Blackout is a dark adventure game for 1-5 players. Players take control of 1 or more characters and venture out into the Northern Wastes in search of glory and renown. Blackout is a mission-based leveling system that offers savage combat and rewarding exploration.
Blackout includes 23 high quality miniatures, a 48 page rulebook, a 20 page campaign book, doubled sided room and hall sections (representing alleyways/abandoned building and underground tunnel/maintenance chambers), debris markers, objectives, status counters, player cards, enemy cards, item cards, event cards, and 6 ten-sided dice.
Over the years, various groups have passed through Sector 44. One of those groups in particular has been successful in entering the Black Zones and retrieving valuable supplies and technology. These individuals have come into contact with the Brood and prevailed, destroying the parasites they encountered. They are referred to as "Outlanders" and pride themselves on their ability to live freely on the surface. Demand for the Outlander bands is common in the Northern Wastes, as settlements above and beneath the surface have no choice but to hire them out if they wish to survive. They do whatever is needed: gathering food, technology, or weapons and even retrieving those foolish enough to venture into the Black Zones on their own. The Outlander teams deliver and are worth every penny.
Pictured above are the 3D printed player pieces that will be included with each Blackout core game. Each character will be highly detailed and cast in light grey plastic.
The Brood is a sect of creatures that have taken up residence in many cities throughout the Northern Wastes, preferring to dwell within the subterranean systems beneath the great cities of man. They are parasitic in nature and require their food source to be a living, breathing subject in order to survive. It is said that The Brood have always been with us, hidden out of view, waiting for the right opportunity to makes their presence known. When the world went black and the screaming finally stopped, they emerged from their places of hiding on and beneath the surface, cutting down and feeding on any living thing that stood in their way.
Each enemy will be highly detailed and cast in dark grey plastic.
THE STATE OF THE WORLD
It is commonly referred to as "The Event," a moment that changed history in a mere few seconds. This catastrophic event is one that only the old timers were alive to witness, and most of them are long dead. The Event itself is as much a mystery as it is a legend, with any real details of explanation lost to years of storytelling and embellishment. In the end, it does not matter; the world was ripped apart with billions dead and many more left to die from infighting, disease, and starvation. Within days of The Event, man retreated from his modern cities, now inhabited by parasitic creatures that prey on the weak. Whoever unlucky enough or foolish enough to set foot inside these decaying metropolises known as "Black Zones" is quickly whisked away as scores of vile creatures pour from openings beneath the streets, eager to feed on anything that wanders too close.
WITHIN THE BLACK ZONES
There is no safety inside the Black Zones. Many of the abandoned cities still contain medical supplies, technology and raw materials. While humanity struggles outsides the city walls, nestled safety beneath hundreds of feet of earth, the Parasitic Brood lie in wait, eager to feed on anyone setting foot with the zone.
A SUBTERRANEAN WORLD
Beneath the crumbling cities, a vast network of subterranean pathways exists. These vast underground chambers are vital to the Brood's survival. With these tunnels, The Brood emerged to feed on mankind after the great fall. It is these same tunnels they continue to thrive unmolested. Many of the nomadic Unification kill teams have attempted to cleanse these zones but all have been unsuccessful, for the network beneath the surface is vast.
In recent years, the need to enter these occupied cities has increased. Many years ago, mankind retreated safely beneath the surface, occupying abandoned shelters, bases, and silos. The remnants of humanity stockpiled and scavenged in and around the surface of their new homes, eventually building shanty-like settlements above their subsurface dwellings. Gated and fortified, these have stood for years and protected the citizens of the Northern Wastes from the rampant theft and violence that is common.Over these last few years, supplies have dwindled, and settlements have been forced to find methods to explore the cities they fled from so many years before.
The world of Blackout is comprised of sectors that divide up the region referred to as The Northern Wastes. Over the years, areas have been sectioned off into sectors, with each sector containing a number of zones within. Many of these zones are dangerous, while others contain small settlements or underground facilities and offer opportunities to trade or rest. Your introduction to the world of Blackout begins in Sector 44, hundreds of feet below the surface in the remnants of a crumbling missile base.
