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A customisable, handcrafted, wooden game.
122 backers pledged £6,622 to help bring this project to life.

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£6,622

122

Paras - 1st Edition.

Thank you for visiting the Paras Kickstarter - my 7th campaign.

Paras is a quick, 2-4 player, area control game. It is for ages 8 and over.

Customisation.

You will be offered the opportunity to customise the text on the playing board. So if you want  specific countries, cities or, maybe, some fictitious theme - the force is with you.

This is possible because I make every copy by hand. All you have to do is let me know what you want before I make your game.

What people have said.

A few preview copies have already been sold at UK Games expo and Essen.

Actualol tweeted about Paras - Tweet by Actualol 

Allen O’Conner briefly mentioned Paras in his blog -  Allen O’Conner BGG blog 

nerdyburduk posted on Instagram -  nerdyburduk on instagram 

What you will receive;

1 handcrafted, 240mm x 240mm x 28mm hardwood playing board, laser etched, sanded and oiled.

96 cubes of 4 colours.

20 poplar ply territory tiles.

4 poplar ply aircraft.

8 poplar ply capacity tiles.

4 poplar ply barracks tiles.

1 poplar ply round timer. 

2 dice.

One rules sheet.

1 artwork sticker

The game will be packaged in a robust, brown 'telescopic' box. The rules will be printed on Matt photo paper.

Gameplay

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(At 13:52 - Samuels 5 guess rule applies)

Objective

Occupy the most number of territories.

Set up

Place the board on a table. 

Agree what number of troops the aircraft will hold (4, 6 or  8). Place the appropriate capacity tile in each of the aircraft, as necessary.

Give each player 24 units of the same colour, barracks and an aircraft.

Each player fills their aircraft with units to full capacity and places their remaining units in one corner of the board. 

Agree how many rounds to play and set the round timer to that number. (A 20 round 2 player game will take about 20 minutes)

Decide who will go first. 

Take turns clockwise.

Play – 

The game is played in rounds. 

On your turn you may take 1 action. There are 3 options to choose from;                              

1) Parachute Deployment. 

If you have 2 or more units in your aircraft you may roll 2 dice directly onto the playing board to deploy units from your aircraft. See ‘Parachute Deployment’ below. 

If there is only one unit in your aircraft you may only roll one die. 

If there are no units in your aircraft you cannot choose ‘Parachute Deployment’.

2) Move your units. 

There are 4 ways to move; 

a) move any amount of units one territory orthogonally.

b) move any amount of units between two territories in your supply chain. (See Supply Chain).

c) move any amount of units from the barracks to your aircraft.

d) move a ‘stranded’ unit into an adjacent territory that you occupy.

3) Ground Attack. 

You may make one attack.

You may attack opponent units with all your units that are in territories which are orthogonally adjacent to your opponent. (If you have units in the same territory as your opponent you can use these too). See ‘Ground Attack’.

End of the round

After each player has taken their turn adjust the round timer by 1 count.

End of Game. 

The game ends when the agreed number of rounds have been completed.

Parachute Deployment.  - 

After rolling the dice, in the territory where the dice rest, you may deploy units from your aircraft according to the following rules; 

1) If the territory is empty or you already exclusively occupy the territory - you must (if possible) deploy at least one unit. You may deploy multiple units up to the number shown on the die. 

2) If the territory has any opponent units in it - you may remove opponent units up to the number shown on the die but you cannot deploy any units. (Matt Dunstan)

Supply Chain - 

When you occupy territories that are orthogonally adjacent to each other they create a supply chain that allows movement of multiple units between two territories within the chained area.       

‘Ground Attack’.*

Announce the territory you are going to attack. Calculate your strength by counting how many of your units are orthogonally adjacent to the target territory. E.g. If you have 2 adjacent territories and 2 units in each territory your strength is 4.                                                                                             

Secretly, choose a number within the range of your ‘strength’ by placing a die on the table and covering it with your hand. E.g. If your strength is 4 you may choose 1, 2, 3 or 4. 

Your opponent must now try to guess the number on the die. The amount of guesses they may have is equal to the number of their units in the territory - up to a maximum of 5 guesses. E.g. If they have 2 units they may guess 2 times and for 9 units they would be allowed 5 guesses. 

(If the attacked territory is shared then each opponent player receives guesses equal to the number of their units in the territory and the attacking player must manage the guessing order). 

Each time your opponent fails to guess the number on the die, one of their defending units is defeated. When the final opponent unit is eliminated you must move into the territory with the number of units that is equal to the number on the die. 

If your opponent guesses the correct number you must remove that number of units from the attacking territories. 

If you attacked from two or more territories you may choose which units to move or remove.

The most guesses a defender may have is 5. If the 5th guess is incorrect the defender must remove two units, if possible. (Samuel Murray-Birnbaum)

Units that are removed, defeated or knocked off  

Return these units to your aircraft. If your aircraft is full place the units in your barracks.

Rolling the dice - 

You may use any technique. Blindfolds are not recommended.

When rolling 2 dice they must be thrown simultaneously. That means at the same time.

Your entire hand must be above the height level of the top of the playing board and your hand must not touch the board. (Your Paratroopers are jumping from an aeroplane not a submarine).

It is also recognised ‘Paras etiquette‘ to avoid rolling with excessive force (jet packs are not standard issue) unless agreed in advance or playing inside the base box.

Bumping and positioning.  - 

Do not re-position units that have been bumped by the dice. 

Opposing units may share a territory. Shared territories count as occupied. 

