Project image
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$101,598
pledged of $100,000pledged of $100,000 goal
1,060
backers
6days to go

All or nothing. This project will only be funded if it reaches its goal by Tue, November 26 2019 5:00 PM UTC +00:00.

Hour of Need

A cooperative game of comic book action for 1-6 players designed by Adam and Brady Sadler.

Hour of Need

A cooperative game of comic book action for 1-6 players designed by Adam and Brady Sadler.

$101,598
pledged of $100,000pledged of $100,000 goal
1,060
backers
6days to go

All or nothing. This project will only be funded if it reaches its goal by Tue, November 26 2019 5:00 PM UTC +00:00.

About

Hour of Need is a cooperative game of comic book action for 1-6 players based in an all-original comic book universe! Featuring highly modular gameplay provided by its many unique hero decks, villain decks, and issue decks that can be mixed and matched to create countless unique play experiences, Hour of Need creates new dynamic and cinematic comic book stories each time you play! 

Visit Hour of Need's BGG page HERE, the pinned Facebook post on Blacklist Games' Facebook page HERE, and the pinned post on Blacklist Games' Twitter page: HERE

Visit Blacklist Games on YouTube HERE!

Each game of Hour of Need puts players in the roles of powerful heroes standing up against a villainous threat in a thrilling tale of comic book action! Time is of the essence, however; players only have ten rounds to uncover and ultimately defeat the villain in a climactic showdown!

During the course of those ten rounds, heroes need to juggle a variety of perilous situations—protecting and rescuing bystanders while fending off the villain’s lackeys, all while investigating efficiently to get to the bottom of the villain’s schemes—which is the only way to reveal the villain and eventually defeat them!

 Truly Solo, Truly Cooperative

Are you a lone hero, looking to take down criminals on your own? Or do you prefer having a partner watching your back? Or, would you rather join an epic team-up of heroes taking on a villain and their team of nemeses?

Hour of Need lets you play how you want! You can choose to play true solo, controlling only one hero, or take back the streets with up to six players (by combining the core box and expansions), scaling the game naturally while also not adding hours to the gameplay!

A New MDS — What’s Familiar? What’s Different? 

Hour of Need utilizes the critically acclaimed Modular Deck System (MDS) used in games like Street Masters, Brook City, and Altar Quest, which means it features elegant, card-driven gameplay powered by unique fixed decks of cards that can be combined in modular ways to create unique game experiences each time you play!

Each game featuring the MDS is designed from the ground up to be a uniquely different play experience, and Hour of Need is no exception! Additionally, Hour of Need benefits from all the design lessons learned over the course of previous game development cycles, and for this reason alone it’s the most fluid, accessible, and streamlined MDS game yet!

What makes Hour of Need stand out amongst the previous MDS games?

  •  Play TimeHour of Need is the fastest-playing MDS game yet, even supporting a larger player count without adding to game length! Players share a single Hero Turn, in which they alternate taking actions in the order of their choosing, which means things move at a steady pace and there is virtually no downtime! In addition, both the Villain and Issue turns resolve very quickly, consisting of simply drawing and immediately resolving cards—making the “AI” turns quick and painless!
     
  •  Tactical Abstractions—No, that’s not just a clever contradiction; Hour of Need combines tactical combat and movement optimization with a level of abstraction that allows for a wide range of scenarios! Heroes have to balance moving around the chosen issue board’s tactical map to deal with threats while also entering abstracted scheme panels that can represent close-quarters brawling, stealth-based investigation, or even dimensional travel! These two unique gameplay elements allow us to truly immerse you in what feels like a living, breathing comic book!
     
  •  Hand Management—While all MDS games feature elegant cardplay, Hour of Need injects that with another layer of hand management in the form of heroic feats and action cards. Heroes can play cards from their hand to resolve their text effects (representing things like powers and gadgets), or they can save them for later use as a heroic feat, allowing them to block damage, solve problems or attack enemies for free, or even get to an important location right in the nick of time! This creates constant dilemmas for the heroes; will they play their cards for their abilities...or save them for when the time is right?

Quick Setup

Setup in Hour of Need is almost as fast as Stride herself! It’s as easy as choosing your hero decks, villain deck, and issue deck, and placing the corresponding minis and board on the table! Shuffle the cards, populate the issue board, and it’s time to be a hero!

