Welcome to the campaign! We have three fun and engaging 18-card micro games for you, each with all the rules printed on a folding box to allow you to bring game night with you almost anywhere! All three games make up the first wave in our new F.L.O.A.T. series. It is our goal to release card games that are Fun, Lively, Original, Approachable, and Tiny. These games could find a home on a lunch table or gaming table, at game night or at date night (maybe check with your partner first on that one). Each game contains 18 cards and a folding "hook box" that has the rules printed directly on the inside. Cards and box are made of 305 gsm black-core card stock (same as Magic: The Gathering) with a protective UV coating as well. Keep scrolling for more info on each game, reviews, how to play videos and more. We hope you join us on this campaign and look forward to making these titles a reality!
"Kingdom 18, Itty-Bitty Dungeon Delve, and Shields Up are quick, fun games with great replayability that you can easily take with you anywhere! For games with only 18 cards, I’m amazed by the surprising amount of strategy and theme you find in each one." - Christopher Guild, Designer of Star Trek: Attack Wing and Wartime: The Battle of Valyance Vale
In Kingdom 18, players compete to earn Realm cards to strengthen their kingdom. Each player starts with a deck of 4 cards, each with two abilities to use, that they will play on available Realm cards in the center of the table. The player with the most diplomatic or military strength on a Realm card scores it and adds it to their deck. Realm cards will give a player points at the end of the game but also confer one ability that the player can use if they draw the card. Each turn, players shuffle their decks and draw four new cards to try and conquer more realms!
"This one is the most learned of the games... a much more strategic experience as well." - Boardgames and Bourbon
"The combination of small package, strategic card playing, and short play time makes this a good choice for diversion." - The Indie Game Report
"[Kingdom 18] is inviting to new players, yet provides enough of the bluffing (if you wish) and deduction components to attract players that prefer a more strategic game." - Everything Board Games
"It might even make my favorite micro game top 10 list." - Unfiltered Gamer
Grab your explorers pack and get training! Itty Bitty Dungeon Delve is a game of hidden information and tableau manipulation for two players. Players take on the roles of brand new adventurers competing to gain the most EXP in a local dungeon. During a round, players reveal cards from their tableau to perform actions and attempt to collect the most experience points in their tableau. Watch out for whoever can acquire The Smiter, however, as they change the scoring process and can leave you low on experience. The first player to reach level 5 is the winner!
"I really enjoyed this and played this a few times in a row!" - Boardgames and Bourbon
"This game lives up to its fitting title and is a worthy addition to anyone’s collection of microgames." - The Indie Game Report
"I don't know the price point but whatever it is it's worth it... Definitely very cool." Two-Gun Pixie
"These four attributes (small, fun, engaging, fast) are what pocket games should be, and Itty Bitty Dungeon Delve nails it on the head." - Everything Board Games
"You can play this game pretty much anywhere." - Unfiltered Gamer
For our last game we leave the sprawling lands and caves behind for the openness of space! Shields Up! pits two ship commanders against each other in a high stakes arms race. Through hand management and set collection players will engage tractor beams, arm missiles, and pull out all the stops to take down their opponent and keep their own shields up. Just be sure to watch out for teleporter hi-jinks.
"One of the best 18-card games I've played yet. So fun!" - Boardgames and Bourbon
"It’s fast, small, and still manages to cultivate a competitive spirit among the players." - Everything Board Games
"There is a lot to this game, I like that aspect... it's very fun." - Unfiltered Gamer
Click the logo for a game to see a copy of its rules and the free Black and White PnP! How to play videos are at the end of the section.
Each player takes a set of 4 starting cards that make up their initial hand. Realm cards and shuffled and placed in a deck face down on the table. Two Realm cards are flipped face up between the players. Each player selects a card and possible action (Diplomacy/War/Defend/Assassin) and places that card face down next to one of the realm cards. The players then do the same for the second Realm card and reveal all face down cards. Current power is tallied by adding the power of each of your cards on a Realm card as well as any bonuses for matching the Realm cards War or Diplomacy symbol. If players reveal an Assassin or Defend played opposite of Diplomacy or War, respectively, the Assassin or Defend steals the points of the other card.
After the first set of cards is revealed, players again choose a card/action from their hand to play face down on each Realm card. The player with the most points played on a Realm card scores the card. In the event of a tie, the Realm card remains out for another turn. Players combine any of their scored Realm cards with their starting hand to form their deck for the next round. They will draw four cards to form their hand and continue play as described before until all the Realm cards have been scored. The player with the most points is the victor!
Each player takes a reference card, which will inform them of the quantities and experience of the cards in the game as well as act as a marker. (Note: We will have a fun, non-stretch goal surprise with these cards in the middle of the campaign. Keep your eyes peeled!) Shuffle the Cavern cards and deal four in a line facedown to each player. These cards form each player's Cavern and cannot be moved or rearranged unless by a card effect. Players may always look at their own Cavern cards. Deal four more cards face down in a line between the players to form the Middle Cavern. Certain cards will interact with the Middle over the course of the game. The Middle will also be the turn counter for each Round. Lastly, place the remaining four cards in a deck to the side of the Middle Cavern. These cards are the Depths and are only rarely able to be interacted with.
