About this project
"Innovative is a word that I try not to throw around when I describe games, even ones I like or love… Paradox looks, feels, and plays in a way that truly deserves to be called innovative. [Designer Brian Suhre] found such an elegant way to incorporate a modern digital gaming meme into the cardboard world and put it in service of a grand strategy."
-- Stephen Conway, The Spiel
In the near future of Paradox, a space-time disturbance called The Quake is fracturing entire worlds’ timelines and removing these worlds from existence. Two to four players take on the roles of scientists working quickly to repair these worlds’ connections to their past, present, and future by making new time strands — however, every repaired connection ripples through time and fuels the Quake to fracture more worlds. When the storm’s power fades, the most successful scientist will be hailed as a hero throughout the multiverse.
Paradox takes familiar boardgame elements such as card drafting, set collection, and resource management, then adds a Bejewelled-like grid of colorful disks for each player to manipulate, along with a universe of worlds that must be protected by game’s end. As a result, Paradox presents players with a unique experience that is simple to learn yet challenging to master as players navigate three interlocking systems to protect these worlds from the chaotic forces of the Quake.
Paradox is designed by Brian Suhre and is illustrated by 15 artists, each with their unique view of one of the Paradox worlds. Paradox plays in about 20-30min per player.
"Art so good I want it on my walls... the gameplay happens to be great, too!"-- John Zaenglein, The Chalk Reviews
"The pacing [of Paradox] is excellent. There's plenty to think about when it's not your turn, the turns are short, and everything just makes sense. It's super-intuitive... [Paradox] is a really, really good game. I would hand you money right now."-- Bill Corey, Dice Tower Showdown, The Cubist
"Paradox smoothly blends an amalgam of resource management, card drafting, set collection, push-your-luck and variable powers. It’s an appealing mid-weight game with solid depth and choices and feels unique, which is difficult to accomplish today in the hobby." -- Jason Meyers, ISlayTheDragon
"It's been 12 hours since I played [my first game of] Paradox -- and it's all I've been able to think about! Paradox is a game that really screws with your head, to say it politely. I like it a lot."
-- Matt Snodgrass, Play Unplugged
"Paradox is a wonderful mixture of moving parts. The simple drafting paired with the 'match 3' inspired puzzle makes it a lovely challenge."
-- Grant Rodiek, Hyperbole Games
"Paradox is absolutely fascinating. There’s so much interesting stuff going on in this game. I can’t wait to play it again."-- Chris Zinsli, Cardboard Edison
"What makes Paradox unique is its 'Bejeweled' mechanic for generating resources. This mechanic requires lots of strategy for not only planning your current move, but future moves. It's not a gimmick. It works really well. As such, this unique game is a lot of fun."
-- Marty Connell, Rolling Dice and Taking Names
"The art is fantastic... The weird mix of styles makes perfect sense for a time-travel game since you're essentially seeing all sorts of possible worlds mashed together in one multiverse that you are now responsible for saving."
-- W. Eric Martin, BoardGameGeek News
"[Paradox is] such a fun game. Trying to plan everything out just right, and then watching those plans crumble to dust because of the Quake or a more pressing need... it makes for a really fun gaming experience."
-- Joe Gennaro, The Nerdologues
The rulebook will be in flux throughout the project as stretch goals are achieved and final layout is determined, but the Beta version of the Paradox ruleset can be found on the Split Second Games website.
Brian Suhre, Paradox designer
"I’m so excited, I can finally share with you all this amazing project. Paradox started its life a few years ago when I wanted to take that match 3 style gameplay from popular games and bring it to the tabletop. I wanted to create an adventure around this abstract game of matching colors. My goal was to create something challenging and deep, yet very inviting to all types of players. The matrix is the heart of the game and I've enjoyed watching players grow and learn how the matrix can go deeper than just making a single match each turn. I've witnessed hundreds of these ah-ha moments and to this day, I too discover new possibilities. I need to thank Split Second Games for believing in me and helping make Paradox what it is today."
Paul Imboden and Randy Field, Split Second Games
"It's been almost two years since we began development on Paradox with Brian, the first time we worked directly with a designer to help develop their game, and it has been an amazing trip to watch this game evolve into its current form. Months and months of playtesting, countless demos at Midwest conventions, abandoned Scenarios, more rulebook revisions than we can count... and when we get to see the smiles on people playing Paradox, it makes it all worthwhile. We'd like to thank everyone who played Paradox in any form over the past four years -- your feedback and your enthusiasm helped make this game happen! And keep your eye out for Brian Suhre; he's definitely a designer to watch, and we're very fortunate to be publishing his debut title.
Additionally, we'd like to thank the fifteen artists who contributed their unique alien visions to the multiverse of Paradox, including Gene Ha, Jim Terry, Hilary Barta, Kyle Bice, Steve Seeley, Phineas X. Jones, Tim Seeley, Juan Arevalo, davpunk, Chris Boyd, Ryan Browne, Jenny Frison, Kurt Wood, Randy Field, and Adam McIver. Randy also did the graphic design, and the cover illustration is by Emese Pócsik."
Risks and challenges
One of the issues we experienced with Quicksilver was a timeline delay due to missing art for our stretch goal. Over 90% of the art for Paradox is currently complete, with the final 10% expected to be complete before the campaign ends.
Most of the other risks are common to all game productions: initial component quality issues (avoided by using a reputable printer and a lightning-fast communications channel), congestion at customs ports (accepted until port backlog is cleared), US transition to new customs computer system (avoided by getting production/delivery before system interrupts flow). That's a lot of risks. They're all common and expected risks. Most of them are under our control and we have plans to mitigate the others. And most important, we will keep you informed of progress as the project rolls along.Learn about accountability on Kickstarter
Support this project
- (30 days)