"A Board and Card game for Steampunk fans where every play is a different experience. And the rule are always in flux."
The Game
Board games have taken a turn for the mundane in recent years. The concept of a true adventure game has been lost since games like Nightmare and Jumanji. Turn•Key is a traditional Trouble causing game with a twist.
Over the course of the game, the players will battle each other's guild, take on dangerous missions alongside a cast of characters, gather resources, and eventually take the Treasure of the Century.
And best of all, the configuration of the map you're following changes every time you play.
The Pieces



The DVD: The Irony of using a 21st century information storing devise to display the multimedia and soundtrack for the game does not escape us. Believe me, I would have put it on a Phonograph if I thought I could get away with it.

Card Back: Ah yes... because we wouldn't want you to forget what game you were playing...

Capitol Cards: These mark the Guild or Faction to which you belong. There are 4. The Explorer's League, the Engineer's Guild, the Order of the Sciences, and the Cartographer's Guild. These mark the starting point for the game for each player.

Discover Cards: There are 12 of these in these cards in the game. Each is named for a source of intrigue. When you land on one of these spots (by rolling) you collect a Log/Resource Card.

Log Cards (Resource Cards): These cards serve two functions. They are instants, which, once aquired, can be used whenever the player likes (Before a player begins their turn.) They are used by holding them over your head, and announcing the card's name. Once used, the card is discarded.
Its second effect, is to be used as resources to take the Treasure of the Century. Knowing when to hold onto these cards is the difference between success and failure.

Adventure Cards: These cards, once landed on, trigger an Adventure, on the DVD portion of the game. Simply boot it up in your Computer or on a TV, and play away. Don't worry, we will have them up on the website as well, so if all you have is your internet connection or phone, you should be good to go. (Is that a first? We think it may be.)
Adventures feature a cast of characters, unique to each guild, in a life or death (or simply irrational) adventure, which, once resolved, effects all the players in the game. There are 8 of these cards in the game.

The Treasure of the Century Card: This card is at the center of the gameboard (Which is good, because it was the first card to be placed down; so if it wasn't, it would be a paradox.)
See that number at the center? That's what the saved resource cards are for. As you progress through the game you collect resources. If you're lucky, or skilled, when you get to the end of the map, you have enough resources to claim the treasure for your faction.
In the capture the flag ruleset, you also have to take this treasure with you, and it can and will be stolen. Don't worry, in the regular game, claiming the treasure is enough!
The Rules

SETUP
- The Adventure and Discovery cards are split evenly amongst the players who are playing.
- Each Player chooses their faction and takes their card.
- The players agree on the number of Resources the treasure will need to be collected (20,30,40,50) and place that treasure in the center of the table.
- Each player takes turns placing a card on the table, with a single arrow connecting to the previous card which was placed.
- The Players pass their faction card to the player to their right.
- That player places their card on the newly formed map so that it is only touching one other card.

GAMEPLAY
- Roll the dice.
- Move that number of Spaces.
- If you land on an adventure spot play the DVD feature for your Faction.
- If you land on a Discovery spot pick up a Log card.
- If you land on a Space occupied by another faction, roll to see who comes out on top. If you win the roll, take a random card from their hand. If they have no cards they skip their next turn. If they win the roll, then nothing happens, and turn order continues.
- Don't forget that each faction has a special rule that effects their gameplay!

TO WIN
- Roll exactly the right number of spaces to land on the Treasure of the Century.
- Expend the number of resource cards necessary to take the treasure.
- If you land on the end space without the correct number of resources, the player to your left takes one random card from your hand, and places it at the bottom of the Log Card Pile.

