There have always been rumors surrounding the Lakeshore Asylum. The strange fire back in the days of the Great Depression, the scandal involving the administrator and the flayed bodies in the '40s, the missing patients that briefly led to the asylum's closing in the '70s... they were stories told around campfires by those who had not seen the horror first hand.
When Dr. Lockwood took over the administration of the asylum, nobody had any reason to be concerned. The doctor was analytical, precise, driven: the perfect person for the job.
Then Lockwood found the tome, and the rituals and experiments began...
Lockwood's Asylum is a competitive survival horror deck-building game for 2 to 5 players.
BONUS: The rulebook now includes rules for a solitaire version of the game!
Unlike most deck-building games, Lockwood's Asylum allows players to build not only their own decks, but also the decks of their opponents. Each time a player purchases a Monster or Horror card, that card goes into the play area - or "Room" - of the player to their left.
Any Ally cards that a player purchases go into their own Room, where they help defend against the Monsters and Horrors that have been placed there by the others players.
At the end of the turn, the Allies, Monsters, and Horrors in the player's Room battle it out! If the Monsters are able to overwhelm the player's Allies, then any excess damage lowers the player's Health. When a player is reduced to 0 Health, they are eliminated from the game. The last player left standing survives the night and claims victory!
There are three types of cards in Lockwood's Asylum: Allies, Monsters, and Horrors. Allies are beneficial cards, while Monsters and Horrors are... less beneficial.
Every card has the same basic layout:
The eight spaces next to the Asylum Deck are then filled face-up: these spaces represent the halls of the asylum and the frightened Allies and terrifying Monsters that are roaming them.
Here's an example of a game involving two players:
Starting with the first player, each player plays through a full turn. Once their turn is over, the next player begins their turn, and so on, with play going around in a circle until only one player remains.
A turn of Lockwood's Asylum is broken down into six phases:
1. Start Phase: The player refills every empty Asylum space with the top card of the Asylum Deck.
2. Threat Phase: The player places any Monster cards in her hand into her Room - the play area in front of her - until there are either four Monsters in her Room or there are no more Monster cards in her hand.
If the player has any Horror cards in her hand, they are also placed in her Room at this time. Then, the player draws a card from her Deck for every card she placed in this way.
3. Action Phase: During the Action phase, the player can play any cards in her hand with a listed "Action" to gain its effects. Once played for its Action, a card is discarded.
4. Purchase Phase: In this phase, the player discards one or more cards from her hand to purchase cards from the Asylum. The discarded card(s) must have a combined "Produce" value that is equal or greater than the "Cost" of the card she wishes to purchase.
Purchased Allies are placed directly into the player's Room, ready to defend her against Monsters, while purchased Monsters and Horrors are placed into the Room of the player to her left.
5. Battle Phase: If there are no Monsters or Horrors in the player's Room, this phase is skipped. If there is a Monster or Horror skulking around, then the player's Allies attempt to defeat it! The player adds up the total Damage of the Allies in her Room and assigns it to the Monsters and Horrors in her Room (though no card can have more damage assigned to it than its Health).If a Monster or Horror is assigned damage equal to its Health, it is Slain and discarded.
If any of the Slain Monsters or Horrors have "Slain" effects, then they resolve now, in whatever order the player wishes.
Then, the surviving Monsters strike back! The player adds up the total Damage of the Monsters and Horrors in her Room and assigns it to the Allies in her Room (though again, no card can have more damage assigned to it than its Health). If an Ally is assigned damage equal to its Health, it is Slain and discarded as described above.
If any of the Slain Allies have "Slain" effects, then they resolve now, in whatever order the player wishes.
Any remaining Damage is assigned to the player, lowering her Health!
Once all the damage has been assigned, the player resolves any "Survive" effects on the cards in her Room in whatever order she wishes. Surviving Allies tend to grant the player benefits, while surviving Monsters sometimes move to other Rooms.
Finally, if the player hasn't been eliminated due to reaching 0 Health, she discards all of the cards that are still in her Room (whether Allies, Monsters, or Horrors).
6. End Phase: The player discards any remaining cards in her hand and draws back up to five cards. If the player can't draw a card due to running out of cards in her Deck, she just reshuffles her Discard Pile back into her Deck and continues drawing.
Then, play passes clockwise to the next player, who begins a turn of their own. Play continues in this manner until only one player remains!
Shipping will be charged via Backerkit after the Kickstarter campaign ends, based on the actual shipping costs involved. In any case, the shipping won't be higher than the following estimates (we'll cover any shipping that goes over this amount on our end).
Risks and challenges
This is our first independent project, but we have a few years of industry experience and know how to put a game together. The files are already laid out and about half the art has already been commissioned, so we're just waiting on the second half of the art before sending the game to the printers. Our artists have a very quick turn-around time, so we're fully expecting to have the rest of the artwork finished in a timely manner.
Since this is our first Kickstarter campaign, we've chosen to be somewhat conservative with our stretch goals. This should allow us to fulfill all of our goals in a timely manner to ensure that you get your game as quickly as possible.
As with any sort of manufacturing, there are all sorts of unexpected obstacles that could crop up and cause delays. No matter what happens, however, we are committed to keeping the lines of communication open and ensuring that our backers are kept up to date on all steps of the manufacturing and shipping process.Learn about accountability on Kickstarter
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