Any units or dice resting on a border but touching the wood of the territory are counted as occupying that territory. 

If a die rests on a unit so that the die value is not obvious then the die has no effect on play. 

Units or dice that come to rest fully on the border between territories are ‘stranded’ and do not affect the game. (A ‘stranded’ unit can be moved).

Winning

The player who occupies the most territories at the end of the game wins. 

Tie breakers.

1st Tie breaker - the player with the most territories that are not shared.

2nd Tie breaker - the player with the most units on the board.

Final tie break method - the player with the most territories with more than 1 unit. If tied compare territories with more than 2 units, then 3 and so on.

If the end position is identical the game is drawn.

Alternative game set ups -

Play with the board inside the cardboard box base - Encourages aggressive dice throwing! (Dean Morris)

Alternative winning objective.

4 players - occupy 9 territories.

3 players - occupy 11 territories.

2 players - occupy 13 territories.

Missions – There are 20 territory tiles divided into 4 zones so that you may create your own missions. 

Here are some ideas –

Open mission - Deal an agreed number of tiles from each zone to each player face up. Players must occupy each territory simultaneously on their turn to win.

Secret mission - Deal an agreed number of tiles from each zone to each player face down. Players must occupy each territory simultaneously on their turn to win.

Common mission - Deal agreed number tile from each zone face up for all to see. Players must occupy each territory simultaneously on their turn to win.

*The ‘Ground Attack’ battle dice system is inspired by Mike Hayes and his game Classic Warlord.

Kickstarter number.

Each game will receive a unique KS number which will be assigned in backer order. 

Please note; The KS number on your reward may not match your backer number, this is because KickStarter still assigns backer numbers to pledges that are cancelled so backer numbers not match up.

UK Games Expo

Paras will be at UK Games Expo 2019 in Birmingham NEC at the end of June. A limited amount of copies will be for sale. 

(Note to all customers who purchased Paras in 2018 - Thank you - Please contact me via Cubiko.games@outlook.com if you would like to pick up a copy of the revised rules along with the extra components that have been added to the game).

Production. 

All machinery for manufacture is in place and ready to go. The funding goal will be used to buy the wood, the cubes, the boxes and the artwork stickers. In recognition of his contribution to the development of Paras, Samuel Murray-Birnbaum will be paid 1 GBP per reward. (Hopefully, he won’t spend it on some virtual add on for his xbox). I will start production immediately and I will continue until all rewards have been fulfilled. 

After this campaign, Paras will not be made in significant numbers for the foreseeable future.

Fulfillment order.

I intend to fulfil rewards in tier order. However, within each tier rewards will be fulfilled in ‘survey return’ order. (This is because KickStarter does not provide an option to list backers in backer order after surveys have been returned).

Estimated Delivery

As always, there is a massive amount of slack in the production timeline to allow for unexpected events, therefore, I consider the published estimated delivery dates as ‘worst case scenario’.  It is very likely that all rewards will be shipped well ahead of schedule.  

Shipping

For rewards destined for UK, Europe, Canada and United States I use Hermes, Landmark or DPD depending on the best quoted price at the point of dispatch. Tracking information will be available for these services. 

Rewards going to Australia and the rest of the world are likely to be shipped with Royal Mail.  Tracking is not standard for this service - if you want tracking please let me know.

If you order a second reward it will be shipped separately.

Avoid shipping costs.

You can avoid shipping costs by collecting your reward.

Collection can only be in London W7. 

(Unfortunately, collection at Essen 2019 is NOT an option at this time).

 If you intend to collect your reward select Antarctica in the shipping menu - it will have zero shipping (If you live in Antarctica please select ’Rest of the world‘ because shipping to Antarctica is not really free).

Change of address.

If you change your address after sending the survey you will need to notify me via the campaign.

Choices.

Different choices may be offered to you when I compile your game. If you do not respond promptly I will choose the colour and materials for you so as not to hold up production. The earlier you back the campaign the greater choices you will be likely to have. I do consider special requests.

Cancelling Pledges.

I understand that circumstances change and that cancellations are sometimes unavoidable. If you do need to cancel your pledge - please do so as early as possible to allow your fellow backers ample time to take your slot before the campaign ends.


Paras - The history.

1970 - 1978 or thereabouts - I get to play Risk regularly.

1979 - 2000. I get to play Risk seldomly.

2000 - 2010. I never get to play Risk.

2011 - I play Risk with my son, Samuel. I reminisce.

2012 - Samuel, nags me to play Risk, I‘m torn...it’s so long....

2013 - Nagging continues, I create a solution, I call it Thirteen.

2014 - 2016. Samuel nags me to play Thirteen - I develop it and call it Scatterbomb.

2017 - Playtesting and demonstrations. 5 copies of Scatterbomb are snapped up at Essen

2018 - I change the name to Paras and show it at UK Games Expo and Essen. All 6 copies are snapped up. 

2019 - More playtesting - decision for May KickStarter to coincide with UK Games Expo.

(14th May 2019 - Samuel beat me at last, it took 25 minutes).

Risks and challenges

All my previous campaigns have been delivered ahead of schedule and I expect the same for this campaign. Everything is ready to go so your reward will be delivered on time barring unavoidable circumstances such as .....death. As far as I can tell I’m fit and healthy and expect to survive this campaign.

Oh... I nearly forgot...the Competition....there is always a campaign competition :-)
The competition will appear somewhere on the Cubiko Games Website before the campaign ends.

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    Paras - 1st edition

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Funding period

- (18 days)