Stay Out of My Dungeon! (Canceled)
Stay Out of My Dungeon! (Canceled)
A cooperative 5-player race-against-the-clock dungeon defending board game about wily little goblins trying to defend their gems.
A cooperative 5-player race-against-the-clock dungeon defending board game about wily little goblins trying to defend their gems. Read more
Stay Out of My Dungeon! is a semi-cooperative 5-player race-against-the-clock, deduction, dungeon defending board game with a twist. Rather than playing as the dungeon delvers, each player takes on the role of 1 of 5 unique and zany goblins determined to defend their dungeon from would-be invaders. Players will test their defenses against an array of invading forces including lawful knights, angry old wizards, pitchfork armed townsfolk, flaming pigs, insurance adjusters, ninja cats, and more!
Stay Out of My Dungeon! is FUN!
To win the game, players must construct a dungeon so impenetrable that not even the King's Royal Guard would dare delve it. Each turn players will work to construct one of three major defenses: the Sharkodile Moat (that's right, a moat filled with mutant Shark Crocodile hybrids); the Parasitic Poison Traps (what's worse than dumping boiling poison on your enemy, you ask? Lacing it with flesh eating brain infesting parasites, of course); or the Mother-Of-All-Flamethrowers herself, the HBFT3000 (aka Hell Bringer Flame Thruster 3000). If all three defenses are constructed, the goblin players win the game. But if the Royal Guard reaches the dungeon before that happens, the goblin players lose.
Stay Out of My Dungeon! is STRATEGIC!
Players will achieve global and, more importantly, individual rewards for completing construction phases of a particular defensive structure. But be wary! There is a chance that one goblin player is a spy working for the King. Transformed to match the hideousness of the rest of you, this spy-goblin is set to undermine your traps, steal your blue prints, and lead the King's Guard into your dungeon.
Stay Out of My Dungeon! went to an Ivy League School!
The more powerful any one individual player is, the easier it will be to defend your dungeon. But if that player is the Spy, the easier it will be for the King's Guard to infiltrate your dungeon. So players must balance the need to beef up their dungeon with the need to work together to identify who, if anyone, is the spy among them and prevent any one player from getting too powerful.
Stay Out of My Dungeon! has old money!
Stay Out of My Dungeon! is created by 2 Handsome Games. The point of the Kickstarter is to get the game the handsome art assets it deserves. A complete breakdown of the needed assets and associated cost estimates is below. But first, let's learn how to play!
We decided to include detailed rules. We don't have the know-how to wow you with fancy animated trailers, special effects, and snazzy graphics. We feel confident that the game speaks (plays?) for itself. All of the following pictures show the game with placeholder art (artwork from one of our previous games in most cases). They are representative of the artistic style but in no way are they representative of the final product. Note also that miniatures cannot be shown as we were using miniatures from other games. Thus, colored discs and wooden meeples will be used instead. That out of the way, here are the detailed rules.
The game is played over several phases. In short, players are trying to beef up their three dungeon defense systems before the King's Royal Guard arrives while simultaneously holding off minor invasions. Players will use loot collected from defeated invasions to better equip themselves for future invasions as well as continue progress on their dungeon. On top of this, players will be struggling to identify who (if anyone) is a Spy working honorably for his Lordship, the King.
The detail turn order is as follows:
Player cards show goblin-specific attributes, passive abilities, Mega abilities, Location Mega abilities, and contain slots for 2 equipment cards (one offensive slot, one defensive slot) and a loyalty card (which of course remains face down). Each card (will eventually) also show the individual rewards achieved for perfecting a location and contain a spot for your hitpoints (an 8-sided die). The backs of each player card shows the Spy and spy abilities. Recall that this is just placeholder artwork: you will not be playing as a morbidly obese gold bar eating man with a risque half shirt on.
Each of the 5 goblins has unique attributes as well as a passive and mega ability. The passive abilities may be used throughout the game, but the mega ability may only be used once. Think carefully before using it! Let's explore the 3 core attributes in Stay Out of My Dungeon!
- Power: this determines how much normal damage you deal during Raids. See the RAID section for more details.
- Resilience: this determines your starting and max hitpoints. This can be increased with equipment.
- Craft: this determines how many construction cards you can play in one turn.
- Passive: a player's passive ability may be used repeatedly. E.g. the red goblin (being a bit of a pyromaniac) takes less damage from Fire sources.
- Mega: a player's Mega ability may be used once per game. These are generally very powerful abilities that, if used at the right time, can alter the outcome of the game. E.g. the red goblin (same pyromaniac) can hurl a gigantic fireball at any invading army dealing a substantial amount of damage.
