Conquering Corsairs is a deck building game in which you take the role of pirates in a fantasy archipelago, trying to gain gold and prestige to become the most feared and famous ship to sail the Silver Seas. You will take your ship to strange and dangerous locations, recruit new crew members to your cause, do battle and stow plunder in your hold.
The money we've raised with this Kickstarter, after the production and shipping costs of your copies, is going into the artwork and graphic design of the game. Some previews of the outstanding new quality of the cards are below.
If you were too late and the kickstarter project has ended, you can still pre-order the full game (the Buccaneer reward level, without the promo locations) or the Print and Play PDF (the Swabber reward) via our website: http://shop.conqueringcorsairs.com/
Actions and Pirates:
During the game, players take different actions during each of the four seasons of a turn. In Spring, you play pirates on to the deck of your ship. They will be needed to attack locations and recruit new shipmates in the following seasons. In Summer, you sail your ship between islands in the Silver Seas and can either try to conquer them or explore new locations, looking for plunder. In Fall, you recruit new pirates, taking them from either common supply piles or a personal supply that only you have access to. In Winter, you can stow treasure (cards) in your hold, that will gain you plunder at the end of the game. The Pirate King is also determined in Winter, based on the prestige that each player has obtained from their locations and any powerful pirates still in play.
The game structure encourages the meaningful interaction between players by focusing attention on the map of the Silver Seas, and the shared turn structure keeps everyone engaged throughout. It is highly replayable with the random layout of the map every game, along with different common and personal supplies. Conquering Corsairs also features four distinctive factions that accomodate different styles of play: swashbuckling Elves, creepy Undead, Viking raiders and the tomb-robbing Smugglers.
First some details about the rewards built into the campaign. Every piece of art will be given to the Prismatic Art Project and released under a Creative Commons license for reuse. That's not a stretch goal, that's a baked in guarantee. Also, in the spirit of openness, we will make our finances open to inspect. You will see that your money has been put to good use, not new TVs.
Swabber and Conscript let you try out the game without spending much money, via print and play PDFs of the rules and cards. We're confident that once you've tried it, you'll want a real copy too!
The Starter Game (Sailor) consists of around 100 cards, and is playable only by two players. It makes a great introduction to the game, and you'll be able to get the rest later if you enjoy it.
The Full Game (Buccaneer) adds another 100 cards, and is playable by two to four players. This level has at least 12 locations, two ships for each of the four factions, 2 different pirates for each faction, 12 different common pirates and 6 different action cards.
The Deluxe Game (First Mate) adds a fancier box, a board to build the map of the Silver Seas upon, better tokens for plunder and much more.
The Explorer, Ship's Mage and Crew Chief let you contribute to the story for your favorite faction. See the World section of the Website for the details about how this works. For the Master Gunner and Quartermaster levels you'll get a piece of art for yourself from our artist, or direct the artwork for one of the cards in the game!
Finally, if you pledge at the Captain and Pirate King levels, we'll personally teach you how to play, either online in our playtesting system or in person!
Extras: If you add $5 to any of the levels above Explorer, you can contribute a historical detail about your favorite faction. And any backer above First Mate can add $25 to upgrade from the Full game to the Deluxe version.
Help us explore more of the Silver Seas and take control of the Stretch Goals! There's more cards, a higher quality product, and much more. We'll reveal each new goal half way through the previous one, so check back to see how we're doing!
Update 8: We've hit our first stretch goal, huzzah! We've explored four locations and taken control of two! We've added three promo locations, initially available only to Kickstarter backers, for everyone. There's the City of Sirens, the Black Market and the wide Open Seas.
The second goal at $10,000 is Ninja, a faction pirate that any faction can use, and also initially available only to backers. Ninja can be played in any season, appearing when needed in a puff of magic smoke!
If we make it to $12,500 then published author Cam Banks will write up the information provided by you in the background story pledges. Cam is another kiwi that we've admired for a long time and we're excited at the possibility of working with him. The story or stories will be printed for First Mates and above, and available electronically for everyone.
The crew of Cheeky Mountain Parrot Games are:
☠ Rob Sanderson (Designer): Gamer for more than 25 years, he has worked on published CCG products, designed several roleplaying and card games, and is constantly tinkering with systems. From New Zealand, he lives in New Mexico with wife and cat. (@azaroth42)
☠ Hamish Cameron (Designer): Hamish has been playing, designing and tweaking games since the mid 80s when he discovered the Fighting Fantasy gamebooks. He is an avid convention gamer, migrating between his home shores of New Zealand and California. (@peregrinekiwi)
☠ Erin Conder (C*O): Erin is, of course, a gamer and the organizational mastermind behind CMPG.
☠ Kaitlynn Peavler (Art): Kaitlynn is responsible for all of the art in Conquering Corsairs, from the logos and icons to the card images. Want a better idea of just how good she is? Check out her comic, or her galleries!(@thedandmom)
Cheeky Mountain Parrot Games is run in the manner of a non-profit. Rob and Hamish don't receive a dime, Erin only enough to reimburse the tax burden of the business, and Kaitlynn a reduced rate for her professional quality artwork. Really? Yes. We want to make this game a reality, not make a profit.
Risks and challenges
The primary risk is delays due to artwork backlog. While we have an artist ready to go, 50+ high quality pieces takes a lot of time. If this occurs, then either we will recruit a second artist to help, or we'll simply delay the production and shipping.
The production cost is NOT a risk, as it has already been calculated as if we have to do print on demand for every single copy. If that isn't the case and there are sufficient orders for a bulk discount, everyone gets a better quality product.
The game quality is also NOT a risk. We have spent 2 years designing, playtesting and refining the game, and it has been played many hundreds of times with people across three continents. Both gamers and non-gamers have quickly learnt and enjoyed Conquering Corsairs, and we're confident that you will too.Learn about accountability on Kickstarter
- (33 days)