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A two player game that combines the best elements of Battle Cards, Tactical Board games plus the challenge of Team Drafting.
44 backers pledged $10,786 to help bring this project to life.

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Andromeda Fight League (AFL) is a two player expandable game (with a four player variant)  that takes the best elements of battle card games, tactical board games and chess and adds the concept of team drafting and management similar to Fantasy Sports.

The random elements built into AFL expand its replay ability and the Draft, Setup and Battle phases add to the depth of the AFL experience. The rules are straightforward and easy to learn, but gameplay is deep.

There are three Phases to the game:

DRAFT PHASE: Assemble your Fight team through a draft, including (10)  Fighter Cards, (8) Magic Cards (which modify attacks, defenses and terrains) and (2) double sided Terrain Boards.

SETUP PHASE:  Strategically select and place a starting lineup of five Fighters face down on customized Terrain Board locations.

BATTLE PHASE: Tactically move and position your Fighters to destroy your opponent's Fighters by utilizing their Special Powers and Abilities and playing Magic cards...its kind of like chess meets a battle card game...

This is called a Skirmish. (Each Skirmish lasts 15-20 minutes.) When a player destroys all five of their opponent's Fighters, the destroying player has won the Skirmish. Best two out of three Skirmishes wins the match.

The  Base Game, AFL: Season 1 -  Draft 1 is a stand alone game that  can accommodate two simultaneous games of two players or one four player game. It comes with the following components:

40 Fighter Cards

40 Avatar Cards

32 Magic Cards

8 (two sided) Terrain Boards

Damage Counters and Die

Note:  AFL Season 1-Draft 2 and 3 Expansions are also available to expand the Fighter and Magic card draft pool.

FIGHTER CARDS:  Each player drafts ten Fighter Cards to do battle with. Fighters have levels ranging from 1 to 9 based upon their relative strength.  Players are required to draft a balanced team with a wide range of levels.

AVATAR CARDS:  Each Fighter Card has an Avatar Card.  This is the 2" x 2" actual piece that gets moved around on the Terrain Boards. (They are identical to the Fighter Cards except they do not show the Fighter's special Abilities or Powers.)

MAGIC CARDS:  Each player drafts eight Magic Cards.  These are used to modify Attacks, Defenses and Terrain Boards.  Players select Magic Cards that work best with the Fighters they have drafted.

TERRAIN BOARDS: Each player drafts two double sided Terrain Boards. This is the field of battle.  Players may customize the placement and rotation of boards for each Skirmish.

Each player places five Fighter Avatar cards in a customized and strategic location on one of their Terrain Boards. (Four Terrain Boards are put together in any configuration to create a 64 square battling area.)  Full sized Fighter cards are placed along the sides for reference.

Once the Setup Phase is completed, players are ready for battle.  During the Battle Phase, players alternate turns utilizing one Fighter to move and attack with.

 Note:  Gameplay video shows Prototype card and Terrain Board graphics, which have since been updated.  Gameplay is not affected by the graphic changes.


Go to the following link to read the  graphic novel that tells the story of how the Andromeda  Fight League  came into existence.

https://www.facebook.com/media/set/?set=a.892809414136205.1073741832.679615605455588&type=3

Golden State Gaming Network:  Andromeda Fight League is an incredible melding of both a collectible card game and a miniatures skirmish game. It is a wonderful combination of two of my favorite types of games. The modular board is a great way to navigate different encounters for an ever changing experience. The individual characters gives the game depth and allow for a sense of flexibility not often seen in many games. This allows you to draft your crew to fit the scenario as well as the ability to draft your favorite characters. The fluff fits the game nicely and adds a sense of fun to the game. This is one of the games where your ability to customize and be flexible will add to not only your enjoyment but the over all replay-ability. This game has quickly become one of the favorites on the game shelf. Its easy to teach and even easier to play. I cant wait to see this game pop up at my FLGS and on the convention scene.

Billy T. Salazar Golden State Gaming Network

Cal Poly Pamona Gamers Union: AFL is a very nice blend of strategy and luck, making sure that a strong player is very likely to keep control of the board and keep his opponent in check, but can occasionally be outdone by a somewhat weaker player. This is not to say that luck dominates AFL’s gameplay, rather the random element is to be planned around and manipulated to one’s own advantage, and ensures that players of around equal strength will have an interesting and intense match.

AFL uses four of of eight boards, each of which is double sided, to make up the 8x8 battlefield that will be inhabited by the fighters. The game includes 40 fighters and each player will draft 10 of those fighters. Each fighter has a card and a token to be used as reference and for representation on the battlefield respectively. Along with the fighters, each player has an inventory of magic cards which can be used to affect the match. Six-sided-dice are used throughout AFL, being used from maximum movement, to critical strikes and critical failures.

Before the actual game starts, there is a drafting element, where each player decides what fighters they would like to use in their game, what magic cards they would like to have access to, even to what terrain they want to fight on. This ensures that each player has some idea as to what the others has, and similarly acts as a built-in balancing mechanic, making sure victory is due to superior planning and luck, not to an unbalanced out-start. I have found the drafting element to be quite interesting, and it is what initially drew me to AFL after having played Blood Bowl and Warhammer.

