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$1,593
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By Frozen Maze Games AB
$1,593
pledged of $13,692 goal
backers

All or nothing. This project will only be funded if it reaches its goal by .

About

Bushido duels is a fast, fun and action-packed card game where the players try to out-think each other, act unpredictably and have faith that their risks will reap rewards. The game is designed by Frozen Maze Games and illustrated by the talented Emily Ryan.

It’s the year 1607 and Japan has entered the Edo period. The Tokugawa has established itself as the dominant force in Japan and it's a time of legends. Take the role of one of eight fighters and get ready to challenge your friends to a duel, Samurai style! Each fighter has their own agenda and personality, some follow Bushido (the way of the warrior) others might seek wealth and power while a few are in it for the thrill of the fight. Will your cunning, skill and the power of your fighter´s Special Attacks be enough to be victorious, or will you feel the bitter taste of defeat?

A single duel takes less than 15 minutes to play while playing the included game variants Clash of the Clans or The Kyoto Grand Tournament will take up to an hour.

  • 6 White Speed Dice
  • 6 Black Strength Dice
  • 9 Attack Cards (6 Standard and 3 Special), 1 Health tracker Card and 1 Mon Wheel Card for each of the 8 Fighters (A total of 88 Poker sized Cards)
  • 8 Health tracker markers
  • 1 Rules Sheet

A Duel is played in Duel Turns.

A Duel Turn is comprised of the following phases.

  • The Stance Phase
  • The Attack Phase
  • The Discard/Refresh Phase

The Stance Phase - The fighters prepare and plan their attacks

The players chooses the Attack Card they wish to play. Once a player has decided on a card they place the chosen card face down in front of them.

The Attack phase - The fighters unleash their attacks

  The Attack Cards are then flipped face up, revealing the techniques.

The Mon symbols of the Attack Cards are then compared. The Mon is in the cards upper left corner. Each symbol represents a technique and determines its placement in the Mon Wheel.

The Mon Wheel determines if your technique is Offensive, Defensive or if the attack was a Tie. If the symbols do not tie one of the Attack Cards will be the offensive technique and the other will be the defensive.

Then compare the Speed and Strength values of the Attack Cards

The Speed value of the Attack Card is shown in the upper right corner.

The speed value is white and has either a fixed numerical value or a varying value indicated by an X. The value determines the Speed of the Attack Card, the lower the value the faster the attack.

The damage is determined by the Strength value shown as a black number or an X in the upper right corner of the Card. The higher the value the stronger the attack.

When comparing cards check if the Defensive Attack Card is faster. If it isn't, the Offensive technique inflicts the full amount of damage (determined by the offensive Attack Card's Strength value).

In the above example the defensive technique's speed value (7) is not faster than the offensive technique's speed value (6) and the offensive technique connects with full strength causing 7 points of damage.

If the Defensive technique is faster, subtract the defensive Attack Card's Strength value from the opponent's Attack Card’s Strength value. The result is the amount of damage the player with the Defensive technique receives.

In the above example the defensive technique is faster (4 compared to 6) and will hence block some of the incoming damage and only take 2 points of damage (7 - 5 = 2)

If the damage is reduced to 0 or below the player receives no damage.

Keep track on your health by moving the Health Marker on the Health Tracker Card. If this causes a player to be Knocked Out the game ends otherwise proceed to Discard/Refresh phase.

Discard/Refresh Phase - The fighters regroup

Each player places the played Attack Card to the side, face down forming their discard pile.

If this causes a player to have no Attack Cards left in their hand they pick up their discard pile to refresh their hand.

A new Duel turn then starts. This will repeat until one of the player's fighter are Knocked Out.

The Fight Deck

Each fighter has a Fight Deck comprised of nine Attack Cards, each of these has a Mon symbol identifying the technique. The Mon symbols are the same for all fighters.

Six of these cards are Standard Attacks varying in strength and speed that is known to all fighters.

The final three are Special Attack Cards, while the Mon symbols are the same across all fighters their unique rules differ from fighter to fighter. The rules are printed at the bottom of each Special Attack Card.

Example of Speed and Strenght dice (d3)
Example of Speed and Strenght dice (d3)

Some of these Special Attack Cards use Speed and/or Strength dice. The dice are six sided dice with the numbers 1-3 repeated, the Speed dice are white and the Strength dice are black.

When determining Speed and/or Strength using the dice, simply roll the number of dice specified on the Attack Card and add the results together.

We wanted a relatively fast playing game that could be played in between longer board games or whenever one felt to play something that didn't take an entire afternoon to finish. It couldn’t be an all out strategy game but we didn't want it to be completely luck based. To achieve this we’ve mixed a couple of elements in order to make a fun, quick but competitive experience.

STRATEGY
The different fighters and their play style adds to the game's replay-ability and knowing the strength and weaknesses of your own and the opponent's fighter may give you an advantage when planning your plays.

GOOD MEMORY
Remembering what cards have been played and not getting the Mon Symbols mixed up are important to calculate the chance that the card you plan to play will have the desired effect.

KNOWING YOUR "ENEMY”
Is your opponent likely to follow the odds? Is he/she a loose cannon? Will they play what you think they’ll play? Are they going to bluff? These are some of the questions you should ask yourself in order to increase your chance of success.

LUCK
The dice rolls and the Mon Wheel both add elements of luck to make the game more accessible to newcomers without making it all about coin flipping.

Well, we wanted the eight initial fighters not to be to similar and have their own flavor and play style. They each have a short backstory to illustrate what they are all about and their nicknames provides a clue of their play style. They are:

The Highborn
An arrogant man whoms Special Attack Cards are based around his absolute belief in his own ability. His attacks are more powerful when on the winning side than in defeat. He also discards his own Attack Cards in order to fuel his attacks. This increases the power but could also get him into trouble by robbing him of the tools to withstand certain techniques.

