An Update in the Right Direction

Hi Everyone,

For those of you who’ve read the Fairytale Games: Battle Royale update just posted (about 10 minutes ago), you’ll find a items in this update that are the same. But, please note that we have added new topics and removed irrelevant topics to make this update tailored specifically for this campaign.

To be honest, I don’t even know how to begin this update. There are so many questions that need answered and concerns to address. But the end result I’m looking to accomplish today, is not to write a few magical paragraphs of what you want to hear, rather a recap of what’s happened since GenCon, a factual and current status of the Fairytale Games: Battle Royale project, and a very realistic solution to deliverables and issues we’ve been having/had. What I do not want to do is to come across as trying to excuse myself or the team for our mistakes. Every intention is to move forward with you all to a more productive and organized set of goals.

Now for those of you who are here just for the stats, please scroll down to the section titled “Production Timetable”. This is my sincere public disclaimer because I do not want to alienate anyone who has no time to “read a book”.

Because of the communication situation (or lack of) that we have caused, I want this update to be candid and honest, which is going to be a moderate read. The following is a table of contacts for a quick reference point in case there are certain areas you’re interested in reading now, and some you want to skim over until later.

This update is a compilation of several questions that have come up in the comments, inboxes and our 12 other forms of contact.

TABLE OF CONTENTS (Really!)

  • I. Our Candid Story
  • II. The Problems
  •     a. Internal Issues
  •     b. E-mail Blunders
  •     c. My Own Self Discoveries
  • III. The Solutions a. Professional Guidance b. Individual Roles
  • IV. Product Timetable
  •     a. Deliverables
  •     b. Video Content
  • V. Moving Forward in Production
  •     a. Rulebook
  •     b. Demo Kit Remastered
  • VI. Shipment VII. Rumor Mill
  • VIII. Refunds
  • IX. Other Popular Topics
  •     a. GenCon Raffle Winner Questions
  •     b. Battle Royale Campaign Disclaimer
  •     c. Pledge Manager
  •     d. What happened to Box Set 9
  •     e. Box Set Names
  •     f. Backer Survey
  •     g. Exclusives
  • X. Finally Some Fun Stuff

THE SUMMARY

Though I’m going to attempt to discuss in depth various topics, I’d like to also give you a quick bullet point list of the main items:

  • To rectify our communication and production problems, ALL team members have quit their current jobs last week and are working full time with Artistic Justice Games. This is great because now replies, updates and responsibilities are delegated evenly within the company. Meaning, quick response rates!
  • Address Changes: For any new address changes, please contact Noelia at E-mail: noelia@artisticjustice.com (Subject Line “Address Change”)
  • Refund Requests: Melissa will reply to refunds and will address these requests case by case. Please e-mail Melissa@artisticjustice.com (Subject Line “Refund Request”).
  • Timeline & Deliverables: See Google Doc http://bit.ly/FTG_Schedule
  • Demo Kit reworked starting Oct. 20th and finished before November 19th.
  • New Videos and PDF of rules begin filming/revising starting Oct. 20th and finished before November 19th.

Of course this only covers a portion of the topics here, but this might be everything you need. For the full story, read on!

OUR CANDID STORY

We were in over our heads. Not by the amount of projects, but because of our inexperience overall. To be honest, we entered the Battle Royale campaign ready to produce a game, a small startup flagship game for our new company. What evolved, was an entire Fairytale Games Universe with so many moving parts that we had yet to fully understand. I was overconfident being fueled by excitement that I didn’t begin to comprehend just how much work would go into every facet of this project. And that was just one of the problems.

To give you some insight, we were and are not a huge company. We began our gaming company with 6 people. It wasn’t even a full-fledged company at the time, rather 6 friends who wanted to create a Martial Arts game together. But because business and financial obligations got in the way of creativity and dedication, we disbanded. Not wanting the dream to die, I bought the rights to the Martial Arts Game and since became the sole owner of Artistic Justice Games.

