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The project's funding goal was not reached on Thu, March 24 2016 12:31 AM UTC +00:00
TK Board Game DesignsBy TK Board Game Designs
First created
TK Board Game DesignsBy TK Board Game Designs
First created
$666
pledged of $7,500pledged of $7,500 goal
13
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Thu, March 24 2016 12:31 AM UTC +00:00

About

http://www.twitch.tv/tkbgdesigns (WE ARE LIVE!)

Come meet the team on Twitch! Interviews with the team members will happen at random times. So better watch the whole time :)

You can help decide what you will want for a stretch goal!!! 

We want your ideas!!

ForeFathers is the next step in strategy gaming. You will need to balance resource collection with infantry movement. What will you need next turn? What about three turns down the road? You will have to reveal your resources on our 64 tile board and hurry to gather the resources you need to defeat your opponent's. Build cities to protect your Capital, build outposts to collect those much needed resources. But never take your eye off of your opponent's as they have the same goal as you. ForeFathers! "We were all born to play free!"

ForeFathers Board Tiles
ForeFathers Board Tiles

The board tiles are set up in an 8x8 board. You will have to use your scouts to explore this board and flip tiles to find the resources you will need to compete against your opponent's. The trading posts will be one of the main battlegrounds on the board since they are located in the dead center.

Tile Backing
Tile Backing

 This is the back of all of the tiles. Tall grass and trees block your vision so use your scouts to reveal these tiles and see what valuable resource you may need is on the other side.

Resource Cards
Resource Cards

 Collect these resources with your strategic positioning and movements and use them to build up your economy through outposts and cities. Use these to make an army that will crush your opponent's and allow you to take over more of the board. 

Scouts
Scouts

 Use your scouts to reveal the board or use them to make quick strikes against unsuspecting enemies. 

Infantry
Infantry

 These are your bread and butter for taking out your opponents. Well our fridge was empty and bread and butter was all we had. Use infantry units to engage your opponent's, destroy their outposts and cities, and capture their Capital.

Outposts
Outposts

 Outposts are used to collect resources when scouts are not present. But be careful they can be taken out by an army or even a quick hitting scout.

Cities
Cities

 Cities allow you to collect two of the resource it is on, it also provides one die during defensive rolls. So be careful leaving these unguarded for too long, an enemy army might come along and make these disappear. 

Dice
Dice

ForeFathers is a fun, tile based game, that combines strategy with resource management. While the game is easy enough to set up and learn to play, the tactics can sometimes take some time to master. I found myself not only attempting to get the right resource and troop placement, but also trying to make agreements with the right people at the right times to survive and eventually conquer the board for myself. I would definitely say this would make a great party game.  

                   - Alistair Nunamaker, The Red Devil Gamers

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 ForeFathers Rules

**Objective**

-Be the last faction standing in the war for the colonies! A player loses when 10 opposing infantry have infiltrated their Capital City.

**Start of the Game**

-Game board set up: Set aside the 4 Trading Posts, one Capital City per player, and one of each resource tile (Steel, Wood, Gold, Cotton) per player and shuffle the rest of the tiles face down. Make an 8x8 board with the 4 Trading Posts in the center, and the Capital Cities outside of tiles 4 and 5 in front of each player. In front of each capital city should be the 4 face up resource tiles from left to right: Steel, Wood, Gold, Cotton.

-Shuffle the deck of action cards.

-Each player starts the game with one scout and one outpost on the board. They can place those on any of the four face up tiles that are in front of their Capital.

-Each player also starts with one scout and one infantry unit in their Capital.

-Each player chooses one of their three Generals as their starting General.

-Each player rolls a die to determine who goes first. The highest roll wins.

**Hand Limit**

-You may only have a stockpile of 15 resource cards and 4 action cards at one time. 

 **Action Cards**

-Action Cards provide a special bonus when used. Players may pay one of each resource during the game to draw from the top card of the Action Card deck. Below is a list of the 40 cards included. 

1. Cannon (x3) – Kill one of your opponent’s infantry before a battle if more than one is present. 

2. Spy (x3) – Negate an opponent’s action card. 

3. Reinforcements (x3) – Play this card right after a roll where you lost an infantry. Place one infantry unit back in the fight. 

