Colpo di Stato (Coup d’état) is a card game of historical investigation where you play as a reporter looking into one of the most disturbing yet little-known Italian mysteries: 1970’s attempted “Borghese Coup”.
Colpo di Stato is inspired by escape game mechanics: players collaborate to solve a set of observation, logic and deduction puzzles — only, it is no fiction (sadly), but an accurate historical reconstruction of the shadows, the intrigues, the dark side of Italy’s recent history.
In a few words, the game can be described as:
- COOPERATIVE (you play together, not against each other)
- STORY-DRIVEN (there’s a plot to unfold little by little)
- PUZZLE-BASED (it requires smartness, not trivia)
HOW AND WHY
The Colpo di Stato deck comprises 60 cards with puzzles, characters and historical focuses: a true playable journalistic inquiry, made in collaboration with public historians Giulio Garlaschi and Riccardo Lichene.
The 90-minute time limit represents the "deadline" within which players have to "go to press" with their journalistic investigation, reconstructing the plot of the attempted coup according to their skill in solving the puzzles, and paying attention to every detail of the story as told by the cards. It is not a historical quiz: no previous knowledge is required! As in any escape game, all you need is a collaborative attitude, eyes, brains and, above all, curiosity.
Why a game on such a "forgotten" historical fact like this? Because we believe that the promotion of anti-fascist, democratic and constitutional values travels also through the knowledge of history, in particular modern and contemporary, often at risk of ending up in a "grey area", out of the educational programs because "too recent", and out of the debate on the strict topicality because "too distant in the past". And if we can contribute to this cause through the medium of our choice - i.e. games - we want to take our chance.
HOW THE FUNDS WILL BE USED
The goal of this campaign is to go to press with a first print run of 1000 copies of Colpo di Stato.
During the past few months we have had the opportunity to (successfully) playtest different versions of the game’s prototype on several occasions: in board game shops, libraries, cultural centers, or during "special" events like the Milanese edition of the investigative journalism festival DIG.
This is our current plan for the international version (English language):
- July: finalize the game in terms of writing, graphic and game design;
- August: work on the English localization;
- September: print and organize logistics for shipments of the first copies;
- October: ship the game and the other rewards to all the backers.
Reaching the goal of the campaign will allow us to partially cover the production - whilst guaranteeing a high printing quality for all the “graphic freaks” (like us :) - and shipping costs (which is NOT INCLUDED: when ordering, please add the estimated amount you find in the Rewards section), pay the work of those who are supporting us in the process, and minimize the campaign-related expenses (see the simple infographics below).
As explained in the "Dewey Rooms" —what? section, Colpo di Stato is just the "pilot" project of a broader series of cultural games we are working on; that’s why we set an additional stretch goal which, if reached, will allow us to cover the extra costs of the game and develop further related projects.
WHO’S BEHIND THE PROJECT
Behind this project are “just” a pencil and a pen: the pencil of art director Claudia Molinari, the pen of creative writer Matteo Pozzi, a.k.a. We Are Müesli.
For the past 6 years we’ve focused on designing and developing independent narrative (video) games on cultural, historical, and artistic topics: that’s our way to address the complexity of our present and our past, telling inclusive and engaging stories by images and interactions. Long story short: we make games, we teach games (we collaborate with several institutions in Milan, from Civic School of Cinema “Luchino Visconti” to the Game Design Master of Arts at IULM, from NABA to Scuola Politecnica di Design SPD), we talk and bring games around the world (from E3 to Festivaletteratura in Mantua, from IndieCade Europe festival in Paris to the Onassis Cultural Center in Athens, from art squats to modern art museums to junior high schools): basically, we’re often out of place. But happy to be.
We started in 2013 with the visual novel (a kind of choice-based graphic novel) CAVE! CAVE! DEUS VIDET., inspired by the works of XVI century painter Jheronimus Bosch, and winner of JB500 Foundation’s Bosch Art Game competition. Since then, we made several cultural video games of international reach, focusing on “unconventional topics” like science (the applied game Uncoding Leonardo for ArtScience Museum in Singapore, 2014), peace and sustainable development (the prototype Once Upon a Tile, finalist of UNESCO MGIEP Gaming Challenge, 2015), architecture (the cooperative puzzle game SIHEYUAN, also exhibited at Beijing Design Week, 2017), and other stories of the world such as the docu-game about Resistance Venti Mesi (2015), and the interactive ballad on Sicilian cultural heritage The Great Palermo (2016), the first videogame to ever enter the Selection of the prestigious Compasso d’Oro ADI design award in 2018.
Most of our past projects can be downloaded for free from our website (give them a try if you want to have a better understanding of the attitude of our works); Colpo di Stato will be now marking our “jump” from pixels to paper.
“DEWEY ROOMS” — WHAT?
Colpo di Stato is just the first release of a broader project called Dewey Rooms: a series of escape games of different formats - from cards to live experiences - with the common goal of tackling historical, artistic, and journalistic issues through the forms of interactive storytelling.
Dewey Rooms is supported by the iC - Innovazione Culturale (Cultural Innovation) grant by Fondazione Cariplo.
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Project created by
Co-founded in 2013 by Claudia Molinari and Matteo Pozzi, independent design studio We Are Müesli makes “unconventional storytelling” projects at the intersection of games and culture, interactive narrative experiences on historical and artistic topics. E.g. the award-winning Bosch-inspired visual novel CAVE! CAVE! DEUS VIDET., the docu-game on Resistance Venti Mesi, the interactive ballad The Great Palermo.