The world of Blackout is represented by hall and room sections that fit together to represent abandoned cities. The Game Master places a starting room or hall at the start of each new mission. As the player explores, additional tiles are placed that offer new pathways and rooms.
Below, you will see a small example of what has been created. The base set includes hallways, intersections and rooms. In addition, rubble sections are present that allow the Games Master to block passages or add cover elements within rooms. Finally, each board piece is doubled sided, with abandoned alleys on one side and subterranean tunnels on the flip side.
MISSION LAYOUT EXAMPLES
ENDLESS CONFIGURATION POSSIBILITIES
The boxed version of Blackout contains 8 scenarios that form a campaign that can be played over many hours and weeks. In addition, the rulebook includes directions for creating your own campaigns using your own level layouts or the random generation tables for hall and room combinations.
Blackout has been designed as a card based system to streamline the bookkeeping aspects common in adventure board games. Blackout's card system allows both players and games master to track their progress without interrupting the flow of the adventure.
Each player card works in conjunction with mini cards to streamline player inventory.
Player statistics are clearly defined on over-sized cards that allow players to stack mini cards depicting weapons, abilities and items in an organized manner. Each weapon, ability, and item is fully illustrated and represented by its own mini card. Starting characters, in most cases, begin the game with a primary and secondary weapon, 1 to 2 special abilities, 1 or more consumables, and a pocket full of credits to spend at the closest settlement.
Throughout each of the 8 missions included in the Blackout core game, the player will come across ammo, salvage, weapon components, consumables and credits with each new adventure.
Blackout includes a multitude of close ad ranged combat weapon options, each represented by a card. Each character may choose 1 primary and 1 secondary weapon before embarking on a mission. Many of these weapons can be found in today's world, while others are makeshift versions of pre-existing weaponry. The player will also come across rare weaponry, built from advanced technology beyond our current understanding.
Each player class has its own ability pool to draw from. Before each mission, a player chooses 2 or more abilities from their class pool before they begin a mission. Each special ability has a point cost and can be used 1-3 times per mission. As the player's level increases, the player gains the ability to build out a character in a more specialized manner, choosing from an increasing number of special ability possibilities.
Each player begins the game with the ability to carry up to 8 items. As the player experiences new adventures, they will undercover a number of items that can be used to your benefit. Items can be ammunition for the weaponry carried in your party or consumables that allow you replenish lost wounds. In addition, the player will salvage materials that will yield a high return and raw components that can be used to upgrade existing weapons.
Blackout uses ammo counters to keep track of all player ammunition, eliminating the need for player or game master record keeping.
In addition to ammo counters, Blackout employs a number of miscellaneous counters to cover myriad situations. Counters are used to indicate player kills, indicate that an area has been fully searched, note that a player is on over-watch, denote visibility restrictions, or show that a player has been wounded or poisoned.
Blackout requires a games master. This individual controls the experience, adding tone and guiding the players through a dark adventure. In order to create a fun and interesting experience for both player and games master, a number of tools have been created to aid the games master.
STANDARD ENEMY COMBAT CARDS
ENEMY ABILITY CARDS
In addition to creature cards that contain all stats and abilities, the game master is supplied with a small map showing the layout of the mission. In addition to the creature deck and mission maps, the games master relies two key systems: the event deck and threat table.
The event deck is used when the player enters a two way passage or room. For each time a new space is entered, the games master draws from an event deck and plays that card on the player. The event card may contain a combat encounter, a trap, a reward, or a situation that creates panic or terror in one or more players. These event cards allow the games master to create a unique and compelling experience each time the game is played. A well-shuffled and sizable event deck guarantees that no two games will play the same.
The threat chart is used in conjunction with threat tokens. Each turn, the games master rolls to determine the threat token pool. Each token rewarded to the games master can be held onto and banked for a later time to play an event of the games masters' choosing that is present on the threat table. Each of the 8 missions has its own threat table with contextual rules for the setup and environment and/or enemy type present.
