About this project
Rise to Power is set in a futuristic world, one which has discovered an abundant source of energy, dubbed PRISM. Competing power companies are scrambling to extract as much PRISM as they can to increase their influence by powering districts and, ultimately, controlling the city's power needs.
At its core, Rise to Power is a city-building strategy card game. Players take turns extracting PRISM, and using it to fulfil district contracts offered by the government.
As players power districts, their play area will reflect the state of their city influence. The more districts powered, the more visually stunning their city will look.
PRISM has accelerated society's technological progress and fed a boom in power needs. PRISM is abundant and radically different to conventional power sources. Cities are converting their power grids to make use of PRISM and demand is high.
Throughout the game, players will draw PRISM cards and use these to pay the PRISM cost needed to activate or upgrade a district. Players are rewarded for paying the exact amount, with no wastage, portraying the need for efficiency and promoting careful planning.
Before a district can be powered, it is first acquired as a 'contract.' A contract is a company's agreement to provide power to that district.
Rise to Power uses both sides of district cards to represent inactive and active states. Both sides of the card provide unique and interesting benefits.
Activating a district card allow players to expand their power grid capabilities and also increases a company's influence.
Exchange Abilities, on the other hand, perform powerful actions – at the cost of giving up the district, which is placed on the The Exchange for others to take.
After filming the instructional video below, we've already smashed through a few stretch goals and made lots of awesome improvements including some exciting rule changes. Once you're done watching, be sure to check out the gameplay video above, which showcases some of the changes, and the updates page which covers the stretch goal rewards in detail.
Rise to Power is a project of passion for Alistair and myself. It is the cumulation of the skills we've learned from our profession, applied to a project we truly care about.
For us, Rise to Power has been a very fulfilling creative endeavour so far. We want to take this project one step further and share with others the work we've put in to this project.
We want to turn this game, from our prototype copies, to a polished and professionally made product that people outside of our gaming friends and family can also enjoy.
We're on Kickstarter to raise the funds needed to manufacture Rise to Power. So far, we have put in a lot of our time and money into design, artwork commissions, and prototyping and I hope the effort we've put in shows.
We are at the point where almost everything is ready except for manufacturing. This is the point where we cannot go any further without your help. With your support, we can make this game a reality!
- Nick Smith – Artist – Worked in the games industry as an artist for over a decade. Currently a freelance artist and have recently launched a new self-published Comic called, Hilt
- Alistair Kearney – Co-founder of Rule & Make. Skilled in both digital and physical forms of creation
- Allen Chang – Co-founder of Rule & Make. A programmer by day and a graphic designer by night
- Louise Christine – Copy editor and author of the Minific (Facebook | Twitter)
- Stéphane Athimon – French
- Francesco Bavastro & Federica Pezzanera – Italian
- Miguel Viñas Gutiérrez – Spanish (website)
- Felipe Bannwart Perina – Portuguese
- 羅小柴 (Citie) – Chinese (Facebook)
- Tajs Seelen – Dutch
OUR THANKS TO
- Matt Parkes for running our weekly board game group, where much of our motivation and inspiration stemmed from
- Gold Coast Board Games Club members who helped us play-test our game
- YOU, our backer! While we can put in the work, without you, we cannot turn this project into reality. So thanks to all our backers for your support!
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Risks and challenges
We've identified the following areas that introduce the most risk and throw up the biggest challenges. This is based on our past experiences in the print industry, but also learning from past Kickstarter projects we've backed.
Our stretch goals are quite modest by design. We haven't gone crazy with offering additional accessories or component enhancements. This is our first time making a board game and we are conscious about adding only things we are absolutely sure we can fulfil without impacting on budget and time.
While we have plenty of experience in the print industry, this is the first time working with a board game manufacturer. As a precaution, we have lined up two other manufacturers who are experienced with Kickstarter in the event our first choice doesn't work out.
Fulfilment has been a common source of frustration for many Kickstarter campaigns. This is why all backers will receive all stretch goal rewards. Having just one version of the game to deliver means we simplify fulfilment and minimise delivery errors and delays.
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