£1,614
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All or nothing. This project will only be funded if it reaches its goal by Thu, December 13 2018 6:54 AM UTC +00:00.

Earth To GamesBy Earth To Games
First created
Earth To GamesBy Earth To Games
First created
£1,614
pledged of £24,000pledged of £24,000 goal
40
backers
63hours to go

All or nothing. This project will only be funded if it reaches its goal by Thu, December 13 2018 6:54 AM UTC +00:00.

About

INTRODUCTION

It's been years since humanity began the project to transfer all life on Earth to the safety of their new settlement far across the galaxy.

Upon arrival, massive cities were developed across this new alien world and with it's bountiful resources, unimaginable technology has sprung forth. Death and aging have now become a thing of the past with the development of instant clones and, in the advent of virtual immortality, the human race's views have drastically changed.

In a time of wild unrest, the high council of Gettown decreed that it would relinquish control of the entire city in exchange for peace. To decide who would take control, a tournament was proposed, one of bloody violence and spectacle. The council guaranteed a clone for every entrant and within hours, all inhabitants were once again working together, this time constructing an arena for the great games to come.

The stage was set, the walls secured around its perimeter, the crowds gathered and history watched the commencement of the first ever, full contact tournament.

A full contact, dice battling game for 2-6 players ages 14 and up.

This game sees players throwing dice in to an acrylic battle arena in order to physically hit other dice in and out of valuable power up areas.

Choose from endless combinations of character and equipment cards to develop pre-game strategies and then carry them out during battle in order to become the next Master of Gettown.

Here are all the components you get in the Masters of Gettown box.

The star of the show, this custom designed acrylic arena is what allows 'full contact' dice combat to exist. Its extensive development means that everyone will be able to physically smash their opponent's dice when they score high in the arena as well as use drop shots to slide dice across the surface without changing their values.

These are the six battle stages that will be included in the final game. These interchangeable bases each bring a whole new set of tactical requirements to the proceedings and feature such effects as:

Gravity Flipper - Flip all dice 100% in this area to the opposite side,

The Pit - Dice 100% in this area are totally removed from the arena,

Boom - 1/6 of the arena explodes, damaging anyone with dice in this area.

We will be holding a social media vote over the second half of the campaign for you to decide what the sixth base will be, 'Capture the Flag' or 'King of the Hill'.

No full contact dexterity game would be complete without some proectiles and in Masters of Gettown, all players are equipped with:

Combat Dice - Thrown in to the arena to strike any die or end in any effect area that is going to benefit the player,

Biddable Health Dice - Your current HP is always the total value of all of your remaining health dice. At the start of each full game, players are given the chance to risk their very life dice in the arena in a hope of starting on higher HP.

The final static health dice (the D12) has a starting value which relates to a characters class: 10HP for healers, 8HP for effect characters and HP for damaging characters. It is also the dice which facilitate all players being able to have a maximum health point score of 30 (6,6,6,12).

There are 16 different characters to choose from in the box, all with varying player powers. Try them all, find a playstyle and ability set that best reflects how you like to do battle, then bring them to bear on your opponents as you fight for supremacy.

From physically locking your enemies wrists to the table, to hacking the effects of the arena itself, your choice of character card is just the start of your strategy to win.

When players take on the best of Gettown, they will need more than luck to be victorious and equipment cards prove key to that process.

For ease of play we have already pre-arranged these thirty equipment items into 11 'Linked' equipment sets. Ranging from 'Tank Armour' to the 'Unstoppable Thief', the themes are directly linked to the card effects so that players can choose their play experience at the start of each game.

Once players have gotten to grips with all the items, they can choose to take in turns drafting items one by one from the entire item catalog. With all cards played face up throughout, this drafting process can become a complex duel of picking and counter picking equipment items.

With a vast array of effects, comes a need for some additional dice customisation. For weapons and healing effects that have a range of outcomes, we include red and green D6 dice with values 1,1,2,2,3,3.     The Magnum dice was designed to show how the immense kick from this powerful weapon, affects its accuracy. Roll 0 and miss entirely.

Some of our character powers require token generation in order for them to unleash more powerful abilities than normal and, some will have the ability to cause status effects. We have included all the tokens needed for these characters to use their abilities and for the shapeshifters in the game to copy them.

You will have more than enough 8mm wooden charge cubes to get all your equipment ready for battle during the game. These will be upgraded to orange acrylic cubes if we reach our first stretch goal.

To help all players start throwing and battling like pros, we have a brief training setup in the rule book and a lot of valuable character, equipment and battle stage information in the tactical guide. We also include a quick reference card which will cover all the things that can happen in the arena as well as, the basic throwing restrictions all players should know.

