Friends & Foes
Friends & Foes
A Fantasy Team Brawler Board Game. Play as one of seven unique characters in this exciting, easy to learn game of fantasy combat.
A Fantasy Team Brawler Board Game. Play as one of seven unique characters in this exciting, easy to learn game of fantasy combat. Read more
- 2 - 6 Players
- Ages 12+
- 60 Minute Play Time
A Fantasy Team Brawler Board Game
Choose your character and battle the other team. Friends and Foes can be played as a 1v1, 2v2, or 3v3 game. Play your character's abilities each turn to move across the battlefield and attack your foes.
Guided by Modern Game Design Principles
There has been a revolution in board game design recently that has brought us better, more elegant game mechanics, but for some reason many new fantasy games suffer from old game design flaws. This game was designed from the ground up with modern game design principles in mind:
- No Player Elimination
- Simultaneous Turns
- One Hour Play Time
- Easy to Learn and Teach
- Deep Strategies
About the Art
K Linney has their own unique style. K has created imaginative, diverse characters with practical gear and outfits, and conscientiously portrayed body images. There's no cleavage, chiseled abs or high heels in the art.
Also note that most of the cards have placeholder thumbnail sketches, not finished art. Here are two examples of what the thumbnail sketches will look like when they're finished:
Written Game Play Tutorial by Wylliam Judd
Video Game Play Tutorial
Kickstarter Preview from Grey Elephant Gaming
- 1 Box: 10" x 10" x 3" board game box.
- 1 Board: 18" x 18" quad fold game board.
- 218 Cards: 64 Ability Cards, 126 Rune Cards, 12 Enlightened Rune Cards, 9 Mark Cards, 7 Character Cards
68 Chipboard Pieces: 10 Wound Counters, 7 Character Tokens, 3 Item Tokens, 3 Rage Counters, 1 Initiative Marker, 7 Life Counters, 30 Focus Tokens.
Regional Stretch Goal
6/30 - EU Friendly: If we get 30 backers in the EU, we will ship the game from within the EU, saving you about $10 on customs.
$40 - The Game
Select the Early Bird pledge level to also receive an art print of your choice. Limited to 100 backers.
$52 - International Backer
Get the game shipped to you anywhere in the world!
$115 - Art Appreciator
In addition to a copy of the game, you'll also receive a 70+ page hard cover 8" x 11" Art Book. The book will include all of the artwork from this game, from concept sketches to completed illustrations. It's the perfect way to appreciate the beauty of the art made for this game by K Linney.
$750 - Costume Pieces
K Linney is a member of The Coop Cosplay, a costume blog K shares with their cousins for all their ridiculous cosplay jazz. This is an example of a mask K's made, and there are many more costumes on their blog.
+$10 Promo Cards
Get two bonus ability cards to give you more options and more variety. These cards are Kickstarter exclusives for the first year. This add on is included in all pledges above $100.
+$20 Art Print
Choose any illustration and get it as an 8" x 10" print. You can add this any number of times. Here are two example illustrations:
+$40 Additional Copy of the Game
Add as many extra copies of the game as you want for $40 each. Add an additional $12 for shipping outside the US or Canada.
No Player Elimination
Nothing is worse than getting eliminated early from a 3+ player game at game night and having to sit out of the rest of the game, which could take hours.
How does a combat game avoid player elimination? The wound system! Friends and Foes isn't a fight to the death. Instead, whenever you deal enough damage to a foe, that foe gets a wound. If you get enough wounds on the other team, you win! There's still an incentive to go after "squishy" targets with less health, because it's easier to get a wound - your damage goes further making the more frail ranged characters high value targets.
These aren't simultaneous turns in the sense of slap-jack. Instead everyone in the game plays through each step of the turn together. Any actions that can be taken simultaneously are, while others are done in initiative order. That way, everyone is always engaged, not just waiting for their turn to play.
