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The October Update

Goodbye October! 

Time flies when you are having fun and what a fun month it has been for us! 

You might have already seen if you follow Kingless on Twitter/Facebook – But we received the first-ever pre-production model of Kingless at the start of the month (Actually, it missed the September update by a matter of days!). We are delighted to be able to share a couple of quick snaps of the externals of the box!

Unlike digital games, we can’t send out a day 1 patch to fix any bugs or typos, so we have been vigorously checking, checking and checking again to make sure we have not missed anything! This PPC has been put through its paces! 

We are currently in the process of taking some professional photos of the box and cards. As with everything we do, we want to make sure it is of the highest quality possible. Can’t wait to share these with you all very soon!


We mentioned in the September update that we were joining the Neon City Daily team on their Developer Spotlight podcast. That’s now live and you can check it out on your podcast player of choice.

Push the button!

We saved the best until the middle – A few days ago (the 23rd to be precise) – We pushed the big red button and manufacturing of Kingless has officially begun! 

We don’t have any further details on timelines just yet, but as soon as we do we will share these with you.


With manufacturing underway, we now have solid details on dimensions, weights etc. With this intel, we can start preparing our shipping surveys. We are using Backerkit to assist with this process, so it should be nice and simple for everyone to get their details locked in. 

Expect these to be hitting your inboxes within the next couple of weeks. We will make a separate post on Kickstarter announcing when they go out. Just wanted to give you all a little heads up.

Flavours of Sebastian

Last month you had the pleasure of diving into the playlist of Nathan. This month it’s all about me! 

Dust off that Spotify account and indulge in a menagerie of tracks that tickle my synapses. Don’t judge!


Have we mentioned Discord before? It’s a great place to hang out and keep in touch with the Two19 team. Backers get their own special role (Just ask Blosy, he will help you out), with access to a private lounge.

We were also now Verified by Discord, so that’s pretty exciting! ✅

Well, that’s all folks! 

We will see you all next month for another juicy round-up, but until then, keep safe and stop by and say hi 👋 on the socials

Alex, Nathan and Sebastian.

Sebastian Roberts
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The September Update

Hello again everyone! 

It might look like a short update this month, but wow is it an exciting one!

Kicking off with Something a little different

A few days ago, we sat down with Josh, Nick and Dave from Neon City Daily to talk about Kingless on their Dev Spotlight podcast. If you have not heard of Neon City Daily, check them out! They are a local (to us anyway) group doing some awesome work with their various podcast offerings. While they mainly focus on video games, they also have some board game devs on, like us!

The Episode will be going live on the 4th of October – You can check out the podcast over on their website or search Neon City Daily on your podcast player of choice.


Now for something even more exciting… Our pre-production model is on the way! 

That’s right, we have been hard at work getting all the files proofed and signed off. PandaGM has been amazing at helping us through the process. The team over there is absolutely fantastic and without doubt, we are in great hands. 

Right now, the first-ever, pre-production copy of Kingless landed in Australia and is making it’s way to the Two19 HQ. It should only be a matter of days before we get our hands on it now! 

This is a huge step in the development of Kingless. Once we have spent some time with the PPC, checking, checking and checking again, we will be moving into full-scale manufacturing. 

We will be teasing some photos of the PPC when we have it – so again, keep an eye on the social channels for a first look! But we will, of course, share a roundup in our next update with you all.

The Big Milkshake: The flavours of… Nathan!

Last month we shared our Neon Milkshake playlist with you. This month… we are sharing The Flavours of Nathan! A handcrafted mixtape of Nathans personal TOP 30 tracks! 

Get into the head of Two19’s Director of Games Design and play the songs that inspired Kingless! kinda…

Two19 Expedition Map

Back in August, we mentioned we were working on a public roadmap for Two19. Well, here it is! You can read the full announcement over on The Big Milkshake. But in short, The Expedition Map is an overview of everything going on at Two19. 

We wanted to provide a way for people to see what we were up to, whenever they wanted. Not only on the current status of Kingless but everything that is going on behind the scenes at Two19.

Join us again next month when we’ll return with even more exciting news. Who knows what’s going to happen between now and then!

Until next time… stay safe and join us on Discord! 👋 – As a backer, if you use the !backer command, you will gain access to the backer lounge channel and role.

See ya! 

Alex, Nathan & Sebastian.

Sebastian Roberts
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The Two19 Expedition Map

Back in our July Kickstarter update, we teased we were working on a public Roadmap for Two19. 

It took a little longer than expected, but I am pleased to announce the launch of the Two19 Expedition Map!