Blackout is a game that focuses on combat and exploration as well as providing the opportunity to be part of a deep narrative. Each of its many missions encapsulates a self contained goal within a greater story arc. Each choice or action that is made influences your experience and helps shape the world around you.
I've includes an example of a mission intro here:
Blackout is a D10 gaming system that includes everything needed to play out your initial adventures. Each box set includes miniatures, cards, and counters to represent each situation present in the starting campaign.
Blackout is a dark adventure game that uses miniatures on a grid based board to simulate exploration and combat. Each character is supported by a player card, item, and ability cards. Modifier tokens are used to alter starting stat values of your characters as the campaign progresses. Movement is handled using the grid spaces that are present on all hall or room components. Combat is resolved using the fixed range based on a particular ranged or hand weapon and determined by dice rolls and modifiers.
The core Blackout game is still undergoing development. It is currently playable and has been tested to fine tune the original framework present in the initial design. It is safe to say that the game will undergo significant changes, but I am confident these changes are for the betterment of the game. To look at the rules and an example of play in its current form, click on the links below.
Only the event cards and threat tables need to be finalized since each of the other aspects has had an initial design and art pass. (That includes all miniatures, player cards, standard cards, mini cards, counters and board sections). It will take 3 months to test all 8 missions after the event cards and threat tables are completed and another 3 months to write out the final rules and lay out the book. The game and miniatures will take 3-4 months to print and another 3 months on the ocean to arrive in the US. That is 12 months with a game that is 80% complete. I am going to say 15 months because things seem to take longer than the manufacturer’s quote.
Rules for solo play will be in the rulebook as well. The event deck will be used in conjunction with an AI deck to simulate enemy behavior.
25K Additional Salvage Cards
30K Additional Consumable Cards
35K Additional Weapon Cards
40K Custom Metal Dice $60 Add On
50K Necrovant $25 Add On
60K 2 Part Necrovant Campaign (free download)
70K Additional Weapon Component Cards
75K Hired Guns boxed set $25 Add On
85K 2 Part Hired Gun Campaign (free download)
100K Canine Companion (Counter for Canine and rules)
125K Drone Companion (Counter for Drone and rules)
150K Quartley Journal (free digital) The Signal
Very little is known about the creature known as the Necrovant. It is considered to be the oldest of all Brood life forms and thought to possess physical and mind altering influence over man and Brood alike.
The Necrovant will be available as a multi-part miniature that will allow you to build both “shrouded” and “gliding” versions of the creature.
Blackout players have the option of hiring additional soldiers to accompany them on difficult missions. These “Hired Guns” serve as reinforcements, allowing the Narrator to scale combat encounters to create more complex combat scenarios.
Each Hired Gun pack includes 2 unique lowers bodies, 2 upper chests, 4 unique heads and 4 sprues of weapon arms that allow you to build out 6 Hired Gun characters in a variety of ways. These components can and mixed and matched to create countless possibilities.
The Signal is digital journal for Blackout players that will be distributed 3-4 times a year. Each issue will include new missions, new rules, additional background, and history of the Northern Wastes. In addition, it will feature previews of upcoming expansion in development. Finally, The Signal will also include a gallery of painted miniatures and terrain that will include professional as well as fan based works.
ADDING THE NECROVANT, DICE SET OR HIRED GUNS
A limited edition print set is available to accompany Blackout.
Each set of 3 prints is limited to 300 and is signed and numbered. Please review the pledge selections see game/print combinations.
Noise was written by Elizabeth Black
written by George Tucker
and something from the Nightgaunt's point of view:
The pages above offer a glimpse into the world Blackout. I wish to thank Beth and George for contributing their amazing talents to help shape the world.
I am planning 3 expansion packs for the future that will include unique creatures, cards, and tile pieces:
Hour of the Wolf: The densely forested regions of Sector 43 are thought to house legendary man-beasts. These creatures have been performing night raids on the settlements within the sector, devouring all settlers in their path. You've been hired to seek out the beasts and purify the region.
The Architects of Man: The leader of the Vanguard settlement hires your team to investigate the disappearance of another Outlander team sent to do recon on an abandoned military base nestled within a small cluster of mountains. As you reach the base of the mountain, a number of locals tell tales of creatures not quite human emerging from the hillside.
The Hand of God: One of the few cities in the Northern Wastes to have been cleansed of the parasitic Brood now seem to be dealing with a new threat. Citizens have reported seeing strange tendril masses moving in the shadows. In addition, many children appear to have gone missing and there is talk of a cult-like religion in place, operating beneath the city.
ADDITIONAL FIGURE VIEWS
Will Blackout ship with plastic doors?
It is unknown whether or not the door will be a plastic or die-cut card with a plastic base. There are benefits to both, but the die-cut route allow me to have doors of varying types (barred/locked/open) and varying widths (tunnels could use a 2 wide doorway, for example).
Are the miniatures shown final?
The miniatures have already gone through a preliminary pass with the factory, but things will still need to change slightly so they can be molded properly. In addition, the diameter of any thin bits will need to increase (gun barrels, thickness of a knife blades). Finally, the color is not final. At the moment, I am leaning toward a light grey for the players and a dark grey for the enemies. I will continue to do tests with what is the best material and color. These are meant to be painted as well for anyone wishing to paint your miniatures.
Will we see more unlocks?
The unlocks are limited in scope and number at present. That is intentional. I would love to have more options, but it's important for me to focus on the core game and make that as great as it can be. With each new variable or unlock added, that would cut into time that could be spent on making that game great.
Will there be a video?
An overview of the game exists here, and a link to the rules has been placed. In addition, I built a diagram example that describes 4 turns of gameplay.
Will their be a print and play version of the game available for backers?
The complex nature of Blackout prevents this from being a possibility. Blackout will continue to undergo regular testing with live groups of gamers to further refine and improve the game.
Why is international shipping $40?
The dimensions of the game box are 18"x12"4." The box weighs 5 lbs. I used USPS's shipping calculator for 1st class discount shipping options. It averages out to $50, I am trying to make it more affordable to buyers.
The world of Blackout and all characters were created by R. Todd Broadwater
All character and enemy illustrations by Jonathan Gonzalez
All Player and Enemy miniatures sculpted by MKUltra Studios
The Settlement Illustration and all mini-card illustrations by Leslie Lee
All board illustration for the abandoned cities and tunnels done by Emmy Wahlbäck
Please click on the links below to see more examples of her work and purchase prints!
Risks and challenges
This will be my 3rd Kickstarter project, and I hope that it will be my best. With each one, I learned a great deal and streamlined my process. I sincerely hope that Blackout will experience the same success as my last kickstarter "Zero Hour." I've been happy with how Zero Hour went, and I've been shipping Zero Hour core games, prints, plush dolls, and dice sets over the last few months. Zero Hour was a complex Kickstarter, and I'm happy to say that the only element left to get into backer's hands are the expansion decks for the game. The other kickstarter with which I experienced a small measure of success was "Legendary Monsters," an articulated collectible based on monsters of urban legend. Legendary Monsters has experienced a longer production cycle because of the artisan nature of how they are being produced.
I've learned a great deal from both of these products, and I've worked tirelessly toward making them a reality. Blackout benefits from my experiences with the other 2 projects. My focus is to deliver the game into backer hands in a faster, more efficient way than with the previous 2 Kickstarter projects.
Blackout, for one, is in a far better position. To start, I will be using the factory that handled Zero Hour to produce Blackout. Secondly, Blackout is a fully functioning system. Only a few months are needed for testing and development. With the far shorter production schedule and existing manufacturer relationship, Blackout will be a far more efficient experience for Nevermore and for the backers out there.
I want to take a moment here again to thank all of you that have backed Zero Hour and Legendary Monsters. Your support and patience are what makes these games and toys possible.
One final note, because of your support and the success of Zero Hour, the core game will be available at retail game stores and hobby shops later this year in the United States. Next year, Zero Hour will see distribution in Europe and parts of Asia. I hope that Blackout will experience the same success.Learn about accountability on Kickstarter
- (30 days)