Hello and welcome to the Weekly Scroll Podcast.
My name is Ryan. And I'm Lord Licorice.
Just Lord Licorice, that's it. Not like of the something
something or this or that. That's all you.
It's all Yeah. I'm.
I'm Lord Licorice dude. We're Lord Licorice.
It was gravy. It's just, you know, it was it
was a pretty short roll call for a royalty, is, is all I'm
saying. But today we're going to be
looking at Snack 28 from Fiber of Sugar Candy Miniatures.
This is a skirmish game of ultraviolent candy cannibalism.
Yeah, again, great. Boom.
Yeah, great. This is a fun one.
We played this last week. Yeah, last week.
Yeah. Time's a construct, really.
So. Yeah, we played.
It doesn't exist. Yeah.
I mean, I've done like 5 interviews in the last like 5
days and one of them actually got put out on the Internet, so
we'll get there. If you're watching this episode,
you definitely want to watch the episode probably before this
where Fiber was actually on the show and I got to interview them
all about the the game. So if you want to hear more
insights in addition to the review that we're about to do,
watch that episode. Yeah, Snack 28.
We started to talk about it. But anything new with you,
buddy? Same old, same old living life.
I'm running session number one of Wolves upon the coast this
Sunday. Nice.
Yeah, that's it. Cool.
Cool, nice there. You go, I'm painting a I'm
painting a trench crusade band. Maybe today.
Well, at least at least starting.
We're starting one other guy today.
I'm stuck on one of them. I painted gold like I figure out
what to do now. So plan ahead everyone.
There we go, I am still trying to get my my life in an
apartment put back together after a Depticon and fantasy
fest. So a buddy did come into town
this week, Evil Andy for those in the know.
And it actually made me clean my apartment which was awesome.
I don't know how long it would have taken without that.
So thank you Andy. I still have a bunch of clothes
to put away and then my hobby desk is just a fucking mess of
boxes and stuff. So I'm not hobbying until I
somehow get all of that situated.
I got a lot of new storage stuff yesterday and more coming in the
mail today to get it all packed away.
And then I will get back into hobby and very inspired by the
recent trips. So we'll see what comes of that.
But that's that's kind of all that's new for me.
I'm sure at some point I'll talk to somebody who also was at
Adopticon and give a little more deets on that.
But today, once again, we're going over Snack 28.
So why don't we just hop in and let's get some info all about
Snack 28? So Snack 28 is an asymmetric
skirmish game for two players, designed with fun and flavor in
mind. In it, you take on the role of a
band of candy people in a pantry that has run out of food,
fighting to survive against scavenging monsters as the folks
around you begin to look rather tasty.
Stack 20 was first released on Itch in August of 2024.
An expanded edition debuted in print at Adapticon 2026.
That's why I got my hand right here.
This is the expanded edition. You'll notice that this cover is
different than the one we're going to show you in just a
little bit, and there are some changes in it that we'll talk
about as we go. And once again, if you listen to
the episode with Fiber, they talked about a bunch of the
changes that are in the expanded edition that is planned to be
released in May, both digitally on itch and in print at grub
Grub Press, which is who printed this one.
In addition, there is an entire miniatures line, some of which
are available in resin from Ranchako games like the original
characters, all sorts, the cupcake monster and the
Honeybell berserker are available there.
And then all of the St. LS, I believe are dropping on
the itch coming up and there's one currently on it right now.
It is licorice writing the candy worm.
STL is available on the itch page right now, but we'll look
over all this stuff. But Snack 28 as a game will
always be free. Over on Itch, it is sugar Dash,
candy Dash miniatures dot itch dot IO and you'll find Snack 28
and the licorice writing the candy worm there.
And that is, that is the info for Snack 28.
Hell yeah did. You go over to the itch page and
and see the licorice writing the candy where it's my favorite
character. I don't know.
Give me this one. I'm Sugar.
Sugar dash if you just if you just Google snack 28, it's
literally the first thing that'll pop.
Up, you know, I say less. There you go.
I should bring it up too, Yeah. Very cool.
So yeah, we'll get to it when we get to it in the book.
What's the? Aesthetic of this game.
It's so good. So why don't we look at the
aesthetic? Why don't we look at the
aesthetic of the game? This is the cover right here.
Again, this is the initial cover and then we have the expanded
edition cover fit fit zoom to page level.
This is cover. This is the the the cupcake
baddie coming up behind three of the main characters there.
That's also that is the honey bear Berserker.
That is honey bear. And then I believe the other one
is crinkle. Is it crinkle?
I'd be crinkle on the front. Yeah, I think it's crinkle.
But there's some other ones, like I said, that we'll get to
when we get there. But that is the cover.
That is all the art done by Fiver all the way through and
it's great. It's fantastic.
I do like the yellow of the of the expanded version in print.
It looks really cool. So let's zoom back to page level
and start getting in the book a little bit and then we'll do
what we do here on the show. Zoom to page level we do fit
with that's what we want. Snack 28 created by Fiber of
sugar Candy Miniatures scam is made by queer creators who just
want to bring everyone to the table for some recreational
skirmish violence. Don't be a jerk.
There's no room for discrimination here.
And I love this piece of art here in the front where it's
like all sorts, riding like a candy horse, doing like the
classic kind of like nightly thing, stabbing into like a
candy dragon situation. I don't know, it really cracks
me. Up.
Yeah, it's dope. All right, Smack 28, the game of
Ultraviolet candy cannibalism. We've already gone through most
of this stuff. There's a whole lower section
later in the book that we'll go over a little bit more.
It's in a spot, but we'll get to not the beginning, but but we'll
do that. And then we're into gameplay.
So again, for those new to the show, we go over the gameplay,
how the game works. We go over character creation.
I usually do rules haunted as character creation, and then
we'll go through a tricks. It's kind of breaking it down,
art and layout and usability, all that kind of stuff.
We'll go over that later and then give our opinions as we go
because again, for those who watch the show, we have them.
So why don't we just hop right into it?
I'm going to do the rules breakdown and it starts here
with gameplay. So what is the gist of Snack 28?
Snack 28 is a PVPVE skirmish game, so we roll D sixes to
battle candy, monsters and other snacks.
That's the core part. I think one of the corest parts
of the game is that it's PvP. VE, absolutely.
Got to be one of my favorite parts of the entire game.
Outside would be so much fun. So playing the game, each group
takes a a snack, a group of group of models.
That's three models together to form a snack, and you have a
board that is 2 foot by two foot and you battle the other snacks
and a monster on the board and whoever is the last side wins at
all. And that means the monster could
win or one of the players could win.
How do you do that? You start by rolling initiative.
Initiative is rolled each round and it is the both players and
the monster rolls for initiative too.
