TECH? NO! Forget about expensive game systems, emulators, disconnected online games, and high-priced yearly roster updates. TECHNO BOWL takes everything you love about arcade and video game football classics like Tecmo Bowl, NFL Blitz, and Madden and puts it all on the tabletop.
Want to know about the gameplay? Check out the this video! You can also download the quick reference sheets and a preview of the rules, and then read both of these reviews [this one and this one] on Board Game Geek that do a great job of telling you what it's like to experience the game.
Click HERE to watch a full game between the Monsters and Ragnarok!
CREATING YOUR FORMATION
Coaches begin by creating their formations following a few simple guidelines. It's extremely easy as players aren't assigned positions. This gives you the freedom to be as creative as you like without requiring real football knowledge. Any player on a coach’s team may be used as he sees fit. The players do have skill ratings that will make them better at filling certain roles, and coaches should feel free [and are expected] to use traditional football positions when describing players and the action on the field. This has the natural consequence of the most effective formations looking just like the real thing. And don't worry, it's easy to remember a player's skill rating as it's right on his jersey!
BUILDING YOUR PLAY
Depending on the mode that you are playing in, a team will either have 7 or 8 players on it, and you will have two identical cards for each player on your bench. To call your play, you stack 5 of your player cards in any order that you like. This is the order in which they will be activated after the play begins.
THE ACTIVATION SYSTEM
And then the ball is hiked! Coaches will simultaneously flip over the top card of their play deck. The coach whose player has the higher skill rating decides who will activate first.
This is where things get interesting. The universal mechanic for a player resolving any skill check is the rolling and totaling of a 2d6 dice roll. This includes modifiers that specifically apply to the skill, action, ability, or situation being tested. If the end result of the roll after modifiers is a 10+, the player has executed his assignment perfectly and generates a free activation for any other player on your team. A 7-9 result is a still a success, but your opponent may perform a half move with any player on his team. A final result of 6 or less is a failure. This means that you weren't successful, and any player on the opposing team gets to perform a free activation.
This means that on a roll of a 10+ that a simple action like a block could result in a running back on your team being activated for free to run through and newly opened hole in the line. A roll of 7-9 in the same situation might mean that a linebacker steps up to fill the gap. On the other hand, roll a 6 or less and your running back gets dropped in the backfield as a complete failure on the check allows a waiting defender to activate for free.
All this means that both coaches are constantly involved in the game as plays change dynamically moment to moment.
Add to this the ability to perform motions, bench boosts, read-and-reacts, and offensive and defensive adjustments, and you'll have plenty to keep you busy for a very long time before you even start to delve into the various modes of play.
There are five different modes of play. Each of these brings a different experience to the table.
- TECHNO is 7-vs-7 with no skills and no field goals.
- ALL TECHNO is 7-vs-7 with skills but no field goals.
- INFERNO! It’s ALL TECHNO with more awesome and fire!
- PRO is 8-vs-8 with no skills but includes field goal rules.
- ALL PRO is 8-vs-8 with skills and field goal rules.
Each of these modes offers a completely different game experience
When playing in modes that utilize special skills and abilities, coaches will have access to three types of players:
These players will come equipped with one or more of the 26 skills found in the game. That count of 26 skills doesn’t even include core fundamentals or INFERNO MODE specific skills.
There are over 525 components included in the box before stretch goals, and that includes player tokens for all 32 MORE FUN! LEAGUE teams.
Player and scouting cards are included for the 8 teams below. Any team cards that aren't unlocked during the campaign will be available for purchase via print-on-demand from DriveThruCards.
You begin with cards for 8 teams from the league in the box with each offering its own unique brand of play. Preview all 8 of them HERE!
Take a look at 8 more teams in this exciting preview!
Another 8 team preview can be seen HERE!
Here's a quick preview of a couple of the teams.
Don’t let the name or cute [but slightly sinister?] logo fool you. The KITTENS are nothing to [yarn?] yawn at! They sport one of the most impressive running games in the league thanks to their superstar running back. Interestingly enough, he wasn’t drafted for his running ability but due to his name meshing perfectly with the team image and marketing plan. Meow!
