In Summoner’s Isle you are competing in a rite of passage to prove that you have full command over your creatures. To do so you must apply careful strategy, prove yourself in combat and most importantly, demonstrate your ability to absorb large quantities of spirit energy. Only once you have achieved all three can you take your place among the exalted ranks of the Summoners.
Summoner's Isle is a beautifully illustrated, light, portable, area control game. The board folds down to fit into a small box, setup time is minimal and the rules are easy to follow. Whether 2, 3 or 4 players, the gameplay is always tight and enjoyable.
Summoner's Isle is a game of area control and resource management with elements of luck and cunning. Form uneasy alliances, time your strikes well and maybe you'll take the mantle of Summoner for yourself. To win you must attain energy. You do this through battle, through your creatures and by dominating territories. However, summoning creatures costs energy, so managing your reserves will be vital. Each Round is broken down into three phases.
Summoning Phase : In turn order, each player uses their energy to summon creatures to the isle. To reduce downtime, the phase is also broken down into creature type. So each player in turn order may first summon their Wyrm, then each player may summon their Trolls and lastly each player may summon their Sprites.
Action Phase : In turn order each player may now move their creatures along the pathways and banish opponent creatures from the isle. Again, to reduce downtime, the phase is also broken down into creature type. So each player in turn order may first action their Wyrm, then each player may action their Trolls and lastly each player may action their Sprites. Energy is gained for banishing creatures.
Energy Phase : Players either gain or lose energy based on their current energy level. Players then looks to see if their creatures have acquired energy and adjust their total accordingly. Lastly, before starting a new round, turn order is adjusted to reflect the players current energy levels.
The built-in catch-up mechanisms help combat the problem of run-away leaders. Energy seeps from those with bountiful reserves and is awarded to those with very little. Additionally, turn order is adjusted each round to reflect Energy levels, which gives those with less energy the chance to summon creatures before their peers.
For a time lapse video covering the basic gameplay, please watch video below by Cardboard Cultist:
Thank you so much for supporting and following this campaign. Any amount you contribute will help make this project a reality. The Dreamer pledge can also be used by retailers to place orders, see details below.
To add more copies to your order, simply revisit your original Believer pledge and increase your pledge value by £20 for each additional copy. This amount covers the cost of the game plus the additional shipping costs. Maximum of 4 copies per order.
The Collector pledge includes my complete collection of boxes, maps, tokens and rules that were used to develop Summoner's Isle, a game that originally started life as Thule Kapp. The history of Summoner's Isle will be yours, along with art prints, a few laser cut goodies and a prototype of a potential expansion!
We are committed to support friendly local game stores, as such we reached out to a number of retailers and based on their feedback, put together a package to suit your needs. Orders are available in cases of six, and each game will come with all unlocked stretch goals to ensure your customers get the full experience.
To enquire further please email peculiarityuk [at] gmail [dot] com to exchange details. Business credentials will be required before placing an order.
Funded - Dream no longer, Summoner's Isle is getting made!
German Rule book - The translator has been contacted! She is a professional in the industry and has worked on many board games, so whilst this is not a physical unlock, I am confident that being in two languages will help Summoner's Isle explore the world!
Printed Cloth bag - Zip bags are fine, but cloth bags are so wonderfully tactile and I am really happy that they can be upgraded.
Rule Book Redesign - To keep costs down for Summoner's Isle I kept a lot of the graphic design in-house, and whilst I think the rulebook is functional, I will now hand this over to a professional so that they may apply their graphic design wizardry.
Reference Cards - Reference cards are not essential for play, yet are a really nice addition to Summoner's Isle. Pictures to come soon.
Token Upgrade - Creature tokens to be treated to a lovely linen finish
Spot UV Coating - Glossy detailing will be applied to the box lid and sides - It's going to look really fancy
Dice Upgrade - Unlocked! Each player will have their own custom die to roll which matches their creature element.
Box Upgrade - Grey begone! Now the inside of the box can be as eye pleasing as the outside :)
Token Bag Upgrade - Items of pure luxury, each creature element will get it's own custom printed cloth bag to sleep in between games.
Fulfillment will be handled by a well established company within the EU. They specialize in Kickstarter projects as well as produce games themselves, giving us every confidence that your copies will be delivered in good time and with due care. Being EU based means there are no hidden duty costs for EU orders. Additionally, due to the high duty thresholds of USA and Australia and the low cost of Summoner's Isle, shipments to these countries are technically shipping friendly too.
Summoner's Isle has been rigorously play tested. From it's very early origins as a game called Thule Kapp, the game has regularly been played at social clubs, board game cafes and gaming conventions such as Dragonmeet and UK Games Expo. The gameplay has organically developed over time based on feedback, length of play, ease of setup, accessibility and enjoyability. I took great care to listen to and digest all of the feedback, good or bad, and made changes only when needed.
This year I took the plunge to commission small run of 45 copies of Summoner's Isle and ran a stall at the UK Games Expo. The public and industry feedback was amazing and all 45 copies sold. This gave me enough funds and encouragement to run this Kickstarter campaign, which hopefully (with your help) will allow this little gem of a game to spread it's (leathery dragon like) wings and see more of the world.
Please visit, Like, Fan, share our Facebook and BoardGameGeek pages! Help us spread the word and bring us closer to funding:
Designer - Robbie Munn
A consistent creative, he puts all his energy into projects he believes in and thrives on making them the best they can be through hard work, collaboration and reflection.
Artist - Simon Holland
Simon Holland is a multi-media fine artist, illustrator, CG artist, film editor, animator and educator. This is his first foray into illustration for board games since creating maps and alternate board designs for RPG’s, Heroquest and Space Crusade way back in the depths of time. As well as Summoner’s Isle his most recent work includes 3D modeling, environment design and animation on the award winning animation “Red and the Kingdom of Sound” and two successful solo exhibitions of landscape art.
Graphic Design - OK Art Studio
OK Art Studio have been an absolute pleasure to work with. Specializing in graphic design for board games means they understand your needs and deliver stellar results.
Company - Peculiarity
Representing the traits that define us, Peculiarity aims to be a platform for indie creatives to launch their visions into the world.
Risks and challenges
Whilst not the first game we have developed and had produced, this is first game we are looking to publish ourselves. It's been an exciting experience so far and we have learnt a great deal from fellow gamers, established industry professionals and designer peers. Because of this I am confident in our ambition, pricing and delivery methods. Additionally, having commissioned a small production run already has taught us a great deal with regards to file preparation, manufacturer expectations and time scales.
We have done a significant amount of pre-production. The art and graphic design are 90% complete. Communication has been established with manufacturers and once the finishing touches are done we'll be good to send off the final files relatively quickly. The only items left to do is to finalize the rule book and account for any stretch goals that become unlocked, all of which should be completed by mid October.
Obviously we hope that everything runs smoothly. But if something does crop up and slow us down, we will make sure that you are the first to know and be assured that we are ready to do everything in our power to get the project back on track.
Thank you so much for your support!Learn about accountability on Kickstarter
- (28 days)