And what's interesting about how the game plays is that it let's
say I roll AA1 and Hunter rolls A2 and the monster rolls a
three, right? Or I guess 321, whatever that
means. The monster would go and then
Hunter would go. Then I would go, and that's one
model each since we have 3. Then the monster would go again,
and then model 2 would go, and then my model 2 would go at
Tedder Tedder. So between each activation of a
person from either of our war bands, the monster goes in
between. So every round, as long as all
three are each side up, the monster gets three turns per
round before all the models are as all the models are activated,
and then you roll initiative again for the next round.
Like immediately nips in the bud.
Like the potential issue with action economy when it's like
PVPVE, like this immediately is fixed by just like, yeah, the
monster just keeps moving and that as many turns as you get,
so does it. You know, yeah.
And the monster has its own like AI, like written AI, Obviously
not like you know, you know, Come on, download.
The. Yeah, download.
Generate a picture of the monster, you know, the big rack
apparently, because that's what AI loves to do.
So then like again, we'll get there's a whole page later for
how the monster works. That's what literally, I'm not
wrong. Yeah.
So that there's a whole page for monster AI we'll get to here in
a little bit. So that's basically how it goes.
Play alternates between both sides again with a monster going
in between and then, and then the game is 1 when there's only
one player from each side left. So next is deployment.
So how do you activate on the board?
You divide the board in half, each one of you gets a side, and
the players roll AD 6. What's interesting, and I'll
point this out later, the beginning of initiative, it
never says what die to roll. I mean, it's AD 6 because that's
really the only die in the game, but it doesn't say that.
But in deployment it does. Players roll AD 6, whoever rolls
the highest gets to place a model first, and then you place
a model within 8 inches of your edge of the board.
So and then it's alternating activations are alternating
deployments, but the monster is different.
The monster is deployed at last, and it's deployed.
You're rolling AD 8 and AD six. I'm pretty sure it's the only
time you roll anything that's not AD 6 in the entire game.
I think you're. Correct.
Yeah. And what you do it's it's it's D
it's like 12345678. So it's directional.
You stick it in the middle of the board, you decide what's 1,
you roll AD 8, it goes in that direction, then you roll AD 6
and you go that many inches in that direction.
And that is where the monster is deployed.
And when we played it literally deployed like right up in my
business. And then somehow it didn't,
didn't hit me like at all because it jumped over to you
pretty pretty instantaneously. But interesting way to deploy in
a two by two board. Also deploying 8 inches into the
board is, is interesting because you can be at that point if it's
24 inches and then I am at now how far away are we if we both
16 So we could deploy technically if we go Max
distance as close as we can to each other, does that mean we're
like it's 8 inches apart from each other, right, Because eight
and eight and eight is 24 I. Don't know, I've been up for a
while so I'm just saying I'm going to agree with you there.
We go. So that is initiative, that is
deployment, and the next is actions.
And what kind of actions you take when you play.
Every model gets 3 actions, not like the default 2 actions that
are often done in games, which is cool, gives you a little bit
more economy. Except you can only take any
action up to twice. So you can move twice, you can
attack twice, but you can never do like 3 moves or three attacks
or anything like that. And the four actions you can
just take are move, attack, attempt, cannibalism.
I always love to see that. And secret ingredient and what
are those things. So move is your movement.
It is how many inches you get to move per turn, which is
determined by your character creation, which hunter will go
over a little bit more. Attack is just rolling AD 6 and
rolling equal to or higher, generally A4 plus, but it's
different per weapon you're doing.
So some weapons, even one handed ones, might be a four plus to
hit, but a six plus if you throw it, things like that.
So it's not specific to the monster, it's more specific to
the weapon that you have. Attempt, let's skip attempt
cannibalism for a second. Let's get back.
We'll save the best for last. Secret Ingredient is basically
special abilities that your characters have.
You can choose or roll at the beginning.
And once again, I think you're going to go into that a little
bit more with your character creation stuff, so I won't go
into that much. But it is additional abilities
that you have above and beyond just attacking with the weapons
you have. And then you get cannibalism.
So when a model or monster dies, it's corpse is left on the table
and any model within one inch can attempt cannibalism.
The monsters can and will do this too.
And you don't have to wait till they're dead.
You can attempt cannibalism on your living snack buddies and
enemies. So in order to attempt
cannibalism, there is a handy dandy chart here.
For a living model that has more HP than you, you got to roll A6
plus on A6. A living model with the same HP
as you as a 5 plus living model with less HP than you as a four
plus and a corpse is 2 plus, which is pretty easy to get A2
on AD 6 to eat something. You imagine failing eating
something that's already dead and on the ground, you know?
Yeah, maybe you're like gagging and you can't quite get it down
so you got to roll again, right? Yeah, but if you do want to eat
the monster, you have to wait till the monster is at least 1/2
HP before you can attempt to do that.
Which I think is clever because you don't want to like literally
1 roll beat the game like right off the RIP.
So I think the monster we battled had 12 HP to start, so
we had to get it down to six before we could even attempt to
eat it, which you fucking did and then lost the game.
But you slayed the monster, so that's AW monster.
Still though, yeah, there you go.
Why? Why cannibalism?
First of all, why not? But second, it's because those
secret ingredients that I was talking about, when you eat
another snack or monster, you get the second secret
ingredients to use for yourself. You don't get any bonus actions
or anything like that. You just have like, excuse me, a
longer list of those abilities that you can take and there's no
limit to how many. So you could eat like as many
people as you want, including your own allies.
Like if you, if my own guy dies, I could go eat my guy to get his
secret ingredient. So at the end of the thing, you
could literally have one person who ate the monster and five
other people and then be 1 to 1 battling somebody.
But you literally have like Penguin secret ingredients you
get to choose from. It's so funny.
I didn't even think about the fact that I could eat my own
guys and just like, consolidate their powers.
Yeah, yeah. I mean, that might have that
might have done a little something for you.
I think. I think the board really
affected the way that we played the positioning of like moving
up and down. I think next time I would
definitely build like a very specific board for it.
And again, I've seen fibers board in person and it's fucking
incredible. There's a picture in the book
that we'll look at, but it's great.
So those are the actions you can take.
Move, attack and tip, cannibalism and secret
ingredient. And then here is the page all
about controlling the monster. So basically the way it works is
in a nutshell there are kind of like 3 steps with some like like
steps beneath that. In a chocolate shell, it's a
candy game. You're right in a chocolate
shell. Listen, there's nuts and
candies. Not.
The ones I eat. Kind of nuts.
So look to see number one, look to see if there's a model within
range of the monsters attack and if it is, there's an A through E
on how it's going to work. So if there's a model, the
monster, if there is a model, the monster will attack the
model that is in range. If there are multiple models,
you'll role to determine if the monster is currently in melee
combat with a model, it continues to attack.
