1) All stretch goals are now unlocked!!!
- Components are upgraded to premium quality (casino quality cards!).
- A custom insert and a larger box to organise all content (including all stretch goals and sleeved cards, with room for expansions).
- Loads of additional content to increase variety.
See further below for full list.
2) You can add extra copies to the pledge. It's $30 per extra copy. Just add the amount to the pledge.
There are 3 exceptions:
- "Rest of the world": Shipping also increases here. Please contact me directly so we can calculate the correct amount.
- "Pickup in Copenhagen": Extra copies cost $35, as they are handled differently than the rest.
- You want to go beyond 10 copies: Contact me directly.
Fog of Love is about finding out how to achieve a happy ending in the love story you create together.
It's all about the choices you make when you shape your story. In the end, each of you can win or lose... individually or together.
Five unique design elements contribute to an engaging and playful experience when you play the game.
Fog of Love would be nothing without its characters.
You do not play as yourself when playing the game, but as an imaginary character. The character is your device to explore and experiment with the narrative and fictional relationship.
Your character is defined by a set of three secret personality traits that influence what he or she desires and wants to avoid. The character also has an occupation and three physical features that are assigned by your partner - that's what your partner fell for or noticed about your character.
Just like in real life you don't know each other's motivations - at least not in the beginning (hence the title of the game). A key part of the game is therefore getting to know each other through the way you play and the choices you make.
Your way, my way or a shared way?
In the end all choices in the game add up and shape the balance of your relationship. The central personality track is where you keep score of your choices. Your traits define where you want this to go.
Push too hard for your preferences and your partner may begin to believe that this relationship isn’t going anywhere. Push too little and you’ll have trouble realising your goals.
Yet sometimes compromise is not possible. When this happens, when your interests are directly opposing, you still have some options left in the game:
- Find happiness in other ways.
- Change your character’s personality to align with your partner.
- Form a story where your character’s satisfaction is not essential.
- Prepare to leave the relationship.
Deciding how to cope with differences is key when playing the game.
All stories are made up of scenes. So are those in Fog of Love.
The players take turns introducing a new scene that develops the ongoing story. This is done through rich and descriptive Story Cards.
Many of the Story Cards are like small prisoner’s dilemmas where you have to decide between what is best for you and what is best for your partner.
You will often decide simultaneously. Here you need to consider what your partner might choose, as the combination of your choices will have impact on the shared outcome. Sometimes it will be better to agree than to have it your way - and sometimes not.
All stories in Fog of Love are structured into three Chapters and a Finale. They drive the narrative forward and increase the tension as the game and your story develops.
The Chapters define what deck of Story Cards you can draw from and thus what kind of scenes you will have available to introduce into the game. Initially you will only draw sweet Story Cards, while the serious and dramatic ones become available, even mandatory, later on.
Furthermore, each Chapter introduces a critical choice to be made or a challenge to overcome.
Overcoming crises - or learning to live with their consequences and adjusting your strategy - is key to playing the game.
In Fog of Love you have a handful of possible Story Ending cards available. Each Story Ending card determines how the story will end and what your character’s role in the relationship is.
Some of the Story Ending cards have a cooperative focus, while others are competitive or even deceitful in nature.
For each chapter and as the story evolves, you will discard some of these Story Ending cards. In the end you will settle on one.
The choice of a Story Ending is the most critical one. It is existential as it ultimately defines what your winning conditions are and thus what game you are playing. The game is basically cooperative, but it does not assume cooperation.
Since you will discard the Story Ending cards as you play you will increasingly limit your available options and thus commit to one version of the story.
Do you trust the signals you get from your partner in order to go for a cooperative story, or will you retain a break-up card on hand just to be sure?
In Fog of Love the story is up to you.
If you want to know more about how to play the game you should check out Rahdo's excellent setup and gameplay run-through videos here.
If you want to go more in depth, you can access a beta-version of the rules here. Please bear in mind that this is work in progress. The presentation will be revamped completely in the final version. The text will be thoroughly proofed and updated by native English speaking editors. Small changes in the rules might also be introduced.
Fog of love is not about your destination, but your journey towards it. Winning or losing takes backseat when creating fun and memorable stories together.
If you like to explore surprising narratives, if you like to guess and mind read your partner and if you like to be playful with the tools you are given, then Fog of Love is for you.
Casual gamers have responded very well to the game. Fog of Love has simple rules and is easy to set up, since the board serves as a clear guide for all content. Reading the rules or watching Radho's game setup video above is enough to get started.
Nis and Signe above have become regular playtesters. They normally play games like Settlers of Catan. Both were surprised by how easy Fog of Love was to play - and how fun it was!
According to them, Fog of Love is more entertaining than almost any movie on TV. It's a great way to spend an evening together.