While we are committed to providing updates to our super awesome Kingless backers every month, we wanted to be able to provide an overview of everything that is going on at Two19

We are visual people at Two19 – While we love being able to provide detail in our monthly newsletters, we wanted to allow anyone the opportunity to check-in, any time, to see how we are progressing. Not only on Kingless but on all of our projects. Even some you’ve never heard of before! 

That’s why we built The Two19 Expedition Map. It’s a super easy to use, visual representation of our company roadmap. You can scroll around (both desktop and mobile) and zoom in on different areas. We have a little Star Guide at the bottom that should help you figure things out.  

We are and will be constantly updating the Expedition Map. Keep an eye on our twitter as we will share there when new changes are published. 

Sebastian Roberts
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Back to business

It is pretty cool being able to make games. There is something about seeing your creativity come together and produce something physical you can hold in your hands. All that hard work over the years adds up to something special. Two19 and Kingless, though, needed more than just creativity. We needed to find the tools and methods to pull it all together. 

The concept for Kingless was conceived by a text message. That’s how this all began. A  single text. You can’t really run a project by text though, so we started by documenting and noting down information in Apple Notes. It didn’t take us long to realize that we needed a more robust solution. All of us were working on this remotely, so we needed something we could access and use no matter where we each were. 

Before we could really get started, then, we needed to set up Two19 as a remote business and find the right tools. We started out by using our personal Google Drives and sharing files. The most obvious thing to use with this was GSuite, so we set up a GSuite account, using the Two19 company name, and moved everything onto that. Problem solved.

Well, not really. GSuite is great, but it’s missing some tools that were key to keeping us on track. The things is, working with a remote team, you need something that gets you organized, helps the workflow, and all those other buzzwords. We needed something to help us work together better. We started to explore options like Trello,, and Asana. We even toyed around with using Apple Reminders. We ended up with Trello. It seemed the best fit for us, and for what we were trying to achieve with Two19. 

Then we needed something to use as a chat tool, for quick communications. Like anyone, we already used various chat apps to communicate with each other; iMessage, Facebook Messenger, WhatsApp. What we really needed was something a little more powerful, and something that would be focused on work – without the distractions. The obvious solution seemed to be Slack. 

We tried with Slack, we really did. We persevered for weeks. We were building channels, hooking into Google Drive, setting up automation, but at the end of the day, it was just too much of a hassle. Moving in and out of Slack just to send messages took us away from what we were doing. It never really fitted. Communication is so important with a remote team, and Slack never really felt like the cornerstone we were looking for.   

All this lead to Discord. We were already using Discord quite frequently for voice chat so we decided to see what else it could do. In many ways Discord has a resemblance to Slack. I tried to see if I could replicate what we had already done in Slack, or at least as best I could. It actually worked quite well. There were a few things that were a bit hit and miss. Wikis are a bit harder to make and don’t get me started on integrations via webhooks. Thinking about it though, we didn’t really need all that. What we needed was clear communication. In that respect, Discord is great. 

We still use Discord today as our main quick communication tool. We meet daily via Discord voice chat and it works flawlessly. Now with the added benefit of screen-sharing and video chat in servers, it’s going great. It’s doing exactly what we wanted. 

Six months later, I finally discovered Basecamp. This is what we had really been looking for. It’s given us a totally new way of working. Basecamp has tied together a lot of the platforms we’ve been using. Now we have a more coherent place for communication, announcements, and file management. I’m really happy with it because Basecamp feels like a single home for all the work we are doing on Kingless. We have this one platform where we can all check and get updates from all the areas of work we are busy with. It’s helped tie everything, and everyone, together.  

So, it’s taken a while, but we seem to have the right tools, and the right set-up, to make Two19 and Kingless really work. Like any new project, there’s been a learning curve, but it’s all worthwhile when I get to see, and hold, the results.  

Sebastian Roberts
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The August Update

Do we have an exciting update for you this month! 

We have been blazing away packaging up the last remaining art assets. Rules, Boxes cards etc. If you follow us on Social Media, you might already know this, but! – I’m extremely excited to announce we are now well underway with our manufacturer (Panda Game Manufacturing). Contracts have been signed and all assets are currently being proofed by the prepress specialists. 

In a few weeks time, we should have our first full pre-production model, again, keep an eye on our social channels as we will be sure to post up some photos as soon as we have this in our hands. As always, we will share all the details in our next monthly update as well. 

We can’t share much more on timeframes just yet. As we get further down the process with Panda, we should have a much better idea. Hopefully, in our September update, this should be a little clearer.

