. The characters—Heru, Qeb, and Lillian—must navigate through this altered city, unraveling the mysteries of the substance while facing threats that are as strategic as they are terrifying.

Why Kickstarter?

After writing Scarab, I spent the last five years collaborating with a talented artist to bring the visual elements of the story to life. The artwork not only captures the essence of the narrative but also enhances the immersive experience I want to offer my readers. Kickstarter seemed like the perfect platform to launch Scarab because it allows me to connect directly with you, the community, who share a passion for storytelling and creative projects.

What Makes Scarab a Must-Read?

Here’s a quick summary of the novel:

Dive into the exhilarating adventure of Scarab, where a hidden lab’s disastrous experiment cascades into a city-wide calamity. As a mysterious substance transforms the metropolis, a diverse group of survivors must navigate a landscape filled with extraordinary dangers and supernatural phenomena. Join Heru, Qeb, and Lillian—united by fate—as they unravel the mysteries of the enigmatic blue liquid and face mutated creatures and emerging powers. This tale melds science fiction with the supernatural in a gripping exploration of survival, courage, and the indomitable human spirit.

Scarab is not just about the spectacle of survival; it’s about how the characters employ strategy, make alliances, and sometimes, betray each other to survive. The tactical decisions they make are akin to moving pieces on a chessboard—each move critical, each choice fraught with consequence.

How You Can Support

By backing Scarab on Kickstarter, you’re not just getting a book. You’re helping to bring a meticulously crafted world to life, supporting independent storytelling, and getting exclusive rewards that won’t be available elsewhere. Whether you’re a fan of strategic games, science fiction, or supernatural stories, there’s something in Scarab for you.

Visit our Kickstarter page LINK to learn more about the rewards!

Conclusion

Scarab represents a journey from the depths of my imagination, manifesting through years of writing and artistic collaboration. It’s a story born from a nightmare, shaped into a narrative that I believe will captivate anyone who loves a thrilling adventure, or a dive into the unknown.

Thank you for considering supporting Scarab. Your support not only brings this project to life but also enriches our vibrant community of readers and thinkers. I can’t wait to see where this journey takes us together. Head over to Kickstarter today and become a part of the Scarab story!

JOMO: The Joy of Missing Out

I just published a small ebook for Kindle about my JOMO philosophy. Check it out!

https://www.amazon.com/JOMO-Joy-Missing-Brandon-Stoker-ebook/dp/B0D2WKGLWM/ref=sr_1_1?crid=RXUU0E1JJKQ2&dib=eyJ2IjoiMSJ9.lCEd_HoNIgNGYeL0XGy8rw.2-si4UHbBjrXtZcD7w9E07G8vc64-k5fp7lbn8LVCqQ&dib_tag=se&keywords=jomo+by+brandon+stoker&qid=1714398784&sprefix=jomo+by+brandon+stoker%2Caps%2C81&sr=8-1

“JOMO: The Joy of Missing Out” is a witty and insightful guide that offers a refreshing antidote to the pervasive FOMO—Fear of Missing Out—plaguing our hyper-connected world. This book cheerfully pokes fun at our collective obsession with being everywhere and doing everything, providing practical advice for finding greater happiness by doing just the opposite.

Key Takeaways:

  • FOMO vs. JOMO: Learn why choosing to miss that fifth wedding of the season can actually boost your happiness.
  • Digital Detox: How turning off your smartphone can turn up the joy.
  • Curating Connections: Find out why less is more when it comes to friends (because really, who has the energy?).
  • Real-Life JOMO: Heartwarming and sometimes hilarious stories from those who’ve dared to ditch the rat race and don’t miss it one bit.
  • Cultural Takes on JOMO: From Danish ‘Hygge’ to Japanese ‘Wabi-Sabi,’ see how missing out is truly an international delight.

Conclusion: “JOMO: The Joy of Missing Out” concludes with a gentle nudge to embrace life’s quieter moments with confidence. It’s a reminder that the coolest people at the party are sometimes the ones who stayed home.

With a mix of humor, real-life anecdotes, and cultural insights, this book is the perfect companion for anyone looking to declutter their calendar and reclaim their life—one missed event at a time.

Emergent Board Game: Available Now!

