Tag Archives: Kickstarter

Little Star – Council of Verona preview

Verona LOGO

Regular readers of the site will know that I’m far from adverse to writing about Kickstarter games. However, it’s rare that I’ll put down my opinions on something that hasn’t even had its campaign announced yet. But now there’s something new from Crash Games called Council of Verona and I’m getting a little bit excited. If AEG’s Love Letter was the game that ushered in the Year of the Microgame, I honestly believe that Council of Verona is going to be the release that takes it to the next level.

Cliches aside, Verona is a bloody good game. Between two and four players can get involved in a bid to exercise some level of control between the warring Montague and Capulet families. The story goes that Prince Escalus has grown tired of their quarrels and has formed the titular council. Over the course of each game players will attempt to secretly influence certain characters, with whoever has the most control taking the win.

The whole game is made up of only thirteen cards (split into Montagues, Capulets and Neutrals) and four influence tokens (marked 0,3,4 and 5) in four colours. That is IT. That’s even less than Love Letter, and yet it’s as solid and entertaining a game as its Japanese cousin. Each player is dealt one card at the start of the game, then a draft takes place where you take another card and pass the rest to the left. Once only two cards are left to choose from, the player takes one and the other is discarded, never to be involved.

Now that everyone has their cards, it’s time to get into the meat of the game. The play area consists of two “places” – the Council and the Exiled, and each turn begins with you playing a single card to one of these (Council are laid out portrait style, Exiled cards are placed landscape). Cards will either be Influential or Action, and mastering when and how to play both kinds is vital if you’re to be victorious.

Actions first. These are simple enough – you lay the card down and follow the instructions, but you don’t have to trigger the ability if you don’t want to. Sometimes just adding a character to an area is more than enough, but consider the fact that some allow for the movement of other cards, some switch Influence tokens or let you take a peek at what’s already been placed. They should never be underestimated!

The cards that can be Influenced have two important elements – Influence Spaces and Winning Conditions. The three spaces can be filled with your Influence tokens, but beware! The different cards have a selection of modifiers on them, so you may not have as much sway over the characters as you think. Having power over as many as you can is often a good idea, though don’t spread yourself too thinly; until the final card is played, there are plenty of opportunities for the balance of power to shift and screw over your finely crafted plans.

The concept art for Lord Montague's card. Nice!

The concept art for Lord Montague’s card. Nice!

The various goals that the characters are looking to achieve fit well into the story of Romeo and Juliet, giving Council of Verona just enough theme to make it stand out as not just another microgame. The young lovers will score points if they’re together at the end of play, no matter where they are. The Lords want their own families to dominate the Council, while Mercutio’s desire to ruin both the Montagues and Capulets power is reflected in wanting as many characters banished as possible. Escalus desires peace and balance, so he seeks neutrality on the Council. Of course, not all of these can happen, but you can be sure that multiple Winning Conditions will occur. Just hope that you’ve got the highest combined total of Influence at the end.

Having had a fair few games of Council of Verona now, I’m beginning to see how the various cards can affect each other. Unfortunately there’s no accounting for what your opponents will do, so even if you’ve somehow managed to put together a decent hand of cards during the drafting phase of the game, you’re still going to have to pay attention to who is getting added to the Council, who has been exiled, and what Influence tokens are you think are being secretly placed. Like the Montagues and Capulets that are represented within, you’ll need to plan and plot and manipulate your opposition so that your devious machinations bear fruit… and it’s excellent. You’re constantly trying to out-think and out-bluff everyone else while still covering as many bases as possible. For such a tiny package, it packs a lot of challenge and I honestly can’t wait to see the final version.

Council of Verona was designed by Michael Eskue, plays with between two and four, and Crash Games will be running a Kickstarter very soon. That’s all you need to know. Apart from  the fact that it’s fantastic.

