CARGO: Dead in the Water
CARGO: Dead in the Water
Navigate the high seas, win battles and deliver precious cargo in this fun and easy to learn board game.
Navigate the high seas, win battles and deliver precious cargo in this fun and easy to learn board game. Read more
About this project
A strategic and combative game on the high seas, where you control a fleet of ships and attempt to deliver the most cargo across the Atlantic. Cargo is easy to learn, enjoyed by the casual to hardcore gamer, and people of all ages.
We are ready to bring our game to market, but we need your support. Help us manufacture our game and develop our company, Cheese Block Games, so we can create games for years to come.
The object of the game is to ship cargo from port to port, across the Atlantic ocean in exchange for victory points; the first to 25 victory points wins.
Ships are placed in ports around the Atlantic and each player is dealt 5 cards. Assign a Victory Point value to cargo in the market. The starting player is determined by a dice roll.
Playing a Turn
You begin every turn by drawing 2 cards from the deck. You can then do any of the following actions:
Move each of your ships a maximum of 5 spaces and play any number of cards. Load or unload cargo at port. Play action cards. This is typically called the movement phase since you have the ability to move all your ships. Once you've exhausted all your options the turn ends and battles are resolved.
Loading & Unloading Cargo
Every port on the map allows you to load or unload a specific cargo type. In order to load cargo on to your ship you need to have the matching cargo card. You can load one cargo for each card.
Each ship can hold up to 3 cargo of any type.
When you go to unload cargo you need to do so at a port that imports that cargo. For every piece of cargo you unload you get victory points as determined by the market. This makes some deliveries much more valuable than others.
Engaging and Resolving Battles
Should two (or more) players end a turn directly adjacent to each other they engage in naval warfare. The player who caused the battle is considered the offensive player. Battles play out as follows.
The defending player reveals if they want to use a battle action card which could prematurely end the battle. The offensive player choses if they will use a battle action card. Each player rolls a dice. The player with a higher result is the winner of the battle. The victor loots the opponents cargo. The loser's ship is dead in the water, useless for the next round.
Action cards can be played either during the movement phase or battle phase of a turn. The action cards are as follows:
That's the core of our game. If you want more details check out our Cloak & Meeple in depth gameplay review.
One of a kind
We wanted to create a game with unique mechanics. Something that plays a little different than most popular tabletop games out right now. While we didn't invent anything revolutionary, we do think Cargo: Dead in the Water is pretty special.
Easy to learn
Our game is very easy to learn. Most people can get through the instruction manual and understand the jist of the game in 10-15 minutes. Once you have played the game, you can teach it to your friends in around 5-10 minutes.
Fun to Master
Not very many games can be played and understood by children as young as 8 years of age, but still have enough strategy for the board game “geeks” to still enjoy.
The winner will more often than not be the player who is the most strategic, but there is a splash of luck thrown in to make sure everyone is on their toes.
We spent a great deal of time ensuring historical accuracy, and authenticity in our game. Our game takes place during the 17th century so we wanted artwork that reflected that. The ports of import and export represent the locations from which these resources were actually shipped. Although not it’s main purpose, our game could actually be used as an educational tool.
Give us a headstart
Early funding helps boost our campaign and improves the odds of reaching our goals. Help us build momentum early on.
It’s a better deal.
We plan to sell our game after Kickstarter, but we want our backers to get the best deal, after all without you our game will not be possible. We’ve combined the game and most of the shipping costs into the reward at a discounted price from what will be offered after this campaign. We’re expecting the retail price post-Kickstarter to be $60 CAD.
Make the game better for everyone
We have some great stretch goals that we’re really excited about. If we hit a stretch goal everyone receiving a copy of the game will also receive the game upgrade.
Because we’ll be eternally thankful
Seriously, it would mean a lot to us. We’re committed to bringing our backers quality games, and we’re hoping this is only the start.
Our t-shirts are Bella + Canvas shirts so they feel soft and fit great. You'll be all the talk at the water cooler wearing one of these bad boys. They're also a great way to help boost our campaign since they don't affect our manufacturing costs.
We’ve spent more hours than we care to admit working on the shipping logistics of this project. After all our game is about shipping. Thankfully, because of that work we can offer this game worldwide.
While we can’t offer free shipping to everyone, we have made use of some great companies to help get our products into your hands for as little as possible. We’ve listed the shipping zones below.
We have worked hard for the last year and a half making sure everything is ready to go for this game. We’ve developed the rules, the artwork, the 3D models, we’ve playtested and prototyped, we’ve even become familiar with European taxes. The next step is manufacturing. It’s a big cost and we just can’t afford it on our own. That, combined with shipping the game out to you great folks is what we’re left with.
We also wanted to pay our artist more than the chump change we have so far, so if we’re successful we’ll give her a cut of our goal.
We’ve outlined how the money will be used below. It’s a rough breakdown and it will change depending on the final result of the Kickstarter.
Special thanks to the following:
- Brigid Ward - Artist
- Jake Nolt - 3D Artist
- Our many, many play testers
- Heather & Rachelle - Girlfriend support
- Brittany Molesky - Transportation
- Brian Everett - Cloak & Meeple
- Cyrus Kirby - Father Geek
- Geoffrey Briggs - Meeple Nation
- Jamey Stegmaier & James Mathe - Generous, Informative KS articles
- The following Facebook Groups - Tabletop Game Kickstarter Advice, Card & Board Game Designers Guild, Tabletop Game Publisher's Guild, Boardgame Reviewer
We don’t know any of the reviewers personally but we wanted to thank them for taking the time to review our game. We hope people check out their sites. They all seem very passionate about boardgames.
Risks and challenges
The game itself is designed. We have priced out all of our expenses. We have received quotes from our manufacturing and shipping companies. At this point the risks are pretty minimal. We’ve also had experience working with product manufacturing companies in our other jobs. We feel this will help ensure quality control. That being said, there can always be delays with manufacturing or shipping, but we’ve built in buffers to ensure we hit our timelines. If anything like this does occur we will also be sure to keep you updated and informed. A lot of work has been put into minimizing our risk and the risk to you, our backers.Learn about accountability on Kickstarter
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