Frequently Asked Questions
Just add the additional amount to your pledge total. So if you are at the Adventurer level ($40) and want to add playmats ($35), just change your pledge total to $75.
Once the Kickstarter campaign ends, we'll send out a survey and ask exactly how you want to spend your pledge.Last updated:
While your end goal for each challenge is to end up with more swords than your opponent, rolling the dice is just the beginning.
Resource management is the key to Fallen. After your initial roll, you have to decide if this is a roll you want to augment, how many resources do you want to put towards helping your roll, and which resources your going to use. Resources include Fortune tokens, Power cards, Ultimate abilities, Equipment cards, Omen cards, and Creature cards.
Do you burn the rest of your Fortune tokens now or save them for later on in the story card? Do you use your Ultimate ability to help win the challenge and recharge faster, or do you save it for a challenge when a Treasure is at stake? Do you use a Creature that can damage the hero but is not strong in winning challenges, or do you use a Creature who rolls lots of dice but its ability cannot be triggered?
Spreading out your resources, trying to guess when or why your opponent is pushing hard or giving up a little to easily (to save for the next challenge), and choosing the right Reward token at the end of each challenge to replenish the resources you are low on are all key to winning Fallen.Last updated:
Story cards are large, 7 1/4 inch by 4 3/4 inch, double-sided cards loaded with flavor text. They provide a situation and a series of branching paths for the Hero to choose from. Each story card can be played in different ways with different resolutions based on the Hero's choices.
Imagine a game like Netrunner or Magic the Gathering with a Story card that connects each round of play. The choices made on this card affect how you play the game by making the challenge easy, difficult, using agility, intelligence, strength, battling over treasure, or dealing damage to the Hero immediately.
The Story cards are like the random dungeons of Diablo. They are small vignettes to set the scene and get the dice rolling. There are choices that you can easily tell are Strength versus Agility so the Hero can pick to their best ability, but most are heroic choices to make or interesting locations to explore. "Put Your Blade to the Goblin Prince's Throat VERSUS Cut the Scaffolding Ropes". "Jump Down the Chute after the Boy VERSUS Leave Him to his Fate". "Explore the Upper Balconies VERSUS Open the Rune Covered Door".
Do you make the choice that fits your strongest ability? Is one of the choices an obvious trap? Choose the risky challenge for more reward or the safer one so you don't get hit with a critical card? Was there information previously in the Story card about a dark shape moving around the Upper Balconies that should give me some warning?
Not all of the Story card choices and text line up with the dice and cards you play. There's simply too many options of cards, characters, creatures, dice symbols, and abilities to make every Story card match up in a smooth narrative. But with a little imagination, you can piece together the story yourself of how you took damage exploring the chasm or why that goblin is affecting your chances of sneaking past the giant.
The Story cards provide a fun setting and a structure for the game to be played within. The Dungeon Lord gains advantages by being able to look ahead through the card, while the Hero must listen careful to the text to make the right choices.Last updated:
Hopefully our international backers understand the high cost of shipping board games, as well as the pesky VAT that makes getting games into the EU a major obstacle. VAT is a significant issue for all publishers let alone small, independent ones. We wish it wasn't there as much as you.
It takes plenty of resources and research to handle shipping overseas and handling VAT. Shipping abroad represents a significant portion of a game's cost. Independent publishers have to pay insane prices of UPS/FedEx ($130+), US Postal Service ($60), Stonemaier's complex network of multiple shipments, accounts, inventories, and setup fees (and a little luck), or try and piggy back off of bulk shipping discounts with various distributors.
It has been our goal right from the start to avoid the blanket "international shipping is $45" that keeps coming up on Kickstarter campaigns. We also wanted to avoid the trap of "$10 or Free shipping!" that other new publishers have fallen into, leaving them with a devastating shipping debt they were not prepared for. More than a few successfully funded game companies disappear quickly after not handling international shipping correctly. Not all solutions work the same for all Kickstarter campaigns.
As for Stonemaier, his Euphoria campaign, and his blog, he has been a tremendous asset to the gaming and publishing community. We, and many others, have researched all his articles, and they have been of very helpful. His recent article on international shipping and VAT is a serious undertaking that takes quite a bit of time to setup, $1k-2k in accounting fees, or in his case, a bit of luck to use a friend's account, as well as multiple shipments spread throughout the world, tracking of multiple inventories, and so on. It takes what is already a daunting task for a new publisher like Watchtower Games of manufacturing a quality game and increases the complexity of the operation many times over.
All we can ask for you VAT internationals is to understand that we are taking a loss to reduce the shipping charge to help out with the VAT. In the end, with your assistance in dealing with VAT, we reduced the shipping price to help out, and that lets us put our focus on the game.Last updated:
Choose of one of our badges from this link: https://www.dropbox.com/sh/vf72xgm6dyqcf3f/q7GZU3EIi_Last updated:
The 80K goal is a benchmark to make expanding the game for an adventuring party a development priority.
This would be more than a minor addition to the game. It would most likely be a larger expansion with dice for extra players, additional Power cards (hero & dungeon lord), treasures, and all new story cards written in a party setting. It would be designed for 1 Dungeon Lord player and up to 3 Hero players in the same game.
At this time, we do not know the costs or design time required to create the party expansion, as we have not even begun the design yet, hence the 80k goal.
When this Party Expansion goal is reached, we would like to acknowledge our Kickstarter backers for their help in getting there with a reward that we will iron out later.Last updated:
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