The Finished Product
- Each Card Box will be labeled for the game.
- It will come in a 'Vintage' styled tan square box.
- Each box will come with a DVD emblazoned (Light Scribed) with the game's Logo.
- 1 Wooden Dice
- 4 Wooden Faction Pieces
- 4 Treasure Cards
- 4 Faction Cards
- 12 Discovery Cards
- 8 Adventure Cards
- 20 Log (Resourse Cards)
- A Rule Book
- The Soundtrack for the Game
- 10+ 30 second Adventure Clips for Each Faction.
- A Video Explaining the Game
The Future of the Game
The psychology toward gameplay is similar to Munchkin, in that a game can only be improved by having TONS more of EVERYTHING. And, as Steampunk is a VAST universal concept, we will be entertaining rules, and game concepts for future expansions to the game.
These are, so far (but not limited to):
- Steam City
- Cult of the Vampires
- Mysteries of the Avant City
- Walking Mecha of Gears
...and more.
We want to see the game take off, and become a phenomenon. And you can help us get there. Help us to make the funniest, most adventurous, Steampunk game ever made.
If/When the Kickstarter succeeds, we have a publisher already lined up. This is the test. And we are determined to pass.
About the Creator
It was suggested to me that I create a subsection which explains who I am, and how I came to create a Board Game. So:
Currently (and for the last several years) I have been head of Quality Assurance, and a Project Manager on a Digital Trading Card Game. AAA refers to the fact that the game is a mainstream title on a large IP. As such, my knowledge of Board Game, and Trading Card game mechanics is quite large.
Additionally, I managed a physical printing house for 3 years. As such, the concept of Print Proofing, and design, as well as those of product fulfillment and order creation (Product assembly) are second nature to me.
I am an Equity card holding member of the Guild, who has experience both in the retail and private sector, doing film and photography editing, manipulation, and finishing. Additionally, I have quite a store of both analog and digital film/sound equipment and tools at my disposal and skill level. Though I have never directed anything as large as a feature length film, I have been on the ground floor of several independent projects, and have screen time as director in commercials and educational tools.
This is actually the second iteration of this project. Years ago I developed a connect-4 like boardgame called Animaru. Which connected checkers together in a pattern similar to that of Turn•Key. Our rules were slightly different, and the playtests went well. We put the project on hold when we realized the cost of the prototype. When Kickstarter came along, the players of Animaru suggested we revive the project. I agreed, but expanded upon the concept, and with great pride, stumbled across Turn•Key's core gameplay. You can thank my mother for the inclusion of the DVD mechanics. A stroke of genius I am sure she will never let me live down.
FAQ
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I would LOVE to, but all we have is a script. The actors are paid, and therefore, we don't have the funding to pay them for their time as yet. So we haven't filmed the clips. It's being done in Sepia tones, with a 1940's filter.
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The actors are being paid a small per diem for their time, nothing more. If the game succeeds, they are each receiving a profit share. For all intents and purposes, this is to produce the functional prototypes.
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The game has indeed been playtested. However, the alpha version of the game utilized checkers with the same mechanics, and an effect list. In fact, it was an Anime game we had called Animaru. It was only after we playtested that we decided to create a card style game to make the mechanics more accessible. Changing it to Steam was based on the fact that it simply suited the mechanics better. Not to mention the avoidance of rights issues.
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The fantastic thing about Steampunkers is that we all have our own sets of costumes and items. The 4(5) factions in the game were actually based on the costumes which belong to the supporters we received. As to the sets, I have access and training in film and animation production. I will be utilizing 'Green Screen' and post production effects to provide the majority of the effects in the clips. Additionally, I am an Equity actor with the Guild, and have a substantial amount of directorial experience. Additionally, we have very high end sound, video, and production equipment based on what I do for a living.
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From a Curious Contributor: The cost seems low for the production of the sets. How are you going to guarantee production quality materials.