Some goblins possess a natural skill set to fend off foes while others are best served avoiding confrontations and focusing on resource gathering and construction.
Player cards explain Location Mega abilities as well as individual rewards [the individual rewards are not explained on the placeholder player card shown].
The (currently ugly) game board (with placeholder art!) is above. It has several features including:
- Invasion Track: this is the doomsday track signifying the arrival of the Royal Guard. If it reaches zero, the game is over.
- Goblin Ward: your respawn point for dying in combat
- Goblin Council: your accusation location
- Progress Trackers: 3 progress trackers - one for each defensive structure, color-coded into Weak, Strong, and Mega. The last square "locks" (or perfects) the build barring any future invasions and permanently securing the global benefits for that structure. Perfecting all 3 structures wins the game for the good guys.
- Action Card draw pile: action cards, consisting of weapons, armor, spells, and the all important construction cards
- Action Card discard pile: self explanatory
- Invasion Card draw pile: contains invading raids and scary events.
- Invasion Card discard pile: self explanatory
- Goblin Keep: your starting location. Here you can heal yourself, travel to locations, or draw new action cards by discarding 2 Action cards.
- Special Loot: Not shown above will be card space for a deck of Special Loot. See the STRETCH GOALS section below. Special Loot will kick some serious butt if we hit that level.
A raid is basically combat between an invading force (aka invader, raid, or mob) and a defending goblin (e.g. you). The raids occur during phase 6.
If an invading army is at an empty location (i.e. no players are there), there is no combat. Instead, do the following:
- Demolish: Remove the top construction card from the pile (if any) at that location
- Invasion Resolution: Check invasion results. The invasion results will explain what happens and will vary depending on how far along your defense is in its development. For instance, a lone invader at a nearly constructed Moat will do less damage. But a lone invader at a Moat whose construction has barely begun will have a more serious impact. As if those clever invaders were gathering information about how to break into your dungeon or something... hooray, theme! The Invasion results are a very simple mechanic that adds to the strategic depth of the game.
If an invading mob is at a location with at least one player, then combat ensues. Combat works as follows:
- Special Damage: some invading armies have special damage types (e.g. Fire or Holy). This damage hits all players at that location for the amount stated and occurs before the main damage step. (ouch!) Wounded players beware: the back rank isn't always a safe spot!
- Normal Damage: all non-special damage is dealt simultaneously but in order. The order is important. The person in the lowest number spot takes as much damage as he or she can sustain. Any remaining damage carries to the player in the 2-spot. And so on (the flame turret has 4 spots!). Similarly, players deal damage to invading raids in the 1-spot first and then, if at the flame turret, the 2-spot. Special note in this step regarding Backstabbing. If a spy backstabs, he or she is placed at the back of the line. Backstabbing at the Flame Turret with 2 invaders would mean players need to defeat the first two invading mobs and then the Spy in order to capture the Spy.
- Collect Loot: if the raid(s) have been defeated, players will draw the appropriate amount of Action cards stated on the card. The players in the lowest numbered spots typically will get the largest rewards as they risked the most.
Defeated players (any player whose hitpoints have been reduced to zero) go to the Goblin Ward. Players who are still standing after will return to the Goblin Keep during Phase 9. Remember, your hitpoints do not replenish, but the enemies' do! Gosh I'm an evil man... huh?
Invasion cards are either events - which will specify what happens - or raids. Raid cards have the following layout (have we mentioned that the artwork is placeholder for now and that the real art will look superb?):
- Location identifier: specifies which location this raid will try to invade. Red for turret, blue for moat, green for traps.
- Name: the hilarious name of the hilarious raid
- Rewards: specifies the rewards for players in various spots upon defeat of the raid
- Artwork: a representative - and hopefully hilarious - image of the invading raid
- Raid type: specifies the raid type. The four types are Wizard, Knight, Mob, Paladin. The raid type might not make the final cut of the game as the interactions seem weak in theme and tactics.
- Special damage type: specifies the type of special damage dealt by the raid. the damage type is also shown in the center circle at the bottom of card to aid those sitting farther away from the raid card.
- Special damage amount: the amount of special damage dealt during the special damage round.
- Text: displays any special text or effect associated with the raid.
- Power: the amount of normal damage dealt by the raid.
- Resilience: the amount of damage required to defeat the raid.
As you can see, the combat system in Stay Out of My Dungeon! is neither time consuming nor complicated but offers great depth. Do you position yourself on the front line and risk being sent to the Goblin Ward in order to reap the rewards or do you choose a sub-optimal location to avoid being placed in the 1-spot because you're still bruised up from the last invasion? Do you use your once-per-game mega ability now or save it for later? If you are the Spy, do you backstab now or hold out until you can secure one of the Location rewards? The dual mechanics of location selection and our 1st-to-Last combat system adds just the right amount of richness to the game.
