Welcome back to Crowd Funding Round-Up for the week of February 14th. All of these projects will be going live on Kickstarter or Gamefound in the next 7 days.
There is a strong line up of different games coming this week, with some amazing looking art work. Personally, MIND MGMT has my money this month. I would love to know if you back any of these great sounding projects.
Working from the shadows, Mind MGMT once used its psychically-powered agents to put a stop to global crises. However, absolute power corrupts absolutely, and Mind MGMT is now rotting from the inside. To tighten its iron grip on the world stage, Mind MGMT deploys covert operatives around the world to recruit other psychically-attuned individuals to their side. How can this enigmatic organization, hell bent on global domination, be defeated?
Thankfully, a few renegade agents have figured out that Mind MGMT has been compromised and have defected, turning their backs on the syndicate. They now use their own psychic abilities to prevent Mind MGMT from achieving its nefarious goals.
In Mind MGMT: The Psychic Espionage "Game.", one player controls Mind MGMT and must scour the city for new recruits. They move around on a secret map, trying to visit locations that match one of their three randomly drawn feature cards. They can also use their four Immortals to protect locations from being exposed.
All other players control the rogue agents who must try to stop Mind MGMT before it's too late! They ask questions to the Recruiter and deduce their whereabouts from the answers they receive. Rogue agents can use dry-erase "mental notes" to track all the information they're given.
Mind MGMT wins by either collecting twelve recruits or surviving sixteen turns. The rogue agents can win only be capturing Mind MGMT, which they do when they believe they're on the same block as Mind MGMT.
The more powerful the magic, the more danger in the wielding. BEHEXT is a magical combat deck-building game, where your hand of spells is both your only defense and your only currency. To that end, you must sacrifice cards from your hand, and even your own willpower, to custom build your arcane arsenal.
Begin as one of 6 unique Battlemages specialized in their own magical discipline. Then, tailor your deck to your strategic tastes and in reaction to emerging opportunities. Curse and counter-curse your opponents into submission… without being Hexed yourself by the wild magics that have since passed beyond your control.
An unconventional deck-builder that is highly interactive as you constantly deflect Hexes around the table. You are not building a resource engine so much as constructing your deck to deliver the types of interactions you want to have with other players. Will you specialize in forcing discards to deprive them, focus on negation magic, attack their Willpower with direct damage – or take on chaotic and possibly dangerous spells to build Victory points into your deck at great risk to yourself?
Plus, newly conjured spells are not put into your discard pile, rather than forcing you to wait for their return, but are placed directly into your hand. You can play them immediately – right when you need them most.
Retrograde is a real-time roll-and-write inspired by classic 80s arcade games.
Evil Astrodroids are invading earth. Grab the joystick and blast as many as you can. Can you get the high score?
Each round, roll your dice as fast as you can. Race to roll combos shown on the target cards, claim the best card, and spend your dice to put the ‘Droids on your sheet out of commission. Be fast, or an opponent might beat you to the card you want. If you're the last player without a card, you can only reroll 2 more times before you're stuck with what you rolled.
Depending on the card you choose, you'll collect Coins and power-ups. Blast entire columns of 'Droids to destroy bosses for bonus points. Blast rows of 'Droids to unlock the power-ups you collect.
In Trinity of Reign you take over the rule of one of the four clans and build your empire. Construct cities, castles and metropolises. Lead your capital to fame and power through rapid expansion. Recruit new warriors and send out your druids to develop new potions and consolidate your rule. Choose your path. Take reign either by creating wealth, by invoking the gods, or by conquering land.
Trinity of Reign is a strategy game for 2 to 4 players is aimed at casual to professional players. Easy to learn, it offers countless strategic possibilities and ways of playing. The detailed building miniatures and the possibility of individual expansion of the capital let you create a unique little world in every game, but you can never be completely sure of its integrity.
Win the game by one of the following three variants: • By military conquest of two complete regions (12 provinces, the military victory can be obtained. • By building the Hall of Ancestors in the capital, the wealth victory can be won. • By preparing the potion of the highest god Taranis and using it by a druid, the religion victory can be achieved. If no player achieves one of the above victory conditions within the maximum nine rounds, the game ends with a points victory for the player with the most points.
Each round contains of four different phases. It starts with the Earnings, where each player receives the tax revenue and mines his resources. Next comes the Actions of Druids, where the druids can collect ingredients, prepare potions or do other special actions. With the potions, they brew, you can unlock new special abilities for your druids. Then, in the Buying phase, any desired buildings, capital expansions, or units can be purchased. The capital expansions will give you special Bonis, towns or metropolises in the province, give you more tax income and with new troops you can conquer your opponents or protect your country from foreign invaders. In the Place, Move & Fight phase, the acquired buildings or units are then placed on the map, then you can move your troops and solve battles if they occur.