But before that pivotal point, I was starting to build Artistic Justice Games and hired on 4 others who would help with all current and future projects (this was during the Battle Royale Campaign.) The 4 team members that came on board were knowledgeable in various things, but none of us had the deep understanding of the tabletop/boardgame industry as we should have had. Heck, we barely understood Kickstarter! But, we had an office nevertheless and together, we felt we could do it.

I think during the Battle Royale campaign, we learned the most. We learned about connecting with backers and listening. Communication was on the up and up because all of us were working around the clock in shifts, to make sure questions were addressed and answered. We saw the camaraderie and passion many of you had for the game that it motivated us to really pump up the campaign to make everyone happy. We decided with whatever extra funds I had to start Artistic Justice Games, we would use that as cushion to allow us to take a huge loss to create something more than a fanbase, but a culture as well. That’s what we wanted… a community of excited friends and family who shared a love for games and the universes we created.

When Battle Royale ended and the dust settled, things hadn’t sunk in yet. We honestly thought we would cap the campaign at $40k and have about 6 items to produce, not 16. Never had we envisioned that we would surpass all of our remaining stretch goals in 3 days… $90k raised in a few hours on the last day, rewarding all backers with minis! In fact, we were all on cloud 9 based on all the support we had. It was HUGE! Not because of the monetary side, rather the feeling that we were united with 1,300+ people. What we should have been thinking at the time was let’s start scheduling artists and figure out our timeline ASAP.

Because of the suggestions of 100+ backers, we decided to run a follow-up campaign to add more minis in the game. We did this because of two reasons. One, we were still shopping around for the best sculptors/manufactures for our initial Sacred 40 minis, and having more minis to offer a production company would be more attractive for a working relationship. And two, we were also still extremely pumped with excitement from the first campaign, that we wanted to do the fanfare by expanding the minis you could play in our newly unlocked core editions of the game. This was also a great way for us to expand on the stories of our universes!

During the few months before the minis campaign, we met the great people at Greenbrier Games and were introduced to their team of experienced sculptors. There was a perfect synergy between companies as they had the same spirit and ideals we had, and they knew their minis. Needless to say, the minis campaign was a success with all of your help and theirs, paving the way for a tremendous Kickstarter experience once again.

After a week of rest when the minis campaign concluded, we realized something. We had to produce 4 years worth of game releases and 109 miniature figures in one year. Optimistic, we felt that if we worked hard enough, we could do it. At that point, we should have taken a step back and spoke to you all about how we felt. Instead, we didn’t want you all to worry and we had a lot of confident in our turnaround ability. I mean, 3,000+ cards? Pfftt… easy! And of course, the problems started to grow from there.

THE PROBLEMS

Internal Issues: It should have hit home in the very beginning when 5 of my Martial Arts friends disbanded during the Battle Royale campaign, leaving me to figure out what to do with protecting and producing the Martial Arts Card Game. Since then, we’ve had a few issues that hurt us from the inside that you should be aware of.

We added and lost 3 members of our team during this year and a half in addition to the martial art buddies.

The first member handled our accounts. A swift kick in our butts was that we realized that the sole person we felt could handle our vendor accounts and expenses did a poor job recording everything and after leaving, left us with a month of a calculation mess to sort through. Some artists were waiting for pay, while others were overpaid. There were some vendors given deposits for proofs and other items, while others were not starting on anything because they weren’t given their balance. A lot of hold ups with production were unknown because I was not only trusting, but also dependent on him dedicating himself to the company.

The second member was Alex, a different Alex. This was utter confusion among backers and ourselves as several upset backers said I had personally promised different things or were handling issues immediately. Unfortunately, I had no idea what these things were as other team members who got repeated notes misunderstood it to be me as well or were at the most, confused as to who knew what. The main reason this was an issue was that we had our first MAJOR communication breakdown. There were over 200+ Kickstarter messages and emails that were never answered, several were repeated e-mails that were from backers increasingly more concerned over issues that we never replied to. Once Alex was let go, the rest of us had to dig through everything, to make sure responses were getting returned. I know a lot still slipped through the cracks and I sincerely apologize for that. It was an utter nightmare.

