It's a new week and that means, it's time for another crowdfunding round-up. There are 11 projects for our attention this week and some of them are looking crazy good. 'Trolls and Princesses' along with 'Escape from Arkham', both look stunning. Witchbound and its story driven gameplay sounds very different and the overall theme really draws me in. I hope you all have a great week. Remember, back with your head, not your heart and most importantly, love your games.
Batman: Escape from Arkham Asylum is a semi-cooperative dungeon crawl for 1 to 5 players in which the Super Villains of the Batman universe are the protagonists. This is one of the few games where you must defeat Batman, and that gives the player the opportunity to play as dozens of characters. The players will put themselves in the shoes of the most iconic Super Villains of Gotham City: The Joker, Harley Quinn, Two-Face, The Penguin, Bane, Poison Ivy, and The Scarecrow. The goal? Escape from an iconic institution of Gotham City: Arkham Asylum.
Batman: Escape from Arkham Asylum offers the funny and wild vision of the comics of the Batman universe and introduces a novel element: confronting Batman. Players must join forces to achieve their common goal. However, each one of them will have their own hidden objectives, which can range from escaping on their own or sowing as much chaos as possible in the asylum, something they must achieve to gain an advantage over their companions and be the one who finally wins the victory.
The players choose a Super Villain and play their turns one after the other. In each of these turns, the players can perform different actions such as moving around on the board, attacking their enemies with crazy weapons, searching rooms or crafting tools to use in their escape. The game ends when the players escape or when everyone is defeated by the forces of order that run Arkham, from the tough guards of the complex to, of course, the Dark Knight himself.
Roll for Great Old Ones: In this cooperative roll & write game set in the Lovecraft universe 1-4 investigators must work together against ancient evil powers.
Roll for Great Old Ones is a unique game in which players draft dice out of a general pool to program actions on their investigator board. Thus leaving behind "cultist dice", which will trigger actions during the scenario. The investigators have to negotiate which dice to use and which to leave behind, knowing quite well what might happen.
In this cooperative game you will use dice to program actions, collect experience, earn free actions, learn powerful skills, use asymmetric powers and help each other to beat the evil cultists. As a team you will have to work together to find all necessary clues before the cultists can successfully perform the ritual and our beloved world is doomed.
You either win together or seal the fate of all mankind!
The Wilderness Boardgame is a memorable, solo, or cooperative adventure experience for 1-6 players. Set in a beautiful dystopic world where nature has reclaimed the cities. The Survivors will have to fight a horde of wolves and a giant Beast to create a safe heaven amid this chaos.
With unique mechanics, such as limiting the number and places you could draw resources, discarding weapons to upgrade new ones, limiting the number of actors per zone, different skill paths for every character, and many more... The Wilderness Boardgame will challenge your communication and resource management skills.
The Wilderness Boardgame is a unique experience as it's a hybrid between the Boss Battler and Dungeon Crawler genres.
Storm Dragons is a competitive game for 2-4 players (2-6 if you use two decks). It plays in about 30 minutes. The game starts by drafting dragons and storms for your army (beginners can just deal the cards). The game is played over a series of battle rounds. In a battle, you take turns in clockwise order. On your turn you can add a dragon to your dragon flight, add a storm to your storm front, challenge, or pass. Both dragon and storm cards have instant effects when played. Some cards have ongoing effects if the they are the top card in your dragon flight or storm front respectively.
Each round is played either during the day or the night, as selected by the player who starts the round, but some dragon cards allow the player to change from day to night or vice versa. Most cards have different combat strengths during day versus night and many cards have different abilities in the day or night, so control of the battle may switch back and forth. Play continues until all but one player has yielded. The last player in the battle round wins all of the cards played in the round and places them in their victory pile.
The object of the game is to have the most dragon cards in your victory pile at the end of the game.
Perdition's Mouth: Abyssal Rift is a new kind of dungeon crawl, one that embraces the European school of game design with clever and elegant mechanisms and emphasizes strategy while minimizing luck. Cooperation, planning, and the enemy response deck eliminate the need for chucking dice, creating a tense combat environment with meaningful decisions! The rondels provide another tactical layer, including the enemy's devious and challenging AI.
The rules allow you to learn to play in 15 minutes, with a typical game round lasting less than ten minutes, even with up to six players, but deep, strategic cooperation will be required for your band of heroes to make it through to the Abyssal Rift and maybe even come out alive.
Perdition’s Mouth is designed to be played as a story-supported campaign over several gaming sessions. In the campaign, you have to fight through at least six increasingly challenging scenarios and the level of success during each adventure has a direct effect on the rest of the story. Can you survive the labyrinth of the insectoid god?
Our country is preparing for war. As its leader, your job is to grow and develop our nation to become the largest military power in the world. Deploy a skilled workforce, build an efficient production engine, and provide enough supplies to ensure that we march toward victory!
Earn victory points by producing and stockpiling military goods in your warehouse, acquiring structure cards and action dice, completing the goal of your achievement tile, expanding your nation's infrastructure, and cleaning up nuclear contamination in it.
The most effective way to feed the war machine is to deploy the right combination of works, build structures that interact well with one another, and generate and use energy efficiently.
