Human Interface - Nakamura Tower is a board game that is a unique combination of many elements known from tactical and skirmish games, RPG’s and board games. The game is based on a struggle between two powerful megacorporations that takes place in the title tower.
HINT is designed for 2+ people but through different scenarios can be played alone, in cooperation or against other players. The story happens in the near future when the world is dominated by new technologies.
Would like to see how the game mechanic works?
The HINT game promo movie
The HINT tutorial movie ONE - game component
The HINT tutorial movie TWO - game mechanics
In HINT you will lead a team of selected professionals of a given faction. Each of them has unique skills and abilities, each one can be given weapons and other equipment, be enhanced genetically or cybernetically. All characteristics and modifiers are presented on special character and equipment cards (you don’t need to constantly flick through the rulebook). Each character card has a limited amount of slots that can be filled with equipment and modifications. The player can purchase additional equipment to replace the current item depending on the “group’s assets”. You may like your heroes or hate them but they will no longer be just anonymous pawns.
Figures make HINT stand out among other games. During the design process we strived to consider the latest trends and capture the cyberpunk atmosphere. Our miniatures offer different poses and best quality. Miniatures will be make in METAL. The scale is 32 mm.
The game is played on a board showing the interior of the Nakamura corporate tower that is under attack by its rivals. The characters are moved using spaces on the board. This eliminates the need to measure distance when moving and fighting thus quickening the pace of the game and allowing to avoid misunderstandings. Each space presents a specific tactical situation that influences the characters placed on it.
We placed all important information on cards so you don’t need to check the rulebook all the time. Character, equipment, cyberation and scenario cards have all the descriptions and modifiers you need to play the game. This way all important information is always at hand and presented in an attractive form. Also the well developed Cyber-warfare is based on cards.
What makes HINT so unique is the division of events on those that happen in the real world (on the board) and those that take place in virtual reality. Both influence one another and an advantage in the cybernet grants a significant bonus to actions that take place in reality.
Cyberations and chips granting advantage on the battlefield are the essence of the characters. But nothing comes for free! Each modification increases the vulnerability to cybershock, crossing of the border beyond which our characters are no longer human. A failed test increases the level of cyberpsychosis and crossing the limit will turn the character into a mindless drone. The cybershock resistance level is marked on each card and is different for every character.
Two main factions are available in the basic version of the game (Mercenaries and Corporation), each with characters possessing unique abilities. The third party playing against both players is the tower’s defensive system that went out of control (see the storyline). Its elements move and attack all player characters according to an algorithm. The game also offers a single-player option. In such case you play against the board and its mechanics.
Game mechanics are fairly easy as we wanted to achieve a perfect balance between a fun game and rules that enable a lot of tactical possibilities. The basic rules are easy to learn but the possibilities of their use grow significantly in combination with the characters’ skills and capabilities of equipment. The characters are defined by their basic physical and mental abilities and modifiers, which make it easier or more difficult to perform some tasks, that make them unique. These modifiers result from their skills, special training or cyberations and other equipment. The rules do not use any dice and the testing mechanics are based on cards that we call CanDo. The description on the card, its value and colour influence the final result of the test. The numerical value also states the location of a hit and additional effects connected to it.
There are plans for expansions that will introduce several new, fascinating characters and maybe even factions, new board modules and sets of scenario, equipment and other cards. We are also working on rules that will allow players to create their own characters as well as on experience and character development rules (campaign mode character development). Thanks to your support all those ideas can become real products that will enrich the game experience.
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We are gamers and big fans of cyberpunk just like you. We are aiming to create a product that would meet our own high expectations. Polished, exciting, with a huge entertainment value, one that you can enjoy playing with your friends. We will show you existing detailed models, cards with beautiful art and rich backstory that will bring the cyberpunk world to life. Kickstarter is providing us with a unique chance to gather your comments, suggestions and of course the funds to publish the full, finished game. It would be extremely difficult without your support.
We want to be fair to all our backers. We will post the final shipping cost after the campaign ends, allowing us to calculate it against the unlocked goals and expansions which will affect the size and weight of the package. The cost may vary according to the destination but we will do our best to make it as low as possible.
Shipping costs depends on your location and it's the same regardless of parcel size and weight.
- Europe - £ 10 max
- USA and Canada - £ 28 max for individual shipping but we will negotiate the price of shipping from the courier company during the campaign, we need information about the number of parcels
- Australia, New Zeland - £ 35 max
Please ask for shipping costs for other locations via private message.
Estimated time for production of the final game is 6 months after the end of the campaign. We are in touch with our cooperators constantly and we believe we can deliver the game for this year's Christmas. The product will hit retail stores 3 to 4 months afterwards.
Risks and challenges
Human Interface project which has been in development for the last 1,5 year is a fruit of our team's hard labor. We wanted to create a product that not only would be a great game but also an exciting journey for you and your heroes with fantastic and satisfying gameplay. We have paid close attention to plan the production process, from prototype to the final version. We found subcontractors whose reputation will guarantee keeping deadlines, quality assurance and proper distribution.
We are avid hobbyists just like you and we know that in case of a product like this quality and delivery deadline are of utmost importance. These are our top priorities. We are pretty confident that the last days of this year you will dedicate to hacking terminals and avoiding security drones. If, however, due to some incredible coincidence something should go awry (only thing that comes to mind is a nano-viral attack from a hostile corporation) we guarantee to reimburse you in full.
- (30 days)