The Thrillseeker
The promise of a good fight is what drives the Thrillseeker. The more damage he has taken the stronger his Special Attack Cards become. Will the opponent be able to finish him off before he is able to retaliate with his most devastating attacks?

The Lethal Rose
Her Special attack cards center around her ability to distract, charm or unarm her opponent with as little as the fluttering of her eyelashes. Adversaries that make the mistake to write her of as a silly, flirtatious woman who doesn't know how to wield a sword have already lost. Her special Attack Cards alter the opponent's Speed and/or Strength values making her a deadly opponent not to be taken lightly.

The Manipulator
Sneakiness, deceit and mind games are a way of life for this guy. His Special Attack Cards has the potential to force the opponent to discard random cards and even allow you to pick up a previously played card from your discard pile to your fight deck.

The Warlord
A cruel man who relishes in the suffering of others. His Special Attack Cards grow stronger the more damage the opponent has taken. Given the upper hand he’ll be a tough opponent to defeat.

The Bruiser
This Avalanche on legs Special Attack Cards are able to deal massive amounts of damage should he be able to connect. However due to his battle raged state and reckless fighting style he is exceptionally vulnerable should his blade fail to hit its mark.

The Swift.
Her Special Attack Cards are unsurprisingly all about speed. Whether it be fast enough to dodge incoming attacks, perform two attacks at once or deliver a devastating attack so fast that the enemy doesn't know what happened. Should she however fail to be fast enough her Special Attack Cards are far less effective.

The Wanderer
Perceived as a lazy wanderer this fighter should however not be taken lightly. Underneath his gentle demeanour a deadly fighter slumbers he just doesn't like to strain himself needlessly. His Special Attack Cards are Stronger on the defensive than on the offensive. Can he outlast his opponent or will his laidback attitude be his downfall?.

Frozen Maze Games
A newly founded Swedish company started by longtime friends and board game enthusiasts Åke Forslund and Per Sundin. Our goal is to produce games to bring friends or strangers closer, games to challenge and to reward. With numerous ideas in the works, the first game to be presented via Kickstarter is the easy to learn and fast to play card duelling game, Bushido Duels.

                 Åke Forslund                                                    Per Sundin

Illustrator
All the artwork in Bushido Duels was made by the very talented Emily Ryan. She is a Swedish based Illustrator and web designer who helped bring our vision of Bushido duels to life. To learn more about Emily and explore her Designs, Illustrations and web comics check out her site here

Emily Ryan
Emily Ryan

                                      Emily Ryan

Per: We are both long time board game enthusiasts who really like the social aspect and friendly competitiveness of board and card games. And as many of you can relate to as time goes by and you've played many, many types of games you start to think, could I make a game?

Åke: And one day Per asked me this very question. Could we make a game? I had also started to think about making a game so this was exciting and we immediately started to brainstorm a wide variety of themes and game mechanics that we thought we’d enjoy. This finally led to us to start toying with the idea of actually making some of or ideas a reality and thus Frozen Maze Games was born.

Besides being a fun game we wanted to start with something “simple” in regards to the amount of game components for our first production process. By not starting with one of our games that would also involve meeples, tiles etc we hope that it will result in as few production problems and time delays as possible going forward.

Per: I really like the Manipulator. To be able to disrupt your opponent's plans is something I find satisfying. The Manipulator´s Special Attack cards has the potential to force the opponent to discard cards or enable you to retrieve a card from your discard pile. His attacks may not be the most lethal but this skill set used to full effect could prove quite crippling for your opponent. Plus I really like his snake like appearance.

Åke: I think... my favorite is probably... the Wanderer... He has such a calm and relaxed demeanour and is not really interested in fighting. But! He shows his true skills when he need to defend himself. After a victory I imagine him helping his opponent back onto their feet and then heading off towards the nearest stream for some fishing and a catnap.

Per: ...Åke…

Åke: That would be me :)

 Åke: Not at all :)

Per: Yes…yes it does. It's like he reads my mind, always knowing what card I’m going to play and when I finally have the opportunity for that sweet sweet payback the dice gods punish me for gloating :/. Nah in all seriousness the roller coaster ride during a duel makes me laugh even as my well laid plans crumble before me :).

We will be using a shipping service company to handle the shipping to our backers. This kickstarter will be USA, EU and Australia friendly.
International shipments outside the USA, EU and Australia may be subject to customs charges depending on the country to which the game will be shipped to. Legally, we cannot label the game as a gift.

For approximate shipping prices consult the table below.

Trailer Credits:

Artwork: Emily Ryan

Music and Sound Effects:

  • Ronin Training by Grégoire Lourme provided by Jamendo
  • Heavy wind from http://www.freesfx.co.uk

Editing and any mistakes: Frozen Maze Games

Risks and challenges

The game is 95% complete with some minor tweaks to the different fighters special attack cards and streamlining of the rule book still being finalized. We have had contact and gotten an estimate from an European manufacturer to produce the game. Plans are to commission the production of the game as soon as possible following these tweaks and the end of a successful Kickstarter. We are confident that they can provide a high quality product and deliver the product on schedule.

Please be confident and supportive of our efforts to get this fun game into your hands.

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    You'll receive a digital copy of the print and play game Hedge Maze by Frozen Maze Games and some Bushido Duels swag (for shipping costs, see table)

    Includes:
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    Dojo II

    Spread the teachings of Bushido Duels!
    You'll receive ten copies of Bushido Duels (for shipping costs, see table)

    Note: All 10 copies will be shipped to the same address

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