About this project
Great News for Backers! The play demos and tests of the new uncommon cards are going so well that I have decided to make the 15 new uncommon cards from the original stretch goals available to you NOW!
$25 Pledge Level Award: You will receive 5 of the new uncommon cards for no additional charge! The final 5 will be chosen after final play tests are complete. This will bring the basic game up to a total of 15 uncommon cards!
Premium Award: All backers that pledge (or have pledged) $40 or higher will receive the premium uncommon add package (one per game ordered). This includes the full set of 15 new uncommon cards for no additional charge! This will bring the premium game up to a total of 25 uncommon cards!
Why?: The response from players on these new cards has been extremely positive. I'm adding these now because I want players to have the best possible gaming experience and not leave it up to stretch goals. Below is an example of some of the new uncommon cards being tested:
Jarek Smith from Got Game Testers: "Fantastic Game! Fantastic! I cannot explain how much I love this game!"
See the review from Got Game Testers with Jarek Smith!
Rick Perez from Let's Level Up: "We are definitely going to give this our seal of approval at Let's Level Up. It's going to be a whole lot of fun for you guys. I think Jay has designed a great game. Fantastic job you guys." Summary of review begins at time marker 18:07.
Undead Viking Videos: "It's one of those games that fits my group perfectly because we enjoy card games that make us think. We enjoy card games that have a relatively small rule set and the underlying strategy and depth of this game far out weighs any mechanics. We really enjoy games that reward us with repeated plays and this game does all of that. This is definitely one of those games that once you play it...it's like Ahhh...I've got to play that again." Summary of review begins at time marker 31:00.
The time of peace and prosperity for the Kingdom of Black Rose has ended with the untimely and mysterious death of the king. With no heir, it is now up to the five great noble families to choose a successor to the throne. Only the most cunning and treacherous player will be able to unify the five great noble families and claim the crown.
4-6 Players (currently working on a 3 player variant), 45-60 minutes.
If you like card games and if you like to roll dice, I think you will enjoy Noble Treachery.
Noble Treachery is a card and dice fusion game for 4 to 6 players where players risk their tenuous political alliances during the chaos of war or the treachery of diplomacy to form new alliances with the noble families of Black Rose. The first player to form an alliance with each of the five noble families becomes the king or queen of Black Rose and wins the game. The first player to collect one alliance token of each color (i.e. of each family), wins the game.
Players utilize armies, knights, mages, clerics, nobles, castles, spies, witches, poison and all out trickery in an ever-changing quest to gain the alliance of each noble family. Alliances can be formed by bold plays, lost in failed strategies, re-arranged by treacherous diplomacy maneuvers and out right stolen in the chaos of war.
Noble Treachery is a great game choice for larger mixed gaming groups (i.e. 4-6 light to serious gamers) because the game length does not significantly change with the number of players, set-up is easy, you can teach the basic concepts quickly and start playing!
Noble Treachery exhibits each of my 17 game design principles and is about thrills, close finishes, moments of surprise and comeback victories.
One of the most unusual aspects of Noble Treachery is the Cardicean game mechanic. The Cardicean Game Mechanic is a system where the power and special abilities of a card are affected by the value of the die that matches the color of the card.
Noble Treachery uses 5 different colors of cards. Each card has a base power from 1 to 9. Each player must play one card each round. There are 5 different colored dice that match the 5 colors of the cards. When a card is in-play, the base power of the card is always added to the value of the matching colored die to determine the card's total power (i.e. the Cardicean game mechanic).
The dice are rolled at the start of each round so players can never predict with certainty how powerful a particular card will be each round. Players can bet and risk losing their current alliances in an attempt to control the fate of the dice and to declare the winning condition of the round: War (highest power card wins) or Diplomacy (lowest power card wins). The winner of a round usually gains a new alliance. As players play cards, dice can be re-rolled that change the power of cards that have already been played in the round and as the dice change they can disrupt the strategy of players that have not yet played a card in the round.
