Welcome to Askrias, a fantasy game which allows 1 or more players to take role as an adventurer as they delve into a 9 quest campaign in one of the many stories that happen in Askrias.
The game system is designed so it allows players to fully customize what they wish their characters to be with the modular dice and ability cards.
And a special thank you to early backers... an exclusive set item "Shards of Askrias" will be included in each base game.
The main objective of each scenario will be a story line which will require the players to complete the 'Core' quest. However to complete the quest they will need to travel to different locations, which may result in a safe haven, a treasure coffer or monster encounter!
Combat will be turn based and there will be no 'actual' board for enemy placement - only player placement. The monsters and players will take turn at activating and attacking each other - where the monster will always attack with random results.
At times, players will find loot as well, which will be either 'Shards' or 'Gear', which they can use to upgrade and customize the modular dice that they have, or 'Spellbooks' where it allows them to use new abilities!
The base game will be a 'starter' for 2 players. It contains:
- 10 Askrias Cubes, enough to support 2 players
- 160 Item Tiles, which will feature gear and shards from low to high levels
- 1 Placement Board, for battle formation
- Tokens used as different counters
- A deck of Quest cards
- A deck of Soul Talent cards
- A deck of Fate cards (Event / Monster / Treasure)
- 2 cloth bags for loot tiles
- Monster Horde Cards
- 20 Custom Dice for the Monster Hordes
- 2 Player Initiative cards
- 2 Core Tranquility boards
- 4 Campaign Character boards
- 4 Blank Character boards (for self drawn characters)
- Core Tranquility tokens for level up Core Traits (Final # TBA)
Each player will get a main character board which has their starting health and an exclusive built in ability. Then they will also get their 'Core Tranquility' board, which allows the character to be upgraded with new passive traits as the campaign goes on.
Askrias will come with 4 character boards - for people who will like to use them to follow the story of the campaign (ie. choose your own character). The game will also include 4 blank character board which allows the players to draw their own character and name (The built in ability will still be the same).
I hope that this allows players to personally create and delve into the world of Askrias.
The Equipment system is perhaps the most unique aspect of Askrias. Each player will own cubes which represents their 'Gear'. Each turn they will draw 3 random cubes from their dice bag, and roll them; the symbols that are rolled will be the powers drawn from the shards for that turn - which will be used to activate abilities from their Soul Talents.
New gear and items will be found while the party travels through the lands of Askrias - which vary in rarity from normal to legendary. One side of the cube will always be represented by a 'Gear' tile, and the main information the gear tiles give are the following:
- Gear Level: The level of the gear, the higher the gear, the more power the gear can sustain from the shards
- Gear Type: The type of Gear it is, from 'Armor', to 'Weapon' to 'Amulet' to 'Offhand' and much more
- Gear Name: Most of the magical and normal gear names are just the type of gear, where Legendary and Set gear have their own names
- Gear Rarity: The colour symbol represents the gear rarity - Normal / Magical / Legendary / Set Item. They will impact how the character is built
During the campaign, new 'Shards' will be discovered, and players will be able to 'socket' them into their gear to change the powers that are drawn from it - therefore allowing players to fully customize their characters!
There are 4 type of Symbols that exist in Askrias: Power / Defense / Magic / Support.
The number shows the 'Shard Level' of the shard - if the level is higher than the gear level, the gear cannot sustain the power drawn... so the better the Shard, the better gear that is required.
All the attacks and abilities that can be used by players are called 'Soul Talent'. During the campaign, players will be able to customize which abilities they wish to learn.
Combat is simple - simply use the required symbol on the ability cards to use the effect.
Each character can only learn 100% worth of abilities, so expect the more powerful abilities to have higher % learning rate!
Next we talk about Quest cards. Quests are the core of the progression of the campaign - there are 3 type of quests: Optional, Precursor and Core.
- Optional: The party can choose to complete it or not, there will be no negative effect if the quest is left. However completing it will provide rewards.
- Precursor: Similar to Optional Quests, the party can choose to complete it or not (unless the Core quest states so), however all Precursors will come with 'Ritual' passive; which will remain active until the quest is completed. So sometimes it may be more wise to complete these quests before challenging to the 'Core quest.