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A Life On The Ocean Wave – Sails of Glory (P)review

SailsBOX

There seems to be a bit of a rise in the number of tabletop skirmish titles available in recent years. Whether you prefer the science fiction flavours of Star Wars X-Wing or putting together little squads of orcs and dwarves in Dungeon Command, the amount of pre-painted figures and vessels hitting tabletops around the world has been on the up. One of the longest running is Ares Games’ Wings of Glory (previously known as Wings of War) which we’ve already looked at here on The Little Metal Dog Show… and now they’re taking the system back through time and onto the ocean blue with their new title, Sails of Glory.

(A caveat before we launch into the meat of the piece; this is all based around the prototype that Ares were kind enough to send on over to me, and it’s only looking at the basic rule set. The game is on Kickstarter until April 16th, so if you want to get involved, get in quick.)

If you have any experience of games like X-Wing or either of the Wings releases, you’ll already have a headstart on the mechanisms that drive Sails of Glory. Set in heyday of naval warfare, you’ll control some of the finest Napoleonic-era vessels that history has to offer… and all you need to do is wipe out the enemy. Between two and four players can take to sea, and with various scenarios available in both team-based and last-sailor-standing modes, there’s plenty of replayability even in the base set.

So, how does the game work? Well, you’ll choose your ship and corresponding mat and cards that give you all the details you need to know about your fine craft. A stack of Maneuver Cards are the next things you grab, matching the letter shown on your ship card. After separating the bucketful of tokens and damage counters and determining the play area, you’re good to go.

Turns comprise of four phases and players will do each one simultaneously before progressing to the next.

First, it’s Planning. This is all about making your decision on where you’re going to head towards. Unlike something along the lines of X-Wing, it’s not just a matter of saying “Oh, that’s where I’m going”. In Sails of Glory, you must consider the wind direction too. Ships’ bases are segmented into different colour sections and, depending on where they’re facing and which one the wind is hitting, your chosen Maneuver Cards could give you a very different selection of movement options. Once everybody has selected one, it’s time for Movement.

Cards are flipped at the same time and ships are moved along the line corresponding to its ‘attitude’ to the wind. Simply slide along the line and remove the card, putting it back in your deck. Of course, if you’re working with small playing area, there’s a lot of opportunity for collision – you’re not speeding around in three-dimensional space – and in this case the larger ship takes precedence with the smaller coming to a stop when their bases touch.

Oh man, it's so pretty!

Oh man, it’s so pretty!

Next up, combat – everyone gets to Fire! If you’reable to reach an enemy ship (decided by using the included range ruler) you can either shoot with artillery or muskets. Firing arcs are marked on your ship’s base, the best of which are your broadsides. Shooting from the front or rear means a less powerful attack but hey, any offense is a good idea in Sails of Glory. You’ll also have to consider line of sight – no firing through your own vessels, of course – and should you hit, you’ll do some well deserved damage either on the enemy ship, crew or (hopefully) both. Should enough be added to the ship’s mat, it’ll surrender and will be removed from the game.

Finally, Reloading only happens if you fired artillery on the previous turn. Muskets are always available (though are much weaker) but the decision to use your heftier firepower should not be taken lightly… Once all four steps are complete, you’ve either won the game or go back to Planning.

And really, that’s about it. Having had a few plays with the prototype there’s little more that can be said than it’s a very solid ruleset. That’s far from surprising considering the amount of time that Ares Games have had to refine and improve them since the first days of Wings of War, but I’m still pleased to see that the game has been able to transition into a whole new world. As I’ve had previous experience of other games using a similar engine I found Sails of Glory a joy to pick up and play, but any gamer will pick it up in no time. I’m intrigued to see how the rules will be expanded when the final product is released.

Will it appeal to everyone? Well, with the Kickstarter campaign currently at over seven times their funding target and still five days on the clock I’d say that things are looking pretty good. Ares Games have done great when it comes to supporting Wings of Glory so the signs are great for their water-based adventures. I can’t wait to check out the miniatures that they put in the retail pack (as I am a tart for that kind of stuff) but have a lot of faith that they’re going to look great – the game is certainly very entertaining and well worth supporting.