Legacy's Allure is a customizable, card-based wargame with no randomness. Imagine chess but with customization, deeper mechanics, and a high-fantasy theme. Legacy's Allure has been called a "streamlined wargame" due to its elegance and accessibility.
Each player begins the game by drafting an army of an agreed upon size from their deck, also known as a "kingdom". Then players alternate taking turns in which they may perform a single action with one of their units: moving, attacking, or using an ability. After a unit acts, it is exhausted until the end of the round and cannot act again. Once all units on the board are exhausted, they are refreshed and a new round begins. The game ends at the end of the seventh round. At that time, the attacking player wins if they occupy the central hex with one of their units. Otherwise, the defending player wins.
Earth, the soil that supports and sustains our beautiful planet, Earth. Over thousands of years of evolution and adaptation the flora and fauna of this unique planet have grown and developed into amazing life forms, creating symbiotic ecosystems and habitats.
It’s time to jump into these rich environments and create some amazing natural synergies that replicate and extrapolate on Earth’s amazing versatility and plethora of natural resources. Create a self-supporting engine of growth, expansion and supply where even your unused plants become compost for future growth. Earth is an open world engine builder for 1 to 5 players with simple rules but tons of strategic possibilities. With its encyclopedic nature and the enormous number of unique cards and combinations, every single game will allow you to discover new synergies and connections, just as our vast and fascinating world allows us to do!
In Bloc by Bloc: Uprising, each player controls a faction of revolutionaries—Workers, Students, Neighbors, or Prisoners—fighting against the police in the streets of a city that changes with each game. Build barricades, clash with police, occupy districts, loot shopping centers, build mutual aid networks, and liberate the city before time runs out and the military arrives!
Object of the Game: When playing fully cooperatively, all factions win or lose together and must cooperate to defeat the police and liberate the city. To liberate the city, each faction must complete the objectives on 1 Conditions card. Each Conditions card specifies certain districts of the city that must be liberated and where occupations must be built. When playing semi-cooperatively, each faction has a secret Agenda card that determines how it wins the game. Factions with Social Agendas can still win together cooperatively. But a faction with a Vanguardist or Sectarian Agenda can only win alone and must work covertly to undermine the other factions.
Bloc by Bloc is played in rounds and each round is 1 night. The countdown marker starts with 10 nights remaining. Each night has 2 phases, Nighttime and Sunrise.
Nighttime: The Nighttime phase is when each faction takes its turn. At the start of a turn, cards are drawn from the Police Ops deck that move and deploy police squads across the city. Higher Police Morale means more cards. Next, the faction rolls action dice and spends those dice to take various actions around the city using their blocs. Each bloc represents an organized group of 5-15 people.
Sunrise: After each faction has taken its turn, the Reaction card orders police to attack and police vans to move around the city. Next, factions may liberate districts and draw Liberation cards if enough blocs are gathered in those districts. There might also be a meeting to draw more Conditions cards. And don’t forget to check if the game has been won! If not, move the countdown forward at the speed of Police Morale, start the next night, and continue playing. If time runs out or any 1 faction has no blocs in the city, all factions lose.
Tindaya is set at the dawn of the 15th century on the paradise known today as the Canary Islands. The conquistadors have just set eyes on it. Each player must lead an aboriginal tribe to survival in a world ruled by gods and shaped by natural disasters.
Tindaya is a theme-driven survival adventure with the soul of a eurogame. This environmentally conscious game offers two play modes to please any group: COOPERATIVE (including SOLO) & COMPETITIVE, in addition to the TRAITOR variant for players avid of some old fashioned throat-cutting. Difficulty can be graded, and less experienced gamers can learn to play through a 3 game mini-campaign.
What is it about? During 3 phases, natives will settle, progress, and battle invaders, all within a mythological setting ruled by two gods, Acoran & Moneiba. They will demand specific goods at each stage of the game. If the natives are unable or unwilling to provide them, their godly rage will be unleashed.
But players are not alone; two seers will make predictions by reading the smoke of their bonfires. Tibiabin will see the disasters to come. Tamonante will predict where they will happen. Disaster markers will be placed on the board to signal what is to come.
At the end of each Era, the gods will send mythical monsters, legends, plagues, storms or earthquakes that will hit the islands, and villagers better be prepared… or be gone. As if all that was not enough, players will have to face the conquistadors, who will try to take over their islands.
Disasters will reshape the land, merging islands or even making them disappear, forcing players to adjust their strategies as their world changes. The ever-changing scenario together with the different playing modes, event cards and missions, will produce unique and challenging experiences every time.