Tabletop Simulator

Now for some exciting news on the Tabletop Sim scene. Given we are now gold on all the artwork, we have updated our Tabletop Sim build to reflect this. If you’d like to get in early and give Kingless a try, head on over to the steam workshop.


If you’re checking out Kingless on TTS, you will want to have a peek at the official rules. We have them built into the notepad within TTS, but if you would like to see the print version, you can download a PDF copy

Even if you’re not playing on Tabletop Sim, check them out! we are really pleased with how they came out!

Update on surveys

We have had a couple of questions come in regarding post Kickstarter surveys. Don’t worry, we’ve not forgotten. Once we have the pre-production model in hand, we will be able to gather some accurate weights to calculate shipping with. As we mentioned previously, we will have more accurate information down the track. More on this in next months update.

The Big Milkshake

Earlier in the month, we launched The Big Milkshake! – Stick with me here…

The Big Milkshake is a mixture of all of the flavours of Two19. It is the new home of our thoughts, release notes, game announcements, and advice. Everything from Game Design to our favourite chocolate bar.     

Everything you wanted to know about Two19, and a lot you probably didn’t, will all find its home on The Big Milkshake.      

We will continue to provide all updates on Kingless and the progress we are making via Kickstarter, to all of our backers. Nothing will change here.

We wanted to do something a little fun to tie in with the launch of TBM. We have put together our Neon Milkshake playlist on Spotify. It is a vibrant playlist of our best retro electric tunes from the 80s, 90s and now. 

Next month, we will be doing a dive into our own musical tastes with our individual mixtapes…


Lastly, If you didn’t know, we have a public discord community for Kingless. If Discord is more your social platform, hop in and say hi! You’ll often find us hanging out there. 

  And that’s a wrap! Another month down, and it’s been a busy one! 

  See you all in September! 

Sebastian Roberts
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Fire up the blenders!

Firstly, welcome to The Big Milkshake!

To make life easier, let’s call it TBM. 

Don’t worry, we haven’t thrown in the dishcloth, quit making games, and gone into the milkshake business! At least, not in the traditional sense… 

Instead, we’re stretching analogies. The Big Milkshake is a mixture of all of the flavours of Two19. This is it. This is the new home of our thoughts, release notes, game announcements, and advice. Everything from Game Design to our favourite chocolate bar, it’ll be here. Everything you wanted to know about Two19, and a lot you probably didn’t, will be on this site.

Two19 has only just begun. We’re just starting. We have lots of ideas in the works, and a lot of things to talk about. TBM is our new home for all these crazy thoughts. We’ll be posting as often as we can. 

It’s not just a blog for Two19. Yes, we will be sharing news and stories from Two19, but The Big Milkshake is about more than simply what we are doing. This is a place for us to talk about our learning and share our knowledge. We have learnt so much from launching our first Kickstarter, running our business during a global pandemic (which you might have noticed), and of course, making games. We’ve had a lot to think about. TBM is our creative outlet for these thoughts. This is where we share with you everything that’s going on in our world, our games, and our experiences in bringing them to life.

TBM is our new website for everything Two19 related, even if loosely. We want to entertain, and to inform. We also, humbly, hope to help others as we go along. This whole experience has been a massive challenge, with a lot of learning. Hopefully what we post here can help others learn from what we’ve done, and avoid our mistakes. We can’t promise you won’t make a lot of new mistakes though.

To keep up with Two19, come to The Big Milkshake. 

So, sit back, grab a milkshake and enjoy!

Sebastian Roberts
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The July Update

Welcome to the end of July! This month, we come bearing news, updates, and a freebie! Let’s jump straight in…

New Cards

We are done! The artwork is now 100% complete. All the new cards have been through rigorous playtesting to make sure nothing has broken and we have not thrown off the balance.

This work has, unfortunately, put us a little behind schedule. We had planned to run a live stream this month, but we wanted to take the time to make sure everything is right. especially the new artwork. This has resulted in not being able to to put together the new deck to live stream with. As we start to package up all the artwork over the next couple of weeks, we will have a better estimate as to when we can run these live streams. Keep an eye on our socials for more information. Super exciting news here, we have now finished all the artwork for the new cards! It has taken a little longer than expected, but I am sure you will agree, these look amazing!

Kingless Timeline

In the interest of being open with all of our backers (and anyone else reading this, hi! 👋). We wanted to share some more information on our timeline. 

We are currently a couple of weeks behind schedule. Our plan was that we would have all the artwork ready to go by mid-July. Unfortunately, as these things do, it has taken a little longer than expected. This delay shouldn’t push out our delivery for the end of the year. But as we get more information throughout the manufacturing process we will let you know. 

