The Wastelanders: 2048 is a Strategic Card Based Role Playing Game with lite elements of 4x- (EXplore the city, EXpand your territory, EXploit resources like food and items and EXterminate everyone else) that simulates a Socio-Economic Post-Apocalyptic city using a card draw and hand management system to populate a modular board by laying card tiles called Placements.
In the game, players interact with the city using Wastelanders that are recruited and armed using a card drafting system. Each Wastelander once per turn is allowed one Grid Movement. Each Wastelander represents a single Action Point the player can choose to use on that Wastelanders current placement location.
The list of actions are, Forage, Salvage, Recruit, Assault, and Control. Forage, Salvage, Recruit, and Assault all use Dice Rolls to predict success. Whereas control is Placement specific and is an active or passive bonus earned from Controlling The Area.
Forage - Gather food, this is important, without food your Wastelanders starve to death, and you cannot salvage placements for items.
Salvage - Search for items, not all items are created equally, but something is better than nothing and as items are found, the survival of your Wastelanders improves.
Recruit - Make friends and allies, its dangerous to go alone and stay alone. Look for people in the city and get them to come to your side. The more Wastelanders you recruit, the more actions you have in the city. Assault - Attack other Wastelanders, but only while co-habituating the same placement, or in range, sometimes through desire or necessity conflict is unavoidable. This function could almost be called mug.
Control - Use your territory placement bonus, the bonuses are either active or passive. Active you use the action phase of a Wastelander, and passive bonuses occur just because your Wastelander is there.
Winning: A cold hard truth is that when faced with starvation, true starvation, the sort of reality where one more missed meal means death. The hungry through some means or another will decide who among them gets to eat, and lives. Survival is the only way to win, and another day alive is the prize.
(If Funding is Reached we want to allow other methods of victory such as subjugation or establishment of government)
Remember, no two games are ever the same. Each game presents their own evolving challenges that the player must deal with or die.. The only goal is to be the last surviving player. How this is done depends on the player. How ruthless can you be?
Expect many Wastelanders to die. Like a lot of them. Maybe most of them. We took some tips from the Oregon Trail, which to this day has remained iconic in its random events that would shake up game play in a realistic way. Those random horrible events seemed like they would be a perfect fit, and they are.
The Goal of the Game is to ensure the survival of your Wastelanders against both the harshness of the Wastelands and the reality of what the world becomes when scarce resources dwindle and pit man against man in a struggle for survival. Players will lay out Placement Cards, which represent city areas, through which they will move their recruited Wastelanders, attempting to find food and tools they need to survive. The last player with surviving Wastelanders wins or food wins.
Primed Gaming is a veteran owned and operated small business. Combined deployment experiences in places like Iraq, Afghanistan, Kosovo, Kuwait, and Bosnia heavily influenced the art and theme of the placement cards. More than military experience, its also real life situations that have occurred to our team that range from homelessness to contracting illness while abroad.
The majority of our Wastelander cards feature the likeness of American veterans. We might make games, but we base our fiction, on the reality we have lived. The event cards pulled from real life experiences in the field of social work dealing with extreme poverty and scarcity that is such a big part thematically of our game.
The Wastelanders: 2048 is one of the only games currently in print with a theme of social-economic collapse, and who better to bring it to you than a team of military veterans, social workers, and refuges who have seen that first hand. More so, to expand our brand we will be pitching this game to a local non-profit and see about partnering up so that profits go towards helping others.
Andrew Cox - Andrew is a veteran of foreign wars and served in the military as a HUMINT soldier for 5 years, spending 2 tours overseas in Iraq. Since leaving the Armed Service he has earned his degree in the Social Services field with a designation in Case Management, and current works as a Child Abuse investigator.
Gaby Cox - Gaby and her family immigrated to the United States in the early 90's following the rise of Chavez in Venezuela. Her family forfeited and gave every asset they had to move legally to America and rebuild their lives from the ground up. She worked her way through college and now has a degree in Criminal Justice and American Sign Language. She works as an ASL to Spanish to English interpreter with a specialization in Education, and Mental Health. She plans to eventually transcribe the game into Spanish.
Tatiana Adzhalyiska - Tatiana is a graphic designer from Bulgaria who specializes in character art for games She has a Bachelor of Fine Arts, in Arts History, and Graphic Design. She's been a digital artist for 5 years and has substantial experience in the industry.
Michael Rush - Michael Rush is new to the gaming scene, but not new to graphic design and art. He went to school and received his education, a Bachelor of Fine Arts degree in Studio Art-Illustration from University of Central Missouri in Warrensburg, MO. He spent the majority of his education in the traditional art styles, especially acrylic painting and charcoal/graphite drawing.. He currently works full time as a advertisement illustrator and designer.
Alisha Volkman - Alisha Volkman is a night owl of an artist. She loves making art as much as she loves gaming. She seeks inspiration from her friends and life. When she's not drawing or gaming, she is taking care of her many reptiles and fuzzy animals. T
Risks and challenges
Our largest challenge is making sure this game is produced in the U.S.A. As a veteran owned and operated company we feel that supporting American jobs is more important than our bottom line. It's not about money, its about people, and we like to put people first.
Being a smaller indie publishing brand we have to be conscious of how our money is being spent and have to make hard decisions related to how we re-invest back into the game. As capital comes in, what are the areas that need improvement first in order to improve the quality of our product for the community that supports us.
The next challenge we are looking at is a potential partnership with a much larger company who has expressed interest in the game and is willing to resell it, on the condition that we are able to generate enough interest about the product. What this means for us, our team, and the community is stepping up from a small publisher, to potentially fulfilling hundreds of orders and needing to have the right people in place to assist with that.Learn about accountability on Kickstarter
- (25 days)