A different kind of card game
Armada is a card game unlike any other.
The key innovation in mechanics is multiple-deck deckbuilding.
- Each player controls an armada of spaceships.
- Each ship has its own deck of systems cards.
- Each ship has its own hand drawn from its deck.
- Each ship has its own Hull Resilience.
- If a ship's Hull Resilience reaches 0, it is destroyed.
- Out of ships, out of the game.
The cards are relatively rules light to keep the play fast-paced. Depth comes at multiple levels.
- Choosing the ships in your armada
- Choosing the cards in each ship's deck
- Target priority
- Card synergy
- Card economy
The systems cards themselves represent both the AI bringing systems online and the power being routed to do so. Therefor, the only resource in the game is the cards themselves. This lets the player manipulate their card economy to make it more likely with each passing round to draw their perfect hand.
In the distant future...
The game is set in a completely original sci-fi future setting where humanity are the only sentient life form and real physics dominate.
Ships can only travel up to 50% light speed, while communications can be beamed at 100% light speed. The ships receive orders from a home base that may be long destroyed, but receive them long before they arrive. The crew sleeps in cryogenic suspension, awakening for mere days each century to be ejected rudely from their pods directly into the heat of battle.
Kickstarter funding will allow us to tailor the size of the first edition to the level of interest. We don't want to under- or overproduce cards. We want the players to be able to have a lot of build options, but want to do this right so we can keep regular content updates coming to support the player base.
First to launch
All Kickstarter backers at any tier will receive a unique command crew card, never to be printed again. It is the only command crew for the Independent faction: a mercenary captain who will lead any fleet for a bounty of Osmium.
All members of the mailing list from armadaccg.com will also receive a unique ship card, also never to be printed again. It is the custom ship built by the mercenary captain using some of his spoils, an unusual frigate designed for both speed and adaptability.
Armada is a collectible card game, but not a skinner box. Each pack will contain a known deck list. Each pack will be the same size for the same price. No card is a flat upgrade.
This means that the game will never be pay to win and every choice you make in your list and deck will have meaning. The quality of a deck will be decided by your build and your play.
Aside from the beginner's box, all decks are 54 cards in a tuck box. Deck choices will be:
- Cruiser with crew and systems
- 2 frigates with crew and systems
- 3 fighters with crew and systems
- Booster box of additional crew and systems
To build a full armada you will typically need 2 to 3 boxes of ships. Booster boxes will help customize your armada.
You will be able to choose your decks once they are designed, which at this point will probably be late July/early August.
The updates section has a ton of additional details, including a little Let's Play video showing the game in action and Faction Design Spotlights highlighting what to expect from the factions in Ed. 1.
Risks and challenges
We have experience working with multiple printers. If one falls through, there are always other options to ensure that delivery isn't delayed unduly.
Additionally, there will always be some defects in printing, no matter how good your printer is. We over-order and sort to prevent defects from making it to you.
In every artistic project, there is a fine line to walk on timing. Art direction is a game of balancing the search for perfection against a timeline for production. Breaking up the art between artists of different specializations helps to maintain quality while keeping the project on deadline.
The beginner's box design and balance took about one week from not yet a concept to alpha. The first edition's groundwork is already laid out, including the game's overall balance, card stat/ability equivalencies, and planned rules synergies. If needed, additional resources can be tapped for play testing and revisions if any synergy/balance issues arise during alpha that have not yet been predicted.
There will always be unforeseeable difficulties on any project. We have a great support network of artists, designers, and producers that lets us roll with the punches.
Having taken the beginner's box from nothing to print in 34 days for our launch at AwesomeCon DC, I anticipate no trouble having every aspect ready for delivery in September.
Getting the word out:
Far harder than designing and producing the game is publicizing it. I have dedicated my time and resources into making this game the best that it can be rather than a major marketing push. Aside from my efforts via updates, facebook, twitter, and the odd interview, this challenge can be best addressed by you, the backers. If you know someone else who may be interested, please tell them to take a look.
- (24 days)