A successful spy knows the right time to jump ship. If the spy escapes successfully, he or she will have the opportunity to use the Spy's Mega Ability. If the Spy is captured, he or she still has a chance to break out of the Dungeon in order to use that Mega Ability. By utilizing the unfinished Poison Trap pipeline, the Spy can crawl his or her way to freedom and help guide future Invasions and topple the smelly Goblin dungeon. The Spy's abilities are as follows:
Call for Backup (Passive)
Each turn, instead of drawing and playing the top invasion card, the player playing as the Spy draws the top 2 and chooses 1 to play. He or she places the other one in the discard pile. This way, even an accused Spy is not truly out of the game
The player who is playing as the Spy can use the Backstab ability during Phase 6. If you are a spy, you can reveal yourself while at any location by flipping over your player card. You are treated as a raid in the lowest numbered spot - i.e. you take damage before any other raids. If you survive, you may use the Spy's Mega ability as if you performed a Jail Break. If not, you are captured and must perform Jail Break in order to escape.
The spy still acts in turn order. On his or her turn, the Spy can go to the Poison Traps location if there is an invading raid there and there is no player in the 1-spot.
If the spy manages to get onto the 1-spot of the Poison Trap location, he or she will escape by completing the Poison Trap location as per usual (i.e. 2 turns at the location). If the raid is somehow removed (by a special or effect card), the Spy is removed from the poison trap location and must try again.
Spy Mega Ability (Call in the Strike)
If the spy successfully escapes or backstabs, he or she may use the Call In The Strike ability once per game. Instead of the original passive of drawing 2 and discarding 1 Invasion card, on any one turn the spy may draw and play the top THREE invasion cards.
Upon consulting with the Goblin Council, any player at that location may, during the appropriate Phase, accuse another player of the being a loyal servant of the King, aka a Spy. Starting with the accusing player, players will hold a thumbs up (for "I think they're a Spy!") or a thumbs down (for "no way are they're a Spy!"). If the majority of thumbs are up, the player must reveal their loyalty card. Then…
- If the accused player was not a Spy, the accused player discards all cards (including equipped cards) and is moved to the Goblin Ward. In addition, the Invasion Tracker is moved up one step.
- If the player was a Spy, the player discards all cards (including equipped cards) and flips over their player card to the Spy side. The Spy is considered captured and cannot use the Spy Mega ability unless the Spy successfully completes Jailbreak. See the SPY section for details on what future actions this Spy may take.
But why would I ever accuse? A few reasons. First, a hidden spy can plant low-value construction cards to delay construction of your defensive structures. Second, a hidden spy can position him or herself strategically such that he or she perfects a location (i.e. is in the 1-spot when the location is completed). Recall that an individual mega award is available to the player in the 1-spot during the turn in which the location was perfected. These are very powerful. E.g. the moat individual reward has two abilities. The bad one permanently adds another invasion spot at any Location. The good one blocks one invasion spot at any Location for one turn. Sorry good guys, the bad abilities are generally stronger.
As a Spy, why wouldn't I just backstab immediately? Well, you could. But then you'd miss out on a great opportunity to sabotage builds and try to steal one of those mega individual rewards!
As a good player (goblin), why wouldn't I just accuse randomly? I suppose you could try this but the penalties for accusing a loyal goblin player are harsh. Not only does the invasion tracker move up one step, but the accused player is sent to the Ward. Recall a player must go from the wounded to healed side in order to get out. That means an accused player loses a full turn. That player then comes out of the ward with no cards (but will draw one at the Keep). This is a serious set back so you want to be sure you have good chances of correctly accusing.
Shouldn't the accusation phase be earlier? We've thought about this. Having the accusation phase at the end gives the good players less time to accuse an obviously bad player. However, it also means that a player sitting in the Goblin Council basically gets to monitor the turn and evaluate who they wish to accuse. This way it feels more like "I'm watching you, so don't act to Spy-like or you're getting an accusation." We feel it adds more fun this way.
There are 3 primary and 2 secondary locations in Stay Out of My Dungeon! The 3 primary locations can be built to Mega-status which will provide global and individual rewards. Perfecting the construction (i.e. being in the 1-spot the same turn that the progress tracker is maxed out for an individual location) grants an individual benefit to the player that perfected it (i.e. was in the 1-spot). This is a strategic move that can be taken advantage of by the Spy. It also gives the Spy another reason to remain hidden longer. Individual rewards have "good" and "bad" options. E.g. the moat individual reward has two abilities. The bad one permanently adds another invasion spot at any Location. The good one blocks one invasion spot at any Location for one turn. This hugely incentivises the Spy player to remain hidden but of course comes at the cost of potentially avoiding a great Backstab opportunity and the drawing of two invasion cards each turn rather than 1.
