About this project
Check Out Everything Extra We're Adding, at NO ADDITIONAL COST!
Playable Hero Unlocked—The Conservator!
Playable Hero Unlocked—Maser!
Playable Hero Unlocked—The Notch!
Playable Hero Unlocked—Quick Hit!
Playable Hero Unlocked—Zeroth!
Campaign Goal Unlocked—Four extra wallpapers & Four extra pages in the artbook!
And we've got EVEN MORE stretch goals planned!
What Is Emergents: Genesis?
Emergents: Genesis is a new PvP, multiplayer deckbuilding game where players take on the role of powerful superheroes—known in this world as Emergents—and battle against the other players in the game to be the last person standing. Players customize their decks based on four classes of superpowers in a fast-paced game that can be played by two to four players. Designed by Urban Island Games and Top8Magic, Emergents: Genesis introduces innovative, interactive mechanics to the deckbuilding game that will appeal to all fans of both the superhero genre and interactive card games.
Emergents: Genesis takes place in an original universe by game designer and comic creator, Brian David-Marshall and features art from a host of best-selling and award-winning comic book artists headlined by Steve Ellis.
Description of Gameplay
Watch Kyle and Anthony play a few rounds of Emergents: Genesis while they describe each mechanic in the game:
You can download the alpha version of the rules right here!
Emergents: Genesis is a 2-4 player deckbuilding game that any age can enjoy, and a game lasts generally between 30-60 minutes. Everything you will need to play the game with two to four players comes inside a box of Emergents: Genesis.
Players are dealt two Emergents face down and choose one of the heroes to start the game with. The object of the game is reduce all of the other players' heroes to zero health by attacking them while also building your deck and customizing your Emergent's superpowers.
Each player begins with a deck containing nine Skill cards and three Attack cards. Cards that generate Skill are used to purchase additional cards while cards that generate Attack are used to defeat your opponents.
Each player shuffles their deck and draws six cards. They can purchase basic cards that advance their Emergent's class strategy or purchase more expensive cards that are available dealt face-up from the deck. Cards that are purchased get put in the player's discard pile and whenever a player can't draw a card they shuffle their deck. At the end of each turn, a player discards their hand and draws six cards from their deck.
As the game progresses, players will ideally create a deck that showcases their heroes' unique abilities and allows them to be the last player standing. While many deckbuilding games are points races, where someone crosses a finish line and wins, Emergents: Genesis requires you to defeat your opponents, which means you can defend yourself if you have purchased the right cards along the way.
Emergents in the News!
"Emergents: Genesis is what you’d get if Dominion and Ascension had a baby that was adopted by M:tG and Sentinels of the Multiverse." --Pyro Frog, Independence Lane
"Emergents provides a fairly unique deck-building game that plays out somewhat as a cross between Super Smash Brothers and Dominion." --Rich Stein, Hipsters of the Coast
Brian's done a few interviews talking about the game! Check them out:
In Emergents: Genesis, there are four different “classes”: StrongHarms, Acolytes, Non-Stops, and Sculptors. Each “class” of Emergent has not only their own way of fighting, but also their own unique game mechanic.
StrongHarms don't wait around to ask questions—they just charge into battle, and hit hard while they're at it. Their fists do the talking, and if you're not careful, you'll get run over.
The unique mechanic StrongHarms have at their disposal is called Charge—if you play a card with Charge, the next attack that turn becomes more powerful. After all, what better way is there to learn from your opponents than by punching them as hard as you can?
For more on StrongHarms, click here.
Acolytes deal with information—not only the secrets in the world around them, but the secrets in the minds of their enemies, too. Nothing is safe from an Acolyte—their trade is information and they have it in spades. After all, if you know what your enemy is about to do, you can counter their every move.
The unique mechanic Acolytes have at their disposal is called Counter—when they are attacked, not only can they defend and prevent the damage about to be dealt to them, but they can also strike back!
For more information on Acolytes, click here.
Non-Stops love to go fast—and then go even faster. If they're not first, they're last. When fighting against a Non-Stop, you can expect a flurry of blows to come your way—and while any one hit won't hurt too hard, getting punched over and over and over again adds up quick.
The unique mechanic Non-Stops have at their disposal is called Flurry—by playing more cards, they can make their actions more powerful.
For more information on Non-Stops, click here.
Sculptors have the ability to manipulate and bend the situation at hand to their will—literally. Sculptors can use their power[s] to forge fire, ice, energy, or whatever else they can imagine into the form of their choice. Playing with fire has a whole new meaning when facing down a Sculptor.