Fog of Love is at its best when played thematically. Many serious gamers enjoy how Fog of Love offers intense and deep gameplay even while you get to role play more or less outrageous characters.
It is not a game that is played for pure structured competition like Magic, Netrunner or Twilight Struggle. Instead it is like Dead of Winter for two players, where both players incrementally decide whether to be the traitor or not. With a slightly different theme...
In the photo above, Jacob (Fog of Love's designer) is playing with Nis. Both are long time role players and board gamers and enjoy playing out the crazy relationships they somehow end up with.
At the outset Fog of Love was incepted as a game to be played by a gamer and her or his non-gaming partner. Fog of Love can be played based on long term goals or spur-of-the-moment decisions. Just like life.
The tight integration of mechanics and theme makes this possible. Finding a common path together is central.
Contrary to many other games, the casual player does not necessary stand at a disadvantage, as both empathy and strategy are equally important when you have to adjust to and understand each other.
Morten has helped testing the game and is an avid player. His girlfriend Dorthe has a more casual approach to games, but is cunning in how she reads people. They are fans of the game and enjoy playing it together, jockeying for a common middleground.
»This follows after CV which we loved, after Pursuit of Happiness which we loved, after ...And then we held hands which we loved. And I think that this might be the culmination of this wave of games that are all about human modern relationships and lives.«
—Richard Ham, Rahdo Runs Through
»From the moment I saw her facial scar and she tripped over that bar stool she was Sandy and I was Carl the smelly Flight Attendant. We just dived into these characters. And it was really fun. [...] It was so much fun just to let loose and do all that stuff and ask the questions... 'So what was your first memory Sandy?'«
»The other great thing about Fog of Love; I recognise that I am not big into roleplaying games at all. And I REALLY liked this as a roleplaying game. And I think that this is a great opportunity to introduce roleplaying without it having some crazy theme.«
—Blue Peg Pink Peg Podcast
»Fog of Love is really a no-brainer for people who want a two player game that they can play with their significant other that has some fun role playing and story telling elements.«
—Brandon Kempf, What Did We Play This Week Podcast
»I'll admit it; I never expected to be playing a game called Fog of Love. But I enjoyed it and found it to be a wholly unique gaming experience. The design of the board and artwork (at least in our prototype copy) was well done and seemed to fit the game well.While Fog of Love is not going to be for everyone, players who love to immerse themselves in the theme of a game can really have a lot of fun with Fog of Love.«
—Tony Mastrangeli, Board Game Quest
»...if you’re the kind of gamer who has a lot of focus on winning and losing, this might not be the game for you. But I see it work really well for others, maybe even for those of you with a partner who doesn’t get gaming at all.«
—Jacob Gunness, user on BoardGameGeek
»I've never seen a game with this level of thematic quality and great mechanics from a game theoretic view at the same time. The relationship model and the effects of interactions are based on scientific research. The game has many new, unique mechanics, and basically defines a new genre of role-playing games.«
—Olivér Ősz, user on BoardGameGeek
»This game cannot be fitted into a genre – it’s defining its own one, and doing it particularly well. It really captures the essence of a relationship, you can feel the drama like you were participating in a large theatre play. There are thousands of choices, endless possibilities for the outcome, just like in real life. Every type of player will be able to find something they love in it – be it the role-playing, winning together, playing a strategic game or simply spending time with someone special.«
⟡ Score: 9.7 / 10 ⟡
—Adam Novak, user on BoardGameGeek
»With rules that are easy to understand and near infinity replayability Fog of Love should be the game every gaming couple should own. What I love most is that sometimes you'll win alone, sometimes together with your partner, and sometimes you'll lose, alone or together. No two games will ever be the same.«
—Peter Hoffgaard Møller, Tabletop Together
»Fog Of Love does something few games succeed at: creating a truly holistic game about love and romance. It successfully marries grounded gaming architecture with lofty narrative flavor, and it’s one pairing that just works. It’s different, it’s memorable, and it lets you decide how invested you want to get.«
⟡ This project has earned the Seal of the Republic ⟡
—Ryan LaFlamme, The Cardboard Republic
Fog of Love contains the following
- 1 Rulebook
- 1 Game board.
- 2 Dual-sided character cards (male/female).
- 3 Predefined scenarios in separate envelopes (each scenario comes with a Chapter One, Chapter Two and Chapter Three card and a Finale.
- 2 Card stands (1 blue and 1 pink).
- 100 Story Cards.
- 38 Trait cards.
- 60 Feature cards.
- 30 Occupation cards.
- 14 Story Ending cards (a blue and a pink set of 7 cards).
- 8 Decision tokens (a blue and a pink set of tokens labelled A, B, C and D).
- 80 Choice point tokens (35 blue and 35 pink discs worth 1 choice points and 5 blue and 5 pink cylinders worth 5 choice points).