Each Location has three construction states: Weak, Strong, and Mega. There are various interactions with the Locations depending on their state. For instance, failure to defend the Moat in Weak state versus Mega state is more punishing. Most importantly, though, is that global passive benefits will be achieved once Locations reach Mega. The final state of a Location (if you've constructed it to the max) will yield an individual reward to the player in the 1-spot at that Location during the turn in which it was constructed. This makes for an important amount of forward thinking on the part of the Spy to ensure that he puts him or herself in an optimal spot to claim the individual rewards as these can be the difference between winning or losing!
A Location's Mega ability triggers whenever the current state of a given Location is in the Mega state (i.e. when the progress tracker reaches the green part). Once Locations are built to completion, they are "locked" and can never be invaded. Remember, securing all 3 Locations wins the game (for the non-Spy!).
Primary Locations are the 3 defense systems that players will be working towards in order to defend their dungeon. They are the:
- Flesh Eating Poison Traps: the poison traps do not use construction cards. Rather, players complete the traps location by spending (and surviving) two turns there without returning to the Keep. Only one invader may be present at the traps at one time. Ranked up to Mega-status, each invading mob that was not placed this turn takes 1 less damage to be defeated. Mobs with 1 HP are immediately defeated (but no rewards are drawn, for they were melted by your bucket of bubbling poison that you dumped on them)
- Sharkodile Moat: the moat requires at least 3 construction to be played face down. If the sum of those construction cards is 6 or more, the Moat progress tracker advances one spot. Only 3 spots are available for players and only 1 spot is available for invading mobs. Ranked up the Mega-status, the Moat will prevent a second invader from raiding the Flame Turret.
- HBFT3000: the flame thruster 3000 is the mother of all flame throwers. It requires at least 4 construction cards to be played face down. If the sum of those cards is 9 or greater, the Turret progresses. There are 4 spots open to players but 2 spots open to invaders. This is a difficult location but comes with a great reward. Each mob takes 2 less damage to be defeated (regardless of when they were placed). Mobs with 2 HP or less are immediately defeated (but no rewards are drawn, for they were burned to bits by your gigantic immensely cruel and unusual flame thrower)
The image below [placeholder art!] shows the 2 invasion spots, 4 player spots, requirement [note that "> 6" should read "> 9"], the slots for face down action (construction) cards to be played, and the failure conditions if the flame turret construction state is red (weak) or yellow (strong). In this case, failure to defend a raid while in a Weak state progresses the Invasion Track 2 steps while failure in a Strong state results in the drawing of a new Invasion card. The banner on the left indicates the reward for exceeding the required construction value.
Secondary Locations are other places that players may visit throughout the game. They are the:
- Goblin Ward: the goblin hospital and basis for the hit show Goblin E.R. Players who are defeated in combat return to the Goblin Ward. The Goblin Ward has a wounded and a healed side. Players are punished for defeat in combat by having to spend one full turn in the Ward. In addition, the Ward can only heal so much. The first player to enter will be healed up to 5 HP. Each subsequent player is healed 1 less HP. Remember, choose your Locations wisely!
- Goblin Keep: this is the safe zone... for now! Players start their turn in the Keep. This is where players will draw action cards and can even heal their own wounds (by spending a turn in the Keep, any player can be healed 1 HP). In addition to drawing 1 Action card at the start of each turn, players who begin their turn in the Goblin Keep can discard Action cards to draw new ones. To do so, players must discard Action cards. For every 2 cards discarded, the player may draw 1 card. This ability is crucial for some players who might end up being stuck with a hand full of low value Construction cards - and the Spy who may want to covertly drop those high value Construction cards!
- Goblin Council: this is where players go to make accusations. If you suspect someone of being the Spy, you must travel to the goblin council, state the name of the player you are accusing, and then the table must vote. At least 3 thumbs up, and the accusation goes through (i.e. the player must reveal his or her card). See the Spy section for more details. The Council adds yet another wrinkle to the game. Do I go to the Council and lose a turn to risk making an accusation? How sure am I that he or she is the Spy? What is the meaning of life? These questions and more await an answer at the Goblin Council.
There are several key game mechanics in Stay Out of My Dungeon!