Sails of Glory is an Ares Games project on Kickstarter until  April 16. If you’re interested, a Starter Set pledge will cost you US$80 with copies due to ship to backers by August. Thanks to the guys for letting me check out the prototype!

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NEWS: Fox & Chicken is coming soon to Kickstarter…

So, a while ago we attempted our first Kickstarter campaign for Keep Running!, a quick playing card and dice game for up to eight people. Frankly, we aimed for the stars but landed on our asses. Despite doing our very best to spread the word about the game, it just didn’t seem to capture the imagination of the Kickstarter users… maybe it was the time of year (ending it on Christmas eve seemed like such a good idea!), perhaps it was the game itself… who knows. Either way, Keep Running! didn’t set the world alight. We’re still positive about it though and are determined to relaunch it later in the year.

We learned a lot of stuff from that campaign, though. We realised that there were a lot of people who were interested in the projects that we’re dreaming up here at Sprocket Games and The Little Metal Dog Show. We found new ways of getting information about the game out there and are grateful to friends old and new who helped us in our journey. And now, with our latest project, we hope that they’ll hop on board again.

Our latest project is a new take on a classic game. If you have even the vaguest awareness of gaming, you will have invariably played Werewolf. Some people also know it as Mafia, but whatever the name, the premise is the same. Players are given secret roles, some good, some bad. The bad guys have to team up and wipe out the goodies, while the good guys must eliminate the bad. Some special roles can be thrown into the mix that skew the rules somewhat, but you will either win or lose as a team. There’s always a lot of shouting, accusations, pointing and laughs… and we’d like to present our version of the game to you now.

Forget the werewolves. This time around it’s vulpine violence you’ll need to deal with when you play… FOX & CHICKEN.

FnC COVER

We’ve spent ages refining Fox & Chicken to make it as appealing as possible. Starting off with hastily scribbled hand-drawn cards one night, we eventually ended up making a full version with great (but simple) cartoon art to play with our friends and family. Then people starting asking for copies of their own and we thought… well, why not open it up even further and see if anyone else is interested? And that’s where we are now.

FnC BATTLE

Next week, we’re going to be launching Fox & Chicken on Kickstarter. We have a modest target that we hope will be attainable. Getting a copy for yourself will be very affordable (no matter where you are in the world!) and we hope that people see it as a great value for money purchase that provides a great gaming experience. We’ve also got some plans up our sleeves that will hopefully draw even more people in, including creating a range of minigames that are exclusively playable with the Fox & Chicken deck. We’re even going to open up the process to everyone, encouraging backers to come up with their own minigames for which – if we choose to include them – they’ll be rewarded with credit and free copies of the game.

FnC FERAL

Now, we know that games like Werewolf and Mafia can be played without the necessity of cards, but we’d like to think that the version we’re offering is worth pledging your support to. We’ve made sure that our printer is using the highest quality thick cardstock to guarantee that they’ll last you ages. There’s some nice ideas floating around our office regarding stretch goals (including limited edition bonus cards)… and now all we need is to hit that big green button to launch our campaign.

We hope you like the look of what we’ve created. If you’re interested, spread the word where you can and let folks know that we’ll be launching NEXT TUESDAY. That’s April 2nd, 2013. We’d love to get Fox & Chicken from our table to yours, so let’s do it!

Sprocket THANKS

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Achtung! Cthulhu – An interview with Chris Birch of Modiphius

Ever wondered what the world would be like if Allied forces had to contend with the Great Old Ones as well as the Nazi menace during the Second World War? A new RPG setting called Achtung! Cthulhu has all the answers you need and more besides. I caught up with Chris Birch, one of the co-writers and man behind the Modiphius publishing house, to talk about it.

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AchtungCOVERS

Michael Fox: So, lets kick off with a simple question that’ll need a tricky answer: give us the speedy tour of Achtung! Cthulhu – how would you describe it in a couple of sentences?

