Steal, duel, betray & escape in an ever-changing adventure game featuring two very different ways to play! Prepare for Pandemonium.
Steal, duel, betray & escape in an ever-changing adventure game featuring two very different ways to play! Prepare for Pandemonium. Read more
About this project
What little we do know comes through a note left by someone called The Scribe:
"Steal. Duel. Betray. Plot. Escape. Be forewarned, supernatural things happen inside of this awful place. Of their own accord, every mansion room will suddenly shift and move to another location within the outside walls of this grand, Gothic edifice. The experience is most unnerving because it is so unpredictable. And a building's rooms are supposed to remain where the carpenters fixed them; they shouldn't anxiously jump about. Within these walls, everything that appears so simple will torture you with complexity. Count on nothing. Decide nothing swiftly, but hurry. Stand on a solid floor and it opens to swallow you. Deeply breathe in sweet aromas and your lungs cave in from acrid smoke. Try to open a door and maybe it opens, maybe not. The building decides and it is fickle. It loves you but then it despises you. Trust another guest and they will be the last person you ever trust. Keep close and swiftly flee. Nothing makes sense here, nothing has ever conformed, nothing ever will conform. Sometimes it's best to remain where you are, sometimes it's best to leave. Sometimes run, sometimes crawl. Sometimes guiding illumination, sometimes utter darkness. Where there is hope and riches there is fear and despair. Where there is encouraging certainty there is taunting doubt. How you socially conduct yourself while within these walls matters little, because it is this mysterious mansion itself that you must please and it has notoriously poor manners. Be shrewd to survive. Be clever to win favor with the mansion. Most of all, I urge you to make war on one another, because only one of you is leaving this place. Heed me so that you do not end up like me. Welcome to Pandemonium Estate!"
Recipe For An Extraordinary Game:
Into the brains of two, clever, driven and enthusiastic boys from The Millennial Generation, pour in hearty portions of the whimsical, surreal, 1960's throwback influences of Rod Serling's "The Twilight Zone" and "The Night Gallery." Add in tasteful measures of "Forbidden Bridge," "Atmosfear," and "13 Dead End Drive." Fold in over four decades of gaming experience. Mix together over hundreds of hours of design and testing. Bake inside several test groups that nearly lost their minds from the fun and screams of playing. Chill everything to a very cool theme and artwork. Serves 3-6 players, and just might bring home the blue ribbon.
"Pandemonium Estate" is the first table-top, adventure game conceived by the minds of Christopher Bowden, a Creative Producer of Special Media for television, and Darren Mackie, a certified computer techie with an old, serious love for table-top and card games. Both men have served as published reviewers (print & television) for such video game titles as GTA V, The Last of Us, Max Payne, L.A. Noire, Assassins Creed 3, Dishonored, Elder Scrolls Skyrim, Test Drive Off-Road 2, Test Drive 5, Small Soldiers, Skylanders, and Blades of Time. The duo are just two, ordinary guys, who live ordinary lives, but possess an extraordinary passion for extraordinary games of all kinds!
"Pandemonium Estate" is targeted toward both casual, newbie gamers and seasoned table-top gamers. Game mechanics have been optimized to produce an appropriate weight of sustained fun and new experiences throughout the game play session. Replay value is guaranteed via at least two, out-of-box storyline options, with possible expansions for future iterations. Design, production and pricing decisions have been deliberately established to ensure that the game is intentionally affordable.
Watch this video to view a demo of the all-out Pandemonium that was experienced by our early play testers. (All board design, card art, game pieces and structure do not reflect the final product in any way.)
The video included in the campaign is just one snapshot of the type of sustained fun experienced by over a dozen test groups. The players did not act; nothing was scripted. All post-game, player reviews are well beyond being described as superlative; the feedback makes us more excited every passing day. We are literally jumping out of our sneakers in anticipation of the day that we move from prototype to real game board and pieces. You will jump out of your own sneakers when you play our adventure game. Pandemonium Estate is calling for renovations, real wood, real furnishings, real paint, plaster and gold. Without your help, the grand opening will never happen. With your help, it will come to life and you will play. You will enter, but you might not leave!
"I got to play Pandemonium Estate as an early tester. It was SO much fun! The gameplay is so diverse and ever-changing that you could play it a hundred times and it would be different every time, and that doesn't even take into consideration the expansion packs and different story lines! (Which I can't wait to check out.) Pandemonium Estate is easily my new favorite board game, even without all the possibilities and goals the designers have in mind for the future. I can't wait to own a copy so I can share it with all of my friends."
"Pandemonium Estate is a glorious blend of table-top, card-based, and real time strategy board gaming. From the moment you begin, you are immersed in a fickle world. With the novel approach of a modular game board, the world can literally shift under your feet, or even completely disappear, leaving you to somehow get yourself out of a state of limbo. Players can buddy up one second, only to turn on each other in the end for the win. After all, in the end, it is everyone for themselves. On top of all of this chaos, add in the Pandemonium Event cards and turn the world upside-down. This easy-to-learn, yet hopelessly addictive game of strategy and backstabbing is not to be missed!"
The Game Board
Currently our game board is complete and is undergoing some minor tweaks in preparation for a prototype print. Our game board's unique design allows players to place any of the six room wedges (board pieces) in any order to form a hexagon on the play area. With this enticing design, board pathways will sometimes line up, and sometimes lead to dead ends, depending on the layout of the board. Meaning that there are over 30 possible combinations for the board to lay. Please Note: The final board will have custom hand-painted water color artwork on each wedge behind the pathways. Some of these images are of a work in progress and may not reflect final design in any way)
Final board layout and edge design created by Paul Wilson of Wilson Design
Check out some of our board icons up close with descriptions listed below!