The unique mechanic Sculptors have at their disposal is called Forge—if a card has been erased during the turn (by any player), their cards become more powerful.
For more information on Sculptors, click here.
All deckbuilding games need lots of cards, so it's a good thing every box of Emergents: Genesis has over 200 of them:
8 Emergents (Hero cards)
48 starting deck cards
60 cards for the stock row (a.k.a., The Panel)
100 cards for the center row (a.k.a., The Page)
Emergents: Genesis also comes with a rulebook—and not only will the rulebook include everything you need to play Emergents: Genesis, but also feature background content on the Genesis Squadron and the Emergents Universe written by its creator, Brian David-Marshall!
If we hit our stretch goals, we plan to add more cards to the game, including more Hero cards!
CITIZEN ($1): Every little bit helps! We really appreciate the support.
ENTHUSIAST ($5): Receive one digital wallpaper per hero in the game to show your love for Emergents! This also includes any wallpaper stretch goals that are unlocked.
MAKER ($12): Receive one DOWNLOADABLE, PDF print & play copy of Emergents: Genesis, so you can print a copy of the game and play with your friends! Additionally, your name will be in the game's credits. You also will get your name in the rulebook credits and everything in the ENTHUSIAST reward level
EARLY BIRD EMERGENT ($34): Receive one PHYSICAL copy of Emergents: Genesis for an early bird price shipped for free anywhere in the U.S.! You also will get your name in the rulebook credits.
EMERGENT ($39): Receive one PHYSICAL copy of Emergents: Genesis shipped for free anywhere in the U.S.! You also will get your name in the rulebook credits.
SQUADRON ($49): Receive one PHYSICAL copy of Emergents: Genesis shipped for free anywhere in the U.S., one print & play copy and one copy of the digital artbook! Basically all the rewards from the EMERGENT, ARTIST and MAKER levels.
RETAILER ($120): Receive six (6) copies of Emergents: Genesis shipped for free anywhere in the U.S. This level is available to RETAILERS ONLY. Also, includes your store’s name in the game’s credit and a packet of Emergents: Genesis promotional materials.
SKETCH ($150): Receive a sketch art card of your favorite Emegents: Genesis character. Please note that this card will be drawn after the game is released. You also will get everything in the SQUADRON reward level.
PROFESSOR ZEROTH, PROFESSOR MOXIE, PROFESSOR ABYSS, PROFESSOR STOPLESS, PROFESSOR HELIOS ($399 each): Receive one of our custom-made Professor action figures crafted by Vernon Gibbs, one of the premiere action figure artists in the world! You also will get everything in the SQUADRON reward level. We're finishing up our custom figures, but for now, we can show you some pictures of an in progress version of Helios (we're waiting on a fire sword). Check them out!
URBAN ISLAND GAMES PARTY ($1,000): You and a friend will join the Urban Island Games team in New York City for dinner at a location of their choosing where we play Emergents: Genesis and grab some good food. You will be responsible for your own transportation and lodging in New York City. You also will get everything in the SQUADRON reward level.
TOP8MAGIC DINNER ($1,000): You and a friend will join the Top8Magic team in New York City for dinner at a location of their choosing where we play Emergents: Genesis and grab some good food. You will be responsible for your own transportation and lodging in New York City. You also will get everything in the SQUADRON reward level.
You can also add on a print and play copy of the game for $12.
Show Your Support For Emergents: Genesis!
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The Origin of The Genesis Squadron
Emergents: Genesis focuses on The Genesis Squadron, the world's first superhero team, and the students of The Phaeton Project.
There were not always superheroes, but when Earth needed them most, a group that would come to be known as The Genesis Squadron came together to save the world from an alien invasion. The heroes' powers had been emerging in the post-nuclear era but out of fear of being ostracized—or worse—they had kept their abilities secret. Now that their unique skills were needed, summoned by military industrialist Aloysius Zeroth, they answered the call as Helios, Moxie, Billy Stopless, and The Abyss.
During the Cold War, Aloysius Zeroth made his vast fortune as a lynch-pin of the military industry in the United States. He was an avowed patriot dedicated to protecting the United States from communism and the threat of the Soviet Union and China. He was building a satellite weapon—known as ZEUS—that was capable of carpeting a targeted area with titanium rods dropped from space when he became aware of the threat of the alien invasion.
His sensors and equipment were being manipulated to erase the presence of an advance scouting party for the invasion. The erasure was too perfect and Zeroth intuited—through his emergent ability to communicate with machines—that the planet was under eminent alien threat. Working in space while looking down at the entirety of Earth he underwent a paradigm shift and dedicated himself and his vast resources to finding other Emergents and creating the superhero team that would become known as The Genesis Squadron.