The third member was Vicktoria who became the charge of our graphic design layouts and art direction. She actually passed away in an unfortunate car accident. A drunk driver hit her when she was traveling between her home to meet us in Houston. This guilt has been plaguing the office and myself (we named the Dragon Tides character after her if you were wondering). Since Viktoria’s passing, I had taken up the role of graphic design and layouts for everything. Because of serious trust issues after all of these events, I couldn’t get myself to hire anyone new and though I knew I was past my limits, I still continued to horde these assignments to get them done and to keep track of them. This is not how to project manage or run a company.

E-mail Blunders: What’s the worse thing you can do to a deep cut? Cover the wound without treating it. What we ended up doing, was scrambling to trying to get out of this communication mess by adding more ways for people to contact us, inevitably, making things much worse than it was. We ended up with 17 ways for you to contact us by; e-mails, website, facebook, different campaign comment threads, individual update threads, kickstarter inbox, the list goes on. All our messages were scattered so broad that e-mails were lost to no surprise and things were not getting done. (Ironically, this will be one of our solutions in the Solution section.)

My Own Self Discoveries: I’m a nice guy. I’m not just saying that to be cheeky, rather that is also my biggest flaw. In all positive intentions, I want everyone to be happy and hate conflict if it isn’t necessary. So why is this important? During the campaign I was so excited about the involvement with backers and the growing number of fans, that I opened the flood gates to endless possibilities. This hurt the company by over-burdening our production and left a lot of gameplay mechanical issues because of wanting to incorporate EVERYTHING that people were excited about. Worse off, I didn’t think to realistically calculate the time involved to make things happen while the campaign was in motion.

Secondly, because I take it personally to make people happy, I try to force compromises upon myself, alienating everyone by accident. For example, because of the recent decline in updates, many of you voiced your opinions about wanting to hear something, even if it’s to say we’re alive and working. When I did that, another group were upset that they didn’t want garbage updates, but just hard facts or don’t bother at all. Because of that, I made the wrong choice and started hording information to give huge updates when enough information was available. This led to information not being frequent enough and sounding too pliable versus useful. I was getting hit on both sides, making everyone unhappy. I took it personally and ended up in a rut about it. It made me afraid to even post a comment, because of fears that either side of the coin would be upset and post a lot of negativity.

Another example would be the information spread between both campaigns. There was a time where I consolidated both campaign information and posted to both campaigns. Several backers from both projects hated that and brought it to my attention in the threads, emails, and on different forums. Looking to change, I decided not to add the other campaign information and was later scolded for hiding information. I tried to change my methods again and add links, which seemed to work until a few backers demanded that the Battle Royale campaign should not be about minis (Even the Sacred40). But I didn’t agree with that and instead, put a disclaimer at the bottom of the page, that said… if you don’t want to hear about the minis in the Battle Royale campaign, don’t read further. Those who didn’t read the disclaimer sent me very angry messages about still including minis in the updates.

None of this is your fault. It is because of my personality flaw that I now realize that I just can’t make everyone happy. And that’s a good thing. Instead of being wishy-washy and trying to please everyone at the same time, I need to focus on the campaign deliverables, production and setting strong standards internally with Artistic Justice Games and how we handle communication as a whole.

For the duration of the past year, I was out with pneumonia/bronchitis for a month and had a few personal losses. I want to apologize for bringing them up to you all during those time because I know they sounded like excuses. I thought that I was being open, giving you an insight of what was wrong, but I didn’t realize that to those who wanted solid production schedules, it sounded like I was asking for sympathy. This was never the intent and I feel bad for bringing it up during that time.