Chris Birch: Achtung! Cthulhu unlocks the secret history of World War Two – stories of the amazing heroism in which stalwart men and women struggled to overthrow a nightmare alliance of science and the occult, of frightening inhuman conspiracies from the depths of time, and the unbelievable war machines which were the product of Nazi scientific genius – and how close we all came to a slithering end!

MF: So, what are we looking at? Is it a whole new role playing system or is it based on something gamers are already used to?

CB: It’s a complete setting for use with either the Call of Cthulhu or the Savage Worlds roleplaying games. The books contains rules and stats for both systems.

MF: Nice – not locking it to one system must have been a challenge though?

CB: We’ve been doing the same for our first releases – the Zero Point campaign – Three Kings and Heroes of the Sea that we put out last year. It wasn’t that hard to re-stat and it opens up a much bigger audience.

MF: So, tell us a little bit about your history with RPGs – how did you get into creating these campaigns?

CB: Well I started with D&D Basic when my brother and his girlfriend introduced me to it aged 9 years old, then my other brother got interested in games and we played Metamorphosis Alpha. I’d thought we were playing D&D and I remember the sense of awe and wonder when I realised I was on a giant starship! I continued with AD&D, then Star Frontiers, Paranoia and Star Wars, and kept coming up with my own ideas all along the way. Back in the nineties Stuart Newman (an old gaming friend) and I set about creating a sci-fi RPG and war-game called Blaster Array set in the alien engineered Modiphius system (and yes, that’s where the name came from). It was a bit of fun but we gave it to R Talsorian supreme Mike Pondsmith when I met him, but of course it never went anywhere!
Around 2005 I was working on licensing the old Starblazer Comics by DC Thompson to make some cool sci-fi t-shirts and mentioned to my friend Angus Abranson the art would be perfect for an RPG – he said ‘well why don’t you write it?!’ and off I went. Six-hundred pages and three years later Starblazer Adventures was nominated for an Ennie and I went on to write Legends of Anglerre based on the fantasy versions of the comics with Sarah Newton, Mike Olson, Tom Miskey and Marc Reyes – it was a great team!
I then had a break from working on games but my love for it couldn’t keep quiet and I was soon pondering starting my own games business now that PDF sales were making such a big impact. I wanted to control who, why and how we made games and develop more cool projects with other creatives. When we were writing Legends of Anglerre Sarah and I considered the idea of a FATE based weird World War Two game but shelved it to get Legends finished. I also play 15mm WWII games like Flames of War and wanted to do something strange or Cthulhu orientated. I had been devising some plans when Sarah came to me with her first Zero Point adventures; the stars were aligned and our adventures in the world of Achtung! Cthulhu could truly begin! I have a deep interest in the Second World War and since I was a kid I’ve loved playing soldiers, whether dressing up in silly outfits when we were seven or playing war-games with plastic soldiers. My dad and grandfather told me so many stories of growing up in the war and this inspired me to create a truly fantastical world that drew you in with tales of mystery and horror, yet hopefully unlocked an interest in this incredible time in our history when so many forgotten heroes gave everything.
MF: And all that led to this latest project then! Now, you’re already funded on Kickstarter and the numbers keep rising – what made you decide on the KS route? Did you consider attempting to publish on your own?
CB: We were already publishing the adventures and planned more books but Kickstarter let us speed things up – there was so much potential and we didn’t want to drip feed it out – particularly it was so important to get the core books out as this is the foundations for all the adventures and supplements being produced so it’s really helped bring forward a lot of the cool projects we have planned for the Achtung! Cthulhu universe like boardgames, tiles, miniatures, along with the whole RPG setting!
MF: Big plans for the future then!
CB: Yes but in stages, have to take it step by step and not over promise! 
MF: Could you tell us about a few of your favourite elements of Achtung! Cthulhu?
CB: What I love is the sense of desperate heroism, ALL the odds are stacked against the heroes, not only the vast power of the Third Reich but of Cthulhu and his minions’ own machinations too – I love this style of game because it is in these types of situations that humans prevail and overcome the most incredible opposition. What’s not to love about exploration of the weird war machines being invented by the Nazis, the mythical powers, the ancient entities striving to make everyone’s day end VERY badly and the simply incredible feats of ingenuity from the Allies in defeating not just the powers of the Nazi’s but also what we have planned? Doing Achtung! Cthulhu is doing what I love the most – building a fantastic world with new imagery with a great team of creative people.
MF: Fantastic stuff! So, are we allowed to know any of your future plans for the Kickstarter campaign? Any potential stretch goals that you’re dreaming of?
CB: Well we are going to introduce some very cool Allied investigators & heroes later on if we hit our main supplement and campaign stretch goals, plus there’s a rather big infamous Cthulhu campaign announcing this week – all I can say is you’ll need to wrap up warm…
MF: Cool! Now, wrapping up – what sort of stuff can people expect when they head on over and check out your campaign?
CB: Well we just unlocked the full colour hard cover for the second book, and if you pledge £35 (which is the PDF Master Bonus Level) and above you get every single stretch goal on PDF – already that includes a 98 page Part One of the Shadows of Atlantis campaign and the Eastern Front Guide is on it’s way next! So it’s amazing value already – there’s also the £40 Print Master level gets you two full colour hard backs (128 pages and 248 pages) plus a bonus 98 page PDF.
MF: And finally, anything else you’d like to say?
CB: Well we are also re-booting the Mutant Chronicles roleplaying game this year – it’s 3rd Edition so watch out for that!
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The Achtung! Cthulhu Kickstarter campaign ends on April 2nd 2013. If you’d like to find out even more about Modiphius, check out their site – and thanks to Chris for his patience during the interview!

