Wolves of Mercia is a game of deception and strategy, set in the dark fantasy village of Mercia. But in this town, the villagers don't wait helplessly to be slaughtered by the werewolf. Each must deploy their unique abilities in order to fulfill their own hidden agenda! Whether torching the village, tracking the werewolf by night, or completing a fearful eldritch ritual, 5-16 players will lie, bluff, and kill to seize the night.
During the day, you pretend to be ordinary. Trading goods as a merchant, studying ancient lore as a scholar, or taking confession as a priest. But when night falls, you drop the facade and work toward your own secret agenda. Perhaps you are an initiate of a sinister cult, working with your fellows to usher untold destruction. Or perhaps you prefer the arsonist's insane fantasy of torching half the village...
Put plainly, Wolves of Mercia features:
- A refreshing reinterpretation of the social deduction genre
- A small footprint with a tight 30-45 minute run time
- Unique, asymmetric win conditions for every player
- No player elimination!
For those who would like to read the rules for themselves, click here (PDF).
We originally planned Wolves of Mercia as a small boutique release. A lean and lightweight project between major releases. But then we took the game to Gen Con.
Situated in a game store just a block off the main Gen Con drag, we played dozens upon dozens of games of Wolves of Mercia with groups of five to sixteen eager players, and we felt something special brewing...
The game was infectious. So infectious that players wanted to run it back and immediately play another game. So infectious that players came back day after day to play again because they hadn't stopped thinking about it overnight. So infectious indeed that by the final day we had players from the first day running extra game tables for us!
After a wild couple days at Gen Con, what was going to be a small release for us was suddenly getting retailer attention. With the realization that we have something special on our hands, we're turning to Kickstarter to expose our game to a larger audience and raise funds for a larger print run.
What's great about this campaign is that Wolves of Mercia is in an advanced stage of development slated for a late October/early November release. We've prototyped, play tested, and have final assets in place for all components. There will be much less waiting than a typical Kickstarter. We'll need a few weeks for production, and a further few weeks for fulfillment, that's it!
Each set of of Wolves of Mercia contains:
- A full deck of tarot-sized cards with hand-illustrated artwork
- 17 character roles, 18 secret roles, 4 phantoms, and special character action cards including eldritch cultist rituals
- A hand-illustrated, small footprint gameboard with a premium light-diffusing linen finish
- Hardy punchboard skill tokens and red wooden counters
- A robust, story-rich 35-page instruction manual
As a bonus to all Kickstarter backers, every copy of Wolves of Mercia will ship with a small thank you note that includes a code to download the exclusive Print & Play Character The Emissary. A newcomer to Mercia, he's here to make some dirty deals on behalf of an unknown master.
Update: Every copy of Wolves of Mercia will ship with a professionally printed bonus character The Emissary--no more need to print it yourself!
Risks and challenges
Common risks for board games typically include product and fulfillment issues. We're partnering with an experienced supplier we've worked with on several major projects like Derby Day Horse Racing, Michigan Rummy, and Faerie Chess. We're confident in their ability to produce and deliver, as we've seen it for ourselves dozens of times!Learn about accountability on Kickstarter
- (15 days)