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A board game of cooperative card-driven tactical combat in a persistent, ever-changing campaign world. 1-4 players, 30 min. per player.
A board game of cooperative card-driven tactical combat in a persistent, ever-changing campaign world. 1-4 players, 30 min. per player.
4,904 backers pledged $386,104 to help bring this project to life.

And we continue, ever forward

Posted by Isaac Childres (Creator)

Well, it was about 24 hours ago that we unlocked the $160,000 stretch goal, but I haven't talked to you since then, so let's all just take a moment to pat ourselves on the back for that.

I was particularly fond of this stretch goal because, well, aside from the fact that the town records are going to be awesome, it meant that the project could easily move on from that near miss with the abyss back there and just keep on truckin' toward newer and greater heights.

Versus Mode

So what is the next great height, which we are already over halfway to reaching? Why it's Versus Mode! With this stretch goal, rules for creating player versus player skirmish matches will be included in the rule book, and a few arena layouts will be provided in the scenario book.

First of all, PvP will be completely separate from anything in the campaign mode. Playing PvP matches will not influence anything in the campaign at all. I just want to make this clear, because I know a lot of people have no interest in direct combat, and I don't want them to feel like they have to do it to unlock everything. Totally separate.

PvP will be dependent on campaign mode, though, because you can only play with the characters and items you've unlocked in the campaign. I mean, I guess you could buy the game purely for PvP, just bust out everything at once and have a grand old time, but I'd recommend against that if you have any interest in playing the campaign.

The goal of PvP combat will be to exhaust your opponents by doing damage to them until they have to start losing cards. Players will play cards as normal, performing two actions per turn, but they will be targeting the other characters on the board rather than monsters. For the most part everything functions exactly the same, except certain effects like stun and invisible will have their rules tweaked, as they are simply too powerful in the PvP setting.

You can field your existing characters if you'd like, or create one-time characters using the rules for artificially leveling up found in the rule book, depending on what level everyone wants to play at. (Fighting with level 1 characters may be a little less exciting.)

PvP will be very versatile, though, in that you can play as individuals in a last man standing match, or play on teams where the goal is to exhaust just one of the opposing team's players. These settings should safely play up to six characters (2 teams of 3 or 3 teams of 2 would be best), but if you have 14 characters unlocked, a giant table and a lot of friends, no one's going to stop you from going crazy with it.

Though you really probably shouldn't do that. Things would get weird. And cluttered.

And that's all I have for tonight. It's getting late, and that means I start spelling things incorrectly and using words in the wrong way. Good night!

Paul S, Buddy Roggenbauer, and 29 more people like this update.


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    1. Ian Wright

      I would have liked a quest which led into a PVP arena - just to introduce these rules into the campaign setting. Something like the players are captured by slavers and thrust into a gladiatorial arena - after one "staged" PVP fight, they then manage to come up with an escape plan and fight their way into another scenario (while possibly having some debuffs from the exhaustion they are experiencing from their fight). More of a side quest than anything "unlockable", but gives the players the option to explore PVP.

      Alternatively, imbed it into the campaign and have the arena level "locked" until they discover it. A quest which makes them explore a ludis, slavers markets, or capital city arena area would work; and then allow them to fight monsters or PVP there for rewards (cash, experience, etc) whenever they return. Ideally this should be an early avenue so that anyone who wants to PVP gets the option, and anyone who doesn't realises that it is there and sees the possible rewards.

    2. Gearsoul Dragon

      Everyone likes icing on their meat and potatoes, it's the best topping/sauce for it! :P

    3. Jonas Vanschooren

      So happy the pvp arenas won't be a part of the campaign.
      This mode will most likely never get played here.

      So now on to some more exciting stretch goals (for me).

    4. Rogue Process

      It will be cool trying out ability decks and item cards against human opponents! Sure, campaign and random dungeon play is the meat and potatoes of the game but additional game modes like Versus are icing on the cake... and who doesn't love some icing on their meat and potatoes!

    5. Gearsoul Dragon

      The town records are a super awesome idea~ :3 I love the thought of an official, built-in way to commemorate our greatest heroes(though the not-so-great ones kinda deserve some remembrance as well :P) and the extra lore/unlocks is a great bonus on top of that.

      As to the PvP, I think it's a great idea :P

      An interesting and fun way to test different builds/paths that we might decide to try out in the campaign mode.

      Or put together pre-built Lv1 characters with advice/build suggestions sheets that can be handed out for new players to choose from if they aren't sure what they're doing/what they want.

    6. BlackReign12(@Wal2WalCarnage) on

      I think this might be the only stretch goal that I am not looking forward to, but I am sure there are plenty of other people that will enjoy it. So here's to the 180k stretch goal and upgraded element tokens.

    7. Inustar on

      Can't say that I'll play pvp buuuuuuuut anything that adds more content is great! Town records though I am super excited to have in the game.