About this project
Influence is a rather ingenious little game. It takes a very simple premise that would have been rather ho-hum, and added a great deal of depth to it. The level of focus it takes to play the game competitively is a challenge, and there is a great deal of strategy and tactics to be discovered.--FatherGeek
Interesting intellectual challenge. --OnBoardGames
"I really like it. You really did a great job of hitting that complexity/strategy sweet spot. I also like the use of randomness to increase replayability, but not at the expense of strategy." --Jeff McDonald, beta tester
Influence is a tactical card game where players attempt to gain the most Power by playing Influence cards -- symbolizing military, political, and economic influence -- to conquer Castles. Conquering and maintaining control of these Castles builds Power, as well as influence over neighboring Castles!
Each player has an identical set of Faction cards. With these, players will leverage Influence over Castles, alter the game board, and sabotage opponents’ strongholds. At the end of six Rounds, whoever has the most Power wins!
Castles are cards dealt face-down following the pattern on a Setup card -- these patterns have anywhere between 8 and 18 Castles. The Setup card also indicates which order the Castles are examined (determining who conquered the Castle).
Conquered Castles have the additional benefit of providing bonus Influence against their immediate neighbors (up, down, left, right, and all four diagonals).
The special cards are:
- Swap cards can be used to change the orientation of the Setup and Castle cards, and can be used to switch two Influence cards (players can only affect their own Influence cards, and Castles that they control). Each Faction has two Swap cards.
- The Saboteur card is used to prevent a Castle from using its Influence toward one neighboring Castle for one Round, and any player can play their Saboteur on ANY Castle. Each Faction has one Saboteur card.
- The Delay card is played to move a player to the end of the Turn Order queue, granting the benefit of seeing where everyone else played before they decide where to play their Influence card. But beware! Each Faction has one Delay card, and they can all be used on the same Round!
Power is scored every round and is cumulative. The player (or team!) with the most Power wins!
Notes on Team games:
Influence can be played free-for-all, but can also be played in teams, so long as the teams have an equal amount of Factions. The amount of Factions can be independent of the number of players, so a 3-player game could be 1 Faction vs 1 Faction vs 1 Faction; or each player could play two Factions, resulting in a 2v2v2 game; or Players 1 and 2 could be on a team against Player 3 (who would control multiple Factions).
We recommend playing with at least four Factions as it brings more conflict and intrigue to the game.
This Kickstarter campaign covers ONLY printing/manufacturing and shipping. If the campaign is successful, the selected manufacturer will be contacted and the production process will begin:
- Sending card and box art files, rule book file(s), etc
- Selecting order quantity, shipping options, etc
- First copy of prints agreed upon (or corrections made)
- Start of print-run
- Shipping to TwoMonkeyStudios
- Shipping to Backers
Upon receiving funding, we will begin sending files to the manufacturer and provide frequent status updates as to our progress.
INFLUENCE is ready to convert to the required file type/format and send to the manufacturer to begin production.
$8,500 -- At this level, the game will be produced!
At this level, the game is in a tuck-box, which was selected to minimize costs and get the game published. Once we reach this level, our first priority is to upgrade the box.
$9,500 -- Game components upgraded to replace tuck box with a 2-piece box!
$10,500 -- EVENTS expansion 1 unlocked.
$11,500 -- Card expansion 2 unlocked.
$13,000 -- Card expansion 3 unlocked.
$15,000 -- Box Upgrade 2 unlocked.
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We are participating in Kicking it Forward, and pledge to spend at least 5% of our net profit on Kickstarter. But let's be serious, it will probably be more like 25%.
Risks and challenges
We have lined up multiple manufacturers in both the US and China in the event that one is unable to fulfill the quote. This alleviates risks involved with source selection, but does not address unforeseeable events, such as natural disasters or worker strikes that would hinder manufacturing; or weather or accident related delays in shipping the games. There is, unfortunately, no way to predict these events.
We know there will be minor delays -- we will work to minimize these delays, and will frequently update backers on any delays (or other events of interest). Information will always be posted on the TwoMonkeyStudios website and our Facebook page (http://facebook.com/TwoMonkeyStudios), as well as on Kickstarter and sent via email.Learn about accountability on Kickstarter
Remember that the limit for Kickstarter quantities is 10 of an item.
If you pledged at the TACTICIAN level (1 copy) or STRATEGIST level (2 copies), simply change your pledge to the STRATEGIST or STATESMAN (3 copies) levels.
If you pledged at the CASTLE LORD, STATESMAN, or higher levels, add +$15 per game.
Shipping is free for all U.S. orders. International orders are based on quantity:
Canada: 1 game: +$15, 2-10 games: +$30
Other International: 1 game: +$20, 2-10 games: +$50
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