All board icons designed and drawn by Paul Wilson of Wilson Design
About the Game
Movement across the board will be done using the roll of one D6 (standard) die. As players traverse the board they will run into locked doors that lead into different rooms. Players must attempt to bust down these doors by rolling a D3 die. (A six-sided die numbered only 1-3)
Players are able to collect and carry up to two item cards in their inventory to aid them in their adventure. Items can be used to help a player or played offensively against an opponent to gain an advantage.
We believe in replay value, that's why Pandemonium Estate is created to be played in two completely different storyline modes right out of the box! (Check out a brief description of the Storylines below)
In The Looting, each player is given a Gemstone card matching one of the wedge colors on the game board. Players start in the color room that matches their Gemstone card and play begins. It is a player's job to steal every opponent's Gemstone Card, exchange them in the center Pandemonium Room, and take the Pandemonium Box. The player who successfully exits the house while carrying the Pandemonium Box wins the game!
In The Vanishing, all the Gemstone cards start in the item card deck and players must land on Item Bag icons to draw out at least two Gemstone cards. When a player has secretly acquired two Gemstone cards, their goal is to enter the Pandemonium Room through a room wedge that matches one of the colors of a Gemstone card they have in their inventory. A player then exchanges the Gemstone cards for the mansion's Master Key. The Master Key is able to open any locked doors in the mansion without Busting them down. Once the Master Key is in play, a 10-minute timer starts and at the end of 10-minutes a player rolls a D6 die. Roll an odd number and vanish one room wedge by flipping it over. Roll an even number, flip two rooms. Repeat this until all rooms are vanished. Be the one holding the Master Key when all rooms have vanished and leave your friends lost with the house forever!
More on gameplay details in our FAQ's and in upcoming gameplay demonstration videos.
We're working with a very talented artist, Katrina Holland, who has done an amazing job with the conceptualization of our game's art. Pandemonium Estate's board art, item cards and character illustrations are beautiful custom hand-painted water color pieces.
Players will be able to draw from a variety of items cards to aid them in their adventure. See some breathtaking samples of item cards listed below!
Play with 3-6 friends as one of 8 characters, all equipped with their own unique Traits to help you win the game!
Check out some finished character pieces and sketch concepts listed below!
And most exciting of all, we have some kick-butt board art that will be the background of our game wedges. Check out the finished pieces and sketch concepts listed below. (More to come as the campaign unfolds)
Pandemonium Estate was purposely designed to be expansive and open-ended. Check out some of our stretch goals listed below to see some intriguing upgrades and add-ons we have planned for our game!
Run, chase, duel, steal, betray and escape in this once in a lifetime adventure. Thank you for checking out our Kickstarter page! Please consider donating and sharing with your friends and family!
Risks and challenges
We've already faced so many challenges. Being a two-person design and development team is no easy task. From the moment of our game's inception we've had to deal with every aspect of the design process entirely on our own. We have already taken care of design setbacks, printing errors, tardy quote deadlines and much more.
We knew from the moment we started that the challenges before us would be ambitious, demanding and hard-won. But we are winners. We believe in our project so much that nothing is going to prevent us from seeing it through to the end. The hurdles we've jumped so far are nothing compared to what lies ahead, but we're ready.
Facing challenges related to our board game development is hard work but we love every minute of it. If and when challenges arise, we will deal with them until they are no longer a dispute. We know we have what it takes to overcome any challenge, snag, hardship or straight up catastrophe that crosses our path.
Your donations are going to be delicately managed and organized to ensure that we will receive and deliver the highest quality product possible. We will be honest and forthright with our backers throughout the entire process and we promise to keep you posted on progress as it advances.Learn about accountability on Kickstarter
The play time of Pandemonium Estate can vary depending on the Storyline a group chooses to play and the number of players. Generally speaking, the more players you have, the longer the game will take. But on average, Pandemonium Estate takes approximately 90 minutes - 2 hours to complete.
During development, we worked hard to find a good balance of strategy and chance. The first time you play Pandemonium Estate you will be figuring out a lot of strategies that you can then implement into your next play sessions. Learning which item cards are useful in particular situations and strategizing the most effective plan of attack on an opponent takes a couple of plays. The chance aspect comes in mainly when dueling opponents through dice battles, breaking down doors during movement and the game's Event cards, but that was purely intentional. Moving around the board, playing items, manipulating your opponents and dominating them when they least expect it all requires strategic timing and close observation to how others are playing.
No matter how you look at it, 55k is a substantial amount of money and nothing to shrug off. We understand that. We went just about as far as we could on our own and now we're turning to Kickstarter in an all-or-nothing attempt to raise the money to complete our project. A good chunk of the funding will be going to the manufacturing of the game. It's not cheap and there are a lot of components that have to be considered in the process.
Funds will also cover the cost of the wonderfully talented artist to finish the work she's already started. Pandemonium Estate's art is a substantial element of the game. We're sparing no expense to bring some really compelling and detailed art pieces into our game.
Whatever money is left over will be used for rewards, merchandise and marketing.
As it stands, Pandemonium Estate will come with eight standard wooden pawns to be used as game pieces. If we happen to exceed our goal and start unlocking stretch goals, the same artist who is painting the board wedges, item cards and character illustrations will also mold custom Character Item playing pieces to replace the pawns. For example, instead of having a Ballerina figurine to move around you might instead have a pair of ballet slippers.
We fundamentally believe that Kickstarter is a place where average, everyday people can make their dreams a reality. But in the real world, dreams cost money. A lot of people feel that our asking goal is too high based on how much of the game is complete. But we honestly feel that people's funding goals are relative to the project. And that there is no special amount that people should ask for. We could afford to make it this far on our own but now we need to give backers the opportunity to be a part of this with us. 100% of the funding will go to complete game, add slicker features and promote it on the market.
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