About this project
Important infromation - shipping
When making a pledge you will select shipping cost. Please use following rates:
Whole Europe = EU shipping rate
Asia (including India) = China shipping rate
US as it is
Canada as it is
Rest of the World as it is
Impulse 1st edition was released in English language few years ago. Our love for Carl Chudyk and for Zak's artwork tempted us one year ago to publish updated Impulse and in Polish language (since original game was available only in English). We want to make this game to be of highest standards as all Carl Chudyk games.
Only few weeks back Carl Chudyk asked us if we want to publish two expansions for Impulse. What could we say? We agreed and after nice chat with Asmadi Games and Zak we went further - we received green light for publishing full, 2nd edition of base game with both new expansions. Since Zak's artwork is very popular (we have it in Polish edition already for some time) we had no other choice than to go this route.
We are confident that new, reworked Impulse and both expansions for it will hit your sweet spot! So do not hesitate and back us. We plan to fulfill this kickstarter in autumn this year. We are more than sure that this edition will look great and it will make all of you happy!
Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them.
Inside the box:
* 108 Action Cards
* 1 Sector Core Card
* 78 ships (13 per color)
* 6 Command Centers
* 1 Space Prestige Board
Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area. The cards in the playing area start face down, with each player controlling a card (their Home) on a corner of this area.
Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter. On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand.
The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done. When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., "Command  ship for one jump" or "Build  cruiser at home"; when you boost an action, you increase that numeral.
Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!
In Brake for Launch, players build and transport fighter wings and deploy combat cards to turn the tide of battle in their favor. Brake for Launch is an expansion to Impulse, and cannot be played stand-alone. Brake for Launch may be played with or without All Your Base expansion.
Inside the box:
* 54 Combat Cards
* 72 Wing tokens (12 per color)
There are fifty-four wing cards included in Brake for Launch. They look exactly like regular Impulse cards, except that the action text on them instead applies before, during, or immediately after a battle fought on the board due to a Command action.
The points at which combat cards may be played are:
* Before Battle
* Before Attacking Wings Fire
* Before Defender Chooses Reinforcements
* Before Attacker Chooses Reinforcements
* Before Finalizing Combat Strengths
* Before Removing Combat Casualties
* Before Resolving Missile Strikes
* After Battle
Combat cards can be mined or scored like normal cards, or discarded as regular reinforcements during a battle. Combat cards cannot be executed, researched, planned, placed on the map, or added to the Impulse.
Each player chooses a color and takes the ship tokens of that color, as in a normal game, as well as the twelve wing tokens of the same color. Next shuffle the combat cards separately from the regular Impulse cards. Leave the combat cards in a combat card draw deck beside the regular draw deck.
Wings are represented by wing tokens. Wing occupies one space on the map, like a transport, and patrols it, like a cruiser.
In All Your Base, players build bases with communal special powers to further their cause in their local areas of space. All Your Base is an expansion to Impulse, and cannot be played stand-alone.
Inside the box:
* 54 Base Cards
* 36 Base Tokens (6 per color)
* 30-space point track
There are fifty-four cards included in All Your Base. They look exactly like regular Impulse cards, except that the action text on them instead applies as a bonus after a player finishes some action on the board nest to a friendly base.
Each player chooses a color and takes the ship and base tokens of that color. Shuffle the base cards separately from the regular Impulse cards. Leave the base cards in a base card draw deck beside the regular draw deck. Deal each player a hand of starting cards, and form the map as usual.
Bases are built at map corners. A map corner is any place on the map where three space cards meet. Bases cannot be moved, except using some Layout cards. For each action card on the Impulse, the player may instead elect to activate a base he has on the board with the corresponding card in the Layout. Bases may be sabotaged by cards that mention sabotaging "ships" in general. Sabotaging a base scores one point.
Board Game Brawl - How to play (English first edition)
Granie w chmurach - How to play (Polish edition)
If you operate a retail store and would like to support our project please email firstname.lastname@example.org for pricing and shipping information.
Shipping is EU-Friendly, USA-Friendly and Canada-Friendly. We ship this game around the world (Asia, Australia and the rest of the world). Game weight will be about 1,5 kg. Please add shipping costs to your pledge accoridingly. There will be no pledge manager.
I am Przemek Kochowicz (aka. Przym) from Czacha Games, Poland. Gaming with people has been my hobby for almost 25 years. I started by playing old, pen’n’paper, RPG games and later I evolved and started playing board games and card games. In 2014/2015 I co-created a company named Ogry Games along with Polish editions of board games Metro 2033 and Bright Future. Working with games (and of course playing them!) gives me a lot of satisfaction. That is why I decided to go my own way (remember the awesome song “My Way” by Frank Sinatra? I love it!). Now I am looking for games worth printing in Polish and vice versa - I want to deliver to you, in your language, games that so far have been only in Polish. That is the genesis of Czacha Games, in short. I am confident, that all backers will be very happy with this game and with our standard we want to deliver.
If you have any questions regarding this project or game do not hesitate to contact us directly via email: email@example.com, our webpage http://czachagames.pl or via message on kickstarter. Also you may find us on Facebook www.facbook.com/czachagame - stay connected with us and share!
Risks and challenges
Since we have a lot of experience with crowdfunding (in Poland), we are aware of all the risks for you and us. That is why right now, when the campaign just launched, we did everything that we could to minimize those risks.
We have already booked a printer for September 2017. We will send PDFs to the printer by the end July 2017 so we can be sure to solve any issues before the booked printing time. You will receive Impulse by October 2017. Of course manufacturing a game is not a simple process, so always something may go wrong, but it is outside our power. For now - we have done everything possible to be sure to fulfill by the end of October 2017.
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