We Revised the Stretch Goals!
There's not much time left. We want to bring you as much of Night of Man as we can, so we have lowered all the stretch goals. Now YOU can add the Feroxi aliens for just $18,000. That's not too far off. Here's a graphical summary. Read below for details.
New Stretch Goal #1. $14,500. Solitaire Night of Man.
Here it is, people. A solitaire version of Night of Man. Since the campaign started, I've had a lot of people ask me if Night of Man can be played solitaire. I get it, I do a lot of my gaming solitaire also. It's not that we aren't all social creatures, but rather that I usually find I have more time to game late at night or early in the morning. To whit, when no one is around. Last Monday I started to seriously look into the possibility of Solitaire Night of Man, or SLOM. The good news is that it can be done. The bad news? Well, there really isn't any bad news. The solitaire version will take another deck of cards, and a month or so of additional development, but it will be great fun for the solo gamer. Here's the basics.
The player will play normally, drawing cards, playing cards, attacking, moving, etc. The enemy will play using a separate deck of cards. At the scenario start, the player has little idea what he is up against, possible enemy units are represented by a Fog of War (FOW) counter, these units are revealed as described below. Whenever it is the enemy's impulse the player will pull a card from the solitaire deck and consult the directions under the Activate heading. This dictates which enemy unit/s is/are activated. Typical directions include Nearest (nearest enemy units or FOW counter to your own), farthest (the opposite), Largest (stack with most firepower, not applicable if all enemy units are unrevealed) etc.
After determining which enemy units activate, the gamer pulls another solitaire card to see what they do. The action the enemy units take is determined by the overall enemy stance, for example, Berserk, Attack, Defend, coupled with a simple decision matrix. For example, in the prototype card shown, an enemy unit in attack stance will Fire if there is an eligible target, Move if there isn't, and do nothing if either option isn't available.
If unrevealed enemy units fire, pull another card and check the result to determine the effect. For example, the displayed card states that two hits would be inflicted on an infantry target. The player would resolve those hits normally. Then the gamer would pull another solitaire card, consult the Reveal box (with the binoculars) to determine if the unit is revealed. If the units are revealed, a table determines exactly what enemy units comprise the stack. Enemy units may also be revealed whenever adjacent to a player's units.
If enemy units have already been revealed, they resolve their attack as per two-player Night of Man rules. Testing with a handful of solitaire cards has been very promising. The combination of unknown enemy units, changing enemy stance, and the ability to design scenarios specifically for the solitaire gamer, make this an exciting stretch goal for me. I hope I get a chance to bring it to you. If we reach $14,500 everyone who has pledged for the Fighter level and above will get the solitaire deck of cards, solitaire rules, and extra solitaire scenarios, in addition to all the awards cited in the pledge level.
Why Can't We All Just Get Along?
It is the year 2037. The home of humanity lies in ruins. Earth’s cities are devastated and a mysterious alien invader known only as “Killers” hunts the last remnants of humanity. Using a mixture of old weaponry and new technology, the survivors wage a guerrilla war against the occupiers. Who will decide the fate of the planet? As the night of man begins, humanity’s spirit to resist reawakens.
They appeared in our solar system without warning in 2034. Humanity’s attempts to communicate with the strange alien race and its massive fleet were completely ignored. The alien fleet drew ever closer to Earth. Humanity’s exhilaration at first contact quickly turned to fear and panic. They attacked.
Earth’s military and population centers were quickly overwhelmed by kinetic strikes that wiped out billions in a matter of days. Men. Women. Children. Their ruthless tactics and unrelenting use of force earned the aliens the only name that could have been given them – Killers.
Three years after the initial invasion, humanity’s darkest hours had come but the human spirit still endured. Slowly but surely, we learned to resist the Killers. This was our home after all. Small groups of militias harnessed every weapon at their disposal to make the Killers pay. The human resistance dusted off Aging tanks and adapted new technology for their purposes.
As time wore on, some humans began to change. Those who could harness the power of their minds in strange new ways were dubbed “Mentals”. They could use their powers to control minds, move metal, and “fling” energy as a weapon. The Mentals allied with humanity’s resistance and amidst the cities of rubble and the oceans of blood, they made the only stand they could – their last stand.
Together, the militias, their weapons, and the powerful Mentals, strive to pull humanity from its darkness. Night of Man is a tactical, game board and counter, card-driven game that recounts Earth’s struggle against the invading Killers, our struggle to emerge from the Night of Man.
But How Does it Play?
I understand. You don't want to read the great American (or European or Asian) novel. You want to play a game. How does Night of Man play? Glad you asked.
You control tanks, heroes, squads of soldiers, hover cars, Walkers, missile teams... a lot of stuff. Each of the game's ten scenarios allows you to control various units, usually between eight and twenty. Players alternate playing cards to move these units on the game board, attack the enemy, and fulfill victory conditions.