4. Collaboration (x3) – Switch Generals for free. 

5. Volunteers (x3) – Place two free infantry in your Capital. 

6. Forced March (x3) – Infantry can move three spaces for 1 turn. 

7. Scout’s Honor (x3) – Place a scout for free in your Capital. 

8. Supply Chain (x3) – Pick two resources. 

9. Ambush (x3) – If an opponent attacks any group of infantry that has less than five units you roll as if you had five units there. 

10. Pioneers (x3) – Place one outpost on any revealed tile. 

11. Nothing (x10) – Nothing 

 **Scouts** 

-Scouts can move up to three spaces at a time but only reveal the last tile they land on. 

-Scouts are the only units that can collect resources. 

 **Infantry** 

-Infantry can move two spaces at a time but can only reveal the last tile they land on. 

 **Trading** 

-You can trade with any player at any time. No matter whose turn it currently is. 

-You can only trade with trading posts during your turn. -You may trade with the treasury at a rate of 4:1 

 **Buying Units** 

-You may buy a unit (Scout, Infantry) at any time during your turn and place them in your Capital or on a tile where you have a City. 

-Newly bought units must be placed in your Capital or one of your cities for one turn. After one turn they can move to one of the two squares in front of your Capital or if in a city they can move like normal. 

 **Building Outposts** 

-Scouts or infantry must be present on the square where you want to build an outpost. 

-Outposts can collect one resource per turn of the tile it was built on even without a scout present. 

-If an enemy scout or infantry lands on the same square as your outpost and you have no units to defend it your opponent may choose to destroy your outpost. 

**Building Cities** 

-Cities replace already built outpost. 

-Once you have built a city you now collect two resources per turn of the tile it was built on even without a scout present. 

-Once a city is built newly bought infantry can be placed on the tile where the city is located. 

-A city provides 1 die during defensive rolls. (ex. You have 3 army units on the same tile as a city and an opponent attacks that tile you roll 4 dice instead of 3.) 

 **Battle Rolls** 

-When you engage an opponent’s infantry you each roll the number of dice equal to the number of infantry you have in the battle. 

-The die with the larger number on it wins and a unit is taken from the losing side. 

-Ties negate each other. 

-If multiple dice are used then the rolls are compared from the highest rolls from each side being compared first. Then the two seconds highest rolls are compared. Then the third highest… etc. 

-If you win the battle you take one resource of your choice from the opponent you just defeated. 

 **Conquest** 

-A faction is defeated when a total of 10 opposing infantry units have infiltrated their Capital. 

-When a faction is defeated, the opponent who moved the 10th unit into their Capital is the one who has conquered them. The conquering faction gets all resources that the defeated faction had stockpiled, and all infantry units in that Capital go back to their controlling faction’s stock. 

-The defeated faction has all of their units removed from the board. If the defeated faction has any remaining buildings on the board they become neutral. Four infantry units are placed back on the tiles where the buildings are placed. Those units do not move but must be defeated by a player who is still in the game. If a player does defeat them then that player gains control of that neutral building and it now functions like normal. 

 **Cost** 

General – 3 Gold 

Scout – 1 Gold, 2 Wood, 2 Cotton 

Infantry – 1 Cotton, 1 Steel 

Outpost – 4 Gold, 2 Wood 

Cities – 5 Gold, 3 Steel, 3 Wood, 3 Cotton 

Action Cards – 1 Gold, 1 Steel, 1 Wood, 1 Cotton 

 **Components** 

64-2 inch by 2 inch tiles. Cardboard with a green grassy finish on the backs. 

 -15 with Wood on one side 

 -15 with Gold on one side 

 -10 with Steel on one side 

 -10 with Cotton on one side 

 -10 with nothing on one side 

4 Capital tiles 4 inches by 2 inches 

80 round infantry tokens 

16 small square outposts 

17 octbox cities 

240 resource cards 

12 General cards 

4 reference cards 

12 dice 

16 scouts 

40 action cards 

1 rulebook

Risks and challenges

-We are a new design company working on our first game and we understand that there are going to be set backs or at the very least things that will not go as planned.

-We understand that our funding goal might seem high but we have made it the lowest price possible to just print the game. With your help, we will be able improve this game to become the best it can become.

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- (30 days)