It's 1956 and waves of protests in Poland are once again showing the cracks in the Eastern European communist bloc. Emboldened by these signs, students and intellectuals in Budapest, the Hungarian capital, organise a protest of previously unseen magnitudes. As the communist leadership sweeps in to kill the movement in its tracks, a violent response is provoked, thus sparking the Revolution of the 23rd of October.
Days of Ire: Budapest 1956 is a historically inspired card-driven board game, playable by 1-4 people. It can be played both co-operatively or in a one-versus-many setting. It is set during the most explosive days of the 1956 Hungarian Revolution, in Budapest, where the fighting was the most fierce. The revolutionary players collect cards and fighters to resolve events and other challenges posed to them by their Soviet opponent (real or simulated). In order to win, they must stay alive throughout the 7 days of fighting - while ensuring that the city doesn't fall to pieces
Designed by the crew of 2014’s [redacted], embellished by the amazing art of Kwanchai Moriya, and brought to you by a team made up of people who worked on Anachrony, ...and then we held hands, The Pursuit of Happiness and Posthuman, Days of Ire has gameplay deeply rooted in its theme and setting, and mechanisms inspired by all-time classics such as Pandemic, Robinson Crusoe, and Twilight Struggle.
- Best of both worlds - a historical wargame and a thematic cooperative board game combined. Perfect for a wargamer to play with his/her non-wargamer family and friends, or co-op players to take up a historical spin
- Accessible - the co-operative mode is comparable to Pandemic’s complexity
- Light, card-driven wargame - half the time as Twilight Struggle, less cards to learn, yet similar feeling
- Engaging solo play - game designed from the ground up with solo play in mind. This is a solo mode not a solo variant.
- Unique, unexplored theme - exciting theme for history enthusiasts all over the world, deeply integrated into gameplay
- Beautiful and engaging art - master artist Kwanchai Moriya and our very own Katalin Nimmerfroh provide the perfect atmosphere through the gritty reality of the revolutionary cards and the idealised propaganda of communist SPA cards
Interested in checking out the rules of Days of Ire: Budapest 1956? Watch this seven minute explanation by Paul Grogan of Gaming Rules! to see it all in action!
For detailed rules, check out our work-in-progress rulebook, and feel free to comment on it if anything is unclear!
Send your comments on the rulebook to rules (at) cloudislandgames.com so that we get working on your comments. Send them either as PDF annotations or as text in the email.
You may download the WIP PDF rulebook here.
After we’ve received comments from the community we will send the text off to our graphic designer and have a full PDF rulebook ready before the end of the campaign.
Rahdo Runs Through
"It works so phenomenally well!” [...]“This is a very very impressive game"
[About the Twilight Struggle meets Pandemic game setup]: "That right there... is AMAZING! It's such an innovative and cool gameplay setup...”
[Talking about the coop mode]: "It's fun! [...] If you get it solely for the coop experience, [...] it is a worthy game!”
Gameplay runthrough (from the Soviet's point of view)
Extended Gameplay (presenting the co-operative play)
Final Thoughts (including thoughts on solo play)
Reviews on BoardGameGeek
“It’s great that your tactical decisions – tension between concentration and dispersal – have strategic effects [...] There are good peaks and troughs of tension as your plans unfold (or not!), and also a great build-up to a dramatic end point.” - Alan Paull, Surprise Stare Games
"This doesn't play like your standard 1 vs many where the “GM" is encouraged to go easy and make sure everyone is having fun - this is a legit head to head strategy game where both sides don't feel like they have to pull any punches” [...] "This game brought to life an entire chunk of history I was previously unaware of, and did so in a memorable and interactive way” Chad McCallum
Who Dares Rolls
Dice Tower Summer Preview (Origins)
We have already put the maximum that we can include in the game right from the start, and we have made no compromises in terms of its design. The game comes ready with full fledged V.S., co-operative and solo modes out of the box.
The stretch goals, therefore, focus more on adding more variety, higher quality components and other enhancements to further improve the overall experience of the game. We’re starting off with these, and then we’ll announce more as we go along!
- Get it before the rest - copies will ship to Kickstarter backers way before the game hits traditional distribution.
- Limited availability - the game will be manufactured in limited quantities based on the final number of backers.
- Get it cheaper - although the MSRP is not fully solidified yet (as it may go up if we unlock many stretch goals), the game is estimated to go for around $65 MSRP.
- Benefit from subsidised shipping - shipping is always a very challenging and expensive part of any Kickstarter. We have heavily subsidised the shipping costs to make sure we are able to offer an affordable deal to as many people as possible.
- Make it better for all of us - help unlock a number of stretch goals that will make the game even more enhanced and beautiful.
- We can’t do it without you! - we’ve paid for the development, art, graphic design and gotten the game to where you see it today. But we cannot print and ship without you. Help make this unique game a reality.