Another really shameful thing that I’ve been doing is promising the world when backed against the wall. Whether it’s a defense mechanism or just plain stupidity, I now wholeheartedly admit that this does not solve any problems, rather makes the kettle a lot hotter. It’ll take some time, but please note that I understand this and will only make realistically deliverable and scheduled promises, versus a “let’s all be happy” kind of promise. If I can’t do something, I will tell you. If something takes longer or isn’t part of my immediate schedule, I’ll tell you. I don’t want to continue having people I care about believe that I’m stringing them along on purpose. So let me work on being more open to you all and more honest with myself at what we can and cannot do at times.

And finally, I realize now that I cannot juggle so many things at one time. I WILL implode, as you have seen with the campaign management. I did so because the rest of the team, like most indie companies have full time or part time jobs to facilitate their paychecks and insurance. About the beginning of the year, I couldn’t afford a hired staff and they were all willing to work based on just wanting our company and projects to succeed. But, I had to understand that they were not readily available at the normal hours and could only help at late night. Trying to be every role in the company when you’re not a master of each of them is not the way to work. I proved that to myself by letting you all down at different points this year. I do not have a full time job, but my livelihood is based on freelance design projects I can get. I let the stress from that plus taking on every responsibility at one time crush me. Finally, after finally taking the team aside to meet about this deterioration, we came up with some positive solutions!

THE SOLUTIONS

Wait, before you start, I heard this update was supposed to be last week… What gives?

I had been busy working on freelance graphic design project to help offset the costs of several refunds that had been processed since none of the funds towards the production of Battle Royale can be touched.

But this isn’t the big news.

As we said, we are an even smaller independent company with only 5 people now. But because our team has seen this disorganized mess internally get worse and worse, this last week they all quit their full time jobs to join Artistic Justice Games FULL TIME in order to dedicate 100% to all of you and to relieve a lot of burden and responsibilities I was trying to juggle. Now this wasn’t a spur of the moment thing… they had discussed with their families and friends and decided about a month ago, bringing it to my attention. I did not want to say anything until it happened or else I’d be promising empty again. But this last week, I along with the team tied off loose ends to help transition them back into the company.

So… what does all this mean to you? Quick communication feedback and replies. No more “fairytale time” and completely efficient work schedules. As well, we now have a setup and new structure that we’re going to adhere to.

We have professional guidance… finally! 

As I mentioned, during GenCon I met a lot of great publishers who were experienced and had walked the same path as I am doing now. A lot of the advice they gave me was to guide our team to a more productive workflow. I don’t know if you ever heard of a project managing methodology called KanBan, but this is AMAZING. It’s very easy to use, completely idiot proof (yes, I need this), and has already been integrated to our production as of last week.

What this entails is a very visual way to manage our deliverables, making sure one person does not juggle an unrealistic group of responsibilities and delegating fit roles with their respective worker. This is a way where we can see the timeline of what has been done, what needs to be done, and in the priority of what should be done. Structure; organization; and efficiency. This is what we have been lacking that the new KanBan process will help us make sense of.

In addition, our new collaborators and friends have been very open to us and will guide us with questions on everything from vendors, manufacturing, timelines, layouts, distribution, conventions, tournament play, gameplay, playtesting, and the industry as a whole. We are not alone now and are extremely happy about this!

Individual Roles of Artistic Justice Games 

As mentioned in our Problems section, one of the biggest flaws in our entire internal process has been the distribution of responsibilities. Now that we have a full team working here, we’ve restructured our communication and responsibilities as such.