- Play Abilities - Simultaneous
- Adjust Focus - Simultaneous
- Move - Initiative Order
- Reveal Runes - Simultaneous
- Damage & Effects - Initiative Order
Easy to Learn and Teach
The game's rules for how to play a turn fit on one page. Most of the rest of the rulebook is clarifications on how the various keywords work. The keywords are defined on the board for easy reference, and you'll mostly check the rulebook for clarification on corner cases. Once you have learned the keywords, it makes the game flow smoothly since all the cards that share a keyword work the same way.
One Hour Play Time
The game takes about 45 to 75 minutes to play. I like games that take one hour, like an episode of TV. It's long enough that one game is satisfying, but short enough that you can have a marathon and play several games in a row.
Deep Strategies: Different Play Styles
The decisions you make will impact the game from the first to the last turn. There are plenty of opportunities for a more skilled player to outplay a less skilled player. There are also lots of different play styles. You can go for a rush strategy, where you're trying to get in as much damage as you can right away.
You can go for a late end game where you balance defensive abilities with Level Up abilities that make you more powerful as the game progresses. You can play a tactical positioning game, where you outwit the other team to take map objectives and foil their attacks. Players can focus on different parts of the game like choosing abilities, managing their rune cards, doing tricky things with movement, and trying to predict what their opponents are playing and countering it.
The fire archer likes to set things on fire. What else do you need to know? OK, well there's more. The Fire Archer can set a trap, and set part of the battlefield on fire for zone control of the battlefield. Of all the characters, the Fire Archer is the best at "kiting" (keeping his enemies at a distance).
The Assassin lurks in the shadows and plots the demise of her enemies. On the first turn of the game, the Assassin gets to start off of the board. You can place the Assassin wherever you want when it's your turn to move. The Assassin can do this again by using her Vanish ability. She can also poison her enemies, giving her a chance to deal a large amount of bonus damage on her next attack.
The Warden uses Telepathy to mind link with both allies and foes. Once he's opened a mind link, his abilities have bonus effects that empower his allies and hinder his enemies. Because he opens new mind links throughout the game, the Warden scales into the late game particularly well.
The Enforcer is a heavily armored warrior who disrupts her enemies to protect her allies. Whenever she would take damage, she has a chance to block all of the damage, making her the toughest character in the game. To protect her allies, she can knock down and stun her enemies to keep them in range of her and out of range of her allies.
Some say the Berserker gets his power from the bear skin he wears. He has the strength of a bear and can become enraged when attacked. Though he's big, he's extremely fast, the most mobile character in the game. He doesn't bother with defense, he's focused on chasing down his prey, and cutting them down.
The storm caller gathers a storm and then unleashes it on her enemies. Most of her abilities have a "combo" that adds something to one of her other abilities. She can capitalize on her combos by unleashing her combos on an attack that will hit multiple enemies, or on a lightning bolt with unlimited range and unstoppable damage.
The Duelist puts his opponents at a disadvantage, and then capitalizes on it to parry, trip or disarm them. He's always on his toes, and can respond to what his enemies are doing, always adapting to the situation. He specializes in choosing a single enemy, cornering them, and shutting them down.
The road long in disrepair, you traveled through the wilderness to get here. The ruins tower over you, terrible and magnificent. Verdant vines claw upwards as righteous hands reclaiming the crumbling stone city. Two Leylines intersect here, Æther welling up below. For centuries druids have come to this place to harmonize with the Æther. Now it draws pilgrims of another kind.
It wasn’t a great evil that made Amyria a wasteland, but a great mind. Myril Dalden was a pioneer of Æther. His forges imbued objects with the incredible properties of Æther. His gateways transported people through Æther to the far reaches of the kingdom. You recognize these relics here among the ruins, broken and red with rust. They are the reason you’ve come.
Dalden’s mastery of Æther lifted Amyria into a golden age of prosperity. Æther touched every aspect of peoples’ lives, from spectacular fairs, to gateways between distant cities, to farms that ensured a harvest. Travelers came from distant lands to witness legendary Æther-wrought monuments. Equipped with Æther-forged arms, Amyria’s army never lost even a single soldier in battle. It seemed that nothing could bring an end to the glory of the kingdom.
