Blackout is a post-apocalyptic dungeon crawler for 1-4 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 is designed for solo and co-op play, offering 15-20 hours of play with the core game alone. 3 new campaigns are in development to add even more play time to your Blackout experience.
*Blackout is EU friendly ($20 shipping anywhere from within the European Union)
3D printed miniature examples.
Blackout includes 40 high quality plastic miniatures, a 48 page rule book, a 20 page campaign book, doubled sided room and hall sections (representing alleyways/abandoned buildings and underground tunnel/maintenance chambers), debris markers, objectives, status counters, player cards, enemy cards, item cards, event cards, and 6 ten-sided dice.
"Miniatures only" reward level is available. $60 gets you all core game miniature and all free unlocks!
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.
Teams that enlist a tracker benefit from an individual with balanced fighting characteristics. The Tracker is a capable combatant, able to pick off targets silently as well as holding his own in close quarters with knives and handguns. Outlander teams often seek out individuals that have spent years on the surface, honing the ability to track and kill their prey.
Engineers possess a wide range of skills and often make good leaders. The engineer tends to lean on specialty equipment, often personally modified to increase range, deal greater damage, or both. In addition, the Engineer favors durability over agility, often wearing body armor.
Adding Reconnaissance to your team greatly increases your effectiveness, allowing you to strike a blow at enemies with far more information at hand. Recon specialists are smart and resourceful, relying on their brains when brute force will not suffice.
Outlander teams embed a Slayer into the team when they are in need of an individual that specializes in close combat techniques. These combatants can strike with deadly force, obliterating their enemies with ease. Only the most aggressive and capable hand to hand fighters can carry the burden of fighting in such close quarters with such desperation.
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.
The lurker is a humanoid creature that slowly stalks its prey from the shadows. The Lurker’s body is similar to a human's but taller and lean, with thick sinewy tissue running the length of its body.
The Rathound is a savage, yet cunning beast that serves the Brood in various ways. The creature's subsurface habitat has proved it to be useful in scouting deep underground chambers and leading more capable creatures to potential food sources.
Each sect of the Brood is controlled by a being referred to as the Harbinger. He/she is a figure of great power and authority over the sect. The Harbinger is shrouded in mystery and awe, with reports suggesting that the creature is widely feared by its own sect. The few encounters with the Harbringer suggest that it moves at superhuman speed, deploying combat techniques that bring about destruction that cannot be described by traditional means.
The Mourner masquerades as a human from a distance, often appearing as a as a helpless woman in rags, huddled on the side of the road. It's soft moans lure in many travelers passing by. Anyone foolish to run to the aid of the Mourner is never heard from again.
Only the most dire situations call for the savage fury of the Devourer. It is task that is not taken lightly, requiring a Harbinger to enter the inner chambers far below the surface to commune with the Elders. For the Devourer exists in a hibernetic state, deep within the bowels of the earth.
The Nightgaunt is powerfully built, possessing high levels of strength and agility. The creature’s skin is pale and mottled with an almost translucent quality, with many of the arteries and vessels plainly seen beneath the surface. The eyes of the creature are deep set into the skull and able to switch from daylight to low light conditions by means of an additional iris that immediately adapts.
LIVING IN SHADOW
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.
The Kickstarter version of Blackout contains $105 worth of free miniatures, 5 of which are KS exclusive miniatures that are only for backers!
The Blackout core game with ship with all necessary cards and counters to include all 14 enemy types in the core Mission campaign. Any enemy miniatures shown below that are not unlocked will be available post kickstarter through Backer-Kit.
Female versions of the Tracker, Engineer, Slayer and a Male Recon. These additional miniatures allow you to choose male or female when selecting a class.
The companion class play style differs from the initial player classes. Rather than spending an action to move and another to perform an additional action such as searching, firing a weapon, disarming a trap, trading..etc; the Nomad and Handler may spend one of its points issuing orders to the companion.
The Mindcrawler is an insect-like creature, native to the deep chambers beneath the surface. These passages that were once home to once dormant Brood, who hibernated for centuries. The Mindcrawler possesses a hive-like mentality, making it a formidable opponent when encountered in numbers.