Our August update should be a little more production orientated!

Two19 Public Roadmap

We are in the process of building a public roadmap for Two19. This roadmap will display not only the info for Kingless but also any other current and future projects by Two19. The hope is, any time you are interested in seeing where are at in the development process, you will be able to jump in and get an overview. 

We are still planning this out at the moment, but keep an eye on our socials for an announcement in the future. We think this will be a really handy tool for our future and keeping everyone in the loop with our progress.

Freebies 🎁

Everyone loves a freebie!

We wanted to say thank you to everyone for supporting our Kickstarter by giving away a little freebie this month.

We have worked with the extremely talented Remy Loz to put together this absolutely beautiful background.

Remy has a distinct minimalist art style. This scene is Remy’s interpretation of the Hammer & Crown at sunset. You can download the background in full 5K Resolution from our Google drive. (be warned, It’s a big file!). 

I hope you like this as much as we do. Feel free to share this around!


We have some pretty awesome Two19 and Kingless T-shirts up on our merch store. There are some cool Kingless Dwarf T’s coming soon as well so keep an eye out.

That’s a wrap for July! Please take care and we shall see you in August!

As always, you can find us on TwitterInstagram and Facebook ❤️

Alex, Nathan & Sebastian.

Sebastian Roberts
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The June Update

June is almost over and we got our June update in just-in-time!

We have been really busy this month preparing all our artwork for print. We still have 3 of the 10 new cards left to draw and then we are done! While we are on the topic of new cards, we wanted to share a couple of the sketches…

We have had great fun building these new cards, we know you are going to love them when you get your copy of Kingless later in the year.


The design of the rules is now complete, minus a few changes in the layout of the text. Once that final coat of varnish is dried, we will share the full versions. But to give you an idea of how it’s looking, here is a small screenshot.

Since we designed Kingless to be fast and easy to play, we felt a folded sheet suited the nature of the rules better than forcing you to thumb through pages of a booklet.

Rather than having a wordy list, we wanted to have a large reference guide for individual card effects, along with supporting imagery. You will find this on the reverse side of the rule sheet so you can easily refer to it as you play if required.

Live Stream

We thought it would be cool to run some live streams of Kingless. Over the next few weeks, we will lock in a date/time and announce via our social media channels. We would love for you to join us in a round or two of Kingless. Don’t worry if you can’t make it, we will record and put the videos up on our YouTube channel.


In the interest of being open, we wanted to share some details on our timeline. This is all subject to change, of course. We hope to have the remaining cards complete and signed off by the middle of July. This will allow us to have the proofs ready with the manufacturer (Panda Game Manufacturing) and start the process of manufacturing shortly after that.

As we have more concrete dates we will provide further updates. But at this stage, we are on track!

July is going to be a big month, so look out for our update in a few weeks time.

As always, hit us up on the socials with any questions or just drop by and say hi!

See you in July 👋

Alex, Nathan and Sebastian.

P.S. We now have an official Merch store on Cotton Bureau. If you’re interested in a Kingless or Limited Edition Two19 T-shirt, they are now available! We would love to grow this over time, so if there is anything you would like to see, let us know!

Sebastian Roberts
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Creating Kingless

Late one evening at the back end of August 2018, two friends of mine, Alex and Seb, got in touch with me (very excitedly I might add) about a new concept they had been brainstorming. This concept was a dwarf themed card game, based around a central adventure deck. Initially, I was very interested about the idea, with thoughts of possible rules and directions bouncing around in my head.

I went away and started to plan. Initially, I worked with the idea of having each player take control of a separate clan of dwarves, and then try to overpower each other by recruiting more dwarves and taking control of buildings to increase their overall strength. The winning clan would be the one with the highest strength value at the end of the game.

I wrote down several points on this note page (with a few typos here and there), and had what I thought was an effective idea in my head for how the game would work, which I could then pitch to Alex and Seb the next day. As you can see below, the time had gotten away from me that night with planning.