After the Squadron helped fight back the invasion, Zeroth continued to seek out other Emergents and became aware of Professor Helios’ own son possessing formidable powers but did not share that information with anyone. Helios's son became the world's first Emergent villain and took on the name Phaeton.
Phaeton's powers presented a dire threat to the safety of the planet and Professor Helios and Zeroth had no choice but to join forces to destroy Phaeton and his island headquarters. There has been an irreparable rift between the two men ever since that tragic day but Helios extracted a promise—and sizable endowment—to recruit new Emergents and fund the academy for their education so that similar tragedy could be avoided in the future.
The academy was dubbed The Phaeton Project and it's faculty was made up from the remaining members of the Genesis Squadron. Helios hung up his costume and became Professor Helios.
The Members of The Genesis Squadron
Maureen “Mo” Xie was a Hong Kong beauty queen who did not come into her powers until she was kidnapped by gangsters looking to hold a national treasure for ransom. She discovered her emergent powers as one of the most physically dangerous people on—or off—the planet. The strength and recuperative powers she possesses have come to be known as the StrongHarm class. While she has beauty queen looks, Moxie is the hottest tempered of the faculty members and underestimating her is the easiest way for students to feel her wrath.
The Abyss was a shadowy counterintelligence agent who changed identity the way models change clothes. He made his military career out of being able to “read” people and could detect the minutest of untruths just by watching someone speak. As his powers emerged he developed the ability to shroud himself in shadow and render people incapable of rational thought with his gaze. He is cloaked in a—seemingly—simple hood and cloak of rough hewn cloth that shrouds all but his eyes in blackness. The cloak can seemingly take on different shapes and colors as The Abyss fights. He is a master of all forms of close combat but can also disable someone with just a look. Emergents who have pursued his path are known as Acolytes.
William Zaytsev was a Soviet test pilot and Cosmonaut who broke the sound barrier and unlocked his emergent ability to run through holes in time and space—the first of the Non-Stops. He took on the name Billy Stopless. He can travel almost anywhere in an instant and take vehicles and their passengers along for the ride if need be—powers critical in getting The Genesis Squadron past the defenses the aliens had set up around the Earth. He can also create the impression of detached limbs by punching through a wormhole to crack someone in the jaw from across the room—or to play a practical joke on them.
Professor Helios was the first Firesculptor and he has the the power to summon fire and shape it into anything he can imagine. Professor Helios is much less flamboyant than he was in his prime. He is a somber man in professorial garb. He has the utmost control over the fire but it is always burning. When he uses his powers he can make fire in his hands take on any shape and mass that he can imagine.
Kickstarter will also help us raise the funds to manufacture the physical game, hire a graphic designer, and cover shipping, handling, warehousing and other logistics costs.
About the Creators of Emergents: Genesis
Brian David-Marshall, a.k.a. BDM, is the creator of the Emergents Universe and co-Founder of Top8Magic, the home of a popular podcast and a number of upcoming comic and game projects. Affectionately known as BDM, Brian has spent his entire adult life making comics and games. After starting out as a comic book publisher and creator, Brian was sucked into the vortex of a little card game called Magic: The Gathering, which he has been playing, commentating, writing, organizing events and being generally excited about since the 90s. The Emergents are the culmination of his planned adolescence of creating comics and games.
Favorite Faction: Non-Stop
Favorite Emergent: Aloysius Zeroth
Favorite Card: Can't Stop
His Ideal Superpower Would Be: The power to turn people into living bread. It might seem silly until you consider using that power near a flock of pigeons or while walking along the shore. When your soggy legs collapse beneath you and a flock of filthy seagulls are tearing your stuffing out you will rue the day you laughed at The Loafer.
Favorite Comic: The Only Living Boy
When not playing Emergents: Genesis, he likes to play: Magic: the Gathering
Anthony Conta, a.k.a. Maverick, is the Lead Game Designer of Emergents: Genesis & Founder of Urban Island Games. Anthony has been playing games since he could hold a controller in his hands. His favorite gaming experiences are the ones that bring people together—either in front of a screen or around a kitchen table. He strives to make gaming experiences that promote interaction—his least favorite games are the ones where everyone's staring at their phones until it's their turn.
