What is "Attack The Darkness"?
Attack the Darkness is a table-top role-playing game, a deck-building game, and a card-drafting game all rolled into one. Your character is your deck; your cards are everything that character is and everything they can do.
Designed to be simple in its components yet complex in its combinations, Attack the Darkness allows for the speed and excitement of a collectable trading card game while granting the tactics and intricacies of a table-top RPG. Designed for 1-8 players, it features 7 unique classes and supports play either with or without a GM (i.e. a “game master” in charge of the baddies).
- The fun and challenge of a table-top game
- Setup and breakdown of a card game
- Learn to play by playing! no 200 page rulebooks
- Over 30000! possible combinations in a deep yet simple combat system
- The strategy and choice you've come to love in your RPGs
- Card text combos creating rich narrative and humor
Why make a new game?
Because a game like this just didn't exist. My friends and I love table-top RPGs, but they take hours to approach on even the most basic level. How many times have you tried to teach someone to play an RPG and found they’re exhausted before they’ve even finished rolling up their first character? Not a great place to start a learning curve.
Attack the Darkness addresses this by minimizing setup time, keeping the rule-set simple, and explaining every action right on the card so players can learn the game by playing it.
What does this game aim to accomplish?
Attack The Darkness was designed according to this basic manifesto:
- Fun is the focus -- always make the design decision that favors fun gameplay.
- Fast to learn -- a total novice should be able to play this game confidently within 45 minutes.
- Don't be greedy -- this is about making a game, not making money.
We wanted a game that people new to gaming could grasp quickly and start enjoying as they learn, instead of having to learn before they can enjoy it. But we also wanted a game that would challenge the most ardent power gamer by leveraging thousands of powerful and risky combos.
About the fun:
The core mechanic of Attack the Darkness is using Resource Cards to power Action Cards. In terms of the narrative of combat and exploration, Resource Cards are the Adjectives and Action Cards are the Nouns and Verbs. So a character might play a "Devastating" "Bash" or perhaps something more unique...
This descriptive combo approach provides both humor and narrative investment to the player's actions, and also helps beginners intuitively grasp the order of play and how various cards can play well together.
A rich combo system means a lot of fun, emergent play opportunities; player ingenuity (not artificially-induced card rarity) can take an ordinary set of cards and create wild chain reactions and unbelievable peak turns.
And the game is fast! Very fast indeed compared to its pen-and-paper cousins; a round of combat may take only one minute to resolve instead of the ten or fifteen minutes of a traditional RPG. (Or an hour if you had a 3rd Edition wizard in your party. D&D, amirite?).
A traditional module worth of exploring and combat can easily fit into a single evening.
Why should I give you money?
The best reason is that you will get a functional game, because the game is already design complete. The cards you see pictured are real and professionally printed in small batches. Attack the Darkness has been in development since the summer of 2011 and has been extensively play-tested and balanced. Your hard earned money won't just be going to an IDEA for a great game -- it will be going to an ACTUAL great game you will soon own.
But card games are expensive to physically produce. The current small-order print scale available is just too expensive to break even while giving customers reasonable value; printing one or two decks at a time just isn’t economical.
That's where you come in. By bringing in backers, we can justify placing a printing order on a commercial scale, which means we drive the cost per card down for players and we can invest in a much higher quality of card product at the same time.
So how the heck does this new game work?
Attack The Darkness is played with miniatures or tokens on a tactical grid, much like other contemporary table-top games. Each player controls a character defined by two constituent sub-decks: that character's Resources, and their Actions.
Players draw cards from those two decks every turn, assuring that they have a full turn of awesomeness every round. They use their Resource cards to play Action cards.
The Resource cards generate the basic power required to play actions -- either Mana, Stamina, or Focus. Resource cards also modify actions to improve their in game effect.
Actions, on the other hand, are the cards that let the character move, fight, defend, explore, etc.
Here’s an example we’ll call A Tale Of Two Charges:
First, a Hearty CHAARGE!
CHAARGE! is a basic staple of the Champion class. It allows the Champion to move 4 spaces and deal 3 damage but ends additional movement. Hearty provides the necessary 2 Stamina that CHAARGE! requires.
Let’s compare that to a Shattering, Spinning, Berzerking CHAARGE!
This time CHAARGE! is powered by three resource cards instead of one. First Shattering, which provides the required 2 Stamina, adds 3 Damage but requires discarding all other actions that turn. Second is Spinning which targets all enemies in melee range. Third is Berzerking which triples the damage of the attack but also doubles the damage the player takes until next turn.
So this time around the Champion moves 4 spaces and deals 12 damage to all adjacent enemies! What a difference a simple combo makes.
We recently sent the game to some backers to try out and they kindly produced a simple video demo of the game. Enjoy!
Okay, hit me with some numbers already...
There are 7 character classes. The 3 core classes are Champion, Assassin and Magician. Each use a single resource type. There are 4 advanced classes, Samurai, Templar, Inquisitor and Psion. Each uses 2 or more resource types.
There are 3 resource types; Stamina, Focus and Mana. Most actions require 1 or more of these resources.
There are 3 game modes:
- Attack the Darkness Mode -- played with 1-7 cooperative players against a GM (or Game Master, a competing player) who controls a dungeon full of monsters with the Dungeon Deck.
- Adventure Mode -- played with 1-7 cooperative players, playing against an uncontrolled Dungeon Deck.
- Duel Mode -- played with 2-7 players directly opposing each other in player vs player combat. (No Dungeon Deck required.)