But things were not what they seemed. Beneath the surface of the pristine Æther construction, the Leylines that gave birth to the city were becoming increasingly unstable. The Druids warned the Amyrians their reliance on Æther would spoil the spring below but their warnings fell on deaf ears. The hubris of society would be its undoing. The Æther unleashed grinding earthquakes, relentless lightning storms and raging fires. In a matter of hours, the city was a smouldering ruin.The people so ensconced in the city walls only realized devastation as it rained upon them. Amyria was reduced to a memory.
Dalden’s legend has inspired a new generation of researchers. His legacy is their hope. They are here to find his relics, to learn from them, to preserve and restore them. Their goal is to continue his work, advance and refine the use of Æther, to revive the kingdom to its former glory and build a new Amyria atop the ruins of the old.
The Druids held the Leylines sacred long before Dalden harnessed them. They come in search of his atrocities to destroy them. Amyria was a kingdom that brought ruin to the land. They won’t sit idly by a second time as a new generation idolizes destruction. The druids seek to eradicate all traces of Dalden’s work and everything he stood for. Amyria is in sight and their work is far from over. They would sacrifice everything to ensure Æther is not misused again.
The Æther calls to you, but you're not the only one to heed the call. You must rise to the occasion to change the course of history, for your search has come to an end, but the most important battle of your life is about to begin.
The game will be manufactured in the United States. We will be supporting the US economy by keeping money circulating in the US, and we will also be protecting the environment by avoiding a large shipment across the Pacific Ocean.
The quotes I've received from these companies aren't any higher than the quotes I got from several Chinese manufacturers.
Package Right will be our primary manufacturer. If we reach our first two stretch goals, Package Right will manufacture everything except the cards and the glass gaming stones. Package Right has an excellent track record and manufacture games like Catan Jr. by Mayfair Games, Pompeii, and Quirkle.
Package Right only prints white core cards. Cartamundi makes black core cards, which shuffle better. Cartamundi is a leader in card printing. They've printed games like Munchkin, Catan Card Game, and Uno.
Chessex is a leader in gaming accessories, has a high quality product, and is very reliable.
I've been designing games for as long as I can remember. I made up rules to a ball game I played with my sister, Brittany, when we were 3 and 5. After getting a Nintendo when I was 7, I created a paper version of Super Mario. I discovered D&D at age 8 and instantly started creating RPGs, including a Lego based RPG I played with Brittany, and my uncle Joey that summer. In middle school I literally made friends by getting them to play the games I'd designed, including a racing game, a strategy game, and an RPG that we played for hundreds of hours. This trend continued into college and beyond. After graduating from college I worked at a game store called Eudemonia in Berkeley, where I discovered new board games like Settlers of Catan, Race for the Galaxy, and Dominion. I was taken with these games' superior designs, rarely relying on such a thin game mechanic as say, a d20 roll. I discovered my hero, Mark Rosewater, and it was reading his articles that I realized that game design is the one thing that's always going to captivate me.
K. Linney, also known in the art world as Savedchicken, is a digital artist and avid costumer/cosplayer. Along with artwork for Friends and Foes they are also working at the Ukiah Player’s theatre, and mentoring with teen troupe Repose in Action. Their background in costumes has helped with character creation to design outfits with realism and usefulness in mind.
Game Play Tutorial by Lindsy Judd
Strategy Video by Lindsy Judd
Edited by Truckee Lynch
Music by Dallas Aimer
Settlers of Catan Image
Author: Louis Oliveira
Author: Rocco Pier Luigi
Magic the Gathering Image
Author: U.S. Air Force photo by Airman 1st Class Kyle Gese
License: Public Domain
Risks and challenges
When it comes to fulfillment, every project has potential obstacles. If setbacks do arise (we hope they don’t, but it happens!), we will keep you, the backers, informed at every step. The most likely "obstacle" will be fulfilling everything on time. We will keep you constantly updated on the progress of the illustrations, and the status of everyone's orders. You'll never be left hanging; you'll always know what's going on.Learn about accountability on Kickstarter
- (30 days)