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.