Alexander: My new role is to oversee the company as a whole. That means, making sure that we are hitting deadlines and making decisions that affect the growth of the company as a whole. I’ll still be in and out of the comments, but will leave more of the communication to the team that will specifically handle this. For any Company Wide questions (collaborations, gameplay questions, product availability, inventory or concerns) please e-mail: Alex@artisticjusticegames.com 

Belle: She is now responsible for everything Create A Card Related (Backer Cheesecake, Tarot, Game Cards, Miniatures). When we get to shipping and fulfillment, she will be the person to contact. But as of right now, ONLY contact her for card creations (with the subject line “Create A Card” and what kind of card it is). Her e-mail is: Belle@artisticjustice.com 

Melissa: She is the marketing person, but for the time being, she will handle everything Refund Related. Please e-mail her for any requests at: Melissa@artisticjustice.com (Please subject line with “Refund Request”) Noelia: For now, her sole responsibility will handle Address Changes. If you have an update, please e-mail her at: Noelia@artisticjustice.com (Please subject line with “Address Change”)

Jack: He is the project manager to Dragon Tides and will ONLY be working on that project to ensure that those responsibilities are separate from anything in FTG Universe. (No e-mail provided at this time)

With the exception of Jack….. Belle, Melissa, and Noelia will be frequenting Kickstarter comment and update threads along with the KS inbox. I know this is frustrating given that I’ve had you all send e-mails to so many different accounts before, BUT now that we have dedicated people answering and looking out for e-mails, this is the best way moving forward. This will allow us to help your much quicker… realtime. So please disregard all other e-mails as we will disable them soon.

IMPORTANT! To keep things organized, do not use the Kickstarter inbox as your first point of communication as we are less likely to view it in a timely manner. Instead, per your questions, please contact the correct e-mail above. And to help us, please, please, please do not send an e-mail and copy all of us. We do not want to have stacks of misplaced e-mails since it will prevent us from getting to you quickly.

PRODUCTION TIMETABLE

Deliverables: We have the Google Doc available. Please keep in mind that this is a work in progress and will be updated actively. You can see the Battle Royale, Minis Campaign, and the Artistic Justice Games internal deliverable schedules. In the next few days, we’ll flesh it out more with the card count list of the other games as well.

http://bit.ly/FTG_Schedule

I know there will be a lot of discussion about this, but at the very least, I want this to be as realistic and honest as possible for you all. If you’re able to read the rest of this update (maybe not at one sitting), please feel free to ask us any questions or allow us to address any concerns.

Video Content: We now have a set schedule for filming everything. This is also located on the Google Docs on the last tab (FTG_Internal_Backer_Deliverables). Anything we do in-house to supplement our games and needs will be listed here. Separate from the Battle Royale campaign, we have a few videos we are planning this year for this campaign. For a quick reference:

  • 1. Our Minis: Quality, Features, etc > November 13th filming > Before Nov 19th finish
  • 2. Super Fairytale Fighters 2 > November 13th filming > Before Nov 19th finish
  • 3. Fairytale Lores > December 1st filming > December 8th finish
  • 4. Trinity Ball > December 15th filming > Dec 22nd finish

MOVING FORWARD IN PRODUCTION

Demo Kit Remastered: 

So what happened to the Demo Kit promised? I can honestly say it didn’t work. Because the game was made to play out as an entire game, have a quarter of the game did not work playability wise and I was nuts to think that was a good solution previously. This was super frustrating and during the rush to GenCon, I had no solution. But, during GenCon, we playtested Fairytale Games: Battle Royale using the Easy Mode gameplay. There were three issues at the time… the game masters had different understandings of the easy mode rules, the stats on the card were from the initial alpha prototype so the ratio of ability/quest/trait costs to activation was all over the place, and the MOST IMPORTANT thing was…. Because we didn’t focus much on Easy Mode (since the game was playtested by advanced mode), it was broken and played like an after thought at times. Feedback was very informative and we realized something…. Let’s scrap Easy Mode all together! Doing so did a number of positive things. One of which, was it made a Demo Kit possible. So what we’re doing now graphically changing the layout for all the Battle Cards so and Character Boards so that they reflect these changes. We will have this done by next week so we can begin filming.