If there are no models within range, the monster moves towards
the nearest model. And if there are multiple
equidistant models, a role to determine who's targeted.
Pretty straightforward. Attack that thing as closest to
you, and if you're attacking something, keep attacking it.
That's really how it works, right?
If the monster has enough actions to use one of its
ingredients, it will always choose to do so, and if the
monster rolls A6 Plus while attacking, it immediately gets
to try to consume the model after the attack resolves, as
long as it has an action to do so.
So that's one thing that I think could use maybe like the tiniest
bit of clarification in here. Is the only time the monster
tries cannibalism when you roll AD 6 on an attack?
Or can the monster just choose to try cannibalism whenever it
wants? I think we decided that the
monster would only attempt cannibalism if it hits A6 plus
on an attack. I believe that's what we read.
Yeah, I feel like that's what they meant.
But yeah, some clarification there could help but.
Yeah, yeah, yeah. I mean that's what that's what
felt natural. So I think that's what we just
went with and I like this part of the end in the event that one
of the players entire snack is eliminated.
So for example, if I would have killed you, all of your guys,
and then it's me versus the monster, you could just take
control of the monster at that point and then you get to not be
out of the game because you're still controlling the monster,
which I think is a great thing to do.
Fiber talked about like running into people with like parents
and kids and having the kids and parents play and then letting
like the kids have the snack and like the parent get to be the
monster. So like everyone got to be
involved in it. And that's a great that's that's
a great way to for absolutely. Yeah.
And that is I'm going to I'm going to jump ahead to another
section. And then before we jump back
into character creation, which would be your part, because way
down in an area that could probably be a little bit higher
up, you run into terrain, which is another whole set of rules
that govern terrain and some extra actions and stuff here.
So terrain makes the game far more interesting and sets a
scene for all the frenzy battles in Snack 28.
The more that you have, the better it is, and it is very
true. With the ability to have three
actions, you can really move, attack, move.
You can really move around the board pretty quickly as well,
taking two moves per turn and still getting a chance to
attack, not really having to choose between those things.
So line of sight is incredibly important.
Basically as long as you can see something, you can hit it.
So tucking behind things, having a lot of height variation
matters. Excuse me.
One of the reasons height variation matters is because
ranged attackers get a + 1 to attack if they're above the
target. And the way we played it is if
you're, we had multiple levels. So if you're on one and I'm on
2, I get one, but if you're on 2 and I'm on three, I still get 1.
So it's not just like or if you're on one and I'm on 3, you
get 1. So you get a + 1 anytime you're
higher at all, whether they're on ground level or not.
Which again, that's kind of what happened right off the bat.
I, I think my side had a little bit more height on the board and
I basically deployed where I could get super high right off
the bat. And you know, yeah, Pythagorean
theater room. I was always a little bit
farther away from the monster. So we just got beaten on you.
Yeah, pretty unfortunate. So yeah.
Another rule here, when climbing terrain, the height of the
building does not need to be accounted for.
But basically models take no penalty when moving while
climbing. You just measure the distance
and you go up. I do like there's a lot of games
where you have to end your turn on a horizontal ground.
This one specifically says a model must end its movement on a
horizontal surface before taking another type of action.
So if you won, you can move and move and move and you can still
end. Not on a horizontal surface.
You just can't attack or do anything else besides keep
moving. Until you in on horizontal
surface and I really like that because say you have like a
giant candy tower right in the middle and you want to climb the
entire tower. If you have to be on level
ground at the end of your turn, you wouldn't be able to do that.
So I I really like that you can basically say, well, I moved
twice. I skip my third action because I
can't attack while I'm climbing and on my next turn I'll just
climb again. So I really like that.
I think it's that that's a really, really great and then a
couple other things. Just like, you know, obviously
if you're flying, you ignore a bunch of this stuff and and this
little bit here at the end, be generous to your opponent and
understanding the physical limits of imagine tabletop
cannibalism and let's all get along here.
Perfect. Amazing a line you you you never
think that you would say is understand the physical limits
of imagine tabletop cannibalism and I love that it's in here.
It's really fantastic. All right, so that is basically
the gameplay of the entire thing.
It is it is extremely straightforward system.
And again with the interview that will be coming out with
fiber. That's the point.
It's like I want to play a super fun, super violent game that is
adorable, that is cannibalistic and then just super fucking
easy. Just roll some D6 is pretty much
it's adorable. I am cannibalistic.
It has everything. Yeah, 2 words for the same
thing. Realistically, I mean.
So next will be character generation.
So why don't you tell us all about creating your snack?
Yeah, so like Ryan said previously, your snack, your
little kind of candy war Band starts with three different
models. Each of your model gets a
weapon, a secret ingredient, and a choice of shell.
The first one, the weapon. Pretty straightforward.
All weapons do a single point of damage.
Models can take either A2 handed weapon or a variation of the
several one handed options they have.
So yeah. And also the weapons can all be
thrown and they all come back to you after we throw them.
That's something we did not interface with nearly enough.
When you throw your weapon, it comes back to immediately, which
is an insane and fun rule and we should have used that more.
Yeah, well. I guess, yeah, I guess we'd no
one threw any weapons. We didn't and knowing that I
would throw more stuff. But yeah, so the weapons vary.
It's, you know, one handed melee, one handed range, 2
handed melee, 200 range. You can get a shield that you
can use to make saves against attack or you can bash, which
push pushes people back. Bare hands is on there and it
says here for flavor and I love that.
There's also a little rule for a little rule for dual wielding on
there. Just rolling with advantage.
It's very straightforward like the rest of the game.
Each of the weapons tells you what you need to roll to hit,
what you need to roll to successfully throw it, and then
any other little finicular rules like A2 handed weapon having one
inch of range instead of being base to base like the rest of
combat is very straightforward. After that we get the the shell.
You get to pick a shell. The shell is essentially your HP
in your movement. They do have an inverse
relationship, so the more HP you have, the slower your character
moves. The hard shell being the slowest
at 5 inches of movement with 7 HP, and the unshelled being the
fastest at 8 inch movement with 5HP.
That's it. I mean, there's three options.
They're pretty simple. I name two of them.
There's only one in between, but I think the shining part of this
is the next section is going to be the special, the secret
ingredient. So your secret ingredient is a
little special ability that costs a certain amount of
actions to use. The amount of actions it takes
are all marked in the parentheses next to the name of
the secret ingredient. A couple that we looked at, one
that we used was the Baja Blast, which I'll never get tired of
saying, shouting, putting a giant picture of Baja Blast in
our notes. For this, the Baja Blast, to
give you example 8 cost 2 actions to use and the model
emits a beam of teal green soda. You have to roll above A2 to
hit, which is pretty low, and it shoots out a six inch straight
line and deals one damage to all models hitting that line.
