You may not look through the discards unless you play a card that allows you to! When a deck runs out, reshuffle its discards. Card Management Keep separate face-up discard piles for the two decks. Deal four cards from each deck to each player. Divide the cards into the Door deck and the Treasure deck. You will need 10 tokens ( coins, poker chips, whatever – or any gadget that counts to 10 ) for each player. without all that messy roleplaying! This game includes 168 cards, one six-sided die, and these rules. That was a pet project for our team and we invested only 2 months into the apps’ development in total but had beaten our competitors with zero investment into marketing.Munchkin brings you the essence of the dungeon- crawling experience. Check out the opensource code for Android & IOS on GitHub. ResultsĪs a result, we had the applications for the Munchkin card game published on Google Play and Appstore. In addition, we migrated the code to RxJava 2. We also improved our Android app, fixed bugs, and moved the code from SQLBrite (the library for performing database operations with RxJava) to Room which is a part of Android Architecture Components. The library Swinject – for dependency injection – helped to move to code from Kotlin to Swift. We used RxSwift, MagicalRecord for data persistence, and Charts for analytics which is a part of MPAndroidChart for iOS. In spring 2017 we started building an iOS app on Swift. We removed the name and artworks that violated the rules and restored the Android app. But they declined all our offers and we had nothing to do with that from the legal perspective. Moreover, we offered them to move the app to their trademark and support for free. Steve Jackson games own the Munchkin trademark, so they complained and our app had been suspended by Google Play. We had more users and higher ratings, so they started losing their revenue. We described this experience in more detail on our blog: how we got 4.4 stars on Google Play for $0 spent on marketing.Īt the end of 2016, we had beaten an official paid app made by Steve Jackson Games. We had 20 000 – 25 000 active users and more than 50 000 downloads. The number of our users was growing by 400-500 every week. As a result, we had our app translated into 7 languages: English, German, Dutch, French, Italian, Russian, Spanish. The fact that we published the app to GitHub started bringing some benefits: Munchkin fans were making pull requests with translations to different languages and minor code improvements. As a result, we reduced the code by 30-40%. As the reactive programming paradigm became so popular among mobile developers, we decided to move the app to RxJava and Kotlin. In parallel, we were running some technical experiments with the codebase. In addition, we added the possibility to delete and change the order of players as per users’ requests. To implement this feature we used MPAndroidChart. We listened to them and added in-game analytics: graphs with turns history and players’ stats. Our first users, who have already loved the app, made us some suggestions on how to make it better. The first version of the app had 2 screens and was successfully published to Google Play in just 2 weeks!Īfter we published the app, we noticed a rapid growth in users (80-120 users a week). This architecture allowed us to build the app quickly with minimal supporting efforts.įor the first version, we decided to build a minimal set of features like an ability to add players, start a game, change levels and strength of players every turn. We decided to build an application with the use of pattern proposed by Android developer and Kotlin-lover, Antonio Leiva, who demonstrated how to build an application in the Model–View–Presenter (MVP) architecture in his blog post. Moreover, the official application cost $5, so our idea to build a modern tool for free looked pretty competitive. Almost all apps were outdated (even the official one), had few installs and were not supported well enough. The first thing we did was market analysis. That was a pet project, so we didn’t have any intention to earn on that application, but considered it as a serious experiment. Just for fun, we decided to build a tool that resolves our struggles with Munchkin. We realized that we had a 1-month gap between our projects and a strong desire to build something on Android trying out new libraries and design patterns. As the absolute majority of Munchkin players, we used to use a piece of paper and pencil for that purpose, which wasn’t convenient at all. We really enjoy playing this hilarious card game, but it requires players to track their levels and strengths somehow. Munchkin is among the most favorite games of our team. At datarockets, we have a very old tradition – playing board games.
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