As to the Sets for those who back the project: We chose the design we did because it didn't require a board. Boards for boardgames have an insane overhead to produce. The 'Card Only' model lowers the cost per unit substantially. I produced 50 sets of plastic coated full color tarot cards years ago at a reasonable production quality (More than enough for a TCG) for less than 5$ a deck. The printing arrangement I have still stands. I believe, that of the entirety of the printed materials for the game, and their quality, the fact that I have decided to put them in an artistry box is the lowest grade of the materials. And even it fits the stylistic choice.
This 'cost' of this game goes into its 2D, Cinematic, and Printed Material design. Not to mention the elements of gameplay. All of which I can provide from my own skillset (if I have not done so already). The original Scrabble prototypes were produced on a wood bench in a barn. This is the technological equivalent of using ingenuity and creativity to produce something high quality. Not every success requires a studio of people and a half a million dollar budget. One must craft their own success' from what they have on hand. -
Additionally, I am the QA Project manager for a AAA TCG. I probably know more about mechanic design, and interplay concepts than most people know about their own children. I apologize for the vaguety, however I am under NDA with my employer.
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This project is not design to make me money. I have a publisher in line for the finished product, however, I am required to produce evidence of its popularity/functionality, as well as a functional prototype. I can do this out of pocket, or I can do it using Kickstarter. I chose the later for obvious reasons. Not to mention the fact that Kickstarter acts as a wonderful demographic and communication tool for product development.
The budget for the production of materials is the budget for the process. I'm not taking anything off the top. This is a creative endeavor with the chance to make money down the line. However, should it, for any reason, cost more than I have bidded it out to cost, then I am prepared to pay out of pocket for the difference.
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At a much higher cost then the production of the individual sets, I will produce a single prototype of the finished product and follow the standard practice of filmed playtests, and eventually, pay a demographics research facility to provide the potential publisher with the information which would otherwise be provided by this process.
(Note that this is actually our second attempt. I wanted to rule out bad timing on my part having prevented our first run from succeeding).
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It probably sounds silly, but I had completely forgotten about the increases for International shipping. To my knowledge, the cheapest option is 35$ American. Hrm. I will not turn away friends from across the ocean. And I won't charge you extra for the shipping because that would make me a Jerk. But I would be grateful if you would donate more than the 50$ for the base game, as it will make my sending you the game less... painful on the final budget. But again, I'm not pushy. I just want people to own the game.
12
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Funding Unsuccessful This project reached the deadline without achieving its funding goal on September 8, 2012.
Funding period
Aug 9, 2012 -
Sep 8, 2012
(30 days)
- 4 created · 3 backed
- Brandon Lee De Vito 107 friends
- Website: 5nerds.com
Pledge $1 or more
1 backer
[Tip Jar] Just feel like donating to our cause? The we will give you our most hearty 'Thanks!' when you throw a few dollars our way!
Estimated delivery: Jan 2013Pledge $5 or more
2 backers
[WELL WISHER] We'll send you a Steampunk Sticker or 3/4" Button (Pin) featuring the logo and art for the game.
Estimated delivery: Jan 2013Pledge $15 or more
1 backer
[GIVER] We will send you a download link for the OST for the game, as well as a Pin or Sticker.
Estimated delivery: Jan 2013Pledge $50 or more
6 backers
[BRONZE]THE GAME: Yes! You get a limited run copy of the first version of the game! In all its glory!
Estimated delivery: Jan 2013Pledge $100 or more
1 backer
[SILVER]THE GAME + The Expanded Rulebook (With Alternate Play Modes) and the Special Edition DVD with extra missions for each faction.
Estimated delivery: Jan 2013Pledge $150 or more
0 backers
[GOLD]THE GAME + Special Edition DVD + a special expansion pack to the game which will never be released to the public. These 48 cards will expand the game to twice its size and offer hours upon hours of hilarious and heartrending action with you and your Steam loving friends.
Estimated delivery: Jan 2013Pledge $200 or more
1 backer
[STEAM] The Game + Special Edition DVD + Exclusive Expansion Pack + Stories and Themes (A Softcover book): A Choose your own adventure, single player mode for the game, complete with beautiful narrative stories and game map design; signed by the author.
Estimated delivery: Jan 2013