So if you line people up, you can hit multiple models.
I didn't do that, but that's OK. No fun you fucking Baha blasted
the shit out of me like a bunch of times.
Another one they used was death by chocolate, which has an 18
inch range and just calls down like a a bolt of chocolate on to
whoever, which is pretty cool. The I think the cool thing was
that if you eat the monster, the monster has its own abilities
that actually aren't on the secret ingredient list that you
could then interface with and like use, which I thought was
like a really cool little addition.
But at one point I think I ate one of your abilities that was
called one of you guys had the ability tea Time that made it
harder for me to be hit by ranged weapons.
Yes I forgot that that was mine that you got used because that's
it. The game went like 2 extra
rounds because you kept using tea time.
Yeah, yeah, it did. I do not go out, you know,
gently. Yeah, I think like this is like,
once again, this game is very straightforward and it's very
cool and easy to pick up. And it really shines in like the
cannibalism and the stacking of secret ingredients, like having
all these abilities and being able to use them.
They're also very funny and fanatic to like what we're doing
here, which is a candy based skirmish game.
I really enjoyed that. Trying to think that's pretty
much that's that's that's your character creation.
I'm the shortest bit in this one today and usually, but also
today. I mean, you're right, that's it.
You literally just pick the three things, the weapon, the
ingredient in your shell, and boom, you're getting going.
It takes no time at all. And again, the rules are pretty
straightforward. Just roll higher than your
weapon, or roll based on the cost of actions for the secret
ingredient and boom, you're playing the game.
I love how easy it was to put, like, together a snack.
And, you know, it's fun. Like, it was a fun game play.
I mean, like dealing with them. Oh yeah, I was going to say.
Also, there are abilities, we don't have to go through them
that do directly affect the monster specifically.
So you can like, I built a character that was only to
wrangle the monster, to wrangle his attention, and that worked
too well. And now that character is dead.
Yeah, but you did eat the monster.
You did. You did do that.
I did So. And if you were, The thing is,
what we didn't, what we didn't kind of like finish at the end
is when I killed you, you would have exploded.
No, no. No, you would have exploded,
remember, because the monster had that ability with like an 18
inch range, so you might have been able to take out at least
one or two of my dudes just because I was so close to you.
Probably just the one. I think the other one really
didn't get hit like at all. The the big machine gun guy
didn't really get hit, but you were Baja blast and the shit out
of the other guy. Blast Baby.
But yeah, that's pretty much the game and the character creation.
Then there's other parts of the book too that are really, really
cool. So there's this part here called
Candy Materials and it is a guide to painting and decorating
your snacks, your your, your maze and stuff.
So it's got it says that there is assumed a basic knowledge of
hobby supplies, but it talks about air whipped clay decadin
sauce, which I've never heard of before, but is really cool.
And then sponges, plastic sprinkles, beads and the
different techniques to putting together your snack themed
little guys, which is which is great.
I love that there's a guide here for making sure that your minis
kind of like fit the vibe. Obviously it's candy, do
whatever the fuck you want, but it's it's really neat.
And then there's a really gorgeous section of pictures
here with with miniatures. So this is the the primary
cupcake monster guy. This is all sorts here.
This is the the main the main guy crinkle right here.
But the the color that fiber does on all of their snack stuff
is absolutely fucking gorgeous. Like.
Fantastic. It feels like very it, it feels
very appropriate for, like, candy and frosting and, like,
bright colors. It's very opposite of the grim
dark shit that I'm painting at home right now, you know?
Yeah. Which which is the point and
when you see, let me Scroll down to remind me to talk about the
lore again. So here is the snack 28 board
and I got to see this. I did become two years ago.
It is insane like it is so absolutely gorgeous.
If you're watching this in podcast land, let's see if
you're on Spotify. The video's up there fucking
too, but you definitely want to check this out.
It is a stunningly gorgeous just candy board and the deeper you
look at it, the more details you see of like gingerbread houses
with with candy cane edges. There's like frosting lanes to
the entire thing. The the the big kind of like
Manor house in the back. The tower is an upside down
candy cane or ice cream cone. Just the the entire paint shop
throughout the entire thing. And we even talked about that on
the show where you're, you know, you, you have a whole room set
up for trench crusade and you see this board that is all just
like, you know, pinks and Blues and frosting and sprinkles and
everyone's just like, what the fuck?
There's a giant billboard in the back that says Jelly Bean
junction. Everyone's just like, Oh my God,
I need to know what is that? Because it reads candy from
across the entire room. Like that's the other good thing
about their art and their their miniature painting and
everything is that it all reads candy so instantaneously.
So when you argue right about all this like grim dark
bullshit, you're just like, I need to know what the fuck this
is. Like I need to know what is
happening here. And the other thing that fiber
is well known for, I don't know if you've seen this before, is
they put candy themed stuff into golden demon.
And recently, a couple years ago they put in Do you know what a
knight is in 40K? Yeah, I do so.
It was a it's a it's night, but they were painted up like like
ice cream sundaes and got very that blew up and everyone,
everyone loves seeing all that kind of stuff.
So that's the other thing that they're known for.
But this snack 28 really grew out of they were already due to
a bunch of snacks, themed stuff, just candy everything, which is
fucking dope. So perfectly, perfectly themed
and everything. But again, pictures.
Candy cane space Marines, dude. Dude, I think, I think there was
like bubble gum Space Marines or something at some point, if I'm
remembering correctly, there was like bubbles and stuff coming
out. It was really dope.
Another part. Before we move on from this
section, because you know what I looked into that the sauce it's
also online knows deco sauce. It is specifically for making
like fake. I'm going to drop a link to you
for making like fake bakery looking stuff.
And there are a bunch of different options like on this
one side that I found there's like chocolate, there's a
Raspberry light pink strawberry. You could do like a mint one.
There's a ton of this is something I would I need to turn
away from because I will order some of these and I will use it
just just a couple times to make just these.
I mean, now I need to get a bunch of that stuff for my minis
because at at adept con fiber was one of the first people I
ran into. I I showed up a little bit early
to pick up some zenes that I had got from the same person that
printed fiber zenes and was like, Oh my God, I love your
game. I saw that that Shane is
printing your game. I need to buy your game also.
Do you have minis? And they were like, yes, I have
these. And I was like, I will take one
of everything, please. And just got the entire fucking
line. I wanted show them off today.
But again, the hobby desk is a fucking train wreck.
I could not find which box it didn't without toppling an
entire tower. So we'll show them off on stream
at some point. I'm definitely gonna paint those
up. My favorite being I'll show it
in the second when we get to so let me we'll do some stuff
remind me to get back to the lore.
One of the next parts here. This is the lore part, I'm gonna
skip that for a second. Is the model catalog you?