We will begin working on revising this October 20th with the goal to have this available and posted before BGGcon on November 19th.

The Official Rulebook:

After we make the necessary edits, removing any mention or visuals of Easy Mode ever existing, we will post this up. Plus, we will need to remove all of the names of people who are refunded from the “credits” section of the book. We will begin working on this October 20th with the goal to have this up and posted before BGGcon on November 19th. This will help you play the demo kit if we can coordinate this correctly.

SHIPMENT

Right now, we are deciding how to handle this since we have a combination of Battle Royale offerings as well as the Minis Campaign items. We’ll bee coordinating with Greenbrier Games next week to figure out a solution to this, based on the projected factory shipment dates (meaning when they’ll ship to our warehouse). I’ll keep you updated on this one as soon as I know more.

THE RUMOR MILL

There have been a few things we’ve seen in comment threads that have gotten information jumbled up or needs to be demystified. Let’s take care of those issues here.

Are you putting Dragon Tides ahead of Fairytales in Production? No. The Fairytale Games team is not in charge of anything Dragon Tides related. Jack and his team will be working with the manufacture, art, and production end separate from our own schedule. That doesn’t mean there won’t be a chance it comes out ahead of our schedule. But, since the Fairytale Games team is now fully dedicated to the production schedule, they will be doing everything they can to make deadlines to expedite the projects. When dealing with our vendors, our different teams will be working with them on separate occasions so they do not interfere or have to wait for each other.

But I heard that Dragon Tides will be your “Debut” game at Dragon Tides? Yes, the goal is to have Dragon Tides as ONE OF THE debut games for Artistic Justice Games. By GenCon of next year, we intend to have a lot of the Fairytale Games items complete and of course, Martial Arts: The Card Game to coincide with Dragon Tides’s retail launch. This is more or less the debut of our company, rather than just a couple of games.

Is this campaign a “Grab and Go” where there’s no product”? Uhhh…. No. As a few backers mentioned, if this was, it would be a very elaborate and expensive one. If there are questions of work that has been done, please refer those to our websites: www.artisticjusticegames.com and www.thefairytalegames.com as those are great resources.

REFUNDS

Ok, if you’ve read the paragraph above, we now have a dedicated team member working on just refunds. That means, you will get responses much more quickly if you send a request that way. Please keep in mind that refunds are determined by a case by case basis and though we are able to approve a full refund, this will be minus the 10% that Kickstarter/Amazon has taken and is unrecoverable to us.

To be honest, all of our resources for this campaign is tied up into production. That is 100% of all funding money as well as about $140k of our own. We have to put a cap on when we can stop considering requests or it will bleed us dry before we can print everything. We’ve already knowingly gone over budget, but for every refund request, I will have to personally take on graphic design freelance jobs to recover this extra money outside of our funding. So keep in mind that I am but one person and a refund’s quickness is also determined by when I can complete projects on the side.

This said, it is to our every intention to issue you a refund if your request is reasonable. The deadline for refunds for the Fairytale Games: Battle Royale campaign will be by November 1st, 2014. Once again, please e-mail: Melissa@artisticjustice.com with the subject line “Refund Request”.

OTHER POPULAR TOPICS

I’m a Gencon Raffle Winner but haven’t received my prize! We received a few messages about this and visited our local FedEx office to find out what happened. None of our tracking numbers were registering and we didn’t know why. Apparently, if you hadn’t received your package, it’s because you are an international winner. Why is that? Because FedEx here is super incompetent and lives to make my life miserable. So what we found with their manager, is a box of international packages that were not shipped out. They were just sitting there in a loading box UNDER THEIR FRICKN’ SHELVES!!! So anyway, we got things straightened out. On Monday (or Tuesday), I will be resending out these packages, this time with the quickest possible method of shipping…. compliments of FedEx. When they give me the tracking number, I’ll check while I’m there and will also send the winners an email with this confirmation. I am terribly sorry for this inconvenience but at the very least, we figured it out and there was a simple solution. After, we are NEVER going to that location again.

