Rift: Saga of a Dying World is a colorful, exciting, and dramatic board game packed with interesting characters. I've spent the past year designing, prototyping, testing, and refining Rift, and now it's ready to push over the finish line. My ultimate vision is a professionally printed run of the full game, packed with original artwork, character, and fun. With your support, we can get a beautiful game produced and out to backers in less than a year.
I've played about 100 games of Rift with 42 different testers so far, and it's a huge amount of fun. But there's still more to be done. Supporting this project isn't just a pre-order for a new board game, it's a chance to be a part of the creative journey as we finish the art and refinements that will make it a truly awesome and endlessly replayable game. Don't just take my word for it, though; you can download the prototype print-to-play version of Rift: Saga of a Dying World at flypapergames.com/play-rift.
The Dying World was once just a quiet little place, covered in the usual sorts of forests, oceans, and mountains - until the Rift appeared. Now, unnatural disasters are tearing the planet apart, and the power of the Rift has attracted immortal warriors from across the universe to do battle as the world crumbles around them.
Everything in Rift is ridiculously over-the-top, inspired by my fond memories of 90's action animation like Dragonball Z and Akira. I've partnered with an awesome illustrator named Emily Block, who has prepared some sketches for this campaign.
Ultra Warrior Morgana:
Astra of the Vine:
So far, Emily has focused on developing the characters. These are the powerful, immortal warriors who have come to claim the power of the Rift, and we were clear from the start that they should be as interesting and as different from each other as possible. In addition to their artwork, each of these characters has unique, powerful abilities, as well as a fun backstory.
Our goal of $7,500 is for a fully-featured version of the game, but I'm a dreamer. If we break our goal and go bigger, here are some of the ways that we'll be able to use that additional money:
If Rift is supported even further, then I'm not out ideas: there could be miniatures, expansions, and more! Only one way to find out...
Rift: Saga of a Dying World is a board game played in turns, and features a lot of action, a ton of strategy, and a large helping of chaos. Every game is a quick battle royale that culminates in a struggle to control the center of the board, eliminate opponents, and capture the power of the Rift.
At a Glance:
Players: 2 to 4
Length: 20 to 45 minutes
Space needed: at least a medium sized table
Each turn starts with players choosing a card from their hand; these cards might move their character across the Dying World, attack nearby players, or start charging a powerful special attack. Any damage dealt to other players causes them to discard a card; if they run out, then they'll be eliminated. A player's cards guide their actions each turn, and the cards and characters interact with each other in interesting, strategic, and sometimes-unexpected ways.
In addition, Rift features an innovative method for determining the order of actions in a turn. The map also shrinks as the game goes on, turning up the pressure and creating new strategic options. As the game continues, the web of cards, rifts, and powerful attacks gets more interesting and complicated, until the action finally reaches its climax in the center of the map.
For more information, including a video of a full game of Rift and a download link for the complete manual, check out flypapergames.com/gameplay.
Play-testers have consistently said they enjoy:
- The quick pace of each game
- The randomized map that changes over the course of the game
- The flavor of the characters and special attacks
- The way the turn order changes fluidly from turn to turn
- Saying the word "Rift" in a husky voice while narrowing one's eyes
Each box of Rift will contain:
* 4 unique characters, featuring a portrait card and two special ability cards
* 36 Disaster Cards, featuring art of characters performing powerful attacks and dramatically charging up special abilities
* 4 Energy Cards
* 25 Map tiles, featuring the Dying World on both sides of the tile - from disaster on one side to absolute collapse on the back
* 4 Character portrait tiles and stands
* 8 six-sided dice
* A full manual and quick reference materials
Check out the Stretch Goals to see how this list might be modified by great success!
One question that I've anticipated getting asked is "Why now?" That is, why choose to do a Kickstarter before the game is totally, 100% ready? Here are the quick answers:
First, the number of backers we get influences what sort of a printing company we'll use - and working with a printer is a long, detailed process, so we want to be sure we're choosing the right one. I'm not an established game company, and I don't have any capital beyond my own spending money (which is not, shall we say, industrial).
Second, Emily's amazing illustrations will take a lot of time, and I can't ask her to do all the work Rift will require without knowing that I can pay her. She's a creative partner and a huge fan of this project, but she's also a professional.
If we are funded, then we'll be able to deliver Rift by August of 2017, or about 10 months from the end of the campaign. We're going to use that time to do a number of things:
Create the Art: The final version of Rift will include more than 100 detailed pieces of art, including character portraits, illustrated action cards, and the chaotic terrain of the Dying World. Good art takes time.
Finalize the Design: If we're funded, I'll be able to finish tweaking and balancing Rift's mechanics by conducting a huge sweep of testing. The amount of testing I want to do takes time and organization beyond just my friend groups; having a group of backers to include will be a huge help.
Work with a Printer: Depending on what quantity we will need to print, things change dramatically. There are very different scenarios for quantities up to 500, from 500 to 1500, and then beyond 1500. We have a solid plan for every one of those scenarios, and will make all of that information available once the campaign is completed and we know exactly what our resources are and how many copies we'll need to print to satisfy our backers.
Almost all of the money made in this campaign will go to either printing costs or paying Emily. The actual printing cost of the game changes quite dramatically as the quantity and scale increases, so we won't have final numbers until the campaign is over.
Finally, one of the big reasons it's good to do this Kickstarter now, rather than later in the development process, is that we want you to be included in it. Backers aren't just pre-ordering a new board game; we want you to be a part of getting Rift into a box and dropped in the mail. You'll get regular (but never annoying) updates about our progress as we move towards finalizing the game, and there will be a lot more information on the blog I keep at flypapergames.com/building-rift. And I promise you'll hear about any snags we encounter, and find out exactly how we go about solving them.
The main goal of this Kickstarter campaign is to create a road-map for finishing, printing, and distributing Rift. We hope the completed version of Rift will be a powerful example of game design and illustration, and we plan to send extra copies to game publishers as a sort of resumé. Helping us fund Rift is a pledge of support for the game, but it's also validation for us, too.
If you have any questions whatsoever about Rift, this campaign, or anything you've seen here then please drop me a line through Kickstarter or at our e-mail, email@example.com. There's more information on our website, flypapergames.com, including the full manual, photos, and a blog titled "The Fly Paper of Record" (yuk yuk yuk). Thank you for checking us out!
Risks and challenges
Rift carries the risks and challenges of any creative project, especially one that involves working with vendors to print and source materials. In addition, this is the first board game that I'd be taking to print, and that lack of experience is another source of risk.
However, both Emily and I are creative professionals, and I have extensive experience managing creative, deadline-driven projects to successful completion. If funded, we've given ourselves time to be careful and confirm everything that we're doing.
Finally, the game itself is not a risk; many people have played it, and they had fun. If funded, we'll go on a testing spree to hammer out the final version. Also, the full print-to-play version of Rift is available at flypapergames.com/play-rift. I decided to offer this prototype version to show people that Rift is well on its way to being final, and make sure backers know that we're serious about this game.
There is the risk of economic changes (like the price of oil) leading to higher quotes than the ones I've gotten so far, or of something out of my control coming along - like the Pirate Apocalypse (no one's prepared for it the way they've thought about zombies!). I've built overage into the budget as best as I can, and I can only promise that we will be up-front and completely transparent about every challenge we encounter.Learn about accountability on Kickstarter
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