About this project
Thank you Board, Deck & Dice for the preview!
It all began after the nuclear fallout. Mass exoduses from the cities, the areas most directly hit, out to the not-yet-contaminated countryside. With the now-toxic air radiating from the initial blast zones, everyone knew in the backs of their minds that time was limited; they had to locate the proper gear to survive.
The relatively lucky ones were the people who had been outside the cities to begin with as others scrambled to get away from the affected areas – a scout troop leader hiking with her husband and son, a geocacher pursuing her unique pastime of choice, a wandering pacifist, and a crazed conspiracy theorist who just might know more than he lets on.
How do I get started? As a Survivor you are trying to find the food, items, and gear needed to survive. Each player in Carry On starts with the same four items - all food. But the gear you collect from there on out is up to you.
Each player has a Stash of four cards. Each turn you can play a card from your Stash. Different cards have different Actions. After an Action resolves, replace the card played with the top card from the Draw Pile. However, most Actions allow you to Replenish your Stash in several strategic ways.
How do these Actions actually work? - Great question. As I mentioned, different cards have different Actions, or rather different items cause different things within the game to happen. For example:
Tools like the Compass and Shovel allow players to search the Draw Pile and Discard Pile for a card to replenish their Stash. Weapons, like the Tactical Knife and Hand Gun let you intimidate opponents into giving you cards.
How do I win? - To win, be the first player to collect all three pieces of radioactive protective gear - Hazmat Boots, a Hazmat Hood, and a Hazmat Suit.
In addition to Items, there are also other Survivors within the deck that can you help you on your quest for survival gear. The Minimalist allows you to discard additional cards. The Pacifist gets rid of your opponents Weapons. The Anarchist let's you straight up steal from your opponent. And The Generalist allows you to swap out cards with an opponent.
As in any post-apocalyptic world, one minute you’re all alone, then the next you’re traveling with others – a motley group searching for something (anything) resembling safety and meaning.
The artwork for this game is stunning and most enjoyed via our Deluxe Game Manual / Art Book. If you pledge at the Deluxe Game Manual Reward tier, in addition to the game, you will get a 5.5" x 8.5" glossy game manual filled with pages and pages of Carry On artwork (both concept art and final production art), character bios, and stories about each character. The Deluxe Game Manual also includes full-color instructions of the game.
We would like to give a special thanks to Chelsea Chao for creating the amazing artwork of Carry On. You can see more of her work on her website, at deviantart, or follow her on Instagram and Twitter @missmeirii.
H. C. Daria is the very talented writer that scripted short stories about each of our game's characters. These stories will be published as Backer Only updates throughout the project and be included in the Deluxe Game Manual. Her other work can be read on her blog: https://hcdaria.blogspot.com/
We have years of experience working with our printer and shipping decks of cards, and we have a very aggressive production schedule for this game. Our plan is to order the cards December 3rd, and have them rushed delivered to us. It will be tight, but for all Backers in the United States that are pledging for the GAME ONLY, we are going to do everything we can to get the game to you before Christmas Day. International Backers, we are equally committed to getting you your copies of the game as fast as we can, but because of customs and distance, we cannot guarantee deliver by Christmas Day for Backers outside the United States. International Backers will receive their copies of the game in January. Anyone ordering the Deluxe Manual, the production time is slightly longer, so all Backers that pledge at a Deluxe Manual reward tier, your rewards will arrive in January as well. That includes both Domestic and International Shipping.
Risks and challenges
Our vision with Carry On was to create a game that was both casual and strategic, depending on how you want to play. It was our goal to create something approachable yet competitive, with high replay value and relevance to a large and diverse audience.
One thing we have been deeply proud of has been our ability to ship our decks usually within a month of the end of our campaigns. As you can imagine, people were elated that the turnaround time on those projects were so short, and we are dedicated to maintain that reputation. Please also see our above information about Holiday Shipping.
Despite our best planning, problems can still surprise us. Production delays are real and they do happen sometimes. Unless an exploding kitten blows the crap out of us... we should be okay.
If we don't reach our funding goal, that would suck. However, with our past projects that came up short, we reevaluated things and figured out how to make them work when re-launched.
No matter what, if problems arise - we'll fix them. AND we will tell you what's going on. If you back this project it’s because you want a totally awesome game. We totally want to make it. Whatever happens, we'll all figure it out together. We are happy to be campaigning again to fund another game and hopefully we can all bring this project to life!Learn about accountability on Kickstarter
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