Blackout: Journey Into Darkness (Canceled)
Blackout is a post-apocalyptic dungeon crawler set in the Northern Wastes. Blackout offers GM, solo and co-op play for 1-5 players.
Blackout: Journey Into Darkness (Canceled)
Blackout is a post-apocalyptic dungeon crawler set in the Northern Wastes. Blackout offers GM, solo and co-op play for 1-5 players.
Follow Blackout on Facebook (Nevermore Toys) and on Instragram (Nevermore Toys)
Example of a mission in progress
Blackout is a post-apocalyptic dungeon crawler 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 is designed for solo, and co-op play. In addition, Blackout missions can be presented by a gamesmaster if the players wish to experience a more narrative adventure. Blackout offers 15-20 hours of play.
Blackout includes 30 high quality 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.
The Blackout campaign includes 10 additional unlockable miniatures (4 player, 6 enemy.) These miniatures will be added to the core game as the stretch goals are unlocked.
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.
Pictured above are the 3D printed player pieces that will be included with each Blackout core game. Each enemy will be highly detailed and cast in dark grey plastic.
6 Brood Mourners will be added to the core game at 60K!!!
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.
One way to experience Blackout is with a gamesmaster. 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 gamesmaster, a number of tools exist to make this possible.
STANDARD ENEMY COMBAT CARDS
ENEMY ABILITY CARDS
In addition to creature cards that contain all stats and abilities, the gamesmaster can construct the player experience using mission maps contained in the Outlander Logbook. In addition to the creature deck and mission maps, the enemy turn 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. 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.
SOLO and CO-OP PLAYSolo/Co-op games of Blackout continue to use enemy cards, enemy abilities and event cards in standard form. However, there are a number of differences.
In solo/co-op play, the board is generated randomly in most cases. This table contains information that tell the player/player where to place hall pieces, doors and debris. Enemy placement is always placed on the edge of a hall tile/furthest point in a room away from the player.
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.
Enemy success is determined by outcome cards. These were designed with the solo player in mind but can be used for Co-Op games as well. After an enemy action card has been drawn and the enemy has been moved, another card must be drawn to determine the success of the action. Outcome cards are numbered 1-10 and allow the player/players to clearly separate the enemy turn from their own.
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 includes an example of a mission intro here:
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.
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.
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.
Blackout players have the option of hiring additional soldiers to accompany them on difficult missions. These mercenaries serve as reinforcements, allowing for more complex combat scenarios. Each Hired Gun pack includes 3 unique lower bodies, 3 upper chests, 7 unique heads and 4 sprues of weapon arms that allow you to build out 7 mercenaries in a variety of ways. These components can and mixed and matched to create countless possibilities. (update-female components added)
Nomad Player Class (unlocked at 65K)
Handler Player Class (unlocked at 70K)
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. https://www.dropbox.com/s/nh9nl54df8r1q0n/RoughRules4.rtf?dl=0 https://www.dropbox.com/s/jakk5cbmgs3ije9/exampledoc.rtf?dl=0 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
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.
Noise was written by Elizabeth Black
and something from the Nightgaunt's point of view:
Good as Money, Fresh Remains and Patience were all written by George Tucker.
I wish to thank Beth and George for contributing their amazing talents to help shape the world.
3 expansion packs 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.
MY EXPERIENCE/BACKGROUNDI believe it was fate that that lead me to my first game studio, Bethesda Softworks. While at Bethesda Softworks, I worked both as an Lead Artist and Designer on a number of games for them which included Morrowind, Oblivion, The Shivering Isles and Fallout 3. Since then I've moved to another studio and released XCOM: Enemy Unknown and XCOM; Enemy Within where I've spent the last 6 years as a Lead artist and Level Designer. These days I am still there as an artist and designer and my free moments are spent with my family and working on card games and board games like the one you see here.
Concepts by Jonathan Gonzalez http://brotherostavia.deviantart.com/
Miniatures sculpted by MKUltra Studios http://www.questrongroup.com
Illustrations/mini-card illustrations by Leslie Lee http://www.lesliejlee.com/
All board illustration by Emmy Wahlbäck
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
- (31 days)