Said that might be the third time you said it.
I know, I know, I know remind me we'll get back to it.
So the model catalog here, these are the original models.
So again, this is the original snack 28 PDF.
There is an expanded edition which will be this one coming
out in May and the model catalog is actually bigger.
So this is all sorts. This is the this is the primary
character. This is the protagonist, like
kind of the the mascot of the game.
The next is Crinkle. Then you have the Honey bear
Berserker, and then you have the cupcake Colossus.
So I think all of these except maybe Crinkle are available on
Ramshackle. I think it's just the three.
Crinkle might be available too, but you know, I could be wrong,
but I think it's just Cupcake, Colossus, Honey Bear and also
etcetera available on Ramshackle.
And the cool thing that Ramshackle does?
If you don't know Ramshack miniatures, go buy all other
stuff. Everything from Garden to heck
is over the two and they're amazing.
But what they love to do is make the the thing that the model is
molded on is also like scatter terrain.
So when you go look at all sorts and the cupcake classes, you'll
see that it's also on like a base thing that is more that is
like candy themed or whatever. So you can actually use that as
scatter and the same thing with the original like flames and
variety of miniatures. They are on a base that is a
busted down version of the same model.
So it's really dope. So you if you get those models
from Ramshackle, you get a bunch of candy terrain with it, which
is fucking incredible. But what I wanted to show here,
let me turn off my let me turn off my Unbrightness for a
second, is the expanded catalog has a bunch of newer models in
it. So you get the you get all
sorts, but you also get the roll cake night.
You get the and mounted because if the expanded edition has
mounted rules, that's right. So you get the roll cake night
on a hippocampus. Then you got crinkle over here.
Then you got the honey Berry berserker.
Then you got professor pork chop.
But my favorite guy, of course, surprising nobody is the bat
guy, whose name is Licorice. And then you got licorice riding
on a gummy worm. And this is the STL that is
currently available on the Snack 28 Itch right now.
You can go snag this now, but I believe all of the STLS will be
dropping in May. So you're going to get some new
characters, you're going to get some mounted characters, but
that is some of the expanded stuff that is available on on
Itch coming up here shortly in the future.
So I wanted to make sure we show that off.
And that will be, as I said in the expanded PDF will be coming
out in May. And then the lore, well, I'll
get to the lore in a second. Then there is the recipe cards,
which are basically the character sheet right here, and
it literally is just like it shows your HP, your movements,
all that kind of stuff. And then we get to the lore.
The reason I wait a little. Bit guys, we're going to get to
the lore. It's fucking coming.
The thing is, so it's right here.
So it doesn't really say anywhere.
I skipped this like 3 times because it doesn't say anywhere
that there's lore. We'll, we'll talk about that a
little bit more in, in some of the metric stuff, but basically
it tells the story of what's going on.
And the expanded version actually adds a little bit more
to it and adds more monsters and everything because in the
expanded version, again, what you'll see here, which you know,
download the expanded version is like guilds of snacks and stuff.
And there's actually Jelly Bean junction lollipop paths Jelly
for there's like a map to a candy Kingdom here in the
pantry. And there's even like Castle of
Von Appetite is one of the main characters, the Von Appetite's
kind of set this whole cannibalism aspect in motion.
And that's what happens here in the lore, in the expiration date
of our lore, 1355. So basically what happens is
they're they're waiting. The pantry is getting a little
bit bare. So they're they're waiting for
the replenishment, but their replenishment never comes.
And one day one of the one of the Alfigato von Appetite, the
youngest Prince, decides to take a bite out of one of his guards
and then is rejuvenated because he ate, ate.
He finally ate. So the von Appetito was shit.
That's a good fucking idea. And they just start literally
kidnapping people in the Kingdom and like every bit of food and
then it can do and like hoard it all in the castle and then
everyone else is out there just fucked.
So obviously it goes to shit and everyone just starts eating each
other and battling each other. And that is the setting
basically of the game is you're in this unreplenished pantry.
The the the royalty has gathered up all of the food, kidnapped a
bunch of the people to eat, and it's hoarding it.
And you're basically gathering together in small groups, trying
to eat each other to gain enough strength to then go take down
the castle and access the Van Appetite's horde of snacks and
food and things like that because a pantry hasn't been
replenished. That is the story, that is the
lore of the game. So funny.
So literally, Yeah. Literally eat the rich is, is
what's happening in this game. That's what's going on.
So that that is kind of the premise of the game.
And I think that's it. That's the entirety of the book.
We already talked about the recipe card.
Oh, the last part is the monster Index, which again, is expanding
the new edition with a bunch of new monsters.
But do you want to go over just the one that we went over to
talk about this kind of special ingredients?
Yeah. So the marshmallow monster, here
it is. Do you want to hit?
You want me to hit? I'm still scrolling.
I was in the wrong part of the book.
Page 18. You want you go ahead and start
right? Cool.
It's real fast. So we picked up Marshmallow
Monster, which is basically like it's almost like like a s'mores.
Basically it's like a marshmallow on a, on a flaming
steak. So it's a flaming marshmallow.
It had 12 HP compared to the normal like 5-6 or seven at a 10
inches movement compared to the normal like 5-6 or seven.
And then its weapon was a toasting fork, which really
fucked you a couple of times because it's got a three inch
range as a melee weapon, which is crazy.
But it's still 10 inches. You how fucked that is.
It's ridiculous and and it was still though, it was still
though, just a four plus to hit with only one damage.
So like it still took a while to knock you down, but it still
went there. And what was interesting with
the marshmallow monster compared to some of the other ones is
both of its secret ingredients were passives.
So we didn't actually get to use the monsters active 1.
So just jump into another one real quick.
The secret ingredient for the mint chocolate popsicle is
called one of them is jawbreaker launch.
So you launch a jawbreaker from inside your froggy gullet with
an 8 inch range and only a three plus to hit that deals one
damage to all models within two inches.
So it's an AOE like bomb attack which is cool, but the
marshmallow one had burnt to a crisp which also kind of fucked
you if you were too close. I really took hits from the
monster. This one.
I really would, you know. Yeah, the monster definitely, I
think did more damage to you than than I did until like it
was just your one guy left that we were peppering.
But so when another model starts its turn or first moves into
base to base contact with this model on A4 plus on A4 plus, the
model takes one damage and the other one, which again we could
have got at the end is complete immolation.
When this model dies, it explodes in a blazing inferno,
dealing 2 damage to all models within a 10 inch radius.
So I think you would have taken at least one of my dudes because
you would have exploded because you ate the monster.
But so that was the margin of the monster.
So you kind of see what it is compared to a regular person.
It's it's. Roughly double the HP, roughly
almost double the movement and then a couple extra secret
ingredients, which is cool it I like that.
