Glory & Riches / Zero Day: A Game Double-Feature
Glory & Riches / Zero Day: A Game Double-Feature
Two games, one Kickstarter project. A medieval boardgame and a computer hacking card game. Two different themes, two great games.
Two games, one Kickstarter project. A medieval boardgame and a computer hacking card game. Two different themes, two great games. Read more
A game double-feature! Just like you go to a drive-in for a couple of great movies (often unrelated to one another)--this is about a medieval boardgame combining the best elements of Axis & Allies and Settlers of Catan, and a quick and dirty "card" game of hacking into a mainframe.
Glory & Riches: Up to five players look to inherit the kingdom by collecting resources and building forces to eliminate other players. The catch? You don't have to win by military conquest--you can exploit economic means as well.
Zero Day: Up to five players seek to bring down the Mainframe by inserting viruses into the system. The first to score eight 'programs' wins. The catch? Every time the mainframe is hacked--it fights back, changing game conditions. The bigger the hack, the bigger the response.
So what do these have in common?
- They work well with 2-5 players.
- Both can be played in under 90 minutes
- They are awesome games from new designers
Patrick Lysaght is an active-duty member of the US military with more than a decade of service. Glory & Riches was developed based on his interests in the interaction between diplomacy, economics, and military power. Glory & Riches is his first published game, though others are under consideration elsewhere (top secret places--we'd have to kill you if we told you...no, really...)
Andy Van Zandt has a background in computer programming, having worked in the telecom industry for several years for the state of New York. He currently works as a developer for Tasty Minstrel Games ...which makes it amazing, huh, that his game (Zero Day) is here with Jolly Roger Games. (Actually I accepted it for publication before he went to work for TMG--and just as important, TMG's good with it.)
DESCRIPTION: You are a hacker, and you've got one chance to wrest control from the Core, the computer system poised to enslave humanity. Since most people are kept content, you are one of a very few interested in removing the shackles of e-slavery and returning freedom to the digital and real worlds.
2-5 players, taking 30-75 minutes (15 minutes per player), recommended for ages 13 and up.
How to Play: Every round you get three hacker action markers that can be used for one of three things:
•Building up programs by "writing" them using appropriate sets of computer discs and code cubes
•Running your programs to acquire 'exploit discs' which give access to the Mainframe.
•Reverse engineering other programs by swapping your resources for what's already there (which is also how you inject exploits into the Mainframe). You may retain action markers from round to round, but they (as well as your unused code and other discs) count against your limited total resource capacity. As a result, you must manage your actions and available space, and balance it with the risk that comes with having programs available to others.
DESCRIPTION: Players build buildings, train units, gather resources, barter, and expand their territory. They must balance and exploit their military and economic power to gain the throne by capturing three capital cities.
2-5 players, 2 hours (roughly 20-25 minutes per player), recommended for ages 13-up.
How to Play: During a player's turn, the player collects resources and uses those to construct buildings or build units. New buildings allow new types of units--ranging from knights to priests or even tax collectors. During a turn, the player made trade resource cards with other players as well--a necessity since each player controls only one type of resource initially. Once purchasing units is done, players move units--either into buildings to work or military units can march to attack neighbors (some units allow for economic takeover instead).
Tentatively, the components include: fief boards for each player, a battle board, instructions and reference cards, dice, 144 resource markers, and 160 buildings and unit counters.
Many of the stretch goals unlock extras for both games, so that not only are you helping the project you like--you're helping other people as well!
$15,000: Zero Day will replace its cardboard pieces with wood. Glory & Riches will replace its cardboard resource markers with playing cards.
$18,000: Both games will go to KS backers in exclusive KS game sleeves.
$21,000: Zero Day only: If we reach this level, we'll add a set of cards that are for Kickstarter backers only.
$25,000: For Zero Day, we'll provide upgraded player screens for hiding your programs and actions. For Glory & Riches, we'll include player shields--these will give you a place to keep your units, your resources, and some game info so you don't have to consult the rulebook when you forget the little things!
$30,000: Glory & RIches only. If we reach this level, we'll produce a supplement for Glory & Riches--new units, new rules, the whole kit and kaboodle. And what you'll like as a backer??--It'll fit in your game box, no muss, no fuss. (The expansion provides six new building types and seven new types of military/civilian units)
One of the universal fears with supporting campaigns can be whether the product ever appears. Some campaigns refund money, and sadly, some disappear. Don't worry--that's not happening here. Jolly Roger has been in business since the 1990s, slowly growing, and only producing games when financially viable. That's important--we are not fly-by-night! Want to make sure--the company website is: jollyrogergames.com or you can check out boardgamegeek (I try and check there every few days or post updates there when I can!)
We appreciate the time you took to read this and to check out the games, and I hope you decide to support these designers and their games.
Risks and challenges
The big bugaboo is estimating production time. That's an issue of not wanting to rush high-quality art. But I think anyone reading this can go look at Cthulhu's Vault or Kremlin and see that I stay in contact throughout the whole process--the games *do* get completed and you know exactly where the process is the whole way.
The other issue is shipping--something I can't completely control. But after issues with the last project, I've talked directly with the regional officials for the USPS and UPS and some things have been changed to improve delivery....but no matter how much better that gets, things like a mail truck crashing and burning with 40+ games on it...I can't fix those!Learn about accountability on Kickstarter
- (30 days)