A level 1 player character consists of 54 cards. 27 Resource and 27 Actions cards.
There are over 350 unique cards currently in the game.
About the Classes:
We’ve been getting a lot of questions about how the class system works and what makes each class special. In short each class is comprised of 3 elements:
- A unique character card that tells you all you need to know about the class. (Pictured Below)
- The resource, or resources, that class uses. Focus, Mana, Stamina, or some combination.
- The Individual library of cards available to that class, which contains some overlap with related classes.
So without further ado:
Champion- The champion is a meat and potatoes brawler with a balance of damage dealing and defense, and can take the most punishment of any class. The Champion plays through cards at a normal draw rate, typically playing their entire hand in a turn, and utilizing simple combos for effective turns every round. Resource required- Stamina
Magician- The peak spell caster and ranged damage dealer, the Magician possesses tremendous capacity for dolling out punishment to both individuals and groups. Very fragile and focused on offense rather than mobility, the Magician fights from the back and can be spec’ed to be a capable healer. The Magician is always in search of greater resources, stockpiling, discard generation, even giving up precious life, anything for more Mana. The Magician's library contains most of the highest cost cards in the game, but their effects are impressively devastating. Resource required- Mana
Assassin- The Assassin is mobile, deadly and versatile. Not one for a slugfest the Assassin is adept at avoiding harm entirely, at least for short stretches, and delivering massive lethal combos. The Assassin’s core resource card ‘Calculating’ is kept in play 1 turn allowing for a cyclical draw and play style that is built around hoarding actions for unbelievable peak turns as the assassin becomes a whirl of blades. While his individual cards may not pack the same punch as the Champion; she may only play two or three actions a turn where as the Assassin may play many. Resource required- Focus
Templar- A bastion of defense and lending aide to others; The Templar combines the martial might of the Champion with the crowd control and healing of the Magician. The combination makes for a potent play style. The Templar, uniquely, has two core resource cards ‘Pious’ and ‘Holy’ each providing one resource and staying in play for multiple turns. This along with many other combinations turns the Templar into a gathering storm, a character that gathers power as the fight wears on and crushes all before her. Resources required- Mana and Stamina
Inquisitor- Borrowing the Assassin’s penchant for combos and the Magician’s ranged damage the Inquisitor specializes in shutting opponents down and crippling them early in a fight. The Inquisitor has more damage over time and disabling attacks than any other class. While not a peak damage dealer, nor the most hearty, the inquisitor can manage a battle like no other. Empowering allies and keeping foes safety bottled up for turns at a time. The Inquisitor uses combos from the Resource Deck more than any other class, allowing for wildly powerful versions of otherwise mundane actions. Resources required- Focus and Mana
Samurai- Sometime patience is a virtue. The Samurai takes fewer actions than the Champion yet uses nearly as many cards as the Assassin. The Samurai either waits for or stalks his opponent, looking for a moment to strike with one perfect cut. This tactical movement is mirrored in the card mechanic. The Samurai powers his lethal attacks by discarding surplus actions and resources. This leads to a hoard and purge style of play often ending in an attack of unmatched power. Resources required- Focus and Stamina
Psion- Sometimes less is more, but not in this case. The Psion is the ultimate hybrid class, utilizing elements from all six other classes, it is a practitioner of everything and the master of nothing. The Psion possesses some of the strangest and wide ranging abilities in the game. Using discard mechanics on the resource side and elaborate combos on the action side, the Psion balances peak turns with steady power. Resources required- Focus, Mana and Stamina
We are putting a good deal of our own $$ into this project so if we are just barely funded we will meet the printing requirements to deliver the product to you our fabulous backers!
But the sky’s the limit! Here’s what we can do if we push the funding higher:
Exciting developments with our printing agreements have allowed us to bring our price point down. This will allow us to roll our first 3 stretch goals into our main goal. We are very pleased that we are able to bring a greater value to our dedicated backers!!
Active Now! We’ll also design and produce tokens and counters for all reward levels "Adventure" and above.
Active Now! Enhanced packaging and finish for that professional feel!
Active Now! This will allow substantial cost reduction in printing! Booster of 15 new additional cards added to all PreConstructed decks, scaling with each reward level!! Power Gamer, Campaign, Boss and Kingdom Levels will also receive bonus cards at the same ratios.
Active Now! Every pledge level above $8 will receive at minimum 3 copies of the kickstarter exclusive "Stretch" Action Card. Playable by every class.
Active Now: "Blank Front" Cards for the Dungeon Deck, Resource Deck and Action Deck to be included at any pledge level that includes those decks. Invent your own way to attack the darkness.
$6000! Every pledge level above $8 will receive at minimum 3 copies of the kickstarter exclusive "Funded" Resource Card. Playable by every class.
$8000: At this level we can add "The Dungeon Book", a board book that contains an entire adventure. Each page/board is a battle mat and a narrative that extends the story.
This would introduce a separate reward level but also become included on rewards of "Kingdom Level" or higher.
$15000- Allow us to drastically increase the card count of nearly every reward level!!
Please follow us on Twitter @SeagraveGames
Email us at SeagraveGames@gmail.com
*Art shown may not represent final card design as necessitated by printing requirements.
Kicking it Forward
I pledge that 5% of all profit from the finished product will be used to help fund other people's dreams through Kickstarter. Check out KickingItForward.org for more information!
Officially Acknowledged by The Wargamer
- (31 days)