It definitely makes it feel deadly and feel cooler with the
abilities without making it, you know, do three damage per hit or
something like, you know, and I really, yeah, we'll talk about
the rest of it. So.
So Monster Index as you go through Ginger Snapdragon
Cupcake glosses again, this is a primary Beastie in the original
release. Ad Break is a fun, interesting
one. And then there's a glossary in
the back, which is basically just talking about like
advantages and disadvantages, what AD 6 is, what passive is,
you know, very little thing. And then a special thanks in the
very back. And that is the entire game,
Like I said, pretty simple, pretty straightforward.
So moving into what we do next, which is what are your thoughts,
likes, dislikes, miscellaneous? What are your thoughts on Snack
28 before we get into our metrics?
Oh, my thoughts. You know what, we've been doing
a lot of PvP skirmish games recently and having that third
aspect of the PVPVE was like really engaging.
It was really fun. It felt fresh immediately
compared to what we've been doing.
Not that there's anything wrong with what we've been doing and
it just, you know, immediately after starting it was like, I
should have thought about this differently and now I will next
time we play this game. It was cool having to account
for that. You can attempt to eat your
enemies. Amazing, flawless.
I mean, just perfectly done. Every game should have some form
of cannibalism in it. Actually, I'm I'm moving to that
camp now. Yeah.
And I thought this game was like straightforward, but like really
enjoyable and a fun to engage with.
I stylistically it's unbelievable.
It's it's great all the way through.
It's very, there's a very consistent style vision on this
and like really nailing it. Yeah, I very much enjoyed this.
And I think it definitely helps when you are both the game
writer and the artist. I think you're able to purely
give your vision instead of having like that middleman of
like trying to translate a vision to somebody who can do it
extremely well, but not as well as maybe you could do it if it's
literally from your mind to your hand onto the paper.
Yeah, but I, I thoroughly enjoyed this.
I would definitely play this again.
I will eventually get all the STLS and build a board and have
a little. I think this is also because
it's so easy. It's a nice game to just like if
you guys are doing nothing, if you're like burnt out of what
you're currently doing, it's like, let's just play some snack
28 today, you know? Yeah.
And the other thing that if I were to talk about too, which
you know, you don't want to put people in a bubble or whatever,
but they talked a lot about, you know, when you go to a deputy,
I'm gonna go to places, you get a lot of people, you know, like
I said, like grim dark shit and all sorts of stuff and, and
maybe people's partners. Guy, you're the grim dark.
But just, I mean, especially, you know, can look at the games
we've been playing and stuff, you know what I mean?
A lot of it is like that. So they specifically said, you
know, sometimes someone's partner is like, I don't want to
play Space Marines. I don't want to play fucking
trench crease or whatever, but I can play a little cupcake, dude.
Yeah, I'll play that game, you know, which is, which is really,
really cool. Which again, it's not
necessarily designed to that not putting people in a bubble that
like, you know, people of all types can't like all types of
games. But they said they definitely
ran into a bunch of people. Or it's just like, yeah, my
partner will not play a Space Marine, but they will happily
play all sorts or, or licorice bat or, or little pork, little
pork chop guy. So.
Even for being someone who likes the grim dark stuff, it's cool
to take a little break and have like a fun like light hearted
monster candy adventure, you know?
Yeah, I mean, you know, the grim, it's one of those things
where if you do everything one note all the time, like grim
stops being grim when all you do is grim all the time.
So yeah, having something so light hearted that also has
cannibalism is great, you know, and yeah, it's just a cute, it's
a cute violent game that with, with very little math.
That's the other thing about it is it was so fucking easy to
pick up and play. I literally didn't even make my
snack until we were on stream and we still in like 2 hours
made the snack, played the game, got the entire thing, ate the
monster, did everything in like 2 hours.
So it's very easy to get up and going.
So that's what was really cool about it.
So getting into our metrics, that's one of the things we do
here to kind of really solidify our thoughts.
We used to score them. We don't need more, but we go
over like 6, you know, parts of the games.
We go over art and layout, We go over usability of the, of the
game. We go over the rule set, we go
over originality, we go over value and we go over vibes once
again, to just kind of solidify our thoughts a little bit.
So what? What did you think about the art
and layout in the in the book? Well, I'm a big fan of it.
I love the art pieces. They're great and they're
everywhere in this book. They also really drive home what
this is. I love the candy border on all
the pages. I think it's like a great
addition and it just even pages with no art, it just adds a
little bit to it. I think the photos they chose to
put in this scene are great. They're fantastic.
I like it. Like the terrain stuff.
I love. I love the the, what was it?
Gumdrop Junction? Is that what it's called the
board? Jelly Bean junction.
Jelly Bean Junction is is fantastic.
I would never get sick of playing with that.
Like it's God, fucking look at that.
It's so great. I mean also.
Just like with a labor of love, you know, Like it's so
unbelievably cool. And I know that took some time.
Yeah, Oh, for sure. Fiber does talk about on on our
interview, we specifically say what went into making this map
and and they talk about that. So once again, for more insight,
check out that that episode. Yeah, but yeah, I think
stylistically like a style wise, it's great and it does what S
do. There's great art, it's easy to
read, it's usability, play Bing. Love it.
It's great and again with the with the expanded edition, you
get even more of all that. You get a brand new cover, which
is really interesting with some new characters on the board.
And then you get even more, even more making a monster stuff.
So, so much stuff is expanded in the new one, even above beyond
everything that we're looking at today to really just expand
everything. Oh, they also did sign it and
put the little a little drawing of like the licorice fat guy in
in mine, which is really, really great because it's my favorite
character now because of course the bat is my favorite
character. It's made of black licorice and
has waffle cone ears and wings and stuff so.
Yeah. I you know, I used to before I
became an absent fan, and now I like it like you know it.
It is a tease. What to tease.
It's definitely for me, a a it was an acquired taste.
It took some time and and now I got it.
So but I agree with you across the board.
Don't need to you don't don't need to go too deep into it.
It's great. Our Fibers illustrations are
fantastic, and I wish more games would use like little page sense
and borders and things because it does really help tie the
whole thing together and fill empty space, which is great.
Again, it's one of those things that you can do very simply
without. Like I know Fiber did the art,
but if you're not doing the art, if you just have a little page
illustrations that are the same throughout the entire thing that
you can get from somewhere, that's a way to add some more
visual flavor into your book without a huge art budget.
And they do a really good job of tying the book together here.
Next up is usability. So I have thoughts on this, but
what are your thoughts on usability?
What were my thoughts on usability?
Hold on me. Scroll to that note.
Yeah, good. You know, the the books that go
to order that make sense. I don't mind where the lore is
in the book. I I would like a clear header
maybe for that one. And there's bookmarks, which is
great. Love that because I'm reading
these digitally. Yeah, I don't I don't have like
a very strong opinion usability. It's it's usable from how I
feel. Tell me these thoughts, Ryan.
