Tempters is a highly competitive board game that straddles the line between casual and strategic play for 2-5 players. The game allows players to participate as any one of a range of popular demonic characters ranging from the greedy Mammon to the seductive Lilith. Over the course of 90 minutes the players attempt to thwart each other and tempt souls down a dark path into hell. During their conflict with each other players must also contend with the forces of heaven. Gameplay is slow to start, but speeds up dramatically as Armageddon approaches. Armageddon ends the game (and the world.) The game relies on strategic hand building, effective use of character-specific powers, and ever-shifting alliances between players. Due to thematic content the game is recommended for players ages 13 and up.
This game is easy to pick up and very engaging, relatively simple to play right out of the box. However, there are many different different play options and styles giving the game an immense amount of replay value.
As you begin play you set the Armageddon clock to zero. Tensions will rise throughout the game as doomsday approaches. Each player chooses one of ten different demons, each with its own powers and style of play.
As each player begins one of the first things that she is going to do is find a soul to tempt. The nature of these individual souls, while hidden at first, is different from mortal to mortal (they are each their own unique snowflake of potential sin.) Every soul is moved by a Vice (to tempt it into hell) and a Virtue (to encourage it on the path of righteousness toward heaven.)
Vices are in the upper left corner of each card and Virtues in the upper right. For example, the police officer's Vice is Wrath and the Virtue is Charity. Each soul is worth a number of points (lower right corner), the player with the most points at Armageddon wins the game! In the event of a tie the player with the most souls tempted into Hell wins.
At the beginning of each turn a die is rolled. From the roll angelic forces may pull souls closer to salvation, you may be able to draw an extra card, or the soul your demon is tempting may move one step closer to Hell.
If the die roll comes up heaven, a card is drawn from the Virtue deck. Virtue cards represent each of the seven heavenly virtues. When a Virtue card is drawn souls with that Virtue that are in play move towards heaven. For example, if charity were drawn, the police officer and any other souls whose virtue is charity would all move one circle closer to heaven. A few Virtue cards also have additional abilities, such as souls with chastity throw off their demon tempters and must be reacquired if they're going to be drawn into Hell.
After the results of the die roll players can use action cards or demonic powers to further their infernal strategies.
Each player will have a hand of action cards. These cards will allow the player on her turn to take many different actions, most notably Vices that will tempt the souls she is shepherding to Hell. However, demons are a contrary lot, and other action cards will enable a player to strike out at her fellow demonic players, foiling their plans or even bring about the end of the world!
Players can also choose to fight directly with other demons for control of the souls they are tempting or other benefits depending on the power of the player’s demon. After declaring intent to fight and which powers are being used players set out the cards they would like to use for conflict. These are same action cards used in the rest of the game, but each type of action card is assigned a conflict value (ex: regular vice cards are worth one point.) Whichever demon has the highest total including cards played and demonic powers used wins the fight, tricking her opponent into the grasp of the Heavenly host, or forcing her back into Hell leaving the soul open for the taking.
Every soul you drag into hell will enhance the abilities of your demon, allowing the use of more and greater powers unique to that demon. The demons powers in the world also enhance as the end draws near!
The game is over when the Armageddon clock reaches its end, Heaven having collected all of the remaining souls on the board. If you have tempted more and better souls into your own corner of Hell, you win!
Together with a team of artists, we transformed some of our very first playtesters into our favorite demons. These photographs are now being offered as extra rewards! You can add any photograph, or set of photographs, to any pledge by simply upgrading your tier. So bring your Tempters experience to life!
Now who are the talented people behind this incredible set of photographs?
Collaboration Team Credits
- Miracle Mead Photography https://www.facebook.com/miraclemeadphotography
- Damocles Thread Development- The team behind Tempters, ourselves for those not paying attention, provided the source material for the subjects and brought the fantastic models together. Our model credits include Jacqueline Bryk as Lilith, Lamia as Herself, and David Christoph as Astaroth.
- Mutated Soulz FX https://www.facebook.com/MSFX11
- Steam-Funk Studios https://www.facebook.com/SteamFunkDotCom
- Egregore – The Art and Design of Aristotle Pramagioulis https://www.facebook.com/EgregoreDesign
- Geeks Gone Wild https://www.facebook.com/GeeksGoneWildDigest
- M. G. Norris Contemporary Photography https://www.facebook.com/MGNorrisPhotos
Card Design Update!
As part of our dedication to make a modern and visually appealing game we're going to be updating and improving each of the game's cards for an even better playing experience. See new card designs below!
From playtester feedback we will also updated some of the card content. For example, we've added the combat value to cards used in combat such as the '1' on the regular lust card above. If we can reach our goal we'll be performing this upgrade to all our cards!
Risks and challenges
The biggest challenge facing us is with manufacturing. To that end, we will be allocating some of the funds towards the purchase of industrial printers (both 2D and 3D) in order to print the first run of the game (500 copies). We have budgeted out precisely what equipment we need for this, include stamp cutters and plastics for the printing of game pieces. We have also located skilled individuals to help us make manufacturing the game a success.
In the event that setbacks arise, we have already finished the rules and the art, and have been playtesting the game for a year among ourselves and at various conventions. We have made contact with a printing company that will print the game for us should it become necessary to meet our obligations to our backers.Learn about accountability on Kickstarter
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