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You are a psychic agent indentured to the government of the colonial planet, Kal-Purnika. While on a mission to harvest energy spheres called rift orbs in the Outer Stretch mountains, your team discovers abandoned power plants.
A fierce competition ignites among you and the other agents for who can be first to restore the ruins to life. Construct intricate machines, perform telepathic feats and thwart the efforts of rivals in a race to create rift orbs. Become the greatest Metal Mind and forge a path to victory!
Metal Minds is easy to learn but takes time and skill to master. Players take turns drawing and playing cards to use agent and device powers. Your goal: Get the most rift orbs the fastest!
Each player gets a tracker mat with pawns to track resources and red gems to track rift orbs.
Agents are also dealt randomly to each player at the start of a game. Agents have a power that can be used once a turn and assign limits to your hand size and devices in play.
All players draw from one deck called the inventory. It is made up of device and maneuver cards. The junkyard is the discard pile for inventory cards.
Cards you draw from the inventory are kept secret in your hand. You can only play cards from your hand. To discard a card means to place it from your hand into the junkyard.
Devices you build are kept face-up in front of you in your line. You can only use the powers of devices in your line. To scrap a device means to place it from your line into the junkyard.
Maneuvers are blue cards that have an immediate but one-time effect. To play a maneuver, first pay its resource cost if it has one, perform its effect then place it in the junkyard.
Devices come in two types: engines and gadgets. To play a device, first pay its cost if it has one then place it into your line. You can't use its powers until your next turn.
Gadgets are the green device cards that have scrap powers. A scrap power can only be used once then you must scrap the device.
Engines are the red device cards that have circuit powers. A circuit power can be used once per turn. When you do, turn the card sideways to show it has been used that turn.
There are three types of resources used to play cards and use powers. They are mostly acquired from free inventory cards. You can carry up to six of each.
Tetracyte crystal is for playing gadgets and maneuvers.
Bilbadon lava fuel is used to make or destroy rift orbs.
Exorillium ore is for playing engines.
Each player gets one turn per round. A turn has three stages:
1. Action stage
Skip this stage to draw an extra card or get any two resources.
* Play any number of cards from hand.
* Use the powers of your agent and devices in your line.
2. Limit Stage
* Discard down to the hand limit of your agent.
* Scrap devices down to your agent's line limit.
3. Draw Stage
* Turn all used cards upright.
* Draw two cards from the inventory.
To win the game, you must end a round with at least eight rift orbs and have more than any of your rivals. If there is a tie among players for the most orbs, those players continue playing while the rest are eliminated.
Metal Minds has the dynamic game play of a collectible card game without the cost. Enough strategy is required to appeal to older and serious gamers, while enough luck is involved for younger and casual players.
The game has been tested rigorously for years and seen many iterations. The result is a fun experience with every card having a balanced power level.
Metal Minds features an intriguing story and characters, with quality art from professional artists, including J.J. Sturgeon, Wayne Miller, Alan Vadell, Lin Norris and Toma Feizo Gas.
Please make the publication of Metal Minds a reality and pledge for your copy today! Here are five of the eight different pledge options available.
If you purchase the Kal-Purnika Citizen pledge level or higher, you may also pledge for any of the following add-on items. Simply add the correct amounts to your pledge. Specify which items you want later when you take the survey.
Help Metal Minds achieve funding beyond its project goal and these bonuses will be unlocked!
Risks and challenges
The biggest task for bringing Metal Minds to the world will be ensuring a high-quality but cost-effective production run on schedule. Nifty Games already has an estimate and deal in place with MeiJia Manufacturing to make this happen.
Once production of the games and add-on items are complete and delivered, fulfillment will be the next undertaking. Nifty Games will store the product and coordinate a team to sort and package orders, which will then be shipped via the United States Postal Service and an outside fulfillment company for international orders.
Any additional art required for unlocked stretch goals will need to be completed quickly to meet the production timeline. This should not be a problem since Nifty Games has an excellent relationship with its artists.Learn about accountability on Kickstarter
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