To create a game that is professional in every way: logically, artistically, and in its production value by enhancing the game with added stretch goals. To build and expand on the success of our first two games with our upcoming title DUNGEONCRAFT.
Main Goal: If we hit $2,500 Add 15 "gemstone" action tokens in place of the chipboard action tokens currently planned. Color to be determined.
Stretch Goal: If we hit $5,000 Print the game with a bigger box to make space for possible future expansions, added gem tokens, extra dice and any other gear a gamer may choose.
Stretch Goal: If we hit $7,500 Print more game copies so we can put the product in stores and make it available after the campaign. This would assure available units for the US, CANADIAN, UK and EUROPEAN markets.
Stretch Goal: If we hit $10,000 Put a rush order on the printing to get the game back from the printer 2 months faster! This places the game in your hands late MAY to early JUNE.
The Game box already includes:
A cool double cover box showing the view of each role
1 Color instruction set covering both roles
80 Coated Cards (16 starting dungeon room cards, 8 dungeon effect cards, 14 extra dungeon room cards, 16 adventurers, 22 treasure cards, 4 reference cards)
42 Coated High Quality Semi-Gloss Tokens (2 entrances, 16 map, 15 action, 4 order, 4 level, and 1 temple)
2 Customized Dice
DungeonCraft is a game played with 2-4 players: one player as the Guardian against 1-3 Heroes. The Guardian of the Dungeon builds the dungeon and defends its rooms. The Heroes recruit adventurers, equip them, and plan their movement into the dungeon. Each of the two roles is governed by a distinct set of actions.
DungeonCraft takes 45-90 minutes to play. Within a round, players spend tokens to take actions in an alternating sequence. Basic in its concept yet elevated in strategic options, the game combines some elements of chance with your ability to read your opponent's strategy.
At the start of the game the Guardian designs a dungeon using a set of 16 room cards. The Treasure Vault is the most valuable of those rooms. Once the Guardian places entrances outside the dungeon, the game begins.
Each player has action tokens to spend on a variety of actions. Players use tokens to make plays during a round. After all players have spent their tokens, a new round begins with a new set of tokens.
The Heroes use tokens to prepare adventurers, and move them through the dungeon. Heroes earn points by defeating rooms. The Guardian uses tokens to build new rooms and create dungeon effects to slow down the Hero's progress. The Guardian earns points by capturing adventurers and their gear, and by keeping his dungeon unexplored. The game ends either when the Guardian has drawn all the dungeon cards or when the Hero captures the Treasure Vault.
The Guardian has 4 room types: Traps, Brutes, Evil and Magic. The Hero has adventurers with skills suited to certain room types. The Hero is trying to put the best adventurers in the rooms most suited to their skills—while the Guardian tries to ambush and surprise the Hero with rooms that challenge the adventurers.
Here is a preview by the DICE TOWER:
Recently Tom Vasel at THE DICE TOWER reviewed Villagers and Villains.
Also, here is a review by InD20 of Villagers and Villains our most recent title:
Our Track Record
Treasures and Traps: The Adventure card game. Fast playing, light and fun.
Villagers and Villains: A town building game--if your town was built outside MORDOR! Lunchtime strategy with a chance for fortune and prosperity.
Risks and challenges
Our First Campaign
The status of our DungeonCraft campaign is in final art development. All the concept art is complete, and now, each week, we have shared the color finish on these artworks. This painting process is 75% complete. The game design and graphic design work has been 100% completed. Our printer has provided a quote and we are in the process of preparing assets for the printer. Once the last 25% of the colorization for the art and the final proofing of the text is complete we will send the files to the printer. Three months after that we will receive the final games and these will be sent to our fulfillment house in Indiana. (Impressions LLC) From there the games will be shipped at the rate of about 100 per week.
The New Campaign
Everyone who has backed our first campaign will reap the rewards of any of the goals achieved in this campaign for the simple reason that we will put all these new enhancements into the same print run. In addition, everyone who joins this campaign will enjoy the achievements of the previous campaign goals.
In essence all our backers will be part of the same team working to enhance the product. The main challenge at this point is gaining the funding to make the project come to completion quicker and with even higher quality. Our track record of making high-quality awarding winning products has been proven in our previous games and books.
A Final Note
Whether this campaign succeeds or not, the Dungeoncraft game is assured to all backers by AUG 2013. We hope it can now be made available to all those who didn't know about our first campaign, for communities and gaming stores everywhere, as well as for our previous backers by JUNE 2013.
- (55 days)