Folks, Roll 4 MORE Rum is now LIVE on Gamefound!

You already know how excited I am about this one from my Print Day issue, where I talked about finally getting the game on my table after “visually” playing Roll 4 Rum for ages. And I have more to share with you people!

I recently had a lovely chat with Florian Fiedler, the mind behind Roll 4 MORE Rum, to learn how this pirate roll-and-write came to life, how the first edition grew through its year-long adventure, and what this new edition has to offer.

So, let’s get to know the story behind Florian’s 5th PnP to date, in my 9th Behind the Scenes issue!

P.S. The rum’s all gone, because it’s all in Roll 4 MORE Rum!

Florian Fiedler:

About 18 months ago, I launched my very first Print & Play campaign: Roll4Rum. The initial concept was straightforward; a classic roll-and-write where you roll three dice, take actions, and add variations to those actions. That simple idea birthed the first three maps.

Inspired by year-long content campaigns, I wanted to make the project a living experience. We ran monthly polls, and the community’s response was incredible. Together, we explored and added a ton of new mechanics over the year: set collection, coded hidden map exploration, dice crawling, push-your-luck, and even tower defense. The game grew significantly with add-ons like the Fate & Glory Decks and AI automas. However, this growth created a slight issue. I gave away the original map, "The Maelstrom," for free. While it’s a nice map, playing it without the expansions felt a bit plain, which unfortunately led to some mediocre ratings on BGG.

Visually, the game also showed its age. Back then, I relied entirely on icons to avoid using AI for graphics. Over the past year, as my personal style in board game graphic design has evolved, I knew I could do better.

Driven by nostalgia for my first PnP and a clear vision of how I would design it today, I decided to give it a massive overhaul. This time, all the bonus content, plus new pirate captains and special crew members, is included right from the start to give the game the fresh, solid foundation it deserves.

The visual upgrade truly took shape when I met Allefer Souza while working on a project for Badgers from Mars (Regicide). Allefer is an incredibly skilled artist who recently entered the board game space and has his own PnP ambitions. His art style perfectly captured the mature yet widely appealing look I envisioned.

And so, Roll4MoreRum was born: a streamlined, upgraded, and beautifully illustrated new version of the game.

For this campaign, we are kicking things off with a new core map, "Maelstrom Bay," paying homage to our roots and the original ever-growing whirlpool menace. Everyone who backs is all-in from the start; a single 6€ pledge gets you everything the game has to offer, starting with at least three maps.

Right from Day 1, the community will vote on the themes and mechanics for the additional maps, drawing on ideas from the Year-Long Adventure and beyond. Through stretch goals, I’m also planning to add more maps and a solo mission matrix, similar to the one created for VoidRoll.

The community engagement during the Essence campaign was absolutely stunning, and I’m hoping to see that same incredible energy this time around, even if it isn't a dungeon crawler! I can’t wait to see everyone in the polls during launch week to help shape this definitive new edition.

The campaign is only running for 8 days, so click here to check out Roll 4 MORE Rum on Gamefound before the rum runs dry.

- Tas.

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