Fog of Love presents a great opportunity for engaging stretch goals. We are sure that you can tell at least as interesting stories as we can. Throughout the project we will strongly encourage you to help us envision and select more scenes and more stories for the game.
The unlocked stretch goals will be added to the Kickstarter edition for free. Most of these will not be included in the retail edition, but might later become available through expansion packs.
Underneath you'll find the shipping structure for our pledge levels.
Please note that rewards will be shipped from within the CA, EU and US, so no extra taxes will be added to destinations within these regions.
We like game stores and we want to support them. If you are a retailer, we are happy to offer you the special Kickstarter version of Fog of Love that includes all stretch goals.
To help you getting the most success when Fog of Love is released, we will limit initial distribution to one local game store per city and one online retailer per country.
The exclusive retailer backers will receive their rewards before we release regular retail games into distribution. The latter will happen at least 3 months after the initial release.
If you're a retailer, please inquire at sales AT hushhushprojects DOT com during the campaign for pricing information and terms.
We already have a great product and we want to use this kickstarter to make it even better.
We hope that the Kickstarter will give us the opportunity to add extra Love Stories and extra Story Cards to the game, expanding it well beyond the basic game. We have a strong ambition of engaging you in generating some of the fun ideas for the new content.
All this extra content will naturally take time creatively and time as well for polishing. Additionally we want to spend time on native professional English editing and proofing. We are doing all these things because we believe that you are interested in this. We certainly are.
After the Kickstarter we will spend up to 4 months finalising the content of the game, balancing composition of cards and choices, developing stretch goals and testing everything thoroughly. Everything will then be edited and proofed so the language is crisp and clear. Then production can begin.
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Risks and challenges
We've tried to address the challenges during the different phases below.
Since this is Hush Hush Projects' first Kickstarter we are very conservative in our planning. We have allied ourselves with an experienced Kickstarter creator, Emil Larsen, who has learned what not to do the hard way.
He ensures that we don't over promise and underestimate. He has done this successfully for several other projects behind the scenes.
Hopefully this will lead to a stress free and smooth operation.
FINALISATION OF THE GAME
The kickstarter will (if everything goes well) result in the addition of several stretch goals to the game.
Some of these have been in the making for some time as potential expansions while others are just on the drawing table. Some of the stretch goals will additionally be defined by the backers. Developing, testing and incorporating these will take some time.
The largest risk for this is in relation to the time needed from the lead designer Jacob. If he get's sick or other large unforeseen developments happen, development might slow down. This risk is being mitigated by very conservative planning that allows for large buffer for development and testing of the new material.
Besides this, the risk is limited as we have a large and dedicated playtesting team available to help us test and refine the content rapidly. This team will hopefully expand even further as the Kickstarter community gets engaged.
We have already printed 5 iterations of the game at a professional printer using near completed artwork. Preparing files for 2-3 iterations more (1-2 small playtest runs plus the final large print run) do not seem to be a major hurdle. We feel confident that the digital files will be handed over to the manufacturer with no delays.
The scope of the game is medium to light and we don't see any risks in size nor amount. However delays are still a concern for any manufacturing taking place far from here. To counter this we have - as mentioned above - allied ourselves with people used to communicating and dealing with manufacturers.
Additionally we will only use large and reputable manufacturers for producing the game. The final choice of the manufacturer will depend on the scale of the production (and thus the funding of the Kickstarter) and their ability to deliver on price, quality and time.
Manufacturing will be timed so we can ensure delivery before Valentine's Day 2017. This is the low season for board game manufacturing, avoiding the large manufacturing queues up to the Holidays and the New Year in China.
SHIPPING AND DELIVERY
There is always the risk of delays during shipping as we're not in control of import handling. The project has been estimated with a pessimistic approach to shipping dates, so we don't anticipate the project to go over time on this account either.
The final shipping is timed to happen in the low season after the holidays where delays are less likely.
You can get full refund up to 60 days after the end of the Kickstarter campaign.
After that date we will be deduct our Kickstarter and payment processing fees, since we are not refunded by them at that point.
This project is being funded in USD and any refunds will be in USD for the exact amount we have received in USD, excluding any applicable fees depending on the timing of the refund.
You will not be able to receive refund once we have made our manufacturing order.
TERMS AND CONDITIONS
By pledging to this Kickstarter, you acknowledge that the final appearance, materials and content of the rewards (and the Kickstarter) are subject to change and may differ substantially from what is presented while the Kickstarter project is active.
You agree that our responsibility to you is to ship your order as entered into our pledge manager system, that title and risk passes to you upon delivery to a common carrier for such shipment, and that you are responsible for import duties or any other duties that may be payable to the relevant tax authorities, providing correct address information and ensuring this address is deliverable by normal methods. We regret this Kickstarter campaign is unable to ship to PO Boxes.Learn about accountability on Kickstarter
- (49 days)