ARENA SPECTATOR TIER

Citizens of Gettown, on the 17th of November we are holding a special tournament for your viewing pleasure,

"...one of dice combat and spectacle".

Anyone backing at this tier or higher will be able to watch the live coverage of this event and any other events we may hold during the campaign.

ARENA ENTRANT TIER

You will receive one copy of Masters of Gettown and all unlocked stretch goals (see further down).

ARENA ELITE TIER

At this tier you will receive the game, all unlocked stretch goals and also, a custom designed 50x40cm play mat to protect your acrylic arena from scratching in style. The play mats will feature zones for your Overkill Card choices, should that stretch goal be unlocked.

ARENA DEMOLISHER TIER

 As a way to take things to the next level and truly put your dexterity skills to the test, we have developed this 'arena add-on' for our Kickstarter campaign. These wall panels will come with removable blast hole sections that are set in place at the beginning of a game.

If players knock these sections outwards, then they will have created a way to knock their opponent's and their own dice out through the wall.

If players hit the wall and cause the section to fall in to the arena, then this debris will create an obstacle that dice must be thrown around or dropped on to in order to gain bonuses beneath.

At this pledge level you will receive: the game, the unlocked stretch goals, a play mat and these three 'destructible' walls (final designs may vary slightly).

MASTERS OF GETTOWN TIER

At the Masters of Gettown tier, you not only get: the game, the unlocked stretch goals, a play mat and the destructible walls add-on, but you will also experience the luxury of rotating your arena during each game on a sturdy, solid wood, lazy susan.

Due to limited availability, this pledge level is limited to 100 so we can guarantee delivery on all of them.

MASTERS OF MERCHANDISE TIER

If you are a shop owner, please contact us or pledge on one of these levels:

£99 Three games pledge

  • 3 copies of Masters of Gettown
  • +1 free wall section engraved with a logo/text of your choosing

£198 Six + One pledge

  • 6 copies of Masters of Gettown
  • +1 free copy for display and enjoy with,
  • +1 free wall section engraved with a logo/text of your choosing

Hyper Cubes - Upgrade the charge cubes to acrylic.

Unlocked at £25000 funding.

(These will all ship inside the game box)

Overkill Cards - 6x Double sided, skill shot cards.

Unlocked at £26000 funding

Overkill cards are double sided, tarot sized cards that offer skilled players the chance for mega bonuses through throwing skill and dice placement within the arena.

On one side of a card, 3 new stage based bonuses are unlocked

On the other side players will find a trick shot they can throw under the right circumstances for even bigger rewards.

(These will all ship inside the game box)

Frag Mode - 6x Kickstarter Exclusive Grenade Launchers.

Unlocked at £27500 funding.

In frag mode, all players are given a 'Grenade Launcher' and let loose on each other in the arena. This weapon fires five different projectiles all with potentially game winning effects.

This stretch goal will also come with a 'blank force die' for players to throw in to the arena when activating the 'Force Grenade'.

(These will all ship inside the game box)

Secret Boss Mode - Will you unlock one of the 'Past Masters' of Gettown and introduce semi-cooperative play to your arena.

Unlocked at £29000 funding.

Fighting against the overwhelming power level of a past master will take an entire team of entrants. This play mode sees 2-5 players fighting against one person playing as the boss character. Whoever manages to deal the killing blow will be able to take the boss's legendary equipment item. As there can only be one winner of the tournament, players will then turn on each other and those seeking victory will try their hardest to gain control of the legendary item and ultimately win.

(Sealed box contains 1 'Past Master' character card, their accompanying 'Legendary Equipment' item and a set of boss dice. This will ship separately to the game itself)

Note: As the arena has brought the overall game weight close to a vital shipping bracket, any stretch goals developed beyond this point (and those not already included in the box) will be shipped together externally.

At the start of a game, players will strategically choose both a character and a set of equipment to attack with and use to defend themselves against their opponents within the confines of the battle arena.

Starting with the attacking playing for the turn, everyone throws a dice in to the arena and the attacker will choose based on the result of these throws (or a host of other possible factors) who to go heads up against.

These two players will then fight it out dice throw after dice throw, trying to end with their dice showing high numbers in the beneficial areas of the base, while knocking their opponent's dice to low numbers and in to any negative effect areas.

At the end of each turn the attacker compares their score to that of the defender and if it is higher, they deal that much damage. When only one player remains alive, they will become the next Master of Gettown.

Like most fighting games players take turns attacking and defending, trying to deal and defend against damage.

Unlike any fighting game however, Masters of Gettown sees players throwing their dice directly at those of their opponent as part of our 'full contact dice' mechanic.

To get a more in-depth look at throwing restrictions and special abilities etc, please use this link to the unillustrated rule book.