- Core: The endgame for the scenario - complete this quest and the scenario is over. Challenging this quest will usually have a 'Finale' passive - which will instruct the players what monsters to spawn.
Different location cards will have different encounters. Once the party travels to a new location, they will roll a D10 die to see what happens, and depending on what they roll, they will draw from the respective Encounter decks.
Of course, each location may have different affects on the game while the party is there!
After the location has resolved what the encounter is, the party will then draw a card from the respective deck - Encounter / Fate / Fortune.
Encounter cards will spawn the Horde that battles the party, the Fate will use a one time effect and then is discarded, and lastly Fortune allows the party to not face anything and luckily find loot!
Monster encounters will be an unique experience as well. Instead of having individual monsters acting out their own actions, each monster will act as a 'Horde'.
For each monster horde, there is a set number of health per unit that belong within the horde. Each unit is then represented by a monster die (there will be 3 variants of the die, to scale difficulties). During the Horde's turn, simply roll all the unit dice, and act out from top to bottom the actions that is rolled as the result. The power level ranges from top to bottom, with the purple ability the most strongest.
The Monster Dice will be 14mm in size, and will have will have some different variants to keep the battles fresh. There are a current 3 different variants of monster dice that will come within the game, ranging with different symbol appearance.
Monster targeting is quite a simple system as well, simply flip over the Impact card, and that's the target area of the attack.
So in Askrias, movement is only for the playing party, though there will be skills and spells that will mitigate damage in different zones!
Since the main game will have enough components for up to 2 players, Askrias is designed so the player count can be 'tailored' to different play groups. I'm hoping to allow play groups to grab Askrias based on how they would like to play the game.
- The following are the treasures that will be unlocked as the campaign progresses.
~ Askrias Cube Pledge ~
For those who are interested in just getting the cube without getting the game, please pledge on the Askrias Cube Pledge, each set will be $12nzd, and will consist of 2 cube and 20 blank tiles. Pretty much this will be the same pledge as the Askrias Cube 3rd that finished up a few months ago. This is for those who wish to purchase more cubes or have missed out.
There will be 6 different colours for the cubes you can choose:
Shipping to Overseas will be roughly $30NZD (which should be around $20USD, within NZ it will be cheaper. This is an estimate on how heavy the game will be.
The Goal of Askrias
The Goal of this project is $3500, it is because the main requirement of funding will be only the printing of the stickers, plastic injection and card production. The main tooling requirement has already been completed with the Kickstarter Project of the Askrias Cube - this way I can focus simply on game design and not worry about such a high goal for projects as you can see with the previous project - Alchemy of Askrias. So please do not be afraid of such a lower than expected Project Goal. (If I were to include the tooling in, the Goal of the game would've been $15,000NZD)
Risks and challenges
~~ Studio4am Past Kickstarter Project Status ~~
Askrias Cube - Game Aid Dice 3rd: (Shipped 2016)
Askrias Cube - Game Aid Dice 2nd: (Shipped 2016)
Alchemy of Askrias: (Full Production ATM)
Elemental Lotus Dice - 2nd: (Shipped 2016)
Askrias Cube - Game Aid Dice: (Shipped 2015)
Elemental Lotus Dice: (Shipped 2016)
Fantasy coins from the Far Eastern Realms: (Shipped 2015)
Dragoneye Tavern: (Full Production ATM)
Fantasy coins from the Eastern Realms: (Shipped 2014)
Askrias has been on my mind around 7 years ago, and I have been working hard to try to make all the components that will create the game.
At the moment all layout of the cards and tiles have been designed - and upon launching this project, the combats have been playtested to make sure that it is fun, all that is needed is number / flow balance.
Once the project ends, most of the work will be put on tweaking numbers, quest designs, item design - the main core mechanic of the game has been fully designed and played before to make sure that the mechanic works, as you see in the Kickstarter project.
Artwork assets are all done, so once final playtesting / number crunching has been completed, production should not be a problem.Learn about accountability on Kickstarter
- (31 days)