Brigadeiro

Brigadeiro

calendar_today 2025 settings Gabriel Toschi palette Hugo Pereira factory CapyCat Games/Piquinim person 2-4 (5) players timelapse 15min

Birthday parties are the best! But only eating sweets at the end is no fun! A fast-paced game of attention and memory about the most famous sweets at Brazilian birthday parties. Instead of waiting for the "Happy Birthday" song, you have to rush to the sweets table along with the others, trying to collect the best assortment of treats to win.

In each round, everyone chooses a number with their hand and reveals it at the same time, indicating "how fast they will run" to the sweets table. Whoever chose the same number bumps into each other and gets no candy! And if you're not careful, someone will rat you out and you'll be left without any sweets! Every type of candy scores in a different way, so getting a lot isn't always the best choice. When all cards were distributed, the game ends and whoever gets the highest final score wins!

The game was launched as part of the Volume 2 of the Piquinim Collection, an independent 18-card game anthology inspired by Brazilian themes and culture. As a stretch goal for the crowdfunding campaign, the "Party Kit" expansion was also released, allowing 5-player matches and introducing new card types, with new dynamics.

Brigadeiro Brigadeiro

Behind the design process

My story with this game started way back, on my efforts on re-learning game design during the pandemic. The idea was to implement a version of the Prisoner's Dillema that would work for 3+ people in a simple and fun way, but the original prototype had 100+ cards, 1 die, 1 meeple and too much problems to solve. That said, "stealing candies" theme started here too, as an homage to my mom, whose moments making sweets for my birthdays sweetened my childhood.

Years later, when the "18 cards" bug bited me, I decided to rework the experience in a smaller game, and it worked really well! Brigadeiro was my first choice when we started working on the Piquinim Collection, but because of a publisher that strung me along for months for no reason, it was only published on Volume 2. This was also an opportunity to work on a commercial game with Hugo Pereira, one of my oldest friends and a great illustrator, and I always feel proud of us when I see our names together in the box.