The game is over at the end of the designated round according to player count. Add the total of Victory Points on several elements to determine the winner! In the case of a tie, the player who has the most total resources remaining breaks the tie and wins the game!
What if the animals were the ones who ran the zoo?
…Presumably, this wild government would be built upon the support of fellow creatures and fuelled by the fame, attention, and prestige of wide-eyed visitors. Naturally, the most aspirational beasts would lobby for a position in the star exhibit, and the lead star would be elected Zoo Mascot.
In order to join the star exhibit, each species must campaign its way up the hierarchy of enclosures with the majority support of animal voters. And the lead star will be the species that has earned the most laurels from both raving fans and jealous rivals along the way.
How does one gain support and earn laurels? Through crafty politicking, clever negotiations, and ruthless schemes. There can only be one Zoo Mascot, after all.
Where are you going? That is the ultimate question of Zoo Vadis.
Zoo Vadis is an evolution of Reiner Knizia’s classic negotiation game, Quo Vadis? It retains the elegant, political gameplay that fans have come to love while introducing many innovations and improvements by:
Enhancing the 3-player game and tailoring the board to all player counts through neutral, bribable figures—roaming peacocks
Widening the player count with a second game board for 6-7 players
Expanding the possibilities for strategic negotiation with asymmetric animal abilities
Increasing tactical opportunities with new special laurel tokens
Broadening the appeal of the theme and presentation with vibrant zoo art by Kwanchai Moriya and Brigette Indelicato
Enlivening the production with chunky animal figures and functional player screens
Like the original design, the game ends immediately when the Star Exhibit is full. Only the animals who have reached the Star Exhibit qualify for victory, and the winner is the player with the most laurels.
Trolls are not big and stupid, as many would have you believe. Not long ago they lived among us and they used their cunning magic to look like us humans. They lived with their cattle in the mountains. Their caves were beautiful and luxurious with a lot of silver, gold, gems, and a table full of delicious food. In Sweden, there is an expression for this “Rich as a troll”. Trolls were not evil if you didn’t treat them badly, they could even be helpful to those who treated them well. But they often played tricks on humans. Their magic power (trollkraft) could distort the vision of humans so the troll looked like a human, an animal, a log, and a stone and even become invisible. But they also had some weaknesses. They couldn’t stand the sounds of church bells or steel, not to mention the sight of sun.
Trolls & Princesses is a “worker movement” game. You play as one of four troll clans and to get the mountains king’s favour, you try to impress him. The players get favour (in the form of victory points) when they do what trolls usually do: swap changelings, “hire” humans, tear down church bells, kidnap princesses, build their cave, and use troll magic. To succeed, the players must collect resources and move around their trolls to do different actions. The player with the most victory points at the end can crown himself the ultimate troll clan leader.
The once-famous island of Coven Cove hasn’t seen a real witch in over 100 years, until now. Be it a mistake, or fate, you have awakened your magic and are now bound to the island. While the cosy town is full of fascinating characters willing to help, none can undo this. You must venture out into the wilds to explore the ruins of what the witches left behind. Perhaps you’ll find answers, or maybe, you’ll discover being a witch isn’t so bad. You will find, however, danger around every corner, as the island keeps a dark secret.
A grand adventure awaits you in this open-world style story-driven game. You’ll explore scenes full of details for you to interact with using the skills, items, and prompts you acquire. These interactions lead to entries in the massive storybook full of branching narratives, puzzles, and illustrated cut-scenes. As each day ends you’ll recover from your adventures but just as the moon changes, so does the world around you. As events unfold you will learn more about your journey. Each and every decision you make matters.
In Witchy Cakes, you play witches competing to make the tallest, most enchanted cake possible to deliver unto an unsuspecting wedding reception.
Pick from adorable Covens to represent your witchy bakery and match colours to stack your cake cards into a tower. Then, throw cake at your friends, vie for coveted Recipe cards, and time your Secret Ingredients just right to have the tallest cake when the bell chimes thrice!
With easy-to-learn gameplay and a quick playtime, it's the perfect game for all ages, starting at 8 years old. Plays 4-8 players for 15-20 minutes.
Breakthroughs in deep sea mining technology have ushered in a modern gold rush as corporations’ position themselves to extract the oceans riches of rare earth metals.
As corporations seek to exploit the wealth of the ocean, ecologists and research groups see the expeditions as an opportunity to study and catalogue rare lifeforms never before encountered. An uneasy collaboration has formed as scientist make use of the vast wealth of industry and the industrialist depend on the breakthroughs provided by studying the vast and hostile deep-sea ecosystem.
Deep Shelf is an game of deep-sea exploration, exploitation, development, and research. Players take on the role of competing corporations seeking to find and develop resource nodes, extract rare earth metals, transport them to the surface and research the unexplored deepest reaches of the ocean.
As the leader of your corporation, you will decide whether to expand quickly and strip mine the ocean of its wealth, or take a more eco friendly approach and learn as much as possible about the wonders of the deep. Players must be cautious of mining too greedily, or delving too deep, as such actions will damage the natural ecosystems of the ocean, hastening the end of the game, and not everything in the deep is friendly.