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Episode 53 – Storytime with James, Colby and David!

This one’s quite the epic, comprising of three interviews with designers who tell their stories in very different ways!

You’ll be aware of the work of James Wallis, ‘the godfather of indie RPGs’ – with games like Baron Munchausen and Once Upon A Time under his belt, he’s built quite the reputation in the gaming industry. Now he’s back with a blast RPG called Alas Vegas; a tale of amnesia, violence and life in the desert. We talk about the game, his experience with Kickstarter and much more. There’ll also be a few lies in there, but it’s up to you to work out precisely what is true…

Colby Dauch of Plaid Hat Games then returns to discuss how the company has expanded in the space of a couple of years from producing only Summoner Wars to having a massive range of titles in their catalogue. With new releases on the way including City of Remnants and a tie-in with the forthcoming Bioshock Infinite video game, Plaid Hat are moving up in style. There are also a few revelations about what they have planned for the future, including a brand new design from Colby himself.

Finally, David Malki! from the excellent webcomic Wondermark joins me to talk about a new game he’s co-developed – Machine of Death. Set in a world where the technology exists to reveal the method of your demise, Machine of Death has spawned a book (along with an upcoming sequel) and now a party game of ‘creative assassination’. Brace yourself; this isn’t your average dinner party extravaganza…

Want some links? You got ‘em!

Direct Download link for the episode: https://archive.org/download/LMDEpisode53/LMD_Episode53.mp3

This episode’s sponsors are Artipia Games, promoting the rather charming Drum Roll on Kickstarter: http://www.kickstarter.com/projects/magecompany/drum-roll-the-board-game

James Wallis’ campaign for Alas Vegas: http://www.kickstarter.com/projects/jameswallis/alas-vegas-an-rpg-of-bad-memories-bad-luck-and-bad?ref=live

Spaaace – James’ company site: http://www.spaaace.com/

Plaid Hat Games’ site: http://plaidhatgames.com/

Machine of Death on Kickstarter: http://www.kickstarter.com/projects/1234131468/machine-of-death-the-game-of-creative-assassinatio?ref=live

Wondermark by David Malki!: http://wondermark.com/

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