Emergent: a Supply Chain Strategy Game is now available for purchase. Follow the purchase link to get a copy delivered to you.

Who is Emergent for?

Emergent is designed to teach supply chain strategy principles to business teams, individuals, and universities. If you want a fun easy way to teach network and supply chain strategy within your organization or business, this is the perfect way to do it. 

What is the best age to play Emergent?

Emergent plays best with 3-4 players and for people in High School or older. The rulebook also contains a modified version that plays in 15-20 minutes that works great for grade school kids, or for anyone who wants fast, interactive strategic play.

Below are some pictures to whet your appetite.

 

 

Please reach out with questions.

Liar’s Dice Addendum

My math-minded brother has some additional thoughts to add to the Liar’s Dice Strategy. I’ve asked him to guest blog about them.

If you want to get nerdy you can add the following when calculating a bid:

Most players use probability when they play: the number and 1’s = 2 options out of six = 1/3 on average for any number. This would suggest if there are 15 dice in play, there should be around 5 of each number.

What some people don’t take into account accurately is their own dice that they already know. With this knowledge, you can use conditional probabilities to calculate a “riskier” bid while still being relatively safe. Essentially, you use the information you already have to calculate how many potential dice there are.

Say there are 3 players, 5 dice each (15 total) anyone should feel pretty safe calling 4 or 5 of any number. However, you know 5 of the dice already, so you should adjust your math! You only don’t know 10 dice, so use the 1/3 estimate on those dice and add in your own. If you have 4 sixes (combination of 1’s and 6’s), then estimate 2-4 sixes under the other players’ cups and add your own 4. That way you can pretty safely bid 6-8 sixes (I’d probably go 7 myself to be a tiny bit safer), which seems like half of the dice.

When someone does the math quickly, 7/15 ~ 50%, a red flag goes off in their brain. They will likely call Dudo. With your 4, it isn’t too hard to get the 7 you need, since each player will likely have 1-2.

Sometimes, you have to take the defensive. Listen to what other players are bidding. If they’re only bidding fives, and all you have is sixes, this may be a good round to take it to ones. Or, use your knowledge of the 5 dice you know (0 fives), and estimate based on the other players’ bids. There can’t be more than 10 fives if you don’t have any, and there are probably more like 7 if they both seem really confident.

This method isn’t foolproof, due to variability and other people having knowledge of their own dice, but you can get the people around you to lose a lot more dice, or at least make them really uncomfortable raising the number, which is where the real fun comes into play.

Be aware, when you are calling your bids, that there is more variability the fewer dice there are (which is how probabilities work: small N, larger variability), so if your dad says “Oh man! Holy moley!” and starts giggling, you should probably just guess he has at least 4 of whatever he’s laughing about and go from there.

Thanks Nathan, great tips.

San Juan Strategy

Over the holidays I had the opportunity to play Puerto Rico for the first time. I loved the gameplay, and the economic elements. After that, I looked for it in digital version and found San Juan. A card game based on the Puerto Rico board game. The elements are very similar and fun to play.

The game is complex, and takes a lot of planning and some luck to win, but it is a lot of fun. The digital version takes between 20-30 minutes to complete.

Here is the strategy.

  1. Build something good on your first or second turn: (don’t waste the first build)
  2. Build either a Library, or a Smithy as soon as possible
  3. Take the Councilor role in early turns to get a Guild Hall
  4. After building the Library and/or Smithy, take the build action often, and if not, take the Prospector
  5. Always build something when possible in later turns, focusing on Production Buildings
  6. Play the Guild Hall in one of the 8-10 spots
  7. End the game quickly after that

 

Build something good on your first turn:

In the first round, everyone starts out with some cards, so you may be tempted to build something when the build role is drawn. If you don’t have something good, just wait until the next round. At that point, the other players won’t be able to build anything, and it gives you a few more cards to get something good. I like to play the Library, Smithy, a Coffee Roaster, or a Silver Smelter.

Build the Library and/or Smithy

You want to give yourself an advantage that will last throughout the game. This strategy focusses on winning big with the Guild Hall, so the inexpensive Smithy will help you get production cards out, or the more expensive Library will always give you an advantage on your turn. If you can get both of them out early, it is even better.