At the start of each of their impulses, gamers fill 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 use special powers, such as explosive rounds, telekinesis, and more. Special cards, such as Critical Hit or Bullet Storm, can also enhance a unit's attacks.
For example, you can play a Move action on an M1A4 Abrams tank to move it to the limit of its movement allowance, or use a Fire action to fire the same Abrams at an alien Destroyer tank. 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.
For example, if you play a Fire action in order to target that alien Destroyer with your Abrams, the alien player can react with a Countermeasures card to make the tank a little more difficult to hit. Worse still, at least if you are the Earther, the alien player could slap a First Fire card on the table, allowing the Destroyer to get off a last shot before the Abrams wastes it.
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 the battle continues.
Powers and Abilities
People are unique and so are the units in Night of Man. Units have powers and abilities that serve to differentiate each type of warrior or war machine from the next. Abilities are shown on the left side of the counter; powers are on the center bottom. Abilities are always switched on, so to speak. For example on the Earth Militia pictured below, the Assaulter Plus icon on the left side of the counter indicates that the unit receives an additional firepower in assault combat.
To fire the above unit you need only play a Fire action. That's great, but if you want a really powerful attack, you might want to use Explosive Rounds, the Earth Militia's power, signified by the explosion icon centered on the lower part of the counter. This adds +2 firepower, but there's a catch. You can only invoke the power if the Fire action also reads Power, as in the card below.
There is a plethora of these abilities and powers:
·Inspirational, which allows a hero to increase certain unit's attack
·Hot Shot, which allows a sniper to use a special armor-piercing round
·Spider Bots, an ability to control two robotic eight-legged attack bots
·Telekinetic Blast, Confusion, and more.I believe that these powers, the interesting, story-driven choices provided by Night of Man's scenarios, and the edge of the seat thrill provided by card-driven, board and counter focused, tactical battles make Night of Man a must have for strategy game enthusiasts... at least that's what I'm hoping, because I really want this Kickstarter to fund the game.
What's in the Box?
Here are the components of Night of Man. This is what everyone, Militia contributor and higher, will receive. Yeah, yeah, Militia level only gets a PDF, and several levels add other stuff, but this is what is jammed into each box of Night of Man.
- eight scenarios.
- 4 mounted game boards.
- 3 die cut counter sheets.
- 1 deck of 54 action cards.
- full color rules and scenario booklet.
- full color player aids.
- large box (approximately 9" x 12" x 3").
Hey, what's a Kickstarter project without stretch goals? Probably unsuccessful, and none of us want that.
First Stretch Goal: $14,500 USD. Solitaire NOM. See above.
Second Stretch Goal: $16,000 USD. If we get to this stretch goal, we will include ten extra location tiles and a six-scenario mini campaign that uses them. Location tiles are unique, four square, die cut overlays that are placed on the game boards as objectives. This stretch goal will include an Alien base, Earther supply depot, Ambush Ravine, the White House, and more. Below are some of those special location tiles.
Third Stretch Goal. 18,000 USD. THE FEROXI! All previous stretch goals and a second alien race. The Feroxi. Turns out the Killers aren't alone. They have their own enemies. In fact, the Feroxi are just about everyone's enemy. Vicious, reptilian, and brilliant, Feroxi warriors can teleport into a skirmish, waste the opposition with their scatterguns, and teleport out. Their Shamans are even more deadly. The Shamans can control others, move large objects (like Abrams tanks), and even alter the flow of time. When we fund this stretch goal everyone will receive the new alien race, additions to the card deck, and scenarios in which they fight.
Fourth Stretch Goal: 20,000 USD. All previous stretch goals and two extra mounted maps depicted the Washington, DC area, and two scenarios to use them.
Fifth Stretch Goal. 24,000 USD A Night of Man novella, written by Mark Walker. Where did the Killers come from? Why are they attacking Earth? What is their end game? Find out in Night of Man: Twilight War.
Risks and challenges
Risks and challenges. Making a board game isn't easy. I know, I've published dozens of them (check out the current inventory at Lock 'n Load Publishing. Every game they have I originally published.) in addition to magazines, books, and a computer game (Well, okay. I was just the development lead for Heroes of Stalingrad.). I do, however know how to make it happen. I have a strong stable of artists, copy editors, testers, and several printers that have already supplied quotes.
What can happen? Well, just about anything. An artist can get sick, but I have back ups for that. A printer can screw up the counters, but I won't let that happen, I have an on-site QA inspector. Shipping can get messed up, but not for us. I have a warehouse and the experienced staff (former LNLP employees) to handle it. In Canada and overseas, I'll be using Amazon fulfillment. In short, if this game funds, you'll get your product.Learn about accountability on Kickstarter
- (21 days)