Frequently Asked Questions
All prices include shipping worldwide. Remember that the Kickstarter may be based in the USA (run by Richard S. Hetley), but Greywood Publishing will ship from the UK (run by Jamie Wallis), and for the Autumn Snow add-on Megara Entertainment will ship from France (run by Mikaël Louys). Including shipping is the only way to go!
After a successful campaign, expect the game set to cost THE SAME. So if you buy Lone Wolf - The Board Game at your local retailer, it ALSO will cost $50. Therefore, Kickstarter backers are getting a good deal on worldwide shipping.Last updated:
Yes. Pledge to the $1 level but set your pledge amount at whatever you wish, such as the $40 Autumn Snow gamebook. (No need to "add" it and get a silly amount like $41. Though pledges with a donation component are always welcome!)
The $15 figure pack is an add-on but also a normal pledge level at the same time, which you may find convenient.Last updated:
This project is first and foremost about Gary Chalk's creativity, art, and game design.
Consider the beautiful sculpt Gary Morley did of Lone Wolf (the $8 add-on). Yes, it's based on Gary Chalk's art, and so it makes a nice bonus piece. But Gary Chalk's art isn't just a draft on the way to some final design--and a high-detail full-color deeply-personal time-consuming draft at that. The 2-D art is a centerpiece!
When we talked with gamers during our soft launch before the project, it became clear that "optional 3-D miniatures" risked being viewed as the "deluxe" version of the game--or, worse, the "real" version of the game, and a required expense if you wanted to get "the best game possible." We want to make sure that Gary Chalk's creativity is foremost in the project and so we don't want to distract anyone from the 2-D artwork.
We believe it stands on its own. Just look at the stunning imagery in the project and see for yourself!Last updated:
These are two key selling points of the game, and you can see for yourself by downloading the beta rulebook and sample scenario.
In brief, the combat system simulates a world like players of the classic gamebooks expect, and, importantly, the mechanics are quick. Deceptively quick, given it uses a percentile system where you might have expected a simpler d10 system. The key thing is Gary Chalk's multiple combat system. Follow this:
The rulebook on page 14 describes a lone Human bowman trying to fire at a Giak and, after firing modifiers, having only a 7% chance to hit. Modifiers seem to be tiny: the Play Sheet in the sample scenario says the difference from armor was only -2%. But then get 10 archers in a group and 7% becomes 70%; go to short range and it becomes 140%; and the effect of armor is an important 20%. You roll ONCE and all 10 archers have inflicted their casualties for the turn.
Now follow this. 4 Human archers each have a 19% chance to hit, and 6 Giaks each have 14%. Add and compare, and the Humans are at a slight disadvantage: the game will come down to strategy, cover, and all the other fun stuff you expect. Now change the granularity to a d10 system. How? Does everyone get an individual 1/10 chance? Then Giaks win by superior numbers. Giaks get 1/10 and Humans 2/10? Then Humans win by overpowering the enemy. Either armor, cover, and so on all have to become meaningless, or you have to create some alternate system that involves more (and slower) die rolls.
And so the system is as fast as it can be and it simulates the world of Lone Wolf to match expectations (those 6 Giaks vs. 4 Humans). It is also a game where strategy is meaningful. And fun!Last updated:
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