Totally Medieval: The Epic Adventure
Alliance or war: compete or cooperate in the mythic world of Totally Medieval. But be wary, and trust no one, because even the game...
This project will only be funded if it reaches its goal by Fri, August 24 2018 3:09 PM UTC +00:00.
With over 36% of the funds already raised and 60+ pre-orders made, Totally Medieval is being released in December 2018. The question is, will you join us on this journey?
Two added bonus with Totally Medieval:
1) Phase 2 out of 5 (Phase 1: Being the Release of Totally Medieval): The configuration of the miniatures in Totally Medieval is the same as the game of Chess (1 King, 1 Queen, 2 Bishops, 2 Knights, 2 Rooks, & 8 Pawns). So with Totally Medieval, you can take all the pieces from the game and play an exciting game of Chess.
2) Just in, we have found our distributors in the EU/UK and AU. So we are now:
Summary: Totally Medieval™ is a competitive (and soon to be released cooperative game) where you and your opponent command opposing armies. As you move closer to compete against your opponent, you will find new terrain and different weather systems, which may help or hinder your progress. When you meet your opponent’s army, be ready to attack and/or defend yourself. You must slow down their advances toward your homeland. Your civilization’s survival is based on your success in stopping your opponent from advancing and conquering their homeland first.
This is a journey that started 5 years ago. Ethan designed this game initially because he saw his father making games. After 5 years working on it and great modifications, he is once again hoping to fulfil his dream of getting this out to the public. With the help of his dad, and some world renown illustrators and sculptors, they have created a product that will amaze you.
This is only the first phase of the game. Phase Two means the game gains more civilizations from around the world and additional mats to expand the adventure. With Phase Three, it becomes a cooperative game where you and your opponent battle dragons and other fictional creatures. Phase Four... we'll keep that a secret.
This is a game for everyone: We made the base rules for someone as young as 8-years-old to play, but have included more advanced rules and strategies to fulfill any adult's gaming mind. This was made for men and women alike, with female heroes as well as the overly masculine Viking Berserker. This was also created so that a novice gamer, as well as a hard core gamer, can enjoy.
*** This is the beginning of a revolution in education. We are using this game with a small expansion, and making it into the most epic Math adventure for students in schools across the United States. With this as a tool in the classroom, students can engage with math like never before. . What better way to do that than through games.
We want you to be part of this grand experiment: Most products on Kickstarter are experiments to see if people are interested in a game. With us, there is so much more. This will help out thousands of students across the United States practice their Math through repetition. They’ll have so much fun that they won’t overthink the math part.
This will help the gaming world, especially physical games: This will bring more interest from the younger generation away from screens and more towards playing physical games. The younger they start, the more likely their interest will continue with gaming as they get older.
The science behind Physical Games vs. Video Games: In education, most classrooms are moving towards video games and apps, yet there is so much more learning that comes from physical games. Tactile learning is extremely important. Through physical games, the player is using effectively, 3 of their 5 senses, while a video game only effectively uses 1, possibly 2. There is much more learning and memory of the lessons that come with the more of the body's senses.
The science behind Gamification of the Education System: 1) Nearly 80% of learners said they would be more productive if their learning or job was more game-like. (Talent LMS) * 97% of teachers use games that were created specifically for educational use, and 18% use games for education on a daily basis. (Online College Courses) * 70% of teachers said they saw an increase in student engagement when using educational games. (Online College Courses) * “For a student sitting in the median who doesn’t have a game, his or her learning achievement would have increased by 12% if he or she had that game,” said Ed Dieterle, Senior Program Officer for Research, Measurement. "In the world of educational achievement, 12% is significant."
Thank you again for supporting Ethan in this venture and helping us come closer to reaching our goals. We appreciate all the help you can give us.
Risks and challenges
We are already sending the game to the printers so they shouldn't have a problem arriving by October 2018. The hardest part will be distributing them to everyone around the world. We are still working on fulfillment agreements to have them distributed in a few countries, but that should be solved very soon.Learn about accountability on Kickstarter
- All gone!