See our latest review from Steam Kitty Games.
Using a combination of strategy and luck, you build a court to support your house’s rise to power. Your path to power has many options:
- Should you focus on building support with the weaker Minor Houses or build alliances across the Major Houses?
- Should you ruthlessly employ the services of the SHADOW HOUSE to support your own rise or diminish the rise of others?
Then, of course, FATE kicks you in the teeth.
ROIL uses a core deck of 70 cards that are played to the table in a series of hands. During each hand, a player may have several turns of play to build their COURT. The first player to complete their COURT wins the hand. Points are tallied and the next hand dealt. The player with the most points at the end of the game wins.
So ROIL is a bit like a medieval social media network. Your influence is based on who you know and who is following you.
THE KICKSTARTER CAMPAIGN
First, the product is already complete—play tested and developed (see below). What we are asking for in the KICKSTARTER community is support for mass production, distributing to a wider audience, and possibly building to the first expansion.
If the campaign is successful, we are ready to immediately move to production on the core deck.
I’m intrigued but not sold. So how do you play?
Each HAND begins with the players being dealt five cards. On each subsequent turn, the players draw three additional cards and then may take any of the following actions:
- Add followers to their court by matching colors and rank;
- Use a SHADOW HOUSE card to steal card from another player's court;
- Play a FATE card to remove the target from the Court.
Each player’s turn ends when they discard to no more than five cards in their hand and play passes to the left.
The hand ends when someone completes their court.
ROIL was designed to be simple--and we think it is--but like many classic games, knowing how the pieces move is only part of playing the game.
ROIL appeals to the the 'draw and play' crowd, i.e. playing by instinct and reacting to the current draw. ROIL also appeals to the 'moves ahead' folks because of the chance to think strategically about the draw, optimizing the impact of FATE and SHADOW, and how to maneuver cards to the table to create opportunities.
A KICKSTARTER ORIGIN STORY
With a name like 'Roil' it's clearly not going to be featured on PBS Kids. Roil is a game about turmoil. About strategy. About blind, stinking, gut punching Fate. But it's family friendly. Seriously.
It started with a rough conception of a game that we could play with both our mothers and sons (we'll let you decide which is the more violent). The game had to be quick, portable, and have a enough potential for strategic play as to require some skill but still enough randomness to just plain screw with ya.
So, we designed the first game. Played it. Thought, "Well that sucked". Started over. Played it. "better." Redesigned, played, tweaked, played, tweaked, etc. Until we got to ROIL. The goal of this campaign is to bring the game to market.
In the first iteration, we tried to use a modified deck of normal playing cards (not shown).
Yeah…let’s just say it didn’t work.
So for the first official demo, we printed on a Tarot size deck and the game emphasized ‘trick’ taking (v1). There were some interesting elements, but ultimately it wasn’t what we were looking for. And the artwork was not a ‘good’ fit.
The second demo deck was also Tarot size and had a mythological theme (v2).
Decks three and four began to really take shape and the core rules were hammered out. By this stage the game play is recognizable. It was also at this stage that the concept art finally worked itself out and thematic became uniform.
Demo Deck five is 90% of the final product. With only minor tweaks to the final product and game play. FATE cards continued to evolve but that was driven by how to make the cards visually appealing to game play.
So that’s the evolution of the game and artwork…two years of game play, feedback, support. We are so very appreciative of all the folks that provided insight and suggestions. Good game development is a community sport!
GAMES ARE ONLY FUN IF THEY'RE PLAYED
We've chosen KICKSTARTER because the community, the dialogue and the support create a unique opportunity to bring a product into being. Through the KICKSTARTER community we have met some wonderful people that have provided feedback that has helped improved the game and the production. We hope we have given back to them as well.
We think the game is fun and unique but we know it will only evolve into something great with all of your help. For that reason, we've selected stretch goals that we hope are appealing but ultimately help build a better product. Except for the swimming thing. That's just for titillation.
Risks and challenges
Depending on the success of the campaign, some production elements will have to be adjusted if the stretch goals are met. For instance, while all of the artwork is finished for the expansion deck, the pieces still need some polishing and the packaging needs to be finalized for the higher donor levels, etc.
We are intending on using the same production facility as was used in making the various demo decks. They were very dependable and are a well established printer.
We reserve the right to adjust some of the graphic elements to fit production requirements.
Keeping the community informed of our progress both during the campaign and during fulfillment are priorities. We promise to keep our supporters informed with weekly updates after funding until the final delivery.
For continental US customers, shipping and handling is five dollars ($5 US). For everyone else, we want satisfied customers so please contact us before bidding to discuss shipping.
Shipping outside of US domestic will be charged at actual cost after the campaign ends and collected via the pledge manager. Shipping is rarely a 'one-size fits all' and we want to be fair to everyone. We will notify everyone of the shipping rates well in advance.
We have been in communication with a fulfillment service for overseas supporters but the success of the campaign really determines whether that is feasible. If it is not, then shipping will be out of the US. Please, please don't hesitate to reach out to us in advance of supporting.Learn about accountability on Kickstarter
- (30 days)