Super Hazard Quest is a tabletop game inspired by the classic age of video game side-scrollers.
I know... you’ve probably heard that before, right?
8-bit art and retro inspired games are pretty popular these days. But Super Hazard Quest not only references classic video games, it plays like one too.
Heroes build and explore an ever-changing, randomly generated level. Along their adventure, they’ll discover new items, tackle enemies and beat powerful bosses.
But their most dangerous threat are other heroes. Who will be the first player to defeat the final boss and take the glory?
It’s all the fun of multi-player retro gaming without ever having to blow into a cartridge!
Game consists of:
Our "New Bosses" expansion features 5 new Dungeon Cards to expand the game board further. New Mini Bosses means a new way to win and a boss prize that can give players another advantage. This expansion also features an completely new Underwater level with artwork not seen in any of the original dungeon cards.
The “Warp Pipes" expansion also features 5 new Dungeon Cards to expand the board. These cards put a clever twist on navigating the Dungeon through Warp Pipes. If two or more Warp Pipe Dungeon Cards are out on the table, the player can jump into one and come out of another, no matter where it is on the table. It's a whole new way to get around.
Finally, the "New Item" expansion offers 16 new Item Cards, some of which have powerful new properties that can change the Dungeon as a whole.
All expansions are great and change the game in a different way. Bosses bring a challenge, warp pipes bring speed, new items bring more competition
Super Hazard Quest is a board game without a game board. How is that possible, you ask?
Well, the board (or dungeon, as we call it) is modular, made up of jumbo sized Dungeon Cards. Each card represents a room. Shuffling these cards before each game ensures no two dungeons will ever be the same.
All heroes begin on the same Dungeon Card and take turns exploring. When a new room is entered, a new Dungeon Card is drawn from the top of the deck and placed. Thus, the Dungeon builds as the players explore.
You’ll notice a flag on the left hand side of most Dungeon Cards. This is called a Checkpoint. Players must move between these Checkpoints during their turn. They may move as far as they can, but their turn will always start and end on a Checkpoint.
Some Dungeon Cards have enemies standing between Checkpoints. We call these Combat Hazards. There are four different kinds and each one requires a corresponding Action in order to pass. The name of this Action is listed above each Combat Hazard.
Completing a dungeon also requires an Action. We call these obstacles Direction Hazards and there are also four, representing up, down, left and right travel.
Use of these eight Actions are granted by Item Cards. Players always hold five Items in their hand and may play as many as they wish per turn. Each Item Card explains what Actions it grants (or whatever other tricks it performs).
At the beginning of their turn, players slide their hero token to the bottom of the Checkpoint and begin moving along the floor of the Dungeon. With each Hazard encountered, the player places the Item used face up on the table. All used items are discarded at the end of the turn and new Items are drawn to replace those used.
Hidden among the Dungeon Cards is the game’s Final Boss: The Scrambler. The first hero to defeat him is the winner. But the Scrambler is a powerful monster and his only weakness is a mystical Crystal.
Crystals are also hidden among the Dungeon Cards, guarded by mighty Mini-Bosses. Defeating a Mini-Boss requires a combination of four Combat Actions. But conquering these foes will earn the player a key to victory.
The first player to reach a Scrambler while holding a Crystal is crowned ultimate hero and winner of the game. But tread carefully… Other heroes may have tricks up their sleeve…
HERE IS SOME GAMEPLAY FOOTAGE WE SHOT!
In almost every way, Super Hazard Quest is a finished product. Multiple prototypes have already been printed and hundreds of players have taken part in play-throughs. So why are we on Kickstarter?
Well, now we need to print and get the game to players! While our prototypes look great, they’re really expensive. In fact, they’re so expensive it’s unrealistic to sell them at a competitive price in the table-top game market.
After crunching some numbers and getting a few quotes, it’s clear that a mass print from a larger company would drastically reduce the price. But while the cost per unit is much cheaper, we’ll need to print a minimum 1500 copies - and that adds up to be a lot more than we have. Kickstarter not only allows us to raise this money, it also ensures that the demand for our game is there. Pre-ordering your copy not only gets you the game, it helps toward our print, which can help other people get copies of the game too!
And while we’re at it, there are a few artists who have done us favors to make this game possible. We’d love to reward their good nature by paying them for the great work they did. A further breakdown of where each dollar will go is below:
Risks and challenges
We've made it so the risks and challenges will not be an issue in getting you your game. We've put in a lot of hard work already, we just need the supporters to step up and reserve a copy.Learn about accountability on Kickstarter
- (30 days)