The player opposite the dealer will have the first turn and then turns will snake between players (A, B, B, A, A, B, B, A) until each player had four turns. Before the first turn, the dealer will rotate the leftmost card in the Middle 90 degrees. This card may not be affected by cards for each players first turn. Players will then, in the order above, each take a turn revealing a card in their Cavern and performing the action listed on the card. These actions focus on gaining knowledge of other facedown cards in play or swapping cards around. When swapping cards you can generally select any of your cards, including the one that you revealed. Any cards that are swapped should be placed in the exact position of the card they were switched for. Revealed cards are returned back to their face down position after their effect is resolved.
After both players complete their first turn, the dealer will return the leftmost card in the Middle to an upright position and rotate the card to its right 90 degrees. This signifies the next turn for each player and now makes the second rotated card the one that cannot be affected by other cards. This play continues until each player has had four turns. After the last turn players will check to see if either player had "The Smiter" in their Cavern.
If no one has "The Smiter," each player will add up the experience points on each card in their Cavern as well as adding up the experience of the Middle Cavern. If a player has the most overall experience they score their total plus a five point bonus. If they have the least experience of the three groups they score their total minus a five point penalty. If there is a tie for highest or lowest no bonus or penalty will be scored.
If one player has "The Smiter," they reveal the card first and then select either their Cavern, their opponent's Cavern, or the Middle Cavern. Their opponent then chooses one of the remaining two Caverns and those Caverns are scored as above. Rounds are played until one player reaches 70 exp and has over-leveled for the caves!
Shuffle up the cards and deal two to each player face down. These will be each players starting shields. The goal of the game is to destroy these shields and deal 1 extra damage to blow up your opponent. A player may have at most 3 shields at any time. Deal each player two more cards to make up the starting hands. The remaining cards are placed in the center of the table to form a draw deck. Flip the top two cards of the deck face up next to it to form the Market. The first card placed will be considered the "old" card and the second will be considered the "new" card.
On a turn a player will have a total of two actions to spend. A player may:
- Spend 1 action to draw a card.
- Spend 1 action to play a card for its effect.
- Spend 1 action to build a piece of equipment.
- Spend 1 action to use a completed piece of equipment.
- Spend 1 action to place a card from their hand face down as a shield.
- Spend 1 action to buy the "old" card in the Market.
- Spend 2 actions to buy the "new" card in the Market.
Players take turns choosing from the actions above in an attempt to destroy the other player's shields and deal one extra damage to destroy their ship!
Add a duplicate copy of any game you have ordered for $8, no additional shipping.
Add a Full Color Print and Play of a game you did not get a physical copy of for $2.
Boardgames and Bourbon
Two-Gun Pixie Previews Itty Bitty Dungeon Delve
Unfiltered Gamer Checks out all three games!
More details on the stretch goals will be revealed as we are closer to funding. We have several planned goals including several promo cards that will come with Kickstarter copies of the games or be available in person at cons. The first of these cards will be was unlocked early!
Follow Concrete Canoe Games on Facebook, @conccanoegames on Twitter, or at concretecanoegames.com!
Concrete Canoe Games, LLC was founded by Daniel Grek, originally so he could feel fancy when pitching game designs. Based out of New Jersey, Daniel has worked on many game design contests and has two games published from Letiman Games: Dirigible Disaster and the Dino Dude Ranch expansion, Hatchlings.
With the creation of boardgamecandy.com, a site for game add-ons and expansions from The Game Crafter, Concrete Canoe Games began work on several fan expansions to popular games but soon wanted to do even more. We hope that our new F.L.O.A.T. series of 18-card, hook box games lets us get out a lot of small games by a lot of different designers. We hope you join us along the way.
We would like to give our wholehearted thanks to all the friends, family, playtesters, and everyone else that helped these games along the way. Of course, we would also like to thank all of you backers as well for joining us to make these games real.
Risks and challenges
This is Concrete Canoe Games first major push into Kickstarter and publishing but it did not come without practice and research. Years ago I attempted to fund a card game because I wanted the experience of self-publishing via crowdfunding but neither the game, nor I, were ready at the time. Since then I have been backstage for 2 Kickstarters of my designs done through Letiman Games and have dived further into articles, Facebook groups, and whatever I could find. No one can be prepared for every event but I come back to KS now with a greater level of readiness and three really great games.
Because our goal is set with a smaller printer we can potentially have change over to a larger printer if the campaign does well. Time estimates are already made with the larger printer in mind and quotes and logistics have already been dealt with to make the transition as smooth as possible should the need arise. There may be some additions at that level that require a little more work on my part but they should, hopefully, fit with the estimated schedule. The smaller games should hopefully run into less issues with printing but we could need to play around with the folding box depending on the samples.
We are in the process of some additions or changes to the games to improve gameplay even further but as of now all games are in a state I'd be happy to release to the public.
All in all, I think we are as prepared as we can be for our lead off campaign. I hope we can keep you around for the future set of games and turn out some great products then too.Learn about accountability on Kickstarter
- (30 days)