After having another meeting with Alex and Seb, we started work on Kingless in earnest. A large amount of effort in the early days went into naming our dwarfs and developing a personality for all of them, also creating our buildings and spells (soon to become items and events).
We always knew that we wanted Kingless to be a game that is well suited to being picked up by a group of friends, quick to play and easy to learn for new players but it still had to have enough depth to the mechanics to allow for good strategic play. This mantra of an easy-to-learn and fast-paced game led us to changing our theme towards a goofy community of dwarfs that are based around the Hammer and Crown tavern. This motley group would have a King governing them, and since we know the burden of being King is weighty, it is not unusual for the King to disappear to the lakes to go fishing to help unwind and as such the community must meet again to appoint a new King. Therefore the player with the highest influence (formally strength) would become the new King.
In tune with this notion, we cut from the game the bluffing mechanic around a central powerful card. We felt it was too clunky with the rest of the game and didn’t quite fit in. However, I love bluffing mechanics in games and will be excited to work with the concept in the future.
Through developing the game, we used strict version control. Versions 1 through to 6 we kept between Alex, Seb and myself. The changes to Kingless in these versions were happening at a rapid rate, and it was an involved process moulding Kingless towards the game we were envisioning.
One of the parts of Kingless that I really enjoy is the way the game plays due to the mechanics behind the player with the most influence becoming the King and the player with the least influence becoming the Fool. Such players are faced with challenging decisions; do they try and take down the King by targeting the player with the most influence, or do they secure their place in the middle of the pack by targeting a player with less influence to ensure that it is not themselves that become the Fool?
The goal of Kingless, if not to become King, is to ensure that you do not become the Fool. This keeps the game competitive and engaging for all players throughout its entirety; there are huge momentum swings in Kingless and every player has a plan and plot — so it is never over until the last card is played.
Version 7 was where we knew we were getting close to our goal, so we hosted an event with our friends to show them all what we had been working on. We got some great feedback and it was well received, which was a huge relief for myself. It’s always nerve-wracking when people look at your projects that you’ve worked hard on.

After our Version 7 playtest we knew how close we were, so we made one more major change, being the implementation of our claim mechanic. This is something that I’m super excited about, due to myself never playing a game with a mechanic quite like this before. Claim works to take a dwarf or item off another player and into your control, so not only does it affect cards played on the table but it affects everyone’s hand of cards also. This means there is always a risk of a card you need being claimed away and thus ruining your well-laid plans.

After that we made more refined changes to the point where we hit Version 10 for our one-year birthday of Kingless, leading to us hosting another event and having the most amazing thing happen. We made no rule changes for the first time ever. We finally knew we had a game that all of us at Two19 are proud to say is ours.

In my past, I have played many board and card games and I found it an absolute joy in having a chance to have my say in designing a game. It felt so rewarding to start at a concept and watch the project grow and develop into a game that strikes the balance between being easy to learn and also having enough mechanics and intricacies for many different styles of strategy — all of which are viable ways to avoid being named the fool, and who knows, maybe even good enough to become the King!

Nathan Brown
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Testing Kingless

Very early on in this development process, we had what we felt were the bare bones of a game. Therefore, after a bit of work we decided to try playing Kingless for the first time. We knew right at the beginning that we weren’t going to have created a perfect fully functioning game that was both fun and balanced. So our first draft was a chance to test out things we had not yet fully established.

M ost of the actual development of Kingless was managed through working collaboratively online, but to do a proper test we had to play it. Getting three working adults together in person regularly is always going to be a challenge, especially given the number of times we would have to play test Kingless. After a small and fruitless effort to play Kingless on paper, we decided it would be more effective to test it online. Our first port of call was Tabletop Simulator by Berserk Games; if you are unfamiliar with this, it’s (unsurprisingly) a simulated table where people play all manner of games. This worked great, as we could upload our cards into the game and play in the evenings after work.

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We decided from the very beginning that the only way we would make meaningful progress was with strict version control. This would allow us to take notes for each version we played and see how the changes we were making influenced the game.

The first few playtesting sessions were tremendous fun, and we were making card and terminology changes almost on the fly with one version following another in quick succession. After those initial sessions, we had all the major loopholes fixed and the game’s language decided, as well as having a lot of fun; but most importantly, we were starting to have fun playing Kingless in addition to making it. Since then the greatest challenge has been balancing the pacing and feel of the game, which has been a nuanced process and was the dominant consideration for several versions.

Some challenges, however, are insurmountable. For us, this challenge was that you cannot truly test how a game plays and feels with 6 people with only 3 testers. We therefore decided to take the opportunity to open Kingless up to our family and friends to let them play it, so we could both show off the fantastic art we were receiving and get their valuable input. This brought us to our first live play test, which will be the focus of another blog post that is coming soon.

After that wonderful event, we were able to get some of our close friends on the tabletop simulator and test Kingless out with more people. We found it behaved exactly as we had hoped, with lots of player interaction and with valuable cards moving back and forth. My favourite thing was that while everyone wanted to win the game and be the King, what really kept everyone engaged the whole length of the game was to stave off being the Fool.

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Sebastian Roberts
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