Favorite Faction: Acolyte
Favorite Emergent: The Abyss
Favorite Card: CTRL+ALT+DEL
His Ideal Superpower Would Be: Time Control
When not playing Emergents: Genesis, he likes to play: Super Smash Brothers Melee
Matt Ferrando is a Senior Game Designer of Emergents: Genesis. Matt has been designing games for almost as long as he's been playing them. He's spent over seven years making games for a variety of NYC game companies, including To Be Continued and 5th Planet Games. Matt is excellent at finding synergies and exploiting them to their fullest potential, burying his opposition in a flurry of hard to interrupt interactions.
Favorite Faction: Non-Stop
Favorite Emergent: Billy Stopless
Favorite Card: Grind
His Ideal Superpower Would Be: Teleportation
Favorite Comic: The Watchmen
When not playing Emergents: Genesis, he likes to play Magic or complain how there's nothing to watch on Netflix.
Kyle Gallagher, a.k.a. Goose, is an Associate Game Designer of Emergents: Genesis & Director of Business Relations at Urban Island Games. Kyle has been playing games since early childhood, ranging from Candyland to D&D. He is a stickler and advocate for "flavor" in games, and has worked hard to instill that into Emergents: Genesis. Recently, he has been able to share his passion for games through his work at Urban Island and has loved every minute of it.
Favorite Faction: Sculptor
Favorite Emergent: Bantam
Favorite Card: Eradicate
His Ideal Superpower Would Be: Regeneration
When not playing Emergents: Genesis, he likes to play: Anything made by BioWare or Bungie.
Miles Rodriguez, a.k.a. Rampage, is an Associate Game Designer of Emergents: Genesis & Director of Tackling Repeatedly. Miles loves to punch his way to victory. Why ask questions when you can just fight? His impulsive nature is his greatest strength—he sets his sights on a goal and runs straight at it, charging into the fray without a second thought.
Favorite Faction: Strongharm
Favorite Emergent: Moxie
Favorite Card: Tackle
His Ideal Superpower Would Be: The ability to sleep at will (so he can rest from all that rampaging)
When not playing Emergents: Genesis, he likes to play: League of Legends
Matthew Wang, a.k.a. Wang Smash, The Networker, just Wang, is a co-founder of Top8Magic, the home of a popular podcast and a number of upcoming comic and game projects. His game credits include 5th Planet Games' Clash of the Dragons online collectible card game, Zenescope's Wonderland board game, Z-Man Games' The Walking Dead board game, 4Kids' Chaotic trading card game and a number of other offline and online games. Matt is a senior advisor at 5th Planet Games (the company that acquired his previous game company, To Be Continued) and a board member at Gamers Helping Gamers, a scholarship fund for gamers. Matt has been prowling the NYC comic and game stores since the 80s picking up issues of Dragon Magazine, Chris Claremont’s X-Men and Power Pack at Westside Comics or D&D modules at Wah Kue Hobby Shop.
Favorite Faction: The Students!
Favorite Emergent: The Southside Sentry (coming soon!)
Favorite Card: Grind
His Ideal Superpower Would Be (and is): Networking
Favorite Comic: Suicide Squad
When not playing Emergents: Genesis, he likes to play: Junta
Jason Narvaez is a native New Yorker currently residing in the swamp lands of NJ. Thanks to a healthy dose of mythology books and art supplies in his youth, Jason's interest quickly gravitated towards comics. Eventually, his love of storytelling led him into the field of animation where he's created storyboards for a variety of animated shows such as the Teenage Mutant Ninja Turtles, Young Justice, Ultimate Spider-Man and others.
Bottled Lightning's Steve Ellis has worn many hats working as an illustrator, author art director and concept designer. Over his varied career he has created artwork and conceived projects for companies, such as Wizards of the Coast, Random House, Impact Books, Marvel Comics, DC Comics, AMC, Scholastic Books, Rogue Entertainment, Blizzard Entertainment, and many others. Recently, he has developed the award winning comic series High Moon for DC Comics as well as acted the lead designer, storyboard artist and illustrator on AMC's Breaking Bad: The Cost of Doing Business and The Walking Dead: Dead Reckoning games.
Risks and challenges
Emergents: Genesis is based on a game engine that's been in development for over two years—it's been playtested over thousands of hours by hundreds of people. We're confident that this game is amazing based on our testing and the amount of due diligence we've done. However, just like many things in life, something could go wrong. A lot of Kickstarter projects have succumb to fulfillment delays--things like printer complications, getting the game from the printer into the U.S. through customs, overambitious promises, or some other unforeseen circumstance. We've structured this campaign to minimize the risks of any of these things occurring, but we can't predict the future—we can only do our best to make the things we can control as perfect as possible.Learn about accountability on Kickstarter
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