Yeah, so I do have thoughts. I do think that this is a part
that like, I think the whole thing is great and these are
like, you know, small things. But I do think that there are
some areas that could use some more headers, some more bolding,
things like that. And stuff like for example, in
the gameplay section, like I wouldn't mind initiative being a
little bit more separated as to like what's going on.
Like it never says initiative. It doesn't say like the dice
that you use for initiative. So even if it just had like a
small, you know, bolded header that said initiative and then
gave you the rules for the initiative.
Because the whole thing kind of has like 1 giant header for the
section. But then the section just kind
of like goes, goes, goes as opposed to like maybe breaking
it up a little bit more for for just a little bit more
readability. So more headers there.
Like the lore section, as I said, like it, it tucks right
into the the end of like the candy material section.
The since it's pictures above and pictures on the next one,
There's nothing that says like lore as a big header.
So you might just like I again, I skipped over it once or twice
because it just didn't say lore. Of the pantry, you know.
Yeah. And again, I think in in the new
one, it kind of does the same thing it does making a monster
and then has a couple pictures on the side, the same 4 pictures
and then it goes right into the lower section again.
So there is still not like a section at the top that says
like story of the pantry or like history of, of, of the thing
that's going on or whatever. The history of the thing that's
going on would be a great Yeah, obviously.
Dude, I might hold back pocket that one and use it later.
History of the thing that's going on.
And then I think I think the thing and all of that is kind of
like it's, it's fine without it. I think the lower thing, I think
there should be one that says like history or whatever on it.
But the one that I think is the kind of most out of place here
is the terrain, because it is a whole section on rules and
things. You know what, I I changed my
opinion. I really agree with you on this
one, like a lot. So so you get the rules for the
gameplay, you get the rules for character creation, then you get
how to make a guy basically, then you get the lore of the
game, then you get the model catalog.
Yeah, damn, you're right. That you really, you really are
right with that one. And then you get my opinion and
then you get terrain rules. So it would be super easy to
just bump terrain rules up before you you jump into the
candy materials one because it is rules for the game and it's
the only like rules for the game that is like 8 pages later than
all the rest of the rules for the game.
And then even within this too, there is like 1 little bolded
section here, which you know, I think some of the bigger rules
could use a little bolded bolding where the wind, wind
climbing terrain thing like the range attack for example, it's
kind of tucked in there. If you, especially when it says
terrain after you're reading things about like how to build
candy materials, you could think this is about building terrain.
And then you don't realize that plus one ranged rule is kind of
like tucked in there, which is a pretty important rule in the
context of a game that is using 4 pluses.
Getting down to a three pluses is pretty big.
So I think if I could change one thing, it would just be moving
terrain up with the rest of the rules and just reorganizing it a
little bit like that. And then if I could change two
things, I would put like the some type of header to separate
the lore as its own special thing.
The history of stuff the thing that happened or is that the.
History of the thing that's going on.
Yeah, yeah, yeah, yeah, yeah. And then and yeah, and then the
new one again. It's basically the same layout
with some stuff like added in, but the the order is basically
the same. So again, like I would just
bump, bump it, bump it, bump it up.
Oh, you know what's great? What's great?
They did it in the new one. They did.
So I'm looking at it right now and it goes deployment actions,
controlling the monster, creating your snack, and then
terrain and mounted rules. Perfect.
So in the new one, it does exactly what we're saying that
it could do that it should do. So that's fantastic.
So they added terrain in the front, then mounted rules and
then a tasting menu, and then it goes into the candy materials
and the lore, and then it goes into the candy catalog and then
it goes into guilds of snack 28 and then the monster index.
So literally exactly we're saying right now, just bump the
train up. They did already in the new one.
So there you go. You don't need don't listen to
our bullshit. So that's it.
Turn the. Opposite off.
We're done, yeah. Again, still no header for the
lore. I would definitely put a little
bit of thing there. And then with that you could
even put like the Guild section with like the lore section if
you're already talking about it then.
But again, it's it's fine. This is a little bit pedantic,
but the one big gripe I had was that the train was not with the
rest of the rules and now it is so fuck us.
Next is next is rule set. So what are your thoughts on the
rule set? I think we have the same.
I think we all I know that are actually almost exactly the
same. It's simple, straightforward.
It's effective. Simple and straightforward or
simple is great, right? But it's even better when it's
simple and effective. It's easy to understand this
game. This game works how you think it
works, and it works well. Yeah.
You can eat each other. It's, you know, that's all you
need. Yeah, that's PVPVE with
cannibalism and just basically a four up on AD 6 roll.
So fucking easy. It was so much fun.
And and like you said, it's simple, It's easy.
It's easy to play anything that you did want more in the
expanded edition, there is more like again, mounted combat and a
bunch of new stuff for it. So you can't ask for much more.
It's it's it's really, I loved it.
I thought it was really great. And not that a lot of the games
that we've been playing have been complicated by any stretch
of the imagination, but this one is even even easier, in a good
way. And it's, again, super fun.
This is definitely like a fun intro skirmish game to get
people kind of like, up and running with something that's
cute and fun but also violent and interesting.
So yeah. And that leads right into
originality. Yeah I have in all caps I have
name another candy based non Hasbro game.
Yeah, I literally wrote dude PVPVE candy cannibalism.
Name me another game where you even get cannibalism like.
At all. Like I don't even know if you
can, if you can in a rule, cannibalize something in like
Trench Crusade, you know what I mean?
I know they're like meta christs eat shit or whatever but like
no. We just do that, though.
There's no bonus. Yeah, they just do that.
Yeah. So, yeah, just like even just
the fact that it is cannibalism and then throw the fact that
it's cannon on top of it. Fucking incredible.
Like it as far as originality goes, you're not I'm gonna find
anything even or fucking remotely close to this in so
many aspects. It's great again.
This is something in an in a giant fucking conference hall
that is adept con in this massive fucking building with
10s of thousands of people. You see that board from across
the fucking room and go. I need to know what is happening
with that. You know that that shows that
shows right there. I.
Think. I really think that.
You know what? I forgot where I was going.
Keep going. You're fine.
I've obviously been up too early so.
Yeah, one of the last things is value.
So another thing to say about this.
So the PDF is free, which is fantastic.
The Zine is $25, which is a little pricey.
It's a little pricey. The whole it's 38, it's a 38
page A5 Zine. It's my Zine, but $25 is still a
little bit pricey generally like going over looking at all the
zenes that I have, looking at zenes, something like a funeral,
looking at zenes pretty much everywhere, like around that
page count around 30 ish pages. Generally zenes are like 10 to
$15.15 is is kind of where things are lying, especially
with the cost of like paper and things like that.