Each fighter is interesting and affects the gameplay in unique and interesting ways. One of my favorite fighters is "Swordsman of Hope". The "Swordsman" is a prime example of manipulating the odds in one’s own favor. When the "Swordsman" faces off against an opponent that is significantly stronger than itself, then he has a much greater chance of landing additional damage against his opponent. This forces the opponent to plan around this fighter, forcing the opponent to land a finishing-blow to "Swordsman" early in the match.

Magic plays a large part of the game. First of all, magic cards can only be used if they have enough “magic” points to cast each spell. However, the amount of “magic” that each player has in not symmetrical, and is determined by the “magic” score of each fighter. Using magic is a bit of a double-edged sword due to the fact that most of the fighters that have a lot of “magic” are significantly weaker to their non-magical counterparts. However, it is worth drafting these weaker magic-users to play the magic cards that will tip the game in your favor or that will save your fighter from being instantly annihilated. I find it is best to not focus on magic but to also not neglect them entirely.

All in all, I find AFL to be quite a sound game. I find the mechanics to be quite fun and entertaining while also being challenging. The strategy is at the level that I regularly want to play with friends, not being so difficult as to be tiring, but also being hard enough to be interesting and give me something to think about.

Antonio Negrete - Cal Poly Gamers Union

Guild Master Gaming: Some fight because they have to, others because they want to. Either way, they are part of your stable. You deploy your team against another, supporting them with your magic. Let the games begin.

I recently received a prototype of Andromeda Fight League (AFL). The game pits two players against each other in terms of team gladiatorial combats.

Each player has a team of ten fighters, there are different ways of acquiring your stable of fighters presented. You can build a deck, draft fighters, etc. From your stable, six fighters are randomly drawn, you then choose five of the six to field.

The field is also drafted by the players. There are an assortment of possible fields and each player places two fields to create the final field where their combatants meet. All of the capabilities of the fighters are open to both players after placement, so strategy comes into play as you decide how to move and attack.

You also have the ability of supporting your team through the use of magic. Along with your fighters you have magic cards. Magic cards can be played to affect a fighter, your opponent, or the game field. But, just like the number of fighters you can field, the number of magic cards you can play is limited.

Let the game begin The fight takes place in skirmishes—one player defeating the five fighters of the other player constitutes winning a skirmish. The first player to win two skirmishes wins the combat. Skirmishes can also end in a draw. After each skirmish, there is the ability resetting your draw of fighters, magic, and the terrain from the initially created decks for this combat.

There are rules in AFL to maintain a balance for each skirmish. Every fielded team is close to equal for overall abilities. So, although there is the use of a die, luck is not the overall determining factor of the outcome, but it still plays a part. The rules are not complex. We were able to figure out everything we needed to play on one reading. This allows for quick learning and not having to refer back to a rule book to see how to get to a resolution of an action taken.

AFL is a good filler and cabin game. The setup is quick, and so is resetting between skirmishes. If you have a little more time, you can redraw fighters and magic, or continue for best three out of five, or greater. You can also easily interrupt a game and come back to it because each skirmish starts fresh.

You also can join Guild Master Gaming on our website, Facebook, and Twitter (@GuildMstrGmng).

Just Been Played:

https://www.youtube.com/watch?v=EQDgIL4mtjE

Cloak and Meeple:

(This review also has a nice game play explanation)

https://youtu.be/GoA1ZPcqqDQ

Risks and challenges

After the project is successfully funded we will be diligent in processing delivery.

We are developing more cards and Terrain boards as well as writing another graphic novel about the AFL.

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    Pledge US$ 1 or more About US$ 1.00

    A digital pat on the back from a fine young man thanking you for helping him work towards his goal.

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    Print and Play version of the game.

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    Pledge US$ 35 or more About US$ 35

    Full game in shrink wrapped box. Andromeda Fight League Season 1 Draft 1.

    PDF version of the Andromeda Fight League graphic novel written by Noah.

    The game is stand alone and can accommodate two simultaneous games of two players or one four player game.

    $35 includes US shipping. Add $10 for international shipping.

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    Same as Reward #3 but includes an Andromeda Fight League T shirt.

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    Pledge US$ 100 or more About US$ 100

    Same as Reward #4 but includes:

    Andromeda Fight Leagues Season 1 Drafts 2 and 3 expansions. (20 additional Fighters with Avatar and 8 additional Magic Cards.)

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    Pledge US$ 150 or more About US$ 150

    Same as Reward #5 but includes:

    Autographed printed copy of the Andromeda Fight League graphic novel written by Noah. The graphic novel tells the story of how the AFL came to be.

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    Collector Package:

    Same as Reward #6 plus a copy of original game printing with old card and board graphics signed by Noah.

    It's kind of like getting a baseball player's Rookie card!

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    Pledge US$ 1,000 or more About US$ 1,000

    Same as Reward #7 plus:

    For Andromeda Fight League Season 1 Draft 2: Choose a Fighter and have an influence on the illustration, including having your likeness on the card.

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Funding period

- (30 days)