- #44 GAVIN LOVER: team player
- #7 HARRY DANDERS: juke, squeeze play, stiff arm
The PIT BULLS have a bad bark and a bad bite. Instead of relying on a couple of stars or a big name superstar, the notorious CHAIN LINK defense of the PIT BULLS is led by four impact players. Sure, it has a few holes in it, but the CHAIN LINK is very effective through the implementation of its pack-like tactics.
- #33 JOEY MEAN: shove
- #44 HARRY JAMMISON: team player
- #55 ROY GONNAMAULU: blitz
- #66 RON WOODSMAN: tackle +1
When asked how he was able to find and recruit such aggressive players, the head coach of the PIT BULLS was quoted as saying, ‘They aren’t just born like that. It’s how you coach them!’
'It's DRAMATIC and EXCITING in a way befitting the most ecstatic moments of sports entertainment.' - Charlie Theel, Fortress Ameritrash
'THE ACTIVATION SYSYTEM IS BRILLIANT both in how it keeps the game moving and how simple it is.' -Raf Coredero, Ding and Dent
'Good enough mechanically to be in BoardGameGeek's Top 100.' - heard on the Ding and Dent podcast
'I was just shown a prototype of this at Gen Con 2016, and it's hard to overstate how clever and well done it is. There is almost zero downtime for players as the action goes quickly back and forth, and it's amazing how well it represents real football without overly burdensome fiddliness.' - John Keefauver, Board Game Geek user
You'll notice that it's only $500 per stretch goal to unlock each team! That means that unlocking all of the teams is definitely within reach. The teams that are listed on the stretch goals currently all have one thing in common. They have full player rosters. If your team roster gets filled, it will be added next!
If you've already done the math, then you know it would take $40,900.00 to unlock cards for all of the teams via the stretch goals. But, there's another option in play...
If we unlock stretch goal 12 [which is reached at $33,900.00], I will include every single team that has a full roster in the box EVEN if they don't get unlocked through stretch goals the 'traditional way'. This means that if all 32 teams have a full roster when we hit $33,900.00, then all 32 teams will be in the box! :)
Do NOT add shipping fees to your pledge! Shipping will be charged after the Kickstarter finishes based on actual costs incurred to ship and will be collected via our pledge manager system. This allows us to fairly charge all backers as shipping is definitely not a one size fits all situation and prevents us from having to over budget during the campaign. It also has the added benefit of making it easier to order multiple copies of the game.
Rewards shipping to the US, Canada, and EU ship from within the US, Canada, and EU. This means that you avoid those pesky customs charges!
The following are rough shipping estimates for the game. Keep in mind these are just estimates, and costs may rise based on weight increases from unlocked stretch goals or changes in shipping rates:
- United States and Canada $9-11
- United Kingdom $19-21
- EU $26-28
- China and Hong Kong $15-17
- Australia $53-55
EU for the purpose of shipping consists of: Albania, Andorra, Austria, Belarus, Belgium, Bosnia and Herzegovina, Bulgaria, Canary Islands, Channel Islands, Corsica, Croatia, Czech Republic, Denmark, Estonia, Finland, France, Germany, Gibraltar, Greece, Hungary, Iceland, Ireland, Italy, Latvia, Liechtenstein, Lithuania, Luxembourg, Macedonia, Malta, Moldova, Monaco, Montenegro, Netherlands, Norway, Poland, Portugal, Romania, San Marino, Serbia, Slovakia, Slovenia, Spain, Sweden, and Switzerland.
These are the only countries being shipped to at this time.
Risks and challenges
In addition to countless hours of independent research and consultations with a team of established Kickstarter experts, I've chosen companies that are known for their quality, attention to detail, and timeliness.
WinGo, the freight forwarding company, and the fulfillment centers that I will be using are very familiar with one another and the unique challenges associated with delivering a board game.
All this said, even with proper planning, it is always possible that there may be delays. If delays do occur, I will ensure that you are informed of the progress and challenges every step of the way. And rest assured, you will get your game!Learn about accountability on Kickstarter
- (30 days)