Life as a native - Each tribe will start the game mastering two crafts (Fishing, pig farming, shepherding or agriculture), but will be able to learn the rest from other players. But they better produce only what is needed: One of the characteristics of Tindaya which differs from most eurogames is the need to take from the Earth only what is essential - take too little and your villagers will starve, but too much will produce waste and enrage the gods.
Stages of each phase:
1 - Strategy phase - The seers foresee the future. The Gods demand their offerings. Players must analyze the effects of the disasters to come, prioritize and assign tasks.
2 - Action phase - Players take turns doing single or double actions through several rounds, until all players have passed. The available actions are: Develop a Craft unlocking new resources or even the ability to make food imperishable once salted, smoked, curdled or grinded / Exploit a settlement / Build a new cave to accommodate more villagers / Move (three steps, either by land or sea).
When any native ends its movement on a tile, they can - Take natural resources (they are finite, so don’t be greedy) / Offer goods to the gods at a volcano (if natives can’t get enough of one of the treats, they can sacrifice humans instead! Imprisoned conquerors come handy but in desperate times even our own villagers can be thrown into the volcano) / Build a settlement / Take livestock from the wild / Free a conquered territory / Barter goods with other players.
3 - End of Era phase - Natives, animals and conquistadores will breed. Settlers not fed or without shelter will die, enraging the gods for our negligence. Perishable goods will go to waste and pile up in the garbage, enraging them as well.
The gods will check the pile of offerings, calming up or enraging if we didn’t deliver. Then disasters will occur as foreseen by the seers, killing natives, livestock, and modifying the board in an unpredictable way. Rage levels will set the severity of each catastrophe.
End of the Game - In Cooperative mode, players will check if their collective mission has been achieved. If so, the gods will be happy, and all natives win the game.
In Competitive mode, solidarity points will be granted to players that have given more to the community, used fewer resources, or achieved both collective and personal objectives. The player with more points will win the game.
Tindaya will constantly challenge players, with terrifying events just around the corner. Surviving will not be easy. Only working as a fine-tuned team will natives stand a chance.
Kingdoms Forlorn is a soloperative dungeon delver for 1-4 players with a focus on loot. Kingdoms Forlorn focus on personal stories and short delves into the titular kingdoms.
Into the Unknown will build upon their coop system given advantages to the next player in to turn order bringing a greater sense of working together.
You will explore forgotten kingdoms, fight battles with giant monsters or bands of minions, loot, craft, duel and, possibly, earn renown and fulfill your Heart’s Desire!
Kingdoms Forlorn will explore forgotten medieval kingdoms rediscovered, knights, noble and vile, and errant, venture forth to seek power, treasures or redemption, and to carve their own legends.
The game pulls inspiration from dark fantasy titles like Dark Souls, Diablo and Game of Thrones. Their last project Aeon Trespass Odyssey has a very Kingdom Death feel with a lot of their own mix and an adventure board.
By the 22nd century, Earth’s population has reached 14 billion. Escalating crises have left mankind hopeless and desperate on a resource-starved homeworld. After multiple failed attempts at planetary colonization, the United Civilizations launched the Argo expedition through newly discovered wormholes at the edge of the solar system.
They arrive on Janus, the two-faced planet, with hellish Helium-3 solar winds on one side, frozen seas of methane gas on the other. Mankind has no choice but to settle on the frozen frontier in search of vital resources. Hope has been found, but space is cold and unforgiving.
Frozen Frontier is a highly strategic Eurogame for experienced players about the cosmic future of humanity.
Each turn, a player has an opportunity to move their Carrier to any city, collect a project card, and take 1 of 3 possible actions:
а) Construct A player uses the top part of a multi-use project card to construct a building. Each card defines the type of building and where to build it. If a player meets both requirements, the project card gets added to their player board, and they benefit from the effect on the bottom half of the card anytime it’s triggered. Most buildings advance a player’s Industrial or Science tracks to gain new opportunities but cost a varying amount of resources to build.
b) Collaborate A player can settle colonists and use their own, or their competitors’, production/science buildings to receive resources and valuable effects.
с) Raise funds A player receives Qubits and/or special opportunities by using a subsidy card.
When the Subsidy cards deck is empty, players perform these steps in order:
1) receive income from their own buildings and from their cards with an income phase effect
2) send resources to Earth: fulfill common shipments contracts from the board (scheduled shipments), private ones from their hand (unscheduled shipments), and provide the requested amount of He3 to avoid a penalty token (mandatory shipments).
3) prepare the game for the next round
When the 3rd round ends, players count how many victory points each of them has earned. The one with the most points is the winner!
Players earn victory points for: - controlled cities (the corporation that has more buildings and AI tokens in a city controls it) - settled colonists - fulfilled Shipment contracts - the circumstances described on the cards with “end of the game” effects