Players can also gain/take alliances by rolling special dice combinations: A throne roll, a king's straight or a poison roll. Nothing is more fun than making a poison roll (5 of a kind) and stealing all of the alliance tokens from your favorite opponent (especially if he's been your friend and arch rival for 25 years!).
Noble Treachery is played with a deck of 60 cards (70 cards for the premium deck), 5 dice, one War/Diplomacy token and 25 alliance tokens. There are 24 different types of cards (34 in the premium deck). Some cards are secretly removed before each game which keeps players guessing.
The abilities of a card may interact with the dice and allow a player to steal, shift or change alliances. A skilled player must develop the ability to use all types of cards to raise his or her chances of winning but even the best player can never control an entire game. Noble Treachery will challenge your gaming skills.
I am currently working with artists Alex Stone, Charles Urbach, Randy Gallegos, Joe Slucher and Stephanie M. Brown on proposed artwork for new uncommon cards.
Several new proposed uncommon cards are under work currently. This is the latest sketch (below) for a new uncommon card called "Assassin" (by Alex Stone). This card forces opponents to add the blue die value to each of their respective cards' power. Good for a very sneaky play during a Diplomacy round.
This is the latest sketch (below) for a new card called "the Crown" (by Alex Stone). This card is equally powerful in both Diplomacy and War. A rare and powerful ability! This pic gives me the chills! I love it!
Here is the second installment of illustrations from Alex Stone. This is Captain of the Guard (below). This is a fun card because it is a black card, but when it is played, the player can change it's color to either green or red for the rest of the round....she's sneaky....her loyalty is subject to change.
And War Troll (below). This card is a black card with a power of 9 (highest possible base power). When it is played, the player must roll the black die and up to 2 other dice. Because the black die must be rolled, the War Troll's power is highly variable (like a War Troll should be).
Here is the latest from Stephanie M. Brown. This test card is currently called the Gypsy (renamed from Fortune Teller by Anthony - $300 backer). After it is played, the player randomly draws two cards from each opponents' hand. On each player's turn he or she must choose which of the two cards will be played. Several play testers thought the first prototype of this card's ability was too powerful So...this was the latest compromise.
Renowned artist Randy Gallegos licensed an illustration for a new uncommon card named the Monk. When the Monk is played, the player chooses a color. The remaining players that have not yet played in the current round cannot play cards of the chosen color. It's a great way to become instantly unpopular. Here is the illustration (beautiful):
New War/ Diplomacy Token Art
Many of you have asked what the new challenge coin looks like. Here is the first sketch of the proposed new War/Diplomacy token from artist Alex Stone. The final art will be printed on the challenge coin.
I decided to cameo a couple of cards each update to show you the breadth of strategies that are available to each player. Some of the abilities have been updated since the original prototypes were made.
Twin Cities Board Games Group (Davanni's Play Demo) - Nov 25
I held a play demo with a meet-up gaming group at Davanni's in Richfield on Sunday night. It went extremely well. I met some fun people: 3 Chris's, Nick and Shannon (had not met any of them prior to the event). Decided to re-design Diplomat (a new uncommon card) based on the input from the group (3rd strike for the card). My favorite quote from the night:
Chris (Meme) - "An excellent well designed and balanced game, easy to learn, demoed by the maker with so much passion. Pledged two copies because my son and I need more games of this caliber."
Legion Games Demo - Nov 20
Rick, a friend of mine ran a demo at Legion games in the south metro of Minneapolis. It was very well received. I was unable to attend. Here are some quotes from the players.
Mark - "I like that there's a lot of drama due to the chaos during the game. The ability to go after each other I really liked. I think this game would appeal to people who like games like Wiz War and Cosmic Encounter. My favorite part is that the dice are communal."
Grayce - "I liked the cards especially the art and the abilities were good too."