Lightning-fast Round Structure

The Villain Turn

Each round of the game begins with the villain turn, in which each player draws and resolves 1 villain card. Each villain card usually consists of 1 or more villain icons, which will place minions in scheme panels, trigger special events, spawn Peril or Lackey cards, or cause the villain to resolve the scheme effect of their current scheme panel.

The Hero Turn

Majesty contemplates what to do next, as there are many valid options; rescue a distressed bystander, investigate the warehouse, or attack the green lackey!

In Hour of Need, there is only one Hero Turn, and it is shared by all heroes. Each hero gets 2 actions per hero turn, and they can be performed in any order! For example, Majesty can perform 1 action to move into position, then Stride can perform 1 action to solve a nearby problem, and then it can go back to Majesty so she can take out the enemy bearing down on Stride.

Majesty decides to move for her first action, saving a bystander and getting an all-important clue in the process! She immediately uses her second action by playing an action card from her hand to defeat the green lackey!

The important thing to remember is the moment any hero plays their second action, the hero turn pauses and that hero must resolve a threat phase before heroes can resume taking actions. A threat phase is quickly resolved by activating any cards that might be in that hero's threat area.

When all heroes have performed a threat phase, they each draw a card and the round moves to the Issue Turn!

By sharing a single hero turn, heroes can coordinate proper use of their cards and abilities to help each other get into position, assist each other with supporting card effects, and even clear the way for some attacks and problem solving attempts! This truly drives home the feeling of being a team of comic book heroes!

The Issue Turn

In the Issue Turn, the heroes collectively draw 1 issue card and resolve any effects that occur! When that's done, it's time for a new round to begin!

As you can see, turns are very quick in Hour of Need, meaning you'll be on the edge of your seat the whole game, constantly playing cards and performing actions, trying to stay ahead of the looming crises that are always moments away from occurring!

Fluid Dice System with Built-in Mitigation

The dice in Hour of Need utilize our popular “focus” dice, which allow you to not only roll all-important successes and critical successes (which “explode” and allow you to roll additional dice!), but allow you to either gain focus to pay for abilities and game effects ... or spend focus to convert results into successes! This ebb and flow means there are no bad dice rolls in this game, and you always get something useful!

All Original Comic Book Setting

All the characters and stories presented in Hour of Need are pulled from the fictional pages of Modern-day Saga (MDS) Comics, an all-original setting created by Adam and Brady Sadler. It’s been their dream since they were kids to make their own comic books, and this is the perfect medium for them to present their dream comic book setting.

Here are a few of the characters you’ll meet, but follow the project updates to discover even more!

Read about Majesty HERE!

 Read about Micro-guy HERE!

Read about Stride HERE!

Read about Guerrilla HERE!

 Read about Dowager HERE!

 Read about Curtains HERE!

 Read about Judge HERE!

 Read about Jury HERE!

 Read about Punchline HERE!

 Read about Gem HERE!

Read about Ice HERE!

Read about Astasia HERE

 For more information on these add-ons, click here!

Show your support for Hour of Need by donning one of many avatars available here: https://www.blacklistgamesllc.com/hour-of-need

Refund Policy

Full refunds are available within 14 days of the campaign’s end date. All refunds taking place within 14 days of the close of the campaign are reversed via Stripe to your credit card.

Afterwards, refunds minus the Kickstarter and payment processing fees (which we cannot recuperate) will be available before and during the first 30 days the pledge manager is open. Once these initial 30 days have passed, no refunds will be possible. A reminder of the refund cutoff date will be announced in project updates.

This project is being funded in USD and any refunds processed will be in USD for the exact amount received in USD, excluding any applicable fees depending on the time of the refund being processed as previously stated.

Shipping

Like our previous campaigns, shipping will be collected after the Kickstarter based on the actual costs incurred to ship, via our pledge manager after the campaign ends. This is so we can be fair to all our backers as shipping varies from region to region and doing so will allow us to provide more stretch goals for you during the campaign!

Depending on what region you are in, we will ship from the following hubs: UK (for EU/UK backers), China (for Asia Pacific backers),  Canada (for Canadian backers), Australia (for Australia and New Zealand backers) or Indiana (for USA and the rest of the world).