Even in a game with as much dice interaction as Masters of Gettown, winning the tournament can be just as much down to your character and equipment choices as it is your dexterity skill.

Whether you combine cards at the start to create a charge generating engine, a near impenetrable wall of defence, or simply wait until the right moment of the game and steal exactly what you want without all that effort, there are countless routes to victory embedded in the game and even more ways to counter the tactics of your opponents.

Here's footage of a short, simplified and explained, 3 player battle to study.

Here are some previews from some amazing content creators:

Board Game Inquisition - A video preview

Geek Spiel - A video preview

The Dice Bear - A written preview

For an in-depth preview article, check out Both Sides of My Table

Check out our appearances on these great podcasts:

Unlucky Frog Gaming Podcast

We're Not Wizards Podcast

Find out much more about the lore of Gettown, the planned expansion mechanics and see the first basic build of the game on Tabltop Simulator with our recent appearance on Table Crashers.

Here are the shipping cost breakdowns. Please contact us for your countries direct shipping cost if it does not appear on this list, as prices country to country can vary:

UK Mainland - £6.50

Germany - £18

America - £25

Canada - £32

Australia - £36

For anyone wishing to contact us outside of Kickstarter, please use any of the following:

Facebook - Twitter - Email - earthtogamesltd@gmail.com

The characters in the box represent the wide variety of entrants that can be encountered during any and all tournaments. Most are handpicked members of the many guilds surrounding Gettown, whose fighters are so formidable, that each guild has been limited to two entrants per year. Below you will see why:

The Assassins - The only thing known about the assassins guild outside it's veil of secrecy, is that each year they send their potential applicants to the tournament before they are accepted. This year, Hatrick brings poison and pain while Makarov Jr. brings death from a distance.

The Shapeshifters - As the highest form of life on the planet upon humanities arrival, the shapeshifters have rapidly evolved to mimic these newly arrived alien forms. Pre-tournament checks have now been put in place to ensure all non shapeshifter entrants are just that, but 'Faceless' and 'Shapeless' are definitely the real, ability copying deal.

The Witches - As more people moved out into the wastelands around Gettown, they began to exhibit unusual powers that seemed to be drawn from specific environments. Those who dwelt in the darker recesses of the planets surface developed a mastery over darkness itself, reflected perfectly in the guilds entrants this year. 'Fury' has gained the ability to blind all those around her while 'Hekate' shrouds herself with darkness to unleash hellish shards of night at her enemies.

The Mercenaries - These entrants are honed through blood. Each year, the mercenary guild holds a pre-tournament games of their own and, with no clones available, only the most fearless (or unstable) individuals come out of it alive. This year, a crazy offworlder named 'Crossman' and the mostly machine, 'Imperator' take centre stage ready to blast everyone with heavy weapon fire.

Pyrotroopers - The pyrotroopers hail from the main volcanic region south of Gettown. Since they were the first humans to venture out of the cities, their powers have developed beyond all reckoning. While 'Moltinique' draws all heat from the surrounding area to create a wall of flames, 'Mr Meszo' is able to focus all that heat in to a single, highly unstable point and make it explode amongst his enemies.

Citizens of Gettown - This year they have entered 'The Gambler', a man so lucky that when he gets going, you better run. They are also feilding 'The Bouncer'. This walking mountain can overpower you in a second and leave you pinned to the floor, unable to fight properly.

Tech Priests - This guild firmly believes that the best medical advancements come in times of combat and thus send 'Mad Doc' and his brother 'Gran Doc' into the frey in search of knowledge and the chance to have full use of Gettown's technology.

The Hackers - Previous hackers have done such irreparable damage to the wiring beneath the arena with their abilities that this is the most strongly vetted guild. This years hackers are 'Yes Man' with his (acceptable) arena enhancing ability and 'Nope Girl' with her ability to make anything (except the arena) malfunction.

Risks and challenges

With every project dealing with shipping over long distances, there are incalculable risks and challenges involved, especially for first time developers. Also even though we calculated a May 2019 delivery based on the lead times, shipment and fulfilment time tables with safety margins, delays may still happen along the way and we will keep you up to date.

Here we would like to mention Wingo Games, who will manufacture the game for us when we fund. Wingo is a respected game manufacturer in Hui Zhou, China, we believe they will do us and you proud.

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    You will receive:
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    • Our newly created for Kickstarter,
    'Destructible Walls' add-on.
    Now it will be possible for you to knock your opponent's dice out through the walls of the arena (see campaign for details).

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    • All unlocked stretch goals,
    • A custom sized Masters of Gettown play mat,
    • The 'Destructible Walls' add-on and....

    • A solid wood LAZY SUSAN (for the most luxurious arena rotation).

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