For US winners, you should have all received your packages as those tracking numbers worked. If for some reason you did not, please contact me at: alex@artisticjusticegames.com since this will be my responsibility. When you all do receive your winnings and have a chance, could some of you post some photos online so other backers can share the experience with you? That would be very awesome!

Fairytale Games: Battle Royale Campaign Disclaimer For all intents and purposes, anything related to the Battle Royale Campaign, Backer Creations, as well as any of the card or book related materials not newly introduced in this campaign, will only be posted there. Sacred40 information will still be on this update thread.

We’re going to keep this thread as clean to this campaign as possible, although I hope you understand that we also reserve the right to sub-spotlight anything of importance from our company or our collaborators at the VERY BOTTOM of our updates with a disclaimer before the content (like what we have been doing the last few updates). If you do not want to read about items past the disclaimer, it’s ok since there will not be any Battle Royale information past that point.

What is going on with the Pledge Manager? I still have questions! Now that we have people dedicated to facilitating questions and concerns (finally), you can send all Pledge Manager related questions to: pm@artisticjustice.com and Melissa will help you with any issues you have. She will work with Greenbrier Games on issues that are more technical in order to make sure you’ve been taken care of. Remember, address changes need to go to noelia@artisticjustice.com with the subject line “Address Change”.

What ever happened to Box Set 9? In case you missed the news, we completed Box Set 9 and for Big Bad Wolf and above, you will receive the complete box of: Sir Mordred, Briar Rose, Spartacus, Slit Mouth Woman, Baba Yaga, Lilith, and Knight

What are the names of these boxed sets? In order, they are: Origin, The Arc, Retribution, Fallen, Shade, Pendulum, Broken, Madness, and Expanded. To find out which minis are in what set, please review the Google Doc on the Minis Campaign tab: http://bit.ly/FTG_Schedule

Did we send out backer surveys for THIS campaign? No we didn’t. The reason being is that we are using the Pledge Manger to act as an extension of your Kicktarter account and a consolidated place where we can host your shipping and pledge information. We won’t be sending out backer surveys through Kickstarter for this campaign.

What do “Exclusives” mean? What we’ve learned from this campaign is that the term Exclusive means a lot of different things to each of us. What we didn’t do was to initially determine and state what it was, causing us about $20k in extra costs with the Sacred40 minis that we are producing in a true exclusive color. To define what Exclusive means to us now and moving forward, it will mean that we will print a very low run of that item (the minimum our manufacture will allow us to). Whatever overage we have, we will only make available Exclusives will never hit retail directly through us. Once those overages in our inventory are gone, that’s it. We will never reprint them again. If there is a demand for an exclusive gameplay item, the most we will do is print it a variant of it with different artwork, colors, layout or poses (depending on what it is).

Also, per this campaign transitioning into the Minis Campaign, thank you all once again for working with us through the “exclusivity” blunders and allowing for some items to be available to the minis campaign ☺

FINALLY SOME FUN STUFF!

So as you saw on our Google Doc, we just got in our Vac Trays and Boxes for the Sacred40 Minis today! We went through several iterations on the box design to get the window large enough to show the minis. As well, each box has the specific minis that belong to it, which differs from our initial proofs. Check them out here!

Did you see the bottom? It’s a bit of a teaser, but we have Jabberwock, Slenderman and the first 2 box set manufacture proofs in! VERY exciting ☺

With this, I sincerely want to reiterate our intentions to improve how we represent ourselves as a company and as individuals. We are all not completely dedicated to Artistic Justice Games and you all so within time, I am confident you will see a difference.

We are all very fortunate and happy to have you a part of our games universes and will strive to bring back the excitement and positive energy that was once the foundation of our campaigns and friendship.

Sincerely,

Alexander and the Artistic Justice Games Team

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