UFO Defense Protocol (Canceled)
Air force and squad combat, in a cooperative board game with alien invasions and miniatures. And you can play an alien, too!
Project will be relaunched!
We've had a great experience with our backers. Please read the latest update for more about this UFO game!
UFO Defense Protocol is a strategy board game for 2 to 7 players, which can be played as a team versus team game (humans versus aliens), or alternatively, as a full cooperative game (all the players against the game).
The game takes place in a situation of emergency. The existence of aliens has been discovered, and they threaten to invade the planet. The players either control a secret cell of humans or an imperial alien faction. They fight each other to protect or conquer the planet.
The game features construction, research, squad combat and air battles. All decisions and strategic actions are done in simultaneous turns, which means you won't have to "wait for your turn" during these phases. Ground and air battles are still resolved separately.
UFO Defense Protocol features seven factions (4 humans, 3 aliens). Every faction feels unique and allows for a wide range of play styles. They have their own abilities and extra special units.
The next updates will also focus on each faction... and reveal to you some of their specific powers!
Help us reach these stretch goals to unlock more miniatures, more cards, and more goodies to you at no cost!
New Stretch Goals and materials will be added in updates. So stay tuned!
The game will receive additional testing and updates so our material list should not be considered final ; changes will certainly occur. More cards, tokens and boards! But our list provides the material list as expected to date, in the full box.
The team behind it
Dreamship Interactive L.L.C. is a brand new American company featuring a worldwide staff. We are composed of talented artists, publishers, and game developers.
We are a small company though, still without the funds to secure fulltime employment for our creative people. We hope this project will allow Dreamship to affect the world we live in by creating amazing visionary games.
Our staff includes artists such as Stefanie Odendahl, our main artist for the game ; Vincent Hie who illustrated the human handbook cover ; and Carlos Cabrera who illustrated our twisted aliens.
"UFO Defense Protocol" has been in development for some time. It is a game with so much potential, and we are very glad our Kickstarter project has launched.
2014... the year Aliens invade!
We have a love of games, and we are very glad to share with you the "inside" of the game current design!
The pictures below are from materials extracted from the sixth and seventh prototype versions. All these materials are home produced by the author,so you can guess the final game would be vastly increased in terms of quality. This is only the designer's prototype tokens!
Rules and other materials will also be shared with you; they are currently in revision. So this list will expand in the following days!
This is an example of a squad token used in our playtests.
The base important values about squad tokens are: the Toughness, the Tactical score, and the Firepower score. Special abilities might also be mentioned.
Let's begin with: the Toughness!
Toughness represents how hard it is to destroy this squad unit. A score of 4 is very low. Once located and targeted, Snipers are easy to take out.
But they have an advantage: they are hard to locate. And they usually hit you first. You will see it taking effect in our squad combat rules.
The most important attribute for snipers is their "Tactical Control" attribute, what we call TAC value in the prototype rules.
Most units have a TAC value of 1. The Sniper unit has two white markers, meaning a TAC value of 2. This is a strong advantage, and you'll discover why later.
The Firepower is very important, especially against "hard targets".
The Sniper unit only has one black marker, meaning a Firepower of 1. This is low. Snipers are best used against "soft" units, like unarmored infantry units.
As you will see in the combat gameplay video, the sniper units are very useful as they provide TAC control to all your squads.
TAC control is used to gain initiative and ambush the enemy, and score many hits before he can react. Once the surprise effect is lost, however, Firepower becomes the most important value. Firepower is the only attribute that can 'destroy' units.
Toughness is important only if you have less TAC control than your enemy. It will help you survive the ambush. Units which lack Toughness, and are ambushed, end up as dead meat.
All factions have their own special units.
Commander Stevenson is the leader of one of the human factions, and has also access to Elite Snipers.
Elite Snipers are very interesting. Thanks to their training, they reach impossible locations and easily relocate once detected. They are then very hard to hit.
Ingame, this translates into an exception: Snipers with high Toughness!
With a Toughness of 6, the Elite Snipers of Commander Stevenson are very hard to destroy.
But they still lack firepower.
Units with Firepower
The units with the most firepower for humans are tanks and assault, shock troops.
All factions have access to assault troopers; units which are named Commando units ingame.
The main thing about any good shock unit, is having good Firepower and good Toughness.
A Toughness of 5 is a lot more effective than 4.
A Firepower of 2 means that any Commando unit deals two times more damage than a Sniper.
Ingame, having a good Firepower is useful when fighting "hard" targets. Hard targets require players to roll very high damage to have a chance at destroying them. Snipers often do not stand a chance here, but commando units can be more effective.
Equipment and technologies may even increase squad attributes.
For the Commando unit above, their Firepower and Toughness can be upgraded with technology and equipment.
Upgraded armor increases their Toughness to 6.
Plasma grenades and heavy launchers may increase their Firepower to 4, or even more.
Same goes for Snipers, who can increase their Firepower to a score of 2 once laser rifles are discovered, produced, and equipped by this unit.
Secret Objectives (Alien and Human gameplay)
UFO Defense Protocol features Secret Objectives for the aliens, and Active Objectives for humans.