The following is a list of rough estimates for shipping a standard game package (4kg or 8.8lbs volumetric weight). Keep in mind these are just estimates and costs may increase based on weight from unlocked stretch goals and/or any optional buys you get.

  • USA: $10-$20 to most states. $25-$30 to Alaska, Hawaii, and $40 to Puerto Rico.
  • CANADA: $15-$30 to most cities.
  • LATIN AMERICA: $70-$80 to most countries (see below).
  • ASIA: $10-$15 to China, Hong Kong, and Singapore. $35 to most other countries.
  • OCEANIA: $25-$35 to Australia and New Zealand.
  • AFRICA: $95 to most countries.
  • EUROPE: $20-$30 to most countries (see below).
  • $35 to Norway, Switzerland, Finland, Estonia, and Latvia.
  • $50 to Bosnia/Herzegowina, Croatia, and Iceland.
  • $70-$80 to Israel, Liechtenstein, and Serbia.

Unfortunately, because of certain import laws and customs, we currently are NOT ABLE TO SHIP TO Afghanistan, Argentina, Brazil, Kazakhstan, Ukraine, Russia.

If your territory is listed above we hope to be able to offer our product to you later at retail, but are unable to commit to shipping to these territories during the Kickstarter.

THE LOOMING TARIFFS: We have spoken to our factory and shipping logistic reps and until anything officially changes, nothing will change or affect us cost-wise. If things do start having a financial impact, Blacklist Games, LLC will be absorbing what we can, so we can keep overall costs and shipping as familiar to what you're normally used to with our campaigns. If there are any increases at all, it will be minimal and only be set by any fulfillment costs outside of our control, since we do not intend to randomly up-charge our products for the sake of doing so.

POST PLEDGE MANAGER NOTICE: Any pledges confirmed after our pledge manager deadline will be shipped from the US hub at a later date and will likely incur increased shipping costs since it would be out of our normal fulfillment cycle. For non-US backers that will likely incur import taxes as well. We also cannot ship to PO Boxes domestically or internationally due to the size of each package and the risk of the package being bounced back to us.

Risks and challenges

Following our successful campaigns for Street Masters, Brook City, Street Masters: Aftershock, and Altar Quest, we are continuing to learn how to further improve our marketing, design, manufacturing, fulfillment, and distribution, as well as how best to nurture our growing community. Street Masters and Brook City have been fulfilled and have received high acclaim by reviewers and gamers alike, while Street Masters: Aftershock is currently fulfilling.

Altar Quest is currently in production at the manufacturer and you can follow all the exhilarating progress in our public updates. Though we aren't physically involved until mass production concludes, we continually communicate with the factory and relay the latest news to our backers. While a new project like Hour of Need is extremely exciting, we are also just as excited and committed to bringing Altar Quest to our backers' tabletops as soon as possible.

There are a lot of moving parts with Kickstarter campaigns, and timing is often one of the biggest obstacles, especially for smaller publishers such as ourselves. Fortunately, we have experienced game designers working hard to ensure the gameplay offers the best experience it can, strong relationships with the factory/manufacturer, a shipment/fulfillment company already signed on and, most importantly, dedication to our backers and their satisfaction.

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    Hour of Need: Judge & Jury (2-player, standalone box) starring heroes Judge and Jury!

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    Hour of Need: Core Game (Standalone 4-player Box) starring heroes Stride, Micro Guy, Guerrilla, and Majesty!

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    Justice Tier

    Hour of Need: Core Game (Standalone 4-player box) + Judge & Jury (Standalone 2-player box) + EXCLUSIVE Gem & Ice (Standalone 2-player box) + All unlocked Stretch Goals!

    Includes:
    • Hour of Need (4-player core game)
    • Hour of Need: Gem & Ice (standalone 2-player box)
    • Hour of Need: Judge & Jury (standalone 2-player box)
    • All Unlocked Stretch Goals
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    Retailer Tier (must be a retailer)

    RETAILERS ONLY - Receive 6 Justice Tiers (which includes 6 Hour of Need Base Games, 6 Judge & Jury Standalone Expansion, 6 GEM and ICE Standalone Expansion, 6 Hour of Need Redemption Packs, 6 Minion and Civilian Packs, and 6 Unlocked Stretch Goals!

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