IMG_6517IMG_6518

Get and keep the Guild Hall

The Guild Hall is the linchpin to this strategy. You can win without it, but it will be very difficult. This card is very powerful, so the other players will also be looking to grab it. Give yourself an advantage by taking the Councilor card. This will get you through a lot of cards very quickly to get what you want, especially if you already played the library.

Once you have the Guild Hall, don’t play it yet. You need to get cards out that will help you throughout the game, not just at the end.

I like to hold onto the Guild Hall until your 8th slot, or as soon after that as you can play it.

IMG_6519

Build Often

When you have the chance, take the build role. If you have the Library and/or Smithy out, you can very cheaply play production cards. This will further increase your chance for cards, and give you tons of points. If you can’t Build, take the Prospector role. With the Library, the prospector gives you two free cards and doesn’t help anyone else out.

In addition to taking the build card, it is helpful to have some cheap cards in your hand to build anytime someone takes the build card. This is a tricky part of the game to balance, but if you don’t build every time you have an option to build, you can end up with tons of open spaces at the end of the game, I like the indigo cards because they are free to build with the Smithy, and are worth 3 points with the Guild hall.

End Game

If you are building as much as possible, you will end the game at 12 buildings and will have filled the most of your spaces with production cards, thus gaining tons of points

This strategy requires a few key cards, and you won’t always get them. You can adapt the strategy as needed, but if you don’t get the Guild Hall, you may be better off building victory point cards towards the end.

Below is a picture of an almost perfect game that I had. This won’t always happen, but I have been able to get pretty close a few times. Just play it the best you can with what you have.

IMG_6516

 

Good luck! And let me know how it goes.

Here is some more background on San Juan from BoardGameGeek:

San Juan is a card game based on Puerto Rico. The deck of 110 cards consists of production buildings (indigo, sugar, tobacco, coffee, and silver) and “violet” buildings that grant special powers or extra victory points. Cards from the hand can be either built or used as money to build something else; cards from the deck are used to represent goods produced by the production buildings, in which case they are left face-down. A seven-card hand limit is enforced once per round.

In each round (or governorship), each player in turn selects from one of the available roles, triggering an event that usually affects all players, such as producing goods or constructing buildings. The person who picks the role gets a privilege, such as producing more goods or building more cheaply.

Though similar in concept to Puerto Rico, the game has many different mechanisms. In particular, the game includes no colonists and no shipping of goods; goods production and trading are normally limited to one card per phase, and trades cannot be blocked. Victory points are gained exclusively by building, and the game ends as soon as one player has put up twelve buildings.”

 

Here is the strategy.

 

Board Game Development Update

Apologies for going dark.

The last few months have been busy on the board game front. Here is a sampling of the things that have happened in the last few months.

  1. I updated the art for the game. A.Lundell is the new artist. Box Art
  2. I updated the name and logoKickstarter Heading
  3. I printed and sold a handful of prototypes
  4. And I started preparing a Kickstarter page. Still in the works.

In the new year, I’ll be posting additional photos and updates. Stay tuned!

 

Greenfield: a Supply Chain Strategy Game

I like to have projects that work on different parts of my brain. That way, when one part of my brain is tired, I can work on something else that strengthens another part of my brain.

I’m finally ready to reveal one of my more recent projects. I suggested to my manager a few months back an idea to develop a board game to teach Supply Chain strategic thinking. That project has since come to fruition.

With a small budget and a percentage of time from an artist and a graphic designer, we developed a board game that meets the following criteria.

  1. Fun to play
  2. Simulates reality (OK, so it isn’t perfect, but it gets the idea across.)
  3. Teaches people how to think about supply chain strategy
  4. Looks great

It is not quite finished, but I think we have accomplished just that.

Tim Kamarul is the artist for the box and the Distribution Center Tokens. I’m really happy with the colors and especially like the truck.

Jimbo Raleigh designed the board and the cards and did an excellent job dealing with my frequent requests to tweak one thing or another.

Greenfield5

 

Stay tuned, I’ll continue to post updates as things move along.

 

Footnote: a Greenfield in a supply chain is when you need to build a new Distribution Center, and you can put it anywhere you want. It is a green field.