Alexandre (an early backer that had never played the game before - I've never had the opportunity to meet Alexandre) - "What I really, really liked about the game was the unknown. The element of surprise is one of my favorite things in this game. I also like that one roll can ruin everyone else. I had backed because he was local, but now after playing, I'm so glad I did."
Fantasy Flight Gaming Center Demo - Nov 17
We held another demo at the new Fantasy Flight Gaming Center (there was an Arkham Horror Tournament being held). We played a demo with some players that were taking a break from the tournament. It went extremely well. The group wanted to play again this weekend but sadly I couldn't. Here are some post game excerpts from the players:
Jason: "This was a fun game. I like how the lead changes quickly. I like how I can ruin another player's day and when mine gets ruined out of nowhere (everyone laughs). The variety of cards was really great."
Tommy: "I did enjoy the game because I like the idea of flipping someone's plans. There were lots of aha! moments."
Caramon: "It was fun to watch because it was fast paced. Players built quickly and players would fall quickly. I liked the balance between strategy and chance. There was lots of high stakes risk taking."
Fantasy Flight Gaming Center Demo - Nov 13
We held a demo at the new Fantasy Flight Gaming Center (An amazing space). Poison! When a 5 of a kind is rolled, it is called Poison. When a player rolls Poison, he or she can poison another player and take all of his or her alliance tokens. Each time it happens, everyone yells. A poison only occurs once every 5 to 10 games. Well, last Thursday the same player rolled poison twice in the same round and won the game in two rounds (full game is 12 rounds). That was the fastest win on record in 6 years. I snapped a pic below just as the second attempt to roll poison was made. It was quite a scene.
Magic the Gathering Club Demo - Nov 10
We held a play demo for a Magic the Gathering club at the Minneapolis College of Art and Design on Nov. 10 (not related to the game development or myself in any manner). The response was really great. We wanted to see how Noble Treachery was received by a "Magic playing crowd". It could not have gone better. They loved it and talked me into lending them one of my precious working copies so they could play it again! Some quotes after playing:
Addison: "I would like to play it again, I'm sad that I can't buy it yet" (Addie, take care of my working copy! : ) )
John: "This game was incredibly fun because you have to form a strategy five cards ahead and then it constantly changes on you. I want to play again this week."
Alex: "I like this game. Pretty intense."
This pic is out of focus but it was such a fun moment. Sometimes the dice don't cooperate!
$10,500 Level - All backers will receive an enhanced alliance token set and a new war and diplomacy token design.
$12,500 Level - All backers will receive the second uncommon card expansion pack. This includes 10 additional uncommon cards (the basic game has 15 uncommon cards, premium set has 25 uncommon cards and this stretch goal would bring the total set to 35 expansion cards).
I commissioned artists Randy Gallegos, Dan Frazier, Joe Slucher, Charles Urbach, Alex Stone and Stephanie M. Brown along with designers Samantha Langer and Brent Meyers from the Minneapolis College of Art and Design to complete the final design for Noble Treachery.The design is complete and I am ready to print.
After talking with the folks at Break From Reality Games during Gencon (great guys!), I decided that a kickstarter project would be the best way to raise the money to make a print run and to better understand the interest in Noble Treachery. If this project is funded I will publish the game as soon as is practical.
- Basic Set: 60 Cards [24 different card types (9 common and 15 uncommon), This is NOT a collectible card game. Uncommon cards change the game experience each time that you play].
- Premium Set: 70 Cards [34 different card types (9 common and 25 uncommon)
- 5 Dice (1 each red, blue, black, yellow, green)
- War and Diplomacy Token
- 25 Alliance Tokens (5 of each red, blue, black, yellow, green)
- Color Rulebook
Risks and challenges
The game design is complete. Printing quotes have been completed. The printed games can be completed and shipped in 3-4 months from finalizing the supplier agreements. I have been successfully managing projects for high tech companies for the last 25 years. I know how to bring a project from idea to completion. If this project is funded, the risk is very low for Kickstarter backers.Learn about accountability on Kickstarter
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