Human players may decide to take Active Objective tokens. This means that they engage themselves politically to secure objectives during their turns.
Active Objectives mention a condition they must fulfill. Usually the condition must be met during the active turn. If the player succeeds, this will result in more Prestige (Prestige are the team and faction victory points), or more funds, or activation of special units. Failure usually results in less funding.
Alien players may pick Secret Objective tokens. These are specific orders sent by Imperial headquarters.
Secret Objectives mention a condition that must be met. This condition usually is hard to meet, and requires several turns where the player must dedicate important resources and focus.
If the alien player succeeds, this will result in important rewards.
Some example Secret Objectives tokens are displayed below.
The alien player must capture 3 human squad units.
The player may complete this objective progressively. He has the whole game to complete it.
Unless you have discovered and equipped specific "stun" equipment, capturing a unit is much more difficult than destroying one. So the alien player will focus efforts in acquiring and producing stun weapons.
Psi capabilities may also be useful. Psions and Velakians have psi powers. They can be used to cancel the enemy's power and make their units powerless.
Once completed, this objective adds 10 Prestige to the alien player and his team. Prestige is very important - these are your victory points - and can be spent during the game for other advantages.
Want to see more of the rules? click here for a summary! (external site)
Other games from same author
"UFO Defense Protocol" game designer, Christophe, previously designed the game 'Astoria'.
The Astoria game was self-assembled (in France), self-published (in 5000 units) and self-distributed. It still reached more than 110 shops in France, and distributors in six foreign countries (US, Canada, UK, Germany...). It is rather well known in its main country.
Thanks to being self-produced and assembled the game was sold at 30 EUR (and 20 EUR even, for the lucky people who came to Essen's fair at release!) and had original materials:
Dreamship Interactive is an independent company.
UFO Defense Protocol is inspired by science fiction themes and renown and respected titles. Its first design dates back from 2001.
Viewers shall be aware that Dreamship Interactive and UFO Defense Protocol are not related, supported or associated with the creators of licenses which created these themes, such as Firaxis studio or its publisher Take Two Interactive, or Altar Interactive and its publisher Cenega, or the publisher Microprose. All rights are reserved to their respective owners.
Risks and challenges
- Kickstarter involves a lot of shipments and parcels to manage.
- But I want everyone shipped at the same time.
The game shall be available several months before the deadline.
I want everyone to have the most pleasure from this project. My priority will be to ensure that all games are shipped to the backers at the same time, and to the maximum of my capability, will be opened at the same time by all of them.
Management of production and shipment is something I am used to. My previous experience in publishing and distribution involved more than 6 different countries for production for a single game, to make sure I got the best material from the best suppliers ; and 110 shops (that were phoned and shipped directly), and hundreds of people as recipients.
But more can be said about assembling, and managing all the "manual stuff" people have to do to address all problems.
Our staff previously assembled the 'Astoria' game, a game about alchemy and magic, with original material (like an engraved wooden box) and fragile ones (like glass flasks). This meant 30 000 glass flasks, 300 000 gems in six colors, 30 000 pawns of six kinds, and more... to assemble with five thousands handmade boxes. Since glass can break, we had a special care to put into it, too.
This was an interesting, quite engaging adventure, that defined me for some time. I published other boardgames since. I can testify that managing shipments of 'normal boardgame boxes' is of no difficulty, when compared with managing shipment of glasses and assembling hundreds of thousands of elements by ourselves.
I then feel confident in our ability to manage the special situations that may arise. I expect special situations to arise, though. So I want to make sure to launch production as early as possible, and to deliver the game possibly in advance.
I took an end 2015 deadline for delivery.
I understand this creates some eagerness, but I really believe a game such as this one deserves a lot of refining, balance, and also time to manage its production the best possibly way. I will also use that time to secure the best manufacturers and artists for what remains to do in production.
The chronology of the project will be as follows:
- Until October :
* Scuplt artists are confirmed and begin their work on all models.
* Concept artists continue illustrating the cards.
* I select the best manufacturers & extend the team.
* The game is refined and tested further. Team vs Team games need super balancing, and player teams sometimes find it hard to be objective with their feedback, considering the "pain" the other team has put them through ;) ... this means I expect more playtests to be required.
- I expect everything to be sent to production in February 2015.
- I expect everything to be delivered in July/August 2015, and games to be either sent right away, or two months after in September/October, depending on shipment and customs strategy.
It's normal to wonder how the game manages production, research, combat, in a suitable timeframe.
The whole design, from 2001, was improved in that regards, turning a full simulation game that required many hours to play it (what I mean by this is... several evenings!) into an opened strategy game which can be played in one session.
Right now I am close to the 4-hour mark and I will try to put us under the 3-hours mark for a game session.
What really satisfied me in the latest version, and addressed a problematic situation in game simulations, is the way squad combat is played.
The new system is fun and still integrates complex data such as initiative and camouflage, or "shock power". It also adequately differentiates units such as snipers, who are hard to locate, and units such as shock beasts, who can devastate a team once in melee range.
It's very easy to explain the system, and quick to play it. Such system really "unleashed" the power of the simulation in the game.
The combat system will also be revealed to you in further details in the next updates.Learn about accountability on Kickstarter
- (28 days)