Fly your ship. Outrun your rivals. Take the planet.
Thanks to Everything Board Games for the awesome review of Velocity-9! you can find the review here.
We’re running out of fuel. Only one planet in the galaxy has Glimmer, a newly discovered fuel source, and your faction needs to control it. But so does everyone else, so you’re about to enter the race to end all races. Fly faster than you’ve ever flown, and do whatever it takes to get to that planet first. Because if you win Velocity-9, you win the galaxy.
This game has been a dream of mine for years, and I'm so excited to bring it to you now.
Velocity-9 is a fast-paced, light strategy action game. As one of six factions, you will roll a specialized D6 and play various Racing cards in order to speed up your ship, slow your opponents down, and block effects they play against you. You will also contend with Cosmic Events that can either help or hinder you, such as wormholes and solar winds. In addition, each faction has two unique advantages and one unique liability, which can turn the tide of the race.
Your goal is to progress down the board, reach Velocity-9, and circle the planet with your ship. Do this before your rivals, and you'll deploy your shield around the planet, claiming control of its fuel for your faction.
- 1 game board
- 1 player handbook
- 1 specialized D6
- 6 ship miniatures
- 6 Faction cards
- 28 Cosmic Event cards
- 70 Racing cards
- 16 speed modifier tokens
- 12 Faction Advantage tokens
- 6 turn tokens
- 1 GO token
I love Kickstarter and how much it's done for the tabletop gaming community. Over the years, it's been exciting to see new people fall in love with board games, and to see new creators get a chance to share their games with the world. My day job is writing sci-fi novels, and I always wanted to create a world that people could fully experience for themselves. When the idea occurred to me for Velocity-9, I knew immediately that it was something I wanted to share with all of you, the people who make the Kickstarter and gaming communities so awesome. Thank you SO much for considering my game. It really does mean a lot.
What's the Money For?
I have already paid for all the game art and graphic design from my own pocket. The Kickstarter funds will pay for manufacturing with Ad Magic, and for freight transporting completed games to their fulfillment centers.
You can download the rulebook and follow along here.
1. Choose a Faction
Velocity-9 has six playable factions, all with their own histories and personalities. Every faction has two unique abilities and one unique weakness.
2. Configure the Board
Velocity-9's board is modular, allowing you to choose how long a game you would like to play. The Start and Finish segments are required, but each middle section is optional. Place the Racing cards, Cosmic Event cards, and speed modifier tokens next to the board.
3. Ready Racers
Each racer draws a Reaction Time (RT) token to determine play order. Keep the blue side face-up unless you lose a turn, then flip to the red side until turn loss is resolved. The racer who draws the 1 RT token also receives the GO! token, which will be passed to each racer on their turn, as a reminder that they are the active racer. When the Re-Draw RT Tokens / Draw Cosmic Event space is crossed, complete the current round and then redistribute RT tokens to change the playing order.
Deal four Racing cards to each racer. There is no limit to how many you can keep in your hand. Then place your ship in the start area and get ready to race!
Begin a turn by drawing a Racing card. Then choose one of the following:
- Roll & resolve the Speed Roll die, then immediately play 1 Racing card
- Play 1 Racing card only (this is typically chosen when racers are unable to move their ship, but they have not lost their turn)
- Play 2 Racing cards instead of rolling the Speed Roll die (only if the racer is capable of movement)
- Roll the Speed Roll die only (you are not obligated to play a Racing card on every turn, and may choose not to play one).
If you roll a 2, 3, or 4 and apply no modifiers (such as Overdrive or Trash Dump), move forward that many parsecs on the board. If modifiers are applied, add or subtract the values of all current modifiers from the Speed Roll. Then discard the modifier cards and tokens and move the resulting number of spaces. In some cases, this may mean moving backwards!
If, on their Speed Roll, the active racer rolls the Cosmic symbol, they must draw from the Cosmic Event deck and resolve the effects immediately.
5. Win the Race
On reaching Velocity-9, complete a full orbit and then land on the planet at the FINISH line. Each arrow equals 1 space, and the last space is the planet itself. To land and win, you must roll the exact number for the final movement. If you have 3 arrows and the FINISH line left to traverse, a roll of 4 would win the race. If you occupy the final arrow, a roll of 2 will count as a winning move.
Success deploys your shield to block out rival racers. This will stake your faction’s claim on the planet Velocity-9 and its fuel source Glimmer.
There are 4 classes of Racing cards (indicated by the icon on the top left). Each class has 4 sub-classes (indicated by the number on the top right).
Speed: Play to accelerate your ship or impede rival racers.
Action: Play to help yourself or hinder rival racers.
Counteraction: Play to block the effects of other cards. Consult the bottom edge of Counteraction cards to determine the card Classes and Sub-classes that are blocked.
Interrupt: Perform a disruptive action to help yourself or impact rival racers.
There are 2 classes of Cosmic Event cards (indicated by the icon on the top left). Each class has 4 sub-classes (indicated by the number on the top right).
Impede: Impede cards tend to decelerate or otherwise impact your ship.
Impel: Impel cards tend to accelerate or otherwise benefit your ship.
$16,500 Linen card finish for large Faction cards.
$18,500 Linen card finish for all Racing and Cosmic Event cards
$21,000 Anthology of short stories set in the game world.
$24,000 Plastic tray
$29,000 Small cloth bag for holding and distributing tokens.
What about Shipping?
Shipping costs will be charged once the campaign completes and the fulfillment process begins. Please note that the quotes below are as accurate as I can make them, but final calculations will need to be made closer to fulfillment. I will always do my best to get the most economical rates possible.
- USA $9
- CAN $11
- UK $10
- EU $15 (will ship from within EU)
- AU $24
- JAP $15
**A note about shipping signed and numbered games to international backers: I will do my absolute best to get the most affordable international shipping prices that I can. If you choose one of these backer levels and do not reside within the continental US, though, be advised that the shipping charges are definitely going to be higher, since they'll need to come to me and my artist first, and then be sent out to you.
Risks and challenges
My goal is to get the games to you as quickly as I can without sacrificing quality. There are inherent risks related to printing, shipping, customs, and other unintended delays, but you can be sure that your game will be delivered as promised.
Please ask any questions you like, and I'll answer as quickly and accurately as possible. Communication is very important to me and I want to keep the lines of discussion open.
I LOVE enthusiastic gamers who like to think creatively. So your feedback is not only welcome, it's important to me. I want to know what you think, so please let me know if you'd like to offer feedback. This includes ideas, areas of concern, or your excitement for the game. Of course, I can't promise I'll implement every suggestion, but I will always listen to each one and give it serious thought.Learn about accountability on Kickstarter
- (30 days)