New Stretch Goal at $40K!
Action Card expansion! If we reach $40,000 all stretch goal eligible supporters will receive a BONUS 9-card Action Card set with unique Action Cards, such as Double Strike, Sneak, and Tactics (tentative titles). These cards will expand the standard deck with abilities unique to the opposing forces NVA/VC or United States. So, spread the word folks, let's keep pushing.
In the City
Here's a small preview of what we will get if we crack that city map goal.
Marines UNLOCKED. Solitaire UNLOCKED. ANZACs UNLOCKED!
Incredible work you all. Thanks so much. Here's a preview of the Marine and ANZAC counters. Which do you like best? On to the HUGE city map stretch goal. It's only a few dozen orders away.
Stretch Goals Lowered!
Okay, folks. Here we go. I’m getting a blizzard of emails about… 1. The solitaire version, and 2. Stretch goal pricing. So rather than attempt to row this campaign upstream, I’m announcing drastically reduced and re-ordered stretch goals. Here they are (check the bottom of the page for details):
- Marine Corps Stretch Goal. $18,500. A full sheet of Marine Corps counters and scenarios to use them in.
- Solitaire Expansion Stretch Goal. $21,000. A solitaire version of ’65 includes additional counters, six scenarios, and a unique solitaire playing card deck.
- ANZAC Stretch Goal. $27,000. A full sheet of Australian and New Zealand counters (1 sheet total) and scenarios to use them in.
- 22” x 34” Mounted City Terrain Board Stretch Goal. $35,000.
A little bit of Aussie Art.
We just received some additional art showing our artist's first cut on the Australian rifle squad (2nd stretch goal). We are really getting excited about this. So excited that we put the Australians at the top of our Facebook page. Head over there and share the post. If we get to 150 shares we'll drop the first stretch goal down to $20K! If we get 100 Shares we throw an extra two scenarios into the base game. That's a stretch goal that doesn't cost anyone anything.
Stretch Goals Announced. See Below
Some folks have been asking for a little game play footage. Watch away!
Fast, furious, and fun! If you are looking for something fresh in board wargaming, ’65 might be the game for you. A squad-level, tactical game, ’65 recounts the early battles of the Vietnam War, from Ia Drang to Operation Starlight, and most everything between. The large and beautiful counters (1" to 1.375" square) represent squads, Leaders, Heroes, Snipers, M-48 and Pt-76 tanks, and more.
As these units’ commander you will move and fight over three geomorphic game boards as you try to best your opponent in one of eight, nail-biting historical scenarios. The game is card-driven, using a system similar to Flying Pig’s Night of Man, which adds a sense of delicious uncertainty to the play. “Can I advance my sappers or does the enemy have a fire card he's just waiting to play?" Furthermore, the cards simplify the game, containing much of the data needed to play. You won’t spend the afternoon with your head in a rule book when you play ’65. This is a game created by gamers for gamers to play.
So how does it play? The game turn is divided into a variable number of player impulses. At the start of each of their impulses, the players load their their hand with four cards. You may play a card, sometimes more, in each impulse.
The cards are used to activate units to move, fire, assault, and accomplish special tasks, such as fire 40mm grenades, rally a squad, lay smoke, throw a satchel charge (watch out for those VC and NVA Sappers!). Special cards, such as Panic or Sustained Fire, can also enhance a unit's attacks.
For example, you can play a Move action on an American Rifle squad to move it to the limit of its movement allowance, or use a Fire action to fire the same squad at an VC team of Sappers. It's not, however, all about you. Your opponent will often have a chance to react to your actions, or at least mitigate their effects. Of course the game includes Opportunity Fire (if the unit is eligible and the player has a Fire card), and you can disrupt the enemies' best laid plans with a Light Wounds card that saves your Hero from elimination.
Each turn continues until three end turn cards have been drawn. Players then choose one card from their hand to keep, the administrative markers are removed from the board, and a new hand is dealt to each player. The players use that new hand, or the card kept from the previous turn, to bid for initiative in the new turn, and it all starts again.
The game ships with not only eight historical scenario, but also a skirmish game/scenario generator in which each side selects a force based on the costs of units. It's a quick way to get in a couple of games or get in some tournament matches.
What Makes '65 Different?
We believe '65 is a unique game. The art is immersive. Certainly that isn't unique today, but we feel '65 is one heck of a good-looking game. The card mechanic is also unique, adding a subtle layer of strategy to the tactical decisions gamers face in any squad-level game. We love the "Power" system. Action cards that state "Power" can be used to activate special capabilities on many units. We use this to provide smoke-laying, portray a squad with 40mm grenades or the NVA's ability to ambush their enemy. Additionally, The simple anti-armor mechanic is different for this type of game. Count the distance in hexes, adjust for the firing weapon's accuracy modifier, and draw a card. If the To Hit number is greater than the range, you hit. No fuss, little muss, We think these mechanics, coupled with Mark's empathy for tactical Vietnam games, make '65 a title that war gamers will want in their collection.
Each Hefty Game Includes:
- 3 richly illustrated, 11” x 17” geomorphic game boards.
- Five sheets of HUGE (1” and 1.375”) die-cut counters. Bigger is better!
- 1 deck of 54 action cards that drive the action.
- Full color rules and scenario booklet.
- Full color player aids.
- Age: 14+
- Players: 2-3
- Playing Time: 1-3 hours.
Risks and challenges
Every game has risks, challenges, and potential delays. We've done everything in our power to minimize those obstacles with '65. The art for the base game is complete, the scenarios are designed and in testing. We already have printer quotes and have printed games with the selected printer.Learn about accountability on Kickstarter
- (30 days)