As Marshal of the interstellar fleet, it is your duty to oversee the colonization of nearby regions of the galaxy and thereby ensure the perpetuation of your people at any cost. But your race is not alone in its aspirations for dominance of the cosmos, or in having the power to realize that goal. Races hailing from various star systems venture out in all directions. Many paths are dead ends, but some sectors have sizable deposits of rare minerals that can be refined into the precious fuel crystals that drive your space fleets onward. Soon, a trail of colonies leads out from your homeworld, and soon the races venture into the same cosmic regions. Don’t get too attached to your fleets or interstellar empire, because tides can and will turn quickly. Only you can determine the fate of your people: interstellar conquest or infinite servitude.
FREE to the USA
$25 per pledge (not per game) to Canada
$50 per pledge (not per game) Elsewhere
Kickstarter games will be shipped first!
We ship with USPS, and punchboad makes for a heavy game to ship internationally.
We are a tiny company, and it took us a decade to be able to publish our first top quality game, Warlords of Europe. It performed well in the market place and has been critically acclaimed.
We have a lot of cool game ideas to offer. However, producing boardgames is an expensive and risky business. We would love to get to work publishing our backlog of games sooner rather than later. We are hoping to put out more games and do it much faster by using Kickstarter to help get us over the financial mountain that producing each game represents. We also really like the Kickstarter model of rewarding people who get on board early with cool and exclusive stuff that can even have an impact on the game itself, like being able to name a Sector Card or help write a Conquest Card.
Will that be paper or plastic? The 3d design of our paper punch out space ships makes them look cool and work great. Big plastic space ships would be even better, but its quite a bit more expensive to produce plastic pieces. If we overshoot our goal by a significant margin, we will absolutely look into plastic space ships. That will probably raise the eventual MSRP, meaning that Kickstarter supporters will have gotten an even cooler game at an even deeper discount!
Now about the game...
Added 3/29...Here we have examples of the 4 promo cards that will come with each copy of the game at all the $60+ levels (3 of the same sector and 1 conquest card...ignore where it says only 1 on the pledge descriptions). Backer's Construct (that's no moon in orbit), apart from being a nice fuel producer at 3, can hold a MOD by itself. This is typically something only a homeworld can do, so it brings a unique addition to the sector deck. We're putting 3 copies of Backer's Construct into the promo pack, making this a rare triple-bridge sector. Funded Outpost provides fuel in a way that no other conquest card does while it still provides a MOD slot just like the other outpost cards.
XCarbonite is an example of how a player can help write their own card (the top 2 backer tiers). XCarbonite was inspired a few weeks ago by a player who knew he was going to be a backer at an influential level, so this card actually made it into the last prototype and was well received by playtesters. We have already begun the conversation with our top tier backers so we can begin working together with them on their cards. There's still plenty of opportunities left for you to leave your mark.
Added 3/27...Here is the latest draft copy of the rulebook! The final will have better graphic art, but this will give you the nuts and bolts.
Added 3/19...Here is a sample turn, shot guerrilla style on the fly with my phone. The A/V quality is poor, but the content is good stuff. It's totally unscripted with very little editing (just about half a minute of "thinking" time and some fumbling with the less than perfect prototype MODs and slots, which have already been addressed by the next generation of prototype.
StelCon: Infinity is a light strategy war game on a galactic scale. 2-6 players can expect around 30-45 minutes per player, so 2 players can often power through a game in about an hour. The 6 player game is kept short by combining into 3 teams of 2 where the teammates execute their turns simultaneously.
Variable game board. There are 6 races to choose from, each with its own strengths. Although the jump lanes that connect the sectors forming the galactic map are printed on the game boards, each sector location is covered by a different card from the sector deck each game.
Close up here.
Sectors are drawn from the deck and placed as the players explore the galaxy, so you never know what you're going to get...unless you do some scouting with your fighter squads or happen to have some telepaths on board your ship (telepaths are handy that way). Some of the sector cards are identical and therefore also create a "bridge" which is a unique adjacency in addition to the normal jump lanes. All this makes for a very different board every time.
There is no natural ally. The board's unique layout means that the player to your left, your right, and 2 positions away to the left/right are all equidistant from you. Thus, in a 2-5 player game, no opponent is your natural ally or enemy. In a 6 player game, the person 3 positions away (straight across) is your teammate, so even then all enemies are 4 hops away.
(Above graphic close up.) Thanks to the elegant way that wormholes allow you to exit/enter different map boards, you can either push the player boards together or leave them comfortably spaced to fit the table you are using.
Moving your space fleet around is straight forward. Each ship can move 1 sector per turn, plus 1 extra sector per turn per engine MOD. Your space ships are modular in design, both from a gameplay and a literal perspective. You physically insert engines, extra guns, and fighter squads into holes in the space ships. We call these MODs.
Combat is simple but tense. Add up your FirePower present at the battle site (above, defender brown + sector = 9FP; attacker red = 8FP) and then toss in a d6 roll and possibly some cards. The opponent does the same. Compare the two FirePower totals, and the winner keeps the sector while the loser retreats and loses a ship from his fleet.
While the game is a conquest type game, it ends immediately when one player conquers any homeworld, so there's no eliminated player stuck waiting around for the game to finish. We've also included an alternate VP system for those who want to keep their galactic domination time to a bare minimum.
Conquest cards are the soul of the game. The deck of 115 cards gives tons of gotcha moments, and serious replay value. They allow you to do all sorts of fun things:
- Modify the firepower of your sector or your ship
- Boost fuel crystal production (the economy of the game)
- Steal or stop opponent's cards
- Cheat the dice
- Wipe out a whole sector
- Even influence battles your forces are not involved in, adding an element of table-talking diplomacy to the game
We are you. As avid gamers and card-carrying geeks, we love to read and watch both history and science fiction, just like tons of gamers we've met at conventions the past couple of years. We like the things you like and filled the conquest cards with homage that we're sure you'll appreciate. Plus, we would love to hear from you about what types of cards you'd like to see go into the game. We have reserved quite a few card titles and themes for last minute fan suggested additions to the deck.
About the designer: Russ Rupe has been an educator, network admin, fan of Pericles, and for the last 8 years has been a full time stay at home dad with his 2 boys (ages 8, 2). Russ began designing boardgames in the late 1990's. You are likely to see him hanging around the game room or vendor area at Origins, GenCon, and other regional gaming conventions within a few hours drive from his home in middle Tennessee.
- (30 days)