So $25 is like tiny bit expensive.
Like one of the things that I used is like a reference is like
weird. Here is a public access.
Like their Zenes are all like roughly thirtyish pages and
they're between 10 and $15 each. And even the hardback is like
114 pages plus cover and it's only $35.
And I like Death in Space is like $35 for a hardback book.
So and that's so that's closer to hardback price than Zine
price. So it's a it's a little bit
pricey. They also added Epticon, which
proves that people love it. I'm curious when it's on a
website, if people are going to say 30 pages for $25.00, that
might be a little bit pricier for people generally.
Like going through the research of stuff like you don't really
look at page count kind of as cost, but if you really look at
it across the board, like thirtyish pages usually goes out
to about like $0.50 a page where like $25.70. 172 cents a page
for this one. It's almost a dollar page like
it because it's it's $25 for like a 34 page scene.
So yeah, it's like 80 to $0.90 per page as opposed to like
$0.50 per page would put it right in that like kind of
$15.00 range. Once you hit around $100, that
price usually drops around like 30 ish, 30 ish, like cents per
page. And then once you hit like
multiple hundreds, they usually drop something like $0.15 per
page. So like His Majesty the Worm?
Shop for zines. This is exactly how I think
about it. I'm just.
Looking at like, like, like the thing across the board.
So His Majesty the Worm is 400 pages.
It's 60 bucks. It's about $0.15 a page,
hardback, 100 LB hundred page book.
Like we're here with public access, a little bit over 100
pages. It's about $0.30 a page and then
for like 30 to 50 pages, usually about $0.50 a page.
So like the fact that it's almost double that.
Just such a shit talker on stream just now and I really
pulled it in. I'm glad you did.
Anyway. I think it will sell.
It obviously all sold out. I do think $25 for a 34 page
scene is just a little bit pricey.
But you know, it's a great game and we'll see.
We'll see how it goes, we'll see how it goes, but as far as like
value for for comparable scenes, so it's AII personally think
it's just a little bit high. And then we get 2 vibes.
The last bit vibes for me, Immaculate, adorable, fun
cannibalism. Like I don't know what else you
can say. That's what I that's what I was
going to say. So.
Yeah, yeah, it fucks. This game is incredible.
I I really, really, really love it.
And I do think that it is a great game on its own, but it's
an incredible palate cleanser anytime that you're like, in a
way that Cauldron kind of is for me with some stuff like Cauldron
has a little bit of like a goofiness to it, which is really
enjoyable. And I'm saying this game is
goofy, but the thing about Cauldron, the goofiness is what
kind of, yeah, there's humor to it.
That's, that's a great way to say it.
And then with the candy cannibalism, it's like less
humor and more just like a cuteness to it, like a violent
cuteness to it, you know, like, I don't like, you ever see those
people? Cauldron Snack 28 hack.
Can you, can you take a wild guess on what's currently in
production right now and keep it to yourself?
What might be crossed over with Snack 28 coming out?
Yeah, like what I just said. No.
Oh, oh, oh, yeah, that's true. I do know that.
Yeah. Yeah.
Yeah, yeah. So that that there there might
be a hack coming out soon ish for for snack 28 that I'm very
very excited for. But the game fucks.
It's it's great. I love it.
And again, it's it's it's it's not goofy.
It is, it is a it is a nice palate cleanser.
It is again, it's a good game unto itself, but it is it is it
reminds me of like, do you ever see those people?
You ever see when people are just like, Oh my God, it's so
cute I just want to eat it like like that kind of thing.
That's what this game is That is this game is cuteness aggression
as a skirmish game. That's exactly what this is.
This is cuteness aggression, the skirmish game and I love it.
I think I think it's incredible and fiber I met fiber in person.
They are just an awesome, incredible person.
So there's someone that I'm extremely happy to support that
I was very happy to get all the STLS for whatever they put it
out, whatever the price of the Zine.
I'm going to keep buying everything that they do because
they're great. The game is great and it's
awesome. So that's, that's kind of that's
that's that's it. That's it.
Yeah, yeah, yeah. So what's it?
You can get Snack 28 at Sugar Dash Candy Dash Miniatures dot H
dot IO slash Snack 28. We'll make sure that link's
below. And then the other place you can
get it is a Ramshackle Miniatures.
I will make sure that link is below too.
If you are watching this and you don't see that link below, leave
a comment. Remind me to to drop that link.
And anytime I do an episode where I say I'm gonna put a link
below when I don't remind me. And while you're doing that, you
know, follow and subscribe and all that bullshit too.
Yeah. But that's kind of it.
And what do we have? Do we have anything coming up?
So, so a little bit of a difference with some stuff going
on here on the show. Obviously been sticking mostly
with with skirmish games. That's kind of where both of our
brains are at. I think that's where that's, I
know where this mine is at. Is that about where yours is?
Yeah. We just feel, I don't know it,
it's fun. Narrative Skirmish has just been
a really great, let's call it a palette cleanser too for us with
the with the space that we're we currently do on the show.
So I think our goal is to kind of maybe more do biweekly
episodes versus like the weekly episode we did before.
We're in between. We're playing the game that
we're going to be reviewing the following.
Games a lot more now which is great.
Which feels great. And again, we've talked about
this like we need the context of playing more because we've
played much less scrimmage games.
And I we've, we've played TTRBGS for well over a decade each.
So multiple decades of experience between us.
But I played not as many scrimmage games.
So playing them has been incredible.
Not only just to get more time to hang with my boy, but to
actually play games and to hobby.
We are talking about trying to get maybe like a model per game
painted up between each one too, which I think would be really
dope if we could do a biweekly episode where between we're
playing the game, maybe have a hobby session where we whip up a
model because we don't have to get crazy with it.
I painted a model at Fantasy Fest.
We had an hour to like weather and paint a model.
I weathered and painted a dope fucking looking model in like an
hour just by like having some time set to it so we could
easily just whip something up real quick for each game.
So, and I'm gonna try to turn the weeklyscore.com into like
actually like a website, not just a forward.
And maybe we'll start posting our notes and the the actual
play of odds and pictures of the minis and stuff on there.
So we'll see, It won't be soon. Can't promise a time at all when
it might or might not happen, but we'll see.
And in between I've been doing a ton of interviews and stuff like
that. So you'll get more than that.
But I would like to in 2026, be a little bit more consistent
about possibly doing episodes every other week with a release
date every other Tuesday and have some consistency with the
show. So we'll see with that.
But you know, let us know how you feel.
Let us know what's going on and and that's about it.
You got anything, buddy? Do we want to talk about what
we're doing next or Nah, Nah, Nah, you'll see when you.
Want know your next move man? That's right.
Bye. Bye.