We like to keep things simple. This is why we have one pledge level with heavily subsidised shipping all over the world. Shipping rates are as follows:
Western EU: $6
Central/Eastern EU & Scandinavia (except Norway): $10
Canada, Australia, parts of Asia, Norway, Switzerland & Russia: $15
Rest of the World: $30
To see exact shipping rates, click on the reward and then select your country. Shipping will be added automatically to your pledge!
You will not pay extra duty or taxes for packages delivered to US, EU, CA and AU.
NOTE: Orders of more than a single copy to AU and CA may be subject to extra charges. ONE copy will not be charged anything, guaranteed.
These shipping rates are based on accurate shipping quotes. We believe you should not have any hidden costs, so what you see is what you get.
The game will be manufactured in factories we have worked with before and we are confident in their capabilities to deliver a good product. The fulfilment will be handled by Funagain and Ideaspatcher, companies with an amazing track record. Cloud Island might be a new company, but the people involved in this campaign have participated and even ran several other campaigns in the past.
We expect the game to be ready for Essen 2016, and we hope to have the game fulfilled before or during Essen. We've set the expected deadline to January 2017, this is to allow some time for potential delays that are outside of our control (factory delays, customs, Chinese New Year preparations etc). We prefer to under-promise and then over-deliver, than the other way round. Whatever the case, we will make sure that Kickstarter copies are fulfilled way before the game hits traditional distribution. (Note that the game MAY be available in very limited quantities at Essen while KS copies are shipping or in transit)
Mihály Vincze - He's been studying mechanical engineering in Budapest for a while now, specializing in fluid mechanics - lots of maths and physics involved. He spends a good proportion of his free time thinking about music, computer games, fantasy worlds, stories and other things that aren't very much related to our physical world. He designed [redacted] with his friends. His favourite game is Game of Thrones Board Game (2nd edition). Clash of Cultures is pretty cool, too.
David Turczi - David is a Software Engineer living in London UK, pretending that he has other subjects to talk about other than board games. He is the co-designer of [redacted] and [microfilms], and his new game Anachrony is making rounds on Kickstarter as we speak. His favourite games are Mage Knight and Roll for the Galaxy
Katalin Nimmerfroh - Artist, designer, programmer, game enthusiast. After the success of [redacted] and its expansions, she decided to become a freelance artist and game designer, and turn her crazy hobby of making games into a job. She cares a great deal about the quality of her work. Her affinity to both illustration and game design gives her a unique view in any game development project
Zsombor Zeöld - Studied European and International Studies, interested in the 20th century history of Central and Eastern European Countries. A newbie board game fan who is currently working as the press, culture and public affairs attache of the Hungarian Embassy in Poland.
David Chircop - David is the founder of Cloud Island and lives in Malta. In his previous life, he worked as an actor and as a podiatrist. He is the designer of Golden Geek Award winning ...and then we held hands, The Pursuit of Happiness and was developer and KS project lead on Posthuman. His favourite games are Haggis and Brass, but they change all the time.
Sami Laakso - The designer of Dale of Merchants and Dale of Merchants 2. He is an established board game artist from Finland, and he agreed to grace our game with his ninja graphic design skills.
Kwanchai Moriya - Master of the paintbrush. Has the coolest name ever.
Sean Brown - President of Mr. B. Games and Co-Project Lead on Days of Ire. Sean has worked in the game industry for over 10 years, most of them for Eagle Games as a salesmen, co-designer, graphic artist, marketing director, developer, sales manager and warehouse manager (many at the same time) since 2006. He has worked on Alien Uprising, Spurs, Realm of Heroes, Helionox, Clockwork Kingdom, Prospectus, WarQuest and Posthuman as a designer, developer and/or graphic artist for Mr. B. Games as well as the following titles via graphic art, development or co-design work: Age of Steam, Age of Empires III, Attack Deluxe, Baltimore and Ohio, Brass, Defenders of the Realm (and all of its expansions), Defenders: Battlefields, Empires: Builder Expansion, I'm the Boss TCG, Incan Gold, New England Railways, Pirate Dice, Railways of the World (and all of its expansions), Roll through the Ages, Through the Ages, Tumblin Dice, and Wizards Brew.
Risks and challenges
Although this is our first project as Cloud Island, we ourselves as a team have been involved in a number of fulfilled Kickstarter projects in the past. Furthermore, we have teamed up with the industry veterans at Mr.B Games, who have also successfully fulfilled a large number of board games through KS campaigns and beyond. With our experience on previous projects, we are confident to be able to handle the challenges that come with launching a board game on Kickstarter.
We have done everything we can to minimise all risks from our side, however, board games are usually subject to some risks involving factory delays and customs delays which are completely out of our control. Nevertheless, we are working with partners who we trust and have previously delivered, and we are confident we can deliver the game in a timely manner.
All graphics and art is complete, all development and game design is finalised. Once we have the comments of the community on the rulebook, we will send the text to our graphic designer and we will have it ready by the end of the campaign. Everything will be set for the final files to go to the factory as soon as the campaign ends.Learn about accountability on Kickstarter
- (30 days)