- Location selection: the first player at a location stands to gain the most, but also is most at risk. This is because of the way combat is handled. Damage is (typically) dealt to the player in the 1st spot, then the 2nd, spot, then 3rd, and lastly 4th. This means that being further back will (generally) keep you safer. However, the rewards for being on the front line are far greater and, thus, your ability to contribute towards building the ultimate will also be greater. This means players must work together to figure out who goes where factoring in the many unique abilities of each of the 5 player-goblins as well as the need to balance card management and, you know, not dying.
- Deduction: players must work together to determine who, if anyone is the spy
- Race-against-the-clock: the Royal Guard is coming for your jewels. Will your defenses be ready in time for their arrival? Players must work within a world of finite resources to find an optimal build before the doomsday counter reaches zero.
- Dynamic invasion results: the better your defenses, the less impacted you will be by failing to fend off an invasion. This guides the strategy. You may have an advantage at Sharkodile Moat but your Poison Traps location might be hanging on by a thread. Do you risk beefing up the Poison Traps or do you try to finish construction on the Moat?
- Effect cards: in addition to the randomness of invading armies, the outcomes of a battle can be altered in several ways, including the ability to play combat cards instantaneously. Be careful, as the Spy may use these cards to his or her advantage!
- Richness: the extra wrinkles of special damage types, our non-complex yet rich combat system, raid types, armor, weapons, and effect cards, make for an incredibly rich and diverse game. Stay Out of My Dungeon! boasts a wide array of play styles and paths guaranteeing replayability (sic) for many future gaming sessions to come.
In short, art and manufacturing! The cost of artwork isn't cheap. And when you factor in our desire to have custom miniatures, it gets even higher. Below is a break down of the art assets and rough prices. TLDR, it's about $2,400. Further below, we have our non-economies-of-scale manufacturing cost. Even further below, we have our US and non-US shipping estimates. We will be using Ship Naked who are customs-friendly in many countries.
Basic Art Needs
- Box top: $150
- Box bottom: $50
- Game board: $60
- Locations: 3 x $50 = $150
- Player cards: 5 x $40 = $200
- Spy card (back of player cards): 1 x $40 = $40
- Action card back: $25
- Invasion card back: $25
- Loyalty cards: 2 x $40 = $80
- Loyalty Card back: $25
- Action card fronts: 24 x $25 = $600
- Invasion card fronts: 40 x $25 = $1,000
TOTAL = $2,405
Stretch Art Goals
- Gloss + Linen box / cards / boards
- Upgraded Miniatures: from chits to plastics
- Custom Miniatures: from plastics to beautiful custom plastics
- About $32.58 per unit (unless we hit economies of scale)
- Save $X per unit (assuming 1st EOS target hit) -> if we hit this target, cost savings will be pushed into upgraded art assets including linen finishes, improved miniatures, etc.
- Save $Y per unit (assuming 2nd EOS target hit) -> if we hit this target, cost savings will be pushed into upgraded even more art assets including custom miniatures, higher quality materials, dice, upgraded discs, etc.
Assumes about a 5lb shipping weight (1 pound less saves about 1 dollar, so this estimate not critical)
- US: $15
- Int'l: $20
- Avg: $17.50
- About $50.08
- Kickstarter Haircut ~ $54.73
- Pledge amount: $54.73 + $5 for art = $60
- What we're asking = $45 (+$5 for international shipping)
Nothing is without its risks. Rather than using Kickstarter as a launch pad for an already manufactured game, our Kickstarter campaign is a true campaign. We are seeking to raise the funds required to turn the game into the beautiful looking and feeling game we know it should be. We have set our pledge levels at an amount appropriate for a big name game that is already achieving economies of scale! To the extent we fall short of those scales, we will be covering the difference because, ultimately, we know you will have a great time playing Stay Out of My Dungeon!
We have various pledge levels which allow supporters to design and/or name various parts of the game. We must disclaim that we hold the right to forgo any design or name that fails to meet our criteria. Specifically, if they're offensive, mean spirited, anti-thematic, or otherwise cruel, we reserve the right to use our own design / name. In this case, we will do our best to work with you to get a more appropriate version of your name / idea. TLDR, we will not be accepting "Giant Phallic Weapon of Choking" as a name... tempting as it may be.
Risks and challenges
While no venture is without its own risks, Stay Out of My Dungeon! comes with very little risk to you.
By supporting this project, you will help an Indie gaming company like 2 Handsome Games fulfill it's goal of producing high-quality, playable, and fun board games. Our largest risk is that we do not raise enough to fund this project to completion. Our contingency plan is to simply "find more affordable art" (oh, but the cost!).Learn about accountability on Kickstarter
- (35 days)