The Necrovant is a creature shrouded in mystery and awe. It is a creature that moves about at at speeds that prevent anyone from being able to decribe the figure in detail. Massive wings glide over settlements, leaving all who caught sight unable to move, frozen in place from the hypnotic effect of the creature.
Bands of Mercenaries move across sectors of the Northern Wastes, offering their services to any willing to pay. Encountering Mercenary groups in neutral settlements allows you to employee their services if need be. However, if you encounter these Mercenary bands within Blackzones, their interaction will not be so neutral.
The Northern Wastes contain a myriad or threats beyond the Parasitic Brood; which live in the shadows of the crumbling cities. Infection is rampart, affecting humans exposed to airborne mutagens released many years ago. These strains cause hideous disfigurements and lessened brain function, leaving those affected with violent tendencies.
- Man is not the only creature at risk for infection and mutation. Many of the regions wildlife have been contaminated by strains moving through the area, twisted their bodies into hideous versions of their former selves.
- Alternate Heroes 14.99
- Mercenary Box 14.99
- Infected Box 14.99
- Infected Wildlife Box 24.99
Estimated retail cost. The Nomad, Handler and Necrovant will not be available for retail.
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.
Each player card is double sided giving you the option for male and female versions of each class archetype.
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 and 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 begins the game with the ability to carry up to 10 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.
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.
The world of Blackout is represented by hall and room sections that fit together to represent abandoned cities. 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 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.
The boxed version of Blackout contains 10 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.
The map deck is divided into 3 decks representing halls, junctions and rooms. Each game begins with the player starting in a hallway tile. Each time the player reaches the end of a tile they must draw from the hall or junction deck to determine what piece is placed and what event occurs within that piece.
Event cards are divided up into individual stacks representing combat, hazard, reward and sanity events. Each time a hall or room card is drawn from the map deck, the player draws the event card determined by the map card. The event card is read aloud and the players react to the situation at hand. The event deck determines that no game will ever play out in the same manner.
The enemy turn begins when the player draws a hall or room card that indicates that a combat event is occurring.
Each combat card contains a description of the event and the enemy type the player will experience. In addition, each combat encounter scales up or down based on the number of characters currently in play.Each enemy type is represented by its own combat deck as well as combo cards that contain more than a single enemy type.
Each of the 14 enemies the player will encounter in Blackout is represented by a card. This card contains all base stats and traits on the front side. The rear of the card contains the special ability description and whatever special rules that pertain to that ability for each enemy.
Enemy behavior is determined by action cards. These action cards are drawn with each enemy group activation, creating more varied and realistic enemy behavior. Cards may contain orders for attack, heavy attack, charge, fury, special attack, seek cover, precise attack...etc. In most cases the card will have the enemy moving toward the player then executing an action. Once the enemy is engaged in combat they continue to draw a new action card each turn, discarding any do not apply to close combat. For each unique enemy present, an action card is drawn.
Independent enemies such as the Devourer, Necrovant and Harbinger use special action decks that incorporate their special abilities into their actions.
When playing a co-op game, other players take turns rolling dice for the enemy. This creates a highly interactive experience for all.
Blackout is focuses on mission based exploration and gameplay. Each player will experience combat, looting and unique events, but the players will always have a main objective to focus on. It is these main objectives that tie all missions together into an overall story arc.
I've included an example of a mission intro here:
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.
Part 1: Intro and Mental Strain
Part 2: Strain and Combat
Part 3: Combat Resolved
Part 4: Hazard and Reward
Breakdown of Card Types:
For those of you interesting in the leveling chart and post mission chart, I've included the WIP verisons for those here:
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 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.
BENEATH THE SURFACE
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.
EXAMPLES OF 3D PRINTED MINIATURES
Blackout miniatures shown alongside Malifaux and Infinity miniatures for comparison.
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've learned a great deal from